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Lord of Vivica
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Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
![]() ![]() ![]() ![]() ![]() In ages passed, when the lands were still young, there existed two adventuring elves, hailing from the northern lands. The two men, whose skill with a blade and desire for justice was unmatched, eventually formed a blood pact with one another to travel throughout the unexplored world. What they found, would change the course of history forever. For the two adventurers discovered a mysterious place – a plane of peace and intrigue, legends to be and tales yet untold. The two elves discovered a new land. The Land of Vivica. What happened to these elves is another story for another day. What is known, however, is that eventually the humans from the southern lands migrated up north to Vivica, claiming it from the elves as their own. From there, cities and rivalries were formed, as well as towns and high spirits. But calm lands in Vivica were not to be. For underneath this promising land was another. There was a hidden world of darkness, deceit, and demons of strength unmatched. But worst of all, there was a Lord Below who ruled over the underlands. And for centuries this Lord sent his agents into Vivica to terrorize and kill its inhabitants. Someone had to take a stand. A group known as the Lyn was established – those who opposed the Lord Below’s tyranny. They traveled the lands, killing his lessers and looking to find and seal the paths that led into the Reaches (the name that was eventually established for the lands below.) But the strength of mere humans and elves wielding nothing but carved metals and silvers weren’t enough. The Lyn need blades that could pierce the Lord’s massive defenses. And so the Lyn came to a decision – their three leaders journeyed up into the highest of mountains, in an effort to find the weapons that lay dormant there. Such was told by one of the oldest of elven legends – when the time comes that you’re in need of a weapon, look up to the highest point in the lands. Once there, they came across merely a stone. Initially disappointed, the Lyn took the stone back down to Vivica, where an orbcrafter had the idea to merge it with his finest of blades. And so he did. The three Lyn took up their new weapons, known as the Illuminati, and journeyed deep into the depths of the Reaches, where they fought through the Lessers and into the chamber of the Lord Below. Naught is known after this event – but the attacks from the underlands stopped and the Lord was never heard from again. But neither were the Lyn that went to confront him. And so, Vivica essentially had peace for the rest of its days, if not the ongoing skirmishes between two of its cities. The golden sun of the lands ascends and descends over the grassy hills and tall mountains, and the citizens of each and every town and city pay thanks to their lords for another peaceful and fulfilling day. Though, it is a fact that remnants of the climatic battle against the Lord Below exist – but the mystery is what, and where. And now, as a distraught rain plummets down onto the cool earth and sea, a vast freighter sails into the docks of the famous Vivican town of Settlers. As various men and women leave the ship, they are unaware of the excitement and adventure to come in this conflicted corner of the world, the Land of Vivica. ~ Join now! PM me a message entailing your chosen class, and after I approve it you may begin the game! For the first time, I think I'm going to try out an iteration of Vivica without veteran's bonuses. I have a feeling this one will last. Also, try to read the Q & A portion of the posts. Veteran or not, it'll help! Hosted by: Scarecrow3000 The Hero Hartmut ![]() ![]() THE LOST SOUL ![]() Thief Inventory: Dagger /w Flare Orb (MT 2) Orbcraft: Flare (could cause enemy to miss) EXP: 0/100 Lv: 1 HP:12/12 Str:1+2 Skill:3 Spd:3 Def:1 Res:1 Gold:700 Quests: Pancakes For One Fame level:0 ![]() FRWL ![]() Nomad Inventory: ----- Orbcraft: ----- EXP: 0/100 Lv: 1 HP:15/15 Str:2 Skill:3 Spd:3 Def:2 Res:1 Gold:4600 Quests: Of Elven Lore Fame level:0 ![]() THE HERO HARTMUT ![]() Shaman Inventory: Flux [30/40] (MT 3), Heal Staff [7/10], Silver Timepiece, Hi-Vulnerary (3/3), Blue Zephyr (3/3) Equipment: Enchanted Bracers (+2 Res) Orbcraft: ----- EXP: 50/100 Lv: 4 HP:16/17 Mag:5 Skill:3 Spd:3 Def:4 Res:2+2 Gold:3340 Quests: His Kingdom for a Steed Fame level:7 ![]() GLANCINGREVERSE ![]() Mounted Mage Inventory: Fire [40/40] (MT 3), Fire [14/40] (MT 3) Orbcraft: ----- EXP: 35/100 Lv: 7 HP:1/16 Mag:6 Skill:6 Spd:5 Def:5 Res:6 Gold:910 Bank:500 Quests: ----- Fame level:15 ![]() EMPTY SLOT ![]() Pegasus Knight Inventory: ----- Orbcraft: ----- Quests: EXP: 0/100 Lv: 1 HP:14/14 Str:3 Skill:3 Spd:4 Def:3 Res:3 Gold:1000 Quests: ----- Fame level:0 ![]() EMPTY SLOT ![]() Mercenary Inventory: ----- Orbcraft: ----- EXP:0/100 Lv: 1 HP:14/14 Str:3 Skill:2 Spd:2 Def:2 Res:1 Gold:1000 Quests: ----- Fame level:0 ![]() ALKAID ![]() Ronin Inventory: Steel Sword /w Orb of Thrift [22/30] (MT 4), Vulnerary (3/3), Ataris Pass, Hero's Crest Orbcraft: Thrift (increases gold findings) EXP: 90/100 Lv: 7 HP:18/18 Str:6 Skill:5 Spd:6 Def:4+1 Res:4 Gold:80 Quests: ----- Fame level:23 ![]() SVENTHECRUSADER ![]() Soldier Inventory: Iron Lance of Initiative [22/40] (MT 3) Equipment: Midian's Silver Mask (+1 all stats unpromoted, 2 promoted) Orbcraft: Initiative (permanent first strike) EXP: 50/100 Lv: 7 HP: 18/19 Str:6+1 Skill:6+1 Spd:5+1 Def:5+1 Res:2+1 Gold:1275 Quests: The Hit Fame level:11 ![]() EMPTY SLOT Novice Inventory: ----- Orbcraft: ----- EXP: 0/100 Lv: 1 HP:14/14 Str:3 Skill:2 Spd:1 Def:2 Res:1 Gold:1000 Quests: ----- Fame level:0 ![]() KILIK 64 ![]() Cavalier Inventory: Iron Lance [25/40] (MT 3), Short Spear [30/30] (MT 4; +1 SKL) Cascade Orb, Demonic Essence Orbcraft: ----- EXP: 70/100 Lv: 4 HP:20/20 Str:5 Skill:4 Spd:5 Def:6 Res:3 Gold:500 Bank:850 Quests: ----- Fame level:5 ![]() REX THE WATER RIDER ![]() Myrmidon Inventory: Wooden Sword (MT 1) Orbcraft: ----- EXP:0/100 Lv: 1 HP:12/12 Str:2 Skill:3 Spd:2 Def:2 Res:1 Gold:550 Quests: Obesity Epidemic Fame level:0 ![]() EMPTY SLOT ![]() Acolyte Inventory: ----- Orbcraft: ----- EXP: 0/100 Lv: 1 HP:12/12 Mag:2 Skill:2 Spd:4 Def:1 Res:2 Gold:1000 Quests: ----- Fame level:0 ![]() EMPTY SLOT Pugilist Inventory: ----- Orbcraft: ----- EXP:0/100 Lv: 1 HP:13/13 Str:3 Skill:2 Spd:2 Def:2 Res:0 Gold:1000 Quests: ----- Fame level:0 ![]() EMPTY SLOT ![]() Brigand Inventory: ----- Orbcraft: ----- EXP: 0/100 Lv: 1 HP:15/15 Str:3 Skill:1 Spd:2 Def:2 Res:0 Gold:1000 Quests: ----- Fame level:0 ![]() EMPTY SLOT ![]() Raider Inventory: ----- Orbcraft: ----- EXP:0/100 Lv: 1 HP:17/17 Str:2 Skill:3 Spd:2 Def:3 Res:1 Gold:1000 Quests: ----- Fame Level:0 ![]() TOMATO13187 ![]() Archer Inventory: Iron Bow /w Wind and Cascade Orbs [22/40] (MT 7), Hi-Vulnerary (6/6) Orbcraft: Wind (+4 MT), Cascade (-1 ATK from opponent) EXP: 40/100 Lv: 7 HP:17/17 Str:6 Skill:6 Spd:7 Def:5 Res:3 Gold:865 Bank:2500 Quests: ----- Organization: The Shadowslayers Fame level:8 (Group: 25) ![]() BSMITH3 ![]() Wyvern Rider Inventory: Steel Lance /w Orb of Assist [20/30] (MT 4; +1 DEF), Blue Zephyr (3/3) Orbcraft: Assist (raises all partner's stats by 2) Lv: 5 EXP: 0/100 HP:19/19 Str:5 Skill:5 Spd:6 Def:5+1 Res:4 Gold:885 Quests: ----- Organization: The Shadowslayers Fame level:6 (Group: 25) ![]() EMPTY SLOT ![]() Monk Inventory: ----- Orbcraft: ----- EXP: 0/1000 Lv: 1 HP:13/13 Mag:2 Skill:1 Spd:2 Def:3 Res:1 Gold:1000 Quests: ----- Fame level:0 ![]() EMPTY SLOT ![]() Freelancer Inventory: ----- Orbcraft: ----- EXP:0/100 Lv: 1 HP:14/14 Str:4 Skill:2 Spd:2 Def:2 Res:2 Gold:1000 Quests: ----- Fame level:0 ![]() KUSHLUK SHIMAZU ![]() Pirate Inventory: ----- Orbcraft: ----- EXP:20/100 Lv: 2 HP:17/17 Str:3 Skill:4 Spd:2 Def:3 Res:1 Gold:450 Quests: ----- Fame Level:2 ![]() EMPTY SLOT ![]() Fighter Inventory: ----- Orbcraft: ----- EXP:0/100 Lv: 1 HP:16/16 Str:4 Skill:1 Spd:1 Def:2 Res:0 Gold:1000 Quests: ----- Fame level:0 ![]() DARKKTRAINERR ![]() Bladier Inventory: ----- Orbcraft: ----- EXP:0/100 Lv: 1 HP:14/14 Str:2 Skill:3 Spd:3 Def:1 Res:2 Gold:1000 Quests: Cat Burglar Fame level:0 ![]() YAKADEE ![]() Ranger Inventory: Iron Sword [16/40] (MT 3), Dagger Beak x3, Jagged Beak Orbcraft: ----- EXP:80/100 Lv:3 HP:16/16 Str:3 Skill:3 Spd:4 Def:5 Res:3 Gold:750 Quests: ----- Fame level:2 ![]() EMPTY SLOT ![]() Brawler Inventory: ----- Orbcraft: ----- EXP:00/100 Lv: 1 HP:15/15 Str:4 Skill:2 Spd:2 Def:3 Res:1 Gold:1000 Quests: ----- Fame level:0 ![]() THE DEATHWIND ![]() Fencer Inventory: Steel Sword /w Wind Orb [17/30] (MT 8), Beetle Wing x7 Orbcraft: Wind (+4 MT) EXP:95/100 Lv: 5 HP:17/17 Str:6 Skill:5 Spd:4 Def:4+1 Res:3 Gold:1200 Quests: ----- Fame level:18 ![]() EMPTY SLOT ![]() Lancer Inventory: ----- Orbcraft: ----- EXP: 0/100 Lv: 1 HP:16/16 Str:4 Skill:2 Spd:2 Def:2 Res:1 Gold:1000 Quests: ----- Fame level:0 ![]() EMPTY SLOT ![]() Knight Inventory: ----- Orbcraft: ----- EXP: 0/100 Lv: 1 HP:15/15 Str:2 Skill:2 Spd:1 Def:5 Res:1 Gold:1000 Quests: ----- Fame level:0 Class Trees ![]() Stat Growth Stats growths are decided by both your class and the Random Number Generator, or "RNG." If a character seems weak at the start; don't worry, the odds are they'll end up quite well rounded. Organization This is purely the host's problem. (S)he will handle all battles when battles are called for. Damage The damage system is very simple. First of all, look at your strength/magic and add it to the MT of your current weapon. After the sum is found, subtract the enemies’ defense/resistance from the amount you’ve come up with. Then subtract that number from your enemies hit points. If you have weapon advantage over your opponent, one damage is added to your attack. The weapon triangle is Sword > Axe > Lance > Sword for melee weapon users and Anima > Light > Dark > Anima for magic users. It’s done in the same way as the Fire Emblem video games. Dodging Dodging is the referee's problem. He decides weather or not you can by using a dice. The dice is split in half, 1-4 and 4-8. Each person gets half. Each person starts off with a 1/8 chance of dodging during the fight, no matter what stats are. If you have 2 more speed then your opponent, you have a 2/8 chance of dodging. If you have 5 more speed then your opponent, you have 3/8 chance of dodging. Your chance of dodging can not go any higher the 4/8, or half. Critical Attacks During the fight, if you have 3 more skill then your opponent (unpromoted), or 6 more skill then your opponent (promoted), you have the critical chance. Every time you attack the opponent, the host flips a coin. If it’s heads, you qualify for a Critical. If it’s not, you don't. If you get the qualification toss, you qualify for a critical. After you get the qualification toss, you must get toss an extra head. For example, the second time you’d have to get three in a row. During the next toss, you’d have to get four in a row. And so on and so forth. ![]() ![]() The Land of Vivica, as seen above, consists of many various cities, towns, and villages. The green and blue areas are part of a region known as “Estrana”, and the red area is known as “Neval.” Both of which were named after their founders. The capital of Estrana is the Silver City of Favorin, and the notable towns in the area consist of Redwood, Albrooke, and of course, the famous Settlers. The magi-tech city of Ranandell can be found in the southwest. In Neval, you can find the port city of Sessadan and the ambitious metropolis known as Ataris; the Gray City. See here for more information. (Yes, I am using one of the older threads.) SETTLERS SETTLERS TO REDWOOD: 1 1/2 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN ON FERRY. SETTLERS TO ALBROOKE: 1 HOUR ON FOOT, 30 MIN. ON MOUNT, 45 MIN ON FERRY. SETTLERS TO FAVORIN: 1 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN. ON FERRY. SETTLERS TO RANANDELL: 2 1/2 HOUR ON FOOT, 1 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SETTLERS TO SESSADAN: 2 HOUR ON FOOT, 2 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SETTLERS TO ATARIS: 45 MIN. ON FERRY. REDWOOD REDWOOD TO SETTLERS: 1 1/2 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN ON FERRY. REDWOOD TO ALBROOKE: 2 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN ON FERRY. REDWOOD TO FAVORIN: 1 1/2 HOUR ON FOOT, 1 HOUR ON MOUNT, 45 MIN. ON FERRY. REDWOOD TO RANANDELL: 3 1/2 ON FOOT, 2 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. REDWOOD TO SESSADAN: 4 HOUR ON FOOT, 4 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. REDWOOD TO ATARIS: 45 MIN. ON FERRY. ALBROOKE ALBROOKE TO SETTLERS: 1 HOUR ON FOOT, 30 MIN. ON MOUNT, 45 MIN. ON FERRY. ALBROOKE TO REDWOOD: 2 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN. ON FERRY. ALBROOKE TO FAVORIN: 2 HOUR ON FOOT, 1 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. ALBROOKE TO RANANDELL: 1 1/2 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN. ON FERRY. ALBROOKE TO SESSADAN: 1 HOUR ON FOOT, 1 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. ALBROOKE TO ATARIS: 45 MIN. ON FERRY. FAVORIN FAVORIN TO SETTLERS: 1 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN. ON FERRY. FAVORIN TO REDWOOD: 1 1/2 HOUR ON FOOT, 1 HOUR ON MOUNT, 45 MIN. ON FERRY. FAVORIN TO ALBROOKE: 2 HOUR ON FOOT, 1 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. FAVORIN TO RANANDELL: 3 1/2 HOUR ON FOOT, 2 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. FAVORIN TO SESSADAN: 4 HOUR ON FOOT, 4 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. FAVORIN TO ATARIS: 45 MIN. ON FERRY. RANANDELL RANANDELL TO SETTLERS: 2 1/2 HOUR ON FOOT, 1 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. RANANDELL TO REDWOOD: 3 1/2 ON FOOT, 2 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. RANANDELL TO ALBROOKE: 1 1/2 HOUR ON FOOT, 45 MIN. ON MOUNT, 45 MIN. ON FERRY. RANANDELL TO FAVORIN: 3 1/2 HOUR ON FOOT, 2 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. RANANDELL TO SESSADAN: 4 HOUR ON FOOT, 4 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. RANANDELL TO ATARIS: 45 MIN. ON FERRY. SESSADAN SESSADAN TO SETTLERS: 2 HOUR ON FOOT, 2 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SESSADAN TO REDWOOD: 4 HOUR ON FOOT, 4 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SESSADAN TO ALBROOKE: 1 HOUR ON FOOT, 1 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SESSADAN TO FAVORIN: 4 HOUR ON FOOT, 4 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SESSADAN TO RANANDELL: 4 HOUR ON FOOT, 4 1/2 HOUR ON MOUNT, 45 MIN. ON FERRY. SESSADAN TO ATARIS: 45 MIN. ON FERRY. ATARIS ATARIS TO SETTLERS: 45 MIN. ON FERRY. ATARIS TO REDWOOD. 45 MIN. ON FERRY. ATARIS TO ALBROOKE. 45 MIN. ON FERRY. ATARIS TO FAVORIN. 45 MIN. ON FERRY. ATARIS TO RANANDELL. 45 MIN. ON FERRY. GYARPHUS ANYWHERE TO GYARPHUS: 24 HOUR ON FERRY, 12 HOUR ON NOBLE FREIGHTOR. *You may not enter Ataris or Gyarphus under normal circumstances without a pass.* Promoted magic users can go anywhere instantaneously. ![]() SWORDS Kendo Stick - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Knife - MT2; 10 uses; 0 Orb; 300G Wooden Sword - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Dagger - MT2; 30 uses; 1 Orb; 500G; +2 STR when equipped by a Thief class. Slim Sword - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Iron Sword - MT3; 40 uses; 2 Orb; 780G Emblem Blade - MT3; 25 uses; 4 Orb; 820G Poison Sword - MT2; 20 uses; 1 Orb; 850G; 25% chance of poisoning opponent. Steel Sword - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Longsword - MT4; 25 uses; 2 Orb; 1000G; +2 STR if used against a mounted unit. Iron Blade - MT4; 30 uses; 3 Orb; 1000G; -1 SPD. Wind Sword - MT4; 40 uses; 2 Orb; 1200G Steel Blade - MT5; 35 uses; 3 Orb; 1200G; -2 SPD. Venom Sword - MT4; 20 uses; 1 Orb; 1250G; 33% chance of poisoning opponent. Runesword - MT4; 20 uses; 3 Orb; 1350G; Cannot be repaired. +3 STR against a Light Magic user. Light Brand - MT4; 20 uses; 3 Orb; 1350G; Cannot be repaired. +3 STR against a Dark Magic user. Zanbato - MT5; 20 uses; 1 Orb; 1400G; +2 STR against mounted units. Armorslayer - MT6; 20 uses; 1 Orb; 1600G; +2 STR against the Knight and Soldier classes. Lancereaver - MT5; 20 uses; 2 Orb; 1750G. +3 STR & SKL if against a Lance user. Toxic Sword - MT6; 20 uses; 1 Orb; 1850G; 50% chance of poisoning opponent. Silver Sword - MT8; 20 uses; 2 Orb; 2000G Wyrmslayer - MT6; 30 uses; 1 Orb; 2000G; +2 STR against a Wyvern or Dragon. Silver Blade - MT8; 15 uses; 3 Orb; 2200G; -3 SPD. Killing Edge - MT5; 20 uses; 2 Orb; 2500G; Gives chance of Critical regardless of SKL. Regal Blade - MT10; 30 uses; 3 Orb; 4000G; +3 STR against the Knight and Cavalier classes. Killing Blade - MT7; 20 uses; 2 Orb; 4500G; Gives chance of Critical regardless of SKL. Brave Sword - MT4; 40 uses; 4 Orb; 5000G; Enables consecutive attacks. Broadsword - MT12; 35 uses; 2 Orb; 5000G Wo Dao - MT12; 40 uses; 2 Orb; 5500G; +5 SKL. Hero’s Sword - MT7; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Audhulma - MT18; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Sieglinde - MT20; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Ragnell - MT25; Unlimited uses; 1 Orb; 15000G; +3 SKL if you are a Mercenary class. Alondite - MT25; Unlimited uses; 1 Orb; 15000G; +3 SKL if you are a Myrmidon class. Levantine - MT25; Unlimited uses; 1 Orb; 15000G; +3 SKL if you are a Fencer class. Durandal - MT30; Unlimited uses; 0 Orb; N/A; +2 to all stats for every 25% your health decreases. (EX: at 50% health, raises all stats by 4). AXES Kendo Stick - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Hatchet - MT2; 10 uses; 1 Orb; 300G Wooden Axe - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Cutlass - MT2; 30 uses; 1 Orb; 500G; +2 STR when equipped by a Pirate. Slim Axe - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Iron Axe - MT3; 40 uses; 2 Orb; 780G Devil Axe - MT8; 30 uses; 1 Orb; 800G; 50% chance of damaging yourself. Emblem Axe - MT3; 25 uses; 4 Orb; 820G Poison Axe - MT2; 20 uses; 1 Orb; 850G; 25% chance of poisoning opponent. Steel Axe - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Halberd - MT4; 25 uses; 1 Orb; 1000G; +2 STR if used against a mounted unit. Dragon Axe - MT4; 30 uses; 1 Orb; 1150G; +2 STR if used against a Wyvern or dragon. Poleaxe - MT5; 30 uses; 2 Orb; 1200G Hammer - MT6; 20 uses; 1 Orb; 1250G; +2 STR against the Knight and Soldier classes. Venom Axe - MT4; 20 uses; 1 Orb; 1350G; 33% chance of poisoning opponent. Wolf Beil - MT6; 30 uses; 2 Orb; 1500G; +2 STR against the Cavalier and Knight classes. Tomahawk - MT7; 15 uses; 1 Orb; 1500G Swordreaver - MT5; 20 uses; 2 Orb; 1600G; +3 STR & SKL against a Sword user. Cynthe - MT6; 35 uses; 3 Orb; 1600G; Cannot be repaired. Silver Axe - MT8; 20 uses; 2 Orb; 1750G Battle Axe - MT9; 15 uses; 1 Orb; 1850G; +2 SKL. Toxic Axe - MT6; 20 uses; 1 Orb; 2000G; 50% chance of poisoning opponent. Scythe - MT9; 25 uses; 3 Orb; 2100G; Cannot be repaired. Silver Hammer - MT9; 15 uses; 1 Orb; 2300G; -1 SPD; +2 STR against the Knight class. Warhammer - MT10; 30 uses; 1 Orb; 2500G; +3 SKL against a Magic user. Killer Axe - MT6; 20 uses; 2 Orb; 4000G; Gives chance of Critical regardless of SKL. Brave Axe - MT5; 40 uses; 4 Orb; 4500G; Enables consecutive attacks. Gigas Axe - MT8; 20 uses; 2 Orb; 5500G; Gives chance of Critical regardless of SKL. Decapitator - MT12; 30 uses; 3 Orb; 5500G Hero’s Axe - MT8; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Redaan - MT20; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Garm - MT21; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Archevian - MT26; Unlimited uses; 1 Orb; 15000G; +3 STR; -1 SPD if you are a Fighter class. Basilikos - MT26; Unlimited uses; 1 Orb; 15000G; +3 STR; -1 SPD if you are a Pirate class. Blood Bane - MT26; Unlimited uses; 1 Orb; 15000G; +3 STR; -1 SPD if you are a Brawler class. Armads - MT30; Unlimited uses; 0 Orb; N/A; Restores the user’s HP by 10% of the damage done. LANCES Kendo Stick - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Pole - MT2; 10 uses; 0 Orb; 300G Wooden Axe - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Quarterstaff - MT2; 30 uses; 1 Orb; 500G; +2 STR when equipped by a Lancer. Slim Lance - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Iron Lance - MT3; 40 uses; 2 Orb; 780G Emblem Lance - MT3; 25 uses; 4 Orb; 820G Poison Lance - MT2; 20 uses; 1 Orb; 850G; 25% chance of poisoning opponent. Steel Lance - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Glaive - MT4; 30 uses; 1 Orb; 1000G; -1 SPD if used by a mounted unit. Short Spear - MT4; 30 uses; 2 Orb; 1150G; +1 SKL. Horseslayer - MT4; 25 uses; 1 Orb; 1200G; +2 STR if used against a mounted unit. Heavy Spear - MT5; 20 uses; 2 Orb; 1350G; -1 SPD; +2 STR against the Knight class. Steel Glaive - MT6; 25 uses; 1 Orb; 1350G; -1 SPD if used by a mounted unit. Spear - MT5; 35 uses; 2 Orb; 1500G Venom Lance - MT4; 20 uses; 1 Orb; 1500G; 33% chance of poisoning opponent. Axereaver - MT5; 20 uses; 2 Orb; 1600G; +3 STR & SKL against an Axe user. Trident - MT6; 35 uses; 2 Orb; 1800G Matriarch - MT7; 30 uses; 2 Orb; 1950G; +2 SKL. Cannot be repaired. Silver Lance - MT8; 20 uses; 2 Orb; 2000G Toxic Lance - MT6; 20 uses; 1 Orb; 2100G; 50% chance of poisoning opponent. Sky Lance - MT7; 25 uses; 1 Orb; 2400G; +3 SPD if used by a flying unit. Killer Lance - MT5; 20 uses; 2 Orb; 4000G; Gives chance of Critical regardless of SKL. Brave Lance - MT4; 40 uses; 4 Orb; 4500G; Enables consecutive attacks. Patriarch - MT10; 25 uses; 2 Orb; 5100G; +2 SKL. Cannot be repaired. Impaler - MT12; 35 uses; 2 Orb; 5000G Gigas Lance - MT8; 20 uses; 2 Orb; 5500G; Gives chance of Critical regardless of SKL. Hero’s Lance - MT7; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Chakrum - MT18; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Rex Hasta - MT20; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Vidofnir - MT25; Unlimited uses; 1 Orb; 15000G; +10 HP if you are a Soldier class. Siegmund - MT25; Unlimited uses; 1 Orb; 15000G; +10 HP if you are a Knight class. Reginleif - MT25; Unlimited uses; 1 Orb; 15000G; +10 HP if you are a Lancer class. Malte - MT30; Unlimited uses; 0 Orb; N/A; 20% chance of negating an enemy’s attack. GLOVES Leather Glove - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Boxing Glove - MT2; 10 uses; 0 Orb; 300G Wood Knuckles - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Riding Gloves - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Iron Knuckles - MT3; 40 uses; 2 Orb; 780G Emblem Glove - MT3; 25 uses; 4 Orb; 820G Poison Knuckles - MT2; 20 uses; 1 Orb; 850G; 25% chance of poisoning opponent. Steel Knuckles - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Metal Claw - MT6; 25 uses; 1 Orb; 1250G Venom Knuckles - MT4; 20 uses; 1 Orb; 1250G; 33% chance of poisoning opponent. Wyrmsbane - MT5; 25 uses; 2 Orb; 1300G; +2 STR against Wyverns or dragons. Grand Glove - MT5; 30 uses; 1 Orb; 1700G; +2 STR against a magic user. Platinum Fist - MT6; 20 uses; 2 Orb; 1800G Silver Knuckles - MT7; 20 uses; 2 Orb; 1950G Toxic Knuckles - MT6; 20 uses; 1 Orb; 2100G; 50% chance of poisoning opponent. Ninja Claw - MT4; 40 uses; 2 Orb; 2150G; +4 SPD. Killer Claw - MT5; 20 uses; 2 Orb; 2500G; Gives chance of Critical regardless of SKL. Gold Claw - MT9; 15 uses; 1 Orb; 2650G Heavy Knuckles - MT9; 30 uses; 3 Orb; 2900G; -2 SPD; +3 STR against Knight class Powersoul - MT8; 30 uses; 2 Orb; 3250G; +5 SKL. Brave Glove - MT5; 40 uses; 4 Orb; 4500G; Enables consecutive attacks. Executioner - MT12; 35 uses; 3 Orb; 5000G Gigas Claw - MT7; 20 uses; 2 Orb; 5500G; Gives chance of Critical regardless of SKL. Hero’s Glove - MT8; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Dragonfang - MT19; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Kaiser Knuckles - MT20; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Premium Heart - MT24; Unlimited uses; 1 Orb; 15000G; +2 SPD, +2 SKL if you are a Martial Artist class. Warmonger - MT24; Unlimited uses; 1 Orb; 15000G; +2 SPD, +2 SKL if you are a Pugilist class. Godhand - MT30; Unlimited uses; 0 Orb; N/A; Critical hits are auto-kills on non-boss enemies. On boss enemies, the damage is doubled. BOWS *Note: All bows have an effective +3 MT vs fliers* Slingshot - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Whip Bow - MT2; 10 uses; 0 Orb; 300G Wooden Bow - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Slim Bow - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Iron Bow - MT3; 40 uses; 2 Orb; 780G Emblem Bow - MT3; 25 uses; 4 Orb; 820G Poison Bow - MT2; 20 uses; 1 Orb; 850G; 25% chance of poisoning opponent. Steel Bow - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Short Bow - MT2; 30 uses; 1 Orb; 1000G; +1 SKL. Venom Bow - MT3; 20 uses; 1 Orb; 1250G; 33% chance of poisoning opponent. Longbow - MT4; 25 uses; 2 Orb; 1300G; +2 SKL, -1 SPD. Crossbow - MT5; 30 uses; 2 Orb; 1500G Compound Bow - MT4; 40 uses; 1 Orb; 1700G; +2 MT against the Knight class. Recurve Bow - MT5; 20 uses; 2 Orb; 1800G Silver Bow - MT7; 20 uses; 2 Orb; 1950G Toxic Bow - MT6; 20 uses; 1 Orb; 2100G; 50% chance of poisoning opponent. Killer Bow - MT4; 20 uses; 2 Orb; 2500G; Gives chance of Critical regardless of SKL. Steel Crossbow - MT7; 20 uses; 1 Orb; 2500G Fury Bow - MT5; 30 uses; 3 Orb; 2700G; +2 SPD. Silencer - MT22; 5 uses; 0 Orb; 3000G; Cannot be repaired. Zweihander - MT8; 35 uses; 2 Orb; 3250G; -1 SPD. Brave Bow - MT4; 40 uses; 4 Orb; 4500G; Enables consecutive attacks. Fletcher - MT11; 30 uses; 3 Orb; 5000G Gigas Bow - MT6; 20 uses; 2 Orb; 5500G; Gives chance of Critical regardless of SKL. Hero’s Bow - MT7; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Highwind - MT16; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Arbalest - MT18; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Rienfleche - MT23; Unlimited uses; 1 Orb; 15000G; +5 STR, +3 SPD if you are a Nomad class. Nidhogg - MT23; Unlimited uses; 1 Orb; 15000G; +5 STR, +3 SPD if you are an Archer class. Miruge - MT30; Unlimited uses; 0 Orb; N/A; Grants +10 HP after every kill. ANIMA Musty Tome - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Old Tome - MT2; 10 uses; 0 Orb; 300G Wind - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Spellbook - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Fire - MT3; 40 uses; 2 Orb; 780G Heavy Tome - MT3; 25 uses; 4 Orb; 820G Squall - MT2; 20 uses; 2 Orb; 850G; 20% chance of causing opponent to miss next turn. Thunder - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Advisor’s Tome - MT5; 20 uses; 2 Orb; 1100G; Cannot be repaired. +1 MAG against an Acolyte. Flare - MT4; 40 uses; 2 Orb; 1200G Ice Storm - MT4; 20 uses; 1 Orb; 1250G; 33% chance of causing opponent to miss next turn. Elwind - MT4; 30 uses; 3 Orb; 1400G; +1 SPD Lemures - MT7; 20 uses; 1 Orb; 1600G Heavy Tome - MT8; 20 uses; 1 Orb; 1600G; -3 SPD. Blizzard - MT6; 20 uses; 1 Orb; 1850G; 50% chance of causing opponent to miss next turn. Elfire - MT8; 20 uses; 2 Orb; 2000G Aircalibur - MT5; 30 uses; 1 Orb; 2000G; +2 MAG against flying units. Liquidate - MT5; 20 uses; 2 Orb; 2100G. +3 SKL if against a weapon user. Elthunder - MT8; 15 uses; 3 Orb; 2200G; +1 SKL. Killer Tome - MT5; 20 uses; 2 Orb; 2500G; Gives chance of Critical regardless of SKL. Fimbulvetr - MT10; 30 uses; 3 Orb; 4000G; +3 MAG against the Pugilist and Martial Artist classes. Gigas Tome - MT7; 20 uses; 2 Orb; 4500G; Gives chance of Critical regardless of SKL. Brave Tome - MT4; 40 uses; 4 Orb; 5000G; Enables consecutive attacks. Tornado - MT12; 35 uses; 2 Orb; 5000G Hero’s Tome - MT7; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Bolganone - MT18; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Rexbolt - MT20; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Deluge - MT25; Unlimited uses; 1 Orb; 15000G; +5 RES, +5 HP if you are a Mage class. Forblaze - MT30; Unlimited uses; 0 Orb; N/A; Doubles DEF and RES when below 33% HP. LIGHT Musty Tome - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Old Tome - MT2; 10 uses; 0 Orb; 300G Lantern - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Spellbook - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Lightning - MT3; 40 uses; 2 Orb; 780G Heavy Tome - MT3; 25 uses; 4 Orb; 820G Flash - MT2; 20 uses; 2 Orb; 850G; 20% chance of causing opponent to miss next turn. Shine - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Disciple’s Tome - MT4; 30 uses; 2 Orb; 1100G; Only equipable by an Acolyte. Glare - MT4; 20 uses; 1 Orb; 1250G; 33% chance of causing opponent to miss next turn. Gleam - MT3; 40 uses; 2 Orb; 1400G; +1 SKL Resire - MT4; 15 uses; 4 Orb; 1400G Lustro - MT6; 20 uses; 1 Orb; 1600G Heavy Tome - MT8; 20 uses; 1 Orb; 1600G; -3 SPD. Blind - MT6; 20 uses; 1 Orb; 1850G; 50% chance of causing opponent to miss next turn. Shine - MT6; 20 uses; 2 Orb; 2000G Purify - MT5; 25 uses; 1 Orb; 2000G; +2 MAG & SKL against Dark magic. Purge - MT5; 20 uses; 2 Orb; 2100G. +3 SKL if against a weapon user. Aura - MT7; 15 uses; 3 Orb; 2200G Killer Tome - MT5; 20 uses; 2 Orb; 2500G; Gives chance of Critical regardless of SKL. Divine - MT9; 30 uses; 3 Orb; 4000G; +3 SPD Gigas Tome - MT7; 20 uses; 2 Orb; 4500G; Gives chance of Critical regardless of SKL. Brave Tome - MT4; 40 uses; 4 Orb; 5000G; Enables consecutive attacks. Rexaura - MT12; 35 uses; 2 Orb; 5000G Hero’s Tome - MT7; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Ivaldi - MT18; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Inquisition - MT20; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Virtuoso - MT25; Unlimited uses; 1 Orb; 15000G; +3 DEF, +3 RES if you are a Monk class. Aureola - MT30; Unlimited uses; 0 Orb; N/A; Whenever an enemy attack misses, your HP is restored by half the damage that would have been done. DARK Musty Tome - MT0; 20 uses; 0 Orb; 250G; Useless, cannot be repaired, though it allows you to attack. Old Tome - MT2; 10 uses; 0 Orb; 300G Novo - MT1; 45 uses; 1 Orb; 450G; Cannot be repaired. Spellbook - MT2; 15 uses; 2 Orb; 500G; +2 SPD. Flux - MT3; 40 uses; 2 Orb; 780G Heavy Tome - MT3; 25 uses; 4 Orb; 820G Poison - MT2; 20 uses; 2 Orb; 850G; 20% chance of poisoning opponent. Etrene - MT4; 30 uses; 1 Orb; 950G; +1 DEF. Disciple’s Tome - MT4; 30 uses; 2 Orb; 1100G; Only equipable by an Acolyte. Venom - MT4; 20 uses; 1 Orb; 1250G; 33% chance of poisoning opponent. Atrum - MT3; 40 uses; 2 Orb; 1400G; +1 SKL Occult - MT4; 15 uses; 4 Orb; 1400G Osmose - MT6; 20 uses; 1 Orb; 1600G Heavy Tome - MT8; 20 uses; 1 Orb; 1600G; -3 SPD. Toxic - MT6; 20 uses; 1 Orb; 1850G; 50% chance of poisoning opponent. Luna - MT7; 20 uses; 3 Orb; 2000G Worm - MT5; 25 uses; 1 Orb; 2000G; +2 MAG & SKL against Light magic. Eclipse - MT5; 20 uses; 2 Orb; 2100G. +3 SKL if against a weapon user. Nosferatu - MT4; 15 uses; 1 Orb; 2200G Heals 25% of damage inflicted. Unable to be repaired. Killer Tome - MT5; 20 uses; 2 Orb; 2500G; Gives chance of Critical regardless of SKL. Fenrir - MT10; 30 uses; 3 Orb; 4000G Gigas Tome - MT7; 20 uses; 2 Orb; 4500G; Gives chance of Critical regardless of SKL. Brave Tome - MT4; 40 uses; 4 Orb; 5000G; Enables consecutive attacks. Naglfar - MT12; 35 uses; 2 Orb; 5000G Hero’s Tome - MT7; 40 uses; 4 Orb; 6500G; Enables consecutive attacks. Gleipnir - MT18; 30 uses; 5 Orb; 8000G; Cannot be repaired. +5 SPD. Gespenst - MT20; 30 uses; 5 Orb; 10000G; Cannot be repaired. +5 SKL. Erishkigal - MT25; Unlimited uses; 1 Orb; 15000G; +3 MAG; +3 SKL if you are a Shaman class. Apocalypse - MT30; Unlimited uses; 0 Orb; N/A; Deals 10-25 damage (random) to any remaining enemies after a kill. THE EXXACUS. COSTS 50,000. CANNOT BE SHARPENED AND HAS UNLIMITED USES. ANY SWORD, LANCE, OR AXE USER CAN USE THIS WEAPON. MT 50. (-1 SPEED). STAVES *staves can be used by any magic user.* Heal. Heals 15 HP. Can be used 10 times, out of battle only. Costs 800. Mend. Heals 30 HP. Can be used 10 times, out of battle only. Costs 1200. Recover. Heals full. Can be used 10 times, out of battle only. Costs 1800. Tranquil. When activated you nor the enemy can attack for three turns. Non-offensive weapons don’t apply. Can be used 5 times. Costs 500. Fortify. When this is used, your defense is increased by 8. Lasts 2 turns. Can be used 5 times. Costs 5250. Berserk. When this is used, for 3 turns you must flip a coin. If heads, the enemy attacks himself. Can be used 5 times. Costs 6500. Barrier. When this is activated, no one can use healing items, and the enemy cannot do damage to you. Lasts 2 turns. Can be used 5 times. Costs 8000. Penetrate. When used the enemies defense is halved for your next attack. Can be used 5 times. Costs 4000. PROMOTION ITEMS promotion items can be used once you pass level 10 Hero's Crest. Used to upgrade Myrmidon, Mercenaries, Ronin, and Rangers. Costs 10,000. Knight’s Crest. Used to upgrade Cavaliers, Soldiers, Knights and Novices. Costs 10,000. Fire Emblem. Used to upgrade Fencers, Brawlers, Bladiers, and Lancers. Costs 10,000. Guiding Ring. Used to upgrade Mages, Monks, Shamans and Acolytes. Costs 10,000. Warrior’s Seal. Used to upgrade Fighters, Freelancers and Pugilists. Costs 10,000. Bandit's Insignia. Used to upgrade Pirates, Brigands and Raiders. Costs 10,000. Orion's Bolt. Used to upgrade Nomads and Archers. Costs 10,000. Elysian Whip. Used to upgrade Pegasus Knights and Wyvern Knights. Costs 10,000. Fell Contract. Used to upgrade Thieves. Costs 10,000. POTIONS each potion has three uses Vulnerary. Heals by 5 health points. Costs 350. Hi-Vulnerary. Heals by 10 health points. Costs 500. Blue Zephyr. Heals by 15 health points. Costs 650. Vita Wave. Heals by 20 health points. Costs 800. Elixer. Heals all health points. Costs 1000. Sacred Ash. When allies fall in battle, Sacred Ash brings them all back with full HP. Costs 1500. Medicine. Heals any and all status aliments. Costs 700. EQUIPMENT Enchanted Bracers. Discovered by The Hero Hartmut. Plus 2 to RES. Midian's Silver Mask. Discovered by SventheCrusader. +1 to all stats unpromoted, +2 promoted. Equipment will be added as it is discovered in game. GRIMAND'S ORBS Orbs cannot be removed from weapons. Fire Orb. Adds an extra 4 MT. Unstackable, Costs 500. Elfire Orb. Adds an extra 6 MT. Unstackable, Not For Sale. Inferno Orb. Adds an extra 8 MT. Unstackable, Not For Sale. Thunder Orb. Adds an extra 4 MT. Unstackable, Costs 600. Elthunder Orb. Adds an extra 7 MT. Unstackable, Not For Sale. Storming Orb. Adds an extra 9 MT. Unstackable, Not For Sale. Wind Orb. Adds an extra 4 MT. Unstackable, Costs 400. Elwind Orb. Adds an extra 5 MT. Unstackable, Not For Sale. Gale Orb. Adds an extra 6 MT. Unstackable, Not For Sale. Frost Orb. Adds an extra 4 MT. Unstackable, Costs 450. Elfrost Orb. Adds an extra 5 MT. Unstackable, Not For Sale. Blizzard Orb. Adds an extra 7 MT. Unstackable, Not For Sale. Quake Orb. Adds an Extra 4 MT. Unstackable, Costs 550. Elquake Orb. Adds an extra 7 MT. Unstackable, Not For Sale. Earthquake Orb. Adds an extra 8 MT. Unstackable, Not For Sale. Cure Orb. Heals yourself 4 HP when death is imminent. Used once per battle. Unstackable, Costs 600. Elcure Orb. Heals yourself 8 HP when death is imminent. Used once per battle. Unstackable, Not For Sale. Restoration Orb. Heals yourself 12 HP when death in imminent. Used once per battle. Unstackable, Not For Sale. Theft Orb. Has a 3/6 chance of stealing a non-weapon item your enemy is holding. Unstackable, Costs 1000. Thievery Orb. Has a 3/6 chance of stealing a non-weapon item your enemy is holding, and a 1/6 chance of stealing their second weapon. Unstackable, Not For Sale. Orb of Summoning. Creates an illegible essence that appears and damages the enemy 8 HP. Unstackable, Costs 2000. Mamkute Orb. Creates a Mamkute (Myrrh, Fae, etc) that appears and damages the enemy 16 HP. Unstackable, Not For Sale. Drake Orb. Creates a Drake (final fe7 boss) that appears and damages the enemy 24 HP. Unstackable, Not For Sale. Malistril Orb. Creates a Malistril (final fe6 boss) that appears and damages the enemy 30 HP. Unstackable, Not For Sale. Progression Orb. 1/4 Extra Experience. Unstackable, Costs 1150. Succession Orb. Adds 1/3 Extra Experience. Unstackable, Not For Sale. Advancement Orb. Adds 1/2 Extra Experience. Unstackable, Not For Sale. Controlling Orb. Flip two coins. If both are heads, you control what your enemy does for 1 turn. Unstackable, Costs 1500. Domination Orb. Flip a coin. If it is heads, you control what your enemy does for 1 turn. Unstackable, Not For Sale. Strengthening Orb. Adds 5 extra points to attack. Unstackable, Costs 3250. Orb of Pulverization. Adds 10 extra points to attack. Unstackable, Costs 7000. Shielding Orb. Adds 5 extra points to defense. Unstackable, Costs 3250. Orb of Protection. Adds 10 extra points to defense. Unstackable, Costs 7000. Enchanting Orb. Adds 5 extra points to magic. Unstackable, Costs 3250. Orb of the Unexplained. Adds 10 extra points to magic. Unstackable, Costs 7000. Safeguarding Orb. Adds 5 extra points to resistance. Unstackable, Costs 3250. Orb of Fortification. Adds 10 extra points to resistance. Unstackable, Costs 7000. Swiftness Orb. Adds 5 extra points to speed. Unstackable, Costs 3250. Orb of Alcarity. Adds 10 extra points to speed. Unstackable, Costs 7000. Dexterity Orb. Adds 5 extra points to skill. Unstackable, Costs 3250. Orb of Proficiency. Adds 10 extra points to skill. Unstackable, Costs 7000. Orb of Endeavor. Brings the percentage of your enemies HP down (or up) to the same amount as your own. Unstackable, Costs 1900. Orb of Assist. If you are fighting with a partner, his/her stats all raise by 2. STACKABLE. Costs 950. Equilibrium Orb. Gets rid of any stat or MT additions on you and your opponent. Unstackable, Costs 3000. Orb of Initiative. User always attacks first. Unstackable, Costs 1000. Cascade Orb. Takes 1 attack away from your opponent. STACKABLE. Costs 500. Flare Orb. Landing the first strike on your opponent will cause a 25% chance for them to miss their next attack. (Stacking will increase the percentage by another 25% for each additional orb) STACKABLE. Costs 300. Orb of Eclipse. Casts the Dark Magic spell Eclipse on your enemy. Unstackable, Costs 4900. Orb of Thrift. Increases the amount of Gold you find under any circumstance. Unstackable, costs 2000 gold. Orb of Negation. Negates the affects of any and all Orbs during battle. Unstackable, costs 4500 gold. Delta Wave. Does nothing. Unstackable, Costs 1200. Beta Flame. Adds 3 attack to your weapon. Unstackable, Not For Sale. Gamma Spore. Takes 2 HP away from your opponent and gives it to you. Unstackable, Not For Sale. Alpha Shock. 25% of your HP is used to attack the enemy. Your HP does not go down. This orb has a ½ chance of causing Paralysis, meaning that the enemy cannot move from anywhere to 1-4 turns. STACKABLE. Not For Sale. This message was edited by Lord of Vivica on Aug 24 2009. This message was edited by Lord of Vivica on Dec 26 2009. | |
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Lord of Vivica
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
![]() You must wait one hour between each quest - to get a quest, send me a PM with the quest name in it. The Butterfly Effect The unthinkable has happened in the Gray City - King Loren was killed. The people of the city hold the elves responsible, and to that end, King Albion. Chaos is ensuing, and someone needs to keep the peace. Go to Ataris, talk to someone in the city guard and get to work. Sleight of Hand![]() *Must be above level 8; complete 3 quests.* Pancakes For One An awkward young man in Favorin has trouble meeting women, and often finds himself eating alone. He is looking for help, or any advice in general on the ladies. He's pretty wealthy too, in case you were wondering. Set him up on a date and he may pay you handsomely, depending on how it goes. Obesity Epidemic Citizens of Settlers are becoming extremely fat from a new restaurant in town. The townsfolk are hopelessly addicted to it for unexplainable reasons & due to their added weight, have begun to stop working, thus slowly killing Settlers economy. Archie Wilson wants you to go investigate the restaurant that plagues the town. Tag Team Tussle a 2 person quest A new craze in the Albrooke Arena is 2 on 2 battles. A small tournament is being hosted soon, and you along with a partner must register and win the tournament for the valuable prize. The Hit A lieutenant of Albrooke is requesting the help of a skilled individual. He wants to 'put the hit' on Shark, the leader of a local group of ruffians. Meet him in Town Hall of Albrooke to recieve your assignment. It won't be easy, but if you pull it off, you'll be rewarded handsomely. His Kingdom for a Steed In an act of undisputed stupidity, a Ranandell council member has recently signed a deal agreeing to exchange his small portion of his authority in the magi-tech city for a very rare steed. Before the deal is signed, persuade the noble to disengage. Cat Burglar A thief has been stealing valuables in Sessadan from highest nobility to bums in the slums. Leaving no trail except a piece of parchment that says 'Thanks for the loot - The Sessadan Scoundrel'. Investigate who this mysterious thief is & bring him to justice. Meet with the leader of the Sessadan guard to embark on the investigation. Of Elven Lore King Albion of Favorin has been having eerie dreams about a small elven child lost in a forest. He wishes to enlist a search party to venture into the forest and search for the elven boy that keeps popping up in his dreams - whether the dreams be true or not. Go and see the King for further information. Eris Quod Sum![]() *Must have met William Mathiel.* Fallen Horses a 3 person quest A nomadic group outside of Redwood is undergoing a change in leadership after their old leader died. The tribe is split between two candidates. The fairest way, they've decided, is to have an outsider meet & select the new leader. You, along with 2 others will decide the fate of this tribe. Go meet them at there camp outside Redwood for more. ![]() ![]() ![]() ![]() ![]() ![]() Credits: The Merc, Uther, Asvel Scarecrow3000 ![]() This category consists of other things to do in the Land of Vivica, besides Quests, that are intended to extend the experience of the game even further. ![]() In the Land of Vivica there is an organization known as the Warrior's Guild - a group that runs each of the towns and cities' arenas. The Arenas of Vivica are renowned as the source of many people's fortune and glory, and the guild is always looking for people to participate in their fights. Doing this will give you the opportunity to become a sponsored, professional fighter. In order to become recognized in the Arena, however, you must first prove yourself by winning a few standard fights. The standard fight system works like this: 200 Gold will net you a mild fight with a reward of 20 EXP and 400 gold. 350 Gold will net you a difficult fight with a reward of 35 EXP and 700 gold. 500 gold will net you a brutal fight with a reward of 50 EXP and 1000 gold. After enough victories in the Arena, a scout will approach you with more information in regards to being sponsored. You'll have the opportunity to fight in organized bouts with non generic opponents, get paid to fight, and earn even more money depending on how good the fight turns out. After enough wins, you may even earn a title shot against the current reigning champion of the Lands: Exmus Edurant. ![]() Another option in the endless plain of things to do in Vivica is the creation or joining of an organization, like a mercenary group. To enlist in a group of mercenaries, you must submit this application to an inn or bar and hand it to the owner. Obviously, after you drop off the application, you mustn't stray too far from the city in which you did so, as the recruiter wouldn't be able to find you if you had left. Thus, by the next day (24 hour waiting penalty) the recruiter will contact you whether you've been accepted or not. If accepted, he or she will take you to the mercenary fort and you will begin to do work (with a pay that you will negotiate yourself), and adhere to your commander's orders in combat. If successful in missions, your fame could go up and of course, your experience in battle as well. However, to start your own mercenary group is not so simple. There are many more steps involved in beginning your own, although with more work yields a greater reward & a greater sense of control. The first step is choosing a town. This could be vital to how much work you get. Places like Ataris that have a strong army will not need mercenary groups nearly as much, but when they do, you can be assured the rewards will be great. Whilst in Albrooke, it may be cheaper to build a 'fort' and you may be called upon more often for jobs, but the rewards will not be as big. As for the aforementioned 'forts', a fort is where your mercenary party lives. Living together makes it easier to round up everyone for a mission, and there are different options for the fort. Based on how big you want your mercenary company to be, you build a house accordingly. An example is as follows: Small Fort: 1000 gold (5 people max) Medium Fort: 1500 gold (7 people max) Large Fort: 2000 gold (10 people max) The price fluctuates depending on the location & the market. A fort on the outskirts of Settlers will be much cheaper than a fort inside The City of Sessadan. Also, you'll likely be able to recruit more powerful units to your group faster in a larger town setting. Now that you have your location for a fort, the next step is filling your group with members. You will go set up application boxes in various town locations and review them thoroughly before accepting. Younger kids will be easier to afford, although their battle skills may not be as refined as someone older, who costs a bit extra to maintain in your group. Also, with personality, you need to decide what kind of host-controlled characters you can deal with. Everyone has their flaws, but it depends on what you feel you can handle better. For example, a brash unit will definitely be more difficult to control and work with than a pragmatic one. However certain situations need fast reactors, in which someone brash could pull through much better than someone so contemplative. So it's all a matter of assessing strengths & weaknesses, & trying to figure out which ones you, as the leader, could best cope with in your group. As far as acquiring work for this band you've created, if you leave advertisements around the city/town you're based in, you'll likely be called upon by someone to help him or her out. If you work is sterling, you may be called for jobs out of town and become a reputable service. Keep in mind, also, that your options are not limited to mercenary - you can also join or create a group of bandits, thieves, or even vigilantes. Each group follows the same format. ![]() Side quests are missions that are presented to you as you travel or progress - in short, they are chanced upon. If you're lucky enough to find and/or unlock a side quest, it rewards fifty experience upon completion in lieu of a standard quest's one hundred, and is generally considered much shorter and easier to accomplish. Unlocking side quests also gives you a position in the Vivica lore, and that will reward you later in the game. Unlocked Side Quests In Search of a General - Alkaid Unlocked after storming the city of Ataris during a breakout of the Ataris prison tower. When Frederick failed to return to the rendezvous point, Alkaid went looking for him. The Onassi Job - Yakadee Unlocked after the death of Dreadwing Leonard Capulet. When Maine became anxious as to who would handle the Onassi job with Leonard gone, Yakadee volunteered to take over for his fallen comrade. Hostage Hardships - The Hero Hartmut Unlocked after defending one "Yusaph Quoii" in court. A fair while later, Yusaph's wife approached Hartmut when Yusaph was kidnapped, looking for his help once again. Hartmut agreed. ![]() The Land of Vivica is filled with dangerous, albeit, reward filled regions. These unexplored areas are known as dungeons. Dungeons in Vivica play out much the same way as the Fire Emblem games - map based battling. Similar to quests, a set of dungeons (along with level recommendations for said dungeon) is added when the previous set gets low, and to start a dungeon you must first PM me the one you want. However, tackling a dungeon alone is highly unrecommended - it's more wise to find players who will assist you. If you're a member or leader of an organization, then you can utilize your troops to great effect. Winland Woods ![]() OBJECTIVE: ROUTE ENEMIES These dark, unexplored woodlands are the home of a group of especially feral harpies - descendants of demons passed. Few have entered these foreboding trees, and fewer have left with their life intact. Your mission is simple - to completely eradicate the harpy menace. Recommended to players levels 3 through 8. Winland Woods to Settlers: 1 1/2 hour on foot, 45 min. on mount. Winland Woods to Redwood: 1 hour on foot, 30 min. on mount. Winland Woods to Albrooke: 1 1/2 hours on foot, 1 hour on mount. Winland Woods to Favorin: 1 1/2 hour on foot, 45 min. on mount. Winland Woods to Ranandell: 2 hours on foot, 1 hour on mount. Winland Woods to Sessadan: 4 hours on foot, 3 hours on mount. Abandoned Church ![]() OBJECTIVE: SURVIVE 10 TURNS Once a place of holy worship, this church was said to be cursed by its most recent priest upon his exit. None have entered the building since, but none deny the abundant treasure that lies within. Your objective is to last as long as possible inside of the church without losing your life. Recommended to players levels 4 through 8. Abandoned Church to Settlers: 1 hours on foot, 30 min. on mount. Abandoned Church to Redwood: 2 hours on foot, 45 min. on mount. Abandoned Church to Albrooke: 45 min. on foot, 25 min. on mount. Abandoned Church to Favorin: 2 hours on foot, 1 1/2 hours on mount. Abandoned Church to Ranandell: 1 hour on foot, 30 min. on mount. Abandoned Church to Sessadan: 1 hour on foot, 1 1/2 hours on mount. Forgotten City ![]() OBJECTIVE: SEIZE THRONE On the northeastern most point of the Land of Vivica resides the ruins of an ancient settlement called Vrale - the forgotten city. In recent days, however, the once calm ruins of Vrale have been inhabited by groups of bandits and other villainous rogues. Your objective is to retake control of Vrale. Recommended to players levels 5 through 10. Forgotten City to Settlers: 2 hours on foot, 1 1/2 hours on mount. Forgotten City to Redwood: 4 hours on foot, 3 hours on mount. Forgotten City to Albrooke: 1 1/2 hours on foot, 1 hour on mount. Forgotten City to Favorin: 4 hours on foot, 3 hours on mount. Forgotten City to Ranandell: 3 1/2 hours on foot, 2 1/2 hours on mount. Forgotten City to Sessadan: 1 hour on foot, 30 mins. on mount. ![]() If you and another character share in battle participate in an endeavor together, or even become members of the same organization, depending on the significance of it, you and your friend can qualify for a support. If you wish to have a support and you believe you fulfill the requirements, just send a PM on my way. Continued joint action leads to higher support levels, and higher support levels lead to bonuses for both characters. Support Bonuses: C Level Supports: +2 to any stats when fighting with your partner; +1 to any stat in battle alone. B Level Supports: +4 to any stats when fighting with your partner; +2 to any stats in battle alone. A Level Supports: +6 to any stats when fighting with your partner; +3 to any stats in battle alone. Note that you get to pick which stats to bonus only once - you are stuck with your initial pick for the rest of the game. ![]() The Casino is a place to go and gamble. It is a risk, but you could very well earn fair amounts of money out of it. Below are the activites that you may participate in. 1. Settler's Cards. In the game of Settler's Cards, you must first bet the amount of many you wish to gamble. It must be below 1000. Then, the host rolls a standard die. The number it lands on is your number. You are dealt a hand of three cards, and you further bet depending on what you have. If you have double the number in your hand, your amount doubles. If you have the number in your hand, you get your money back at the end. If you have two of your number in your hand, your amount doubles. If you have three of the number in your hand, your amount triples. If you have three sevens in your hand, your amount is multiplied by 4. 2. The Slots. Standard Slots are played. You bet 100 gold. Three Mathiel's take your gold, plus another hundred. Three Exmus’ give you your money back. Three Albion’s give you double your money. Three Frederick’s give you a special item. Three Maine’s give you 10x your money. Three Kimber’s give you 100x your money. 3. Dice Challenge. 500 gold to play. I roll two dice. You bet the number. If you are right, a great item. If you are 1 off, a decent item. If you are any more off, you recieve "Old Laundry." ![]() Question: Do the characters have names? Answer: No. Character's use the user's name. For example, my character would be called Scarecrow3000, or simply Scarecrow. Question: What are the limits of what I can do in Vivica? Answer: Absolutely nothing. If there is anything you want to do, you can (attempt) to do it. Question: Why is there such a difference in some class stats? Answer: Units that have lower stats have better growth rates. Question: How do I make money, anyways? Answer: Quests, gambling, dungeons, finding and selling items. Fighting in the arena is an especially good way. Question: What if I would like to drop out? Answer: Then your character will fall in a hole and the class you were playing would be available once more. Question: What if I don't do anything for 20 days? Answer: Without a valid excuse? You're out. Question: What about ranged attacks? Answer: Ranged attackers are now within hitting range. Question: Do I get full HP after a battle? Answer: No, you are left with as much HP as you ended the battle with. You can buy a meal at the restaurant to replenish your health when not in battle and at a town for 50 gold. If you're fighting in the arena, a win will net you full HP. Question: Can I use my potions out of battle? Answer: Yes. Question: Is there any faster way to get from place to place? Answer: Yes, you can buy a ticket from any vendor for 200 gold to access Ferry travel time to reach your destination. Question: What do I get for beating an enemy in an organized fight? Answer: Half of their gold, a fame increase, and maybe a weapon or item. Question: What if I lose an arena fight? What happens to my HP? Answer: You lose fame, respect of your peers, and your HP is put to 1. Question: What if a host is not online? Answer: Then this thing is pretty much on hold. Question: How often are there races? Answer: Whenever I feel like it. Question: Is drinking free? Answer: No, it is 10 gold per alcoholic drink. Question: Why can't I win at the casino!? Answer: It is hard to win at the casino. It's a casino! Based on luck! Question: Can I sharpen a weapon as much as I want? Answer: Yeah, you can. But, in my opinion, I'd rather have a better weapon then constantly sharpening one. Question: Is there going to be any way of getting news? Answer: Me – I’ll be your informant. Question: Where do we start? Answer: In the Town of Settlers. Check the map for specifics. Question: I'm a bit confused. How do you buy Ferry tickets? Answer: Ferry tickets aren't on the list of what the Vendor sells, but if you ask for one she'll give it to you. They cost 200 gold. Question: Can you buy Granet Keys? Answer: No, not at the moment. For those of you who don't know, a Granet Key is a one use weapon the can be thrown at the opponent during a battle. They deal 8 damage. Question: Why doesn't it say how much you can sell stuff for? Answer: Because you can haggle prices while selling. Question: I'd hate to get mugged - is there any sort of bank in Vivica? Answer: Yeah - you can head to any Innkeeper and start up an account whenever. Question: Can I hire the Dreadwings? Answer: The Dreadwings are mercenaries for hire, led by the famed Maine Lucruse. They are situated in Redwood, and if you have need of the to fulfill a task for you, fill out the form below and send it to LoV - have it include a basic synopsis, the Dreadwing's involvement, and how much you're willing to pay. Question: I have a question… Answer: PM me and if it’s acceptable, it’ll go right into here. Question: Previous threads directory? Answer: Right here: -Previous Threads- Fire Emblem: Land of Vivica (5.0; part 2) Fire Emblem: Land of Vivica (5.0; part 1) Fire Emblem: Advance RPG (v.4.1) Fire Emblem: Advance RPG (v.4.0) Fire Emblem: Open RPG (v.3.8) Fire Emblem: Open RPG (v.3.7) Fire Emblem: Land of Vivica (v.3.6) Fire Emblem: Land of Vivica / Gyarphus Campaigns (v.3.5) *epic fail* Fire Emblem: Land of Vivica (v.3.4) Fire Emblem: Land of Vivica (v.3.3) Fire Emblem: Land of Vivica (v.3.2) Fire Emblem: Land of Vivica (v.3.0) Fire Emblem: City of Sessadan (v.2.2) Fire Emblem: City of Sessadan (v.2.1) Fire Emblem: City of Sessadan (v.2.0) Fire Emblem: Town of Settlers (v.1.1) Fire Emblem: Town of Settlers (v.1.0) ![]() This message was edited by Lord of Vivica on Dec 08 2009. | |
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SventheCrusader
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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"I had a chat with him outside, after the two of you got done going at it," Sven replied. "Asked him about the rebellion. His reply was a tad dubious. 'If you want to find the rebellion, you must first join it.' That and he looked pretty damn happy when he said they hadn't found the traitor yet."
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BSmith3
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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B turned to Kurt and his father.
"I think that's the last of 'em," he said, "Thanks, you guys were a huge help. Let's just check the rest of the hideout for stragglers." 'And,' he thought, 'For whatever else is of value in this shack... they must have something from their raids here somewhere...' ------------------- | |
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Lord of Vivica
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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SVENTHECRUSADER:
"I've always had my suspicions about Kusmanov," Maine explained. "Can't say I'm surprised. Nice to have some proof, though." Maine stepped forward and closed the door to the Dreadwing's headquarters behind him. "Follow me, we're going Russian hunting." --- Maine led Sven through Redwood and into the town hall - where it didn't take long for the two to find Kusmanov yelling at some soldiers concerning their skills. "Kusmanov," Maine shouted over the voices. "A word, if you will." The Russian turned and walked over to Maine and Sven, where he shot them both looks. "Vut is it, Lucruse?" Maine stepped back. "My companion has a couple of questions to ask you." BSMITH3: The three explored the shack thoroughly - B ended up finding about 200 gold laying about. Though there was surprisingly little in loot, Kurt managed to find an Orb of some sorts and had a Vulnerary on his belt - not only that, but his father stood next to two horses tied up outside. "Found them outback," Kurt explained to B when he saw the animals. "It was nice working with you, Bsmith. I speak for me and my anti social father when I give you my thanks for saving us back there." Kurt stuck out his hand to Bsmith. | |
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SventheCrusader
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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"Yeah, about earlier," Sven started in confirmation. "You mentioned that I would have to join the rebellion in order to find it. As if encouraging me. If you're so loyal to Redwood...why?"
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BSmith3
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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Reluctantly, B took Kurt's hand and shook it. He watched the two restart their journey, and whistled for Twister. The great wyvern landed softly in front of him, and he hopped on.
"Alright, back to Redwood," he coaxed his mount. (Commence wait of indeterminate amount of time >_> ) ------------------- | |
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Alkaid
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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Looking at the Trapper...Alkaid thought a bit and shrugged. "Don't really care if people call him insane. I've been hired to do a job, so as long as he needs the help I'll be here. Anyways, with you being a talented magic user, it wouldn't be too far off to suspect your sister might've had some talent herself. Or maybe a spell placed on her by someone else?"
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Lord of Vivica
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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SVENTHECRUSADER:
"Vut petulance is zis?" Kusmanov asked with a stomp of his foot and the raising of his voice. "I 'ave never zein zis man before in my life! Vut are you plotting 'gainst me now, Lucruse?" Maine chuckled and shook his head. "Pleading ignorance," he said with a sigh. "See it a lot as a mercenary. And with seeing, you eventually learn believing. Who to, and who not to." Maine whipped out his sword with lightning speed. "I think its time we settle this, friend. In the name of my town." Kusmanov stepped back, an offended look upon his face. "You dare challenge me, Lucruse?" Maine nodded his head, not breaking his gaze on Kusmanov. "It's been a long time coming. I have been suspicious of you since day one." Maine turned to Sven. "What you told me - you're sure of it, right?" BSMITH3: OOC: Reluctantly? Kurt is such a nice guy! And because Redwood is your closest town, you can go ahead and not take a penalty. ALKAID: "Wait here," she said with a sigh. Lexus pulled out a key and opened the door into one of the locked rooms. She closed it behind her, and Alkaid and the Trapper stood waiting for several minutes before she reappeared with a book in her hand. "Lynaya's diary," she said, handing it to Alkaid. "Take it." Lexus: I've done my part - now you two can take your leave. I've got work to do. | |
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BSmith3
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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OOC: In general, B hates human interaction, let alone shows of affection. He's a very solitary kind of person. I will say thank you to Kurt with all my heart, on B's behalf. >_>
BIC: Twister glided into Redwood, and landed outside Donna's house. B gulped as he knocked on the door, dreading the sure explosion that was about to come his way. ------------------- | |
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SventheCrusader
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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"I heard it with my own ears," Sven confirmed. "So unless the guy I talked to was some insanely convincing imposter..."
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Alkaid
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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"Thank you very much." Alkaid said as he was handed the book. "I suppose if we meet again it will be more interesting, eh?"
Alkaid and the trapper walked from the house. Upon looking around they took a seat at the Inn across the street and started reading. ------------------- ![]() | |
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Lord of Vivica
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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BSMITH3:
Donna burst open the door with an angry look on her face. "What is it?" she demanded. "Is your job finished? You've certainly been at it long enough." SVENTHECRUSADER: "Good enough for me," Maine said simply. Kusmanov eyes narrowed and he grunted for a moment before pulling out his sword. "I am vor you, Lucruse!" He lifted back his weapon and swung hard at Maine's neck. Maine Lucruse Champion Inventory: Duo Silver Blades /w Alpha Shock (MT 16) Orbcraft: Alpha Shock (Activiation of a powerful attack) Lv: 20/20 HP: 52/52 Str:27 Skill:30 Spd:27 Def:23 Res:22 Gold:500 versus Grigori Kusmanov Hero Inventory: Regal Blade /w Restoration Orb (MT 10) Orbcraft: Restoration (Restores 12 HP when death is imminent) Lv: 20/15 HP: 53/53 Str:25 Skill:25 Spd:23 Def:21 Res:17 Gold:250 --- Kusmanov attacks Maine Lucruse! Maine evades the attack! (53/53) Maine Lucruse attacks Kusmanov with the power of his Alpha Shock!! 13 damage! (40/53) Kusmanov has become stunned! He cannot move! --- Kusmanov cannot move! Maine Lucruse attacks Kusmanov! 22 damage! (18/53) --- Kusmanov's Restoration Orb activates! 12 HP recovered! (30/53) Maine Lucruse attacks Kusmanov! 22 damage! (8/53) --- Kusmanov cannot move! Maine Lucruse attacks, and Kusmanov goes down! --- Maine lowered his blade at Kusmanov's neck, who began muttering something in a different language, his eyes rolling in different directions. Maine turned to face Sven. "Go and get Leanne," he said, holding his sword with unparalleled steadiness. "She ought to see this." ALKAID: As Alkaid began to flip through the pages, The Trapper grabbed it out from his hands and began to look it over. He skipped towards the end, where he sat reading for several minutes. He closed the book and pocketed it. "It might take me a while to finish this," The Trapper sat, patting the lump in his pocket. "I think your job is finished, friend." "I know that a reward needs to be given to you," he said, digging threw his pockets, "It might not be much, but I have something here you might be able to use." He withdrew an Orb out from his pocket. "This is an Orb of Thrift. I think you could make good use of it." The Trapper handed it to Alkaid and gave a short nod. "I owe you my thanks." With that, he turned and set off, leaving Alkaid sitting alone in the Inn. Quest Completed! +100 experience Alkaid Ronin Inventory: Steel Sword [22/30] (MT 4), Vulnerary (3/3), Ataris Pass, Hero's Crest, Orb of Thrift Orbcraft: ----- EXP: 05/100 Lv: 6 HP:16/16+1 Str:4+1 Skill:5 Spd:5+1 Def:4+1 Res:4 Gold:330 Quests: ----- Fame level:13 | |
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SventheCrusader
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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Sven nodded, fully trusting of Maine's abilities, and ran off to get the Mayoress.
He barged into the house and located Leanne swiftly. "Maine Lucruse needs to show you something fast-like," Sven informed her. | |
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tomato13187
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re: Fire Emblem: Land of Vivica pt. 3 [Pick up from where you left off!] |
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OOC:I got skipped over in the last thread. Reposted from the old thread:
quote tomato13187Sorry about that. ------------------- ![]() | |
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