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Heroes Community > Bards Glade Pyre (RPG) > Thread: Fire Emblem Character Stats
Thread: Fire Emblem Character Stats
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted April 11, 2011 12:00 AM
Edited by gnomes2169 at 22:53, 17 Jun 2011.

Fire Emblem Character Stats

War-Overlord

Character 1:
Quote:
Golgar Drunokk. More often called Golgar the Half-Troll

Appearance: This
Background: Golgar's mother never quite explained how she became pregnant of his Troll father, whom Golgar never knew. With Golgar's brash nature and formidable strength, many of his village knew life on the farm was not Golgar's thing. In his late teens, Golgar set out for a life of adventure and soon he joined a bunch of freebooters. However their ship sunk off the shore of [whereever it is the story takes place]. Golgar lost track of the rest of the band, not sure how and if they survived. Golgar now joined a band of mercs to save money to go back home, though he's in no hurry.

Class: Journeyman
Stats:
HP: 15
Strength: 6(+1)
Magic: 0
Skill: 2
Speed: 2(-1)
Luck: 7(-1)
Def: 3
res: 0
Con: 9(+1)
Aid: 8(+1)
Move: 4
Items:
Copper axe (50/50)
Iron axe (46/46)
Herbs (10/10)

Character 2:
Quote:
Ruddolph of Bodenbourgh

Appearance: This
Background: Ruddolph of Bodenbourgh is the nephew (son of the brother) of the Duke of Bodenbourgh. He served with the Duke's Household Cavalry for several years, before getting into lots of trouble. He coud not get along with his cousin, the heir apparent and his superior in the regiment. He had an affair with a young girl at the court who, unbeknownst to him, was betrothed to the Duke's second son. He accidentally crippled the Duke's favorite stallion while out hunting. This and much more misfortune made Ruddolph's position at the court untenable. He took the first oppertunity to leave with his honour intact and has since made his coin as a mercenary. While he, at times, seems to be a troublemagnet, Ruddolph is a staunch ally and a expertly drilled fighter.

Class: Scout
Stats:
HP: 15
Strength: 3
Magic: 0
Skill: 2
Speed: 4
Luck: 3
Def: 4
Res: 0
Con: 9
Aid: 15
Move: 5
Items:
Copper Lance (50/50)
Copper sword (50/50)
Herb (10)

BETA

Character 1:
Quote:
Al'Quil Redmoon:

Appearance: 213cm tall and muscular, this brown-eyed, black-haired giant of a man who dresses in fancy armor and a Black-red cape is known in many cities, villages and nations throughout Rovina. Recognised by his trademark huge sword(the hilt is much shorter, only room for two-hands) and his willingness to accept any mission no matter the danger, as long as the pay is right.
Background: "There exists no problem that the right dose of violence and coin can't solve."
Al'Quil Redmoon have always been larger than the people around him. The reason for this is unknown, but because of his size, his family and the people around him believed him to be cursed. So when an arena master took interest in the kid, the family gladly parted with him. Years would pass while Al'Quil trained and lived together with his new family, and Al'Quil's capablility in a fight would grow better and better.
Then one night, when Al'Quil was around 18, the arena master was killed by a group of cloaked bandits who fought like men possessed. Almost everyone Al'Quil knew were killed in the attack, and Al'Quil was knocked unconscious. When he woke up, the battle had already ended and he and his group had been robbed for all but their cloths. Al'Quil and the few other survivors of the attack decided that they would part ways in the next town they came to.
Since then Al'Quil have traveled around and raised money by hiring himself out as a mercenary or participating in arena fights or gambling in the local pubs.
Just recently he was found unconscious and badly wounded by two very strange fellows. A man from Tolerind and a woman from Caten. The two wanted to create a merc band and because the two had saved Al'Quil's life, he decided that he would stick around with the two and fight to the best of his ability. Wounds or no wounds.

Class: Sellsword
Stats:
HP: 13
Strength: 4(+1)
Magic: 0(-2)
Skill: 5(+1)
Speed: 4
Luck: 5
Def: 2
Res: 2
Con: 5
Aid: 4
Move: 5
Items:
Copper sword (50/50)
Iron sword (46/46)
Herb (10/10)

Character 2
Quote:
Michelle White

AppearanceAppearance: Black hair and green eyes. She is of average(female) height.
Background: "COOKING!? You want me to COOK for you?! What do I look like, your chef? My magic is not to be misused for the likes of mashing stuff together! Now yell for me if you want me to put someone on fire or hang em upside-down, cause THAT is what magic is for! Moron."
A foul-mouthed and arrogant apprentice of a Tolerind sage. Michelle has always believed that she was chosen by some higher power to do something incredible that will be remembered for all eternity. And so she decided that when she had learned all she could from her master, she would set out on adventure in her quest for fame and glory instead of staying behind in the nobles courts like those other "fools" and "wannabes" as she looked upon other apprentices. And what better way to seek adventure then to join up with mercenaries? And why not chose one run by a fellow Tolerind noble? Yes, yes, such great ideas she has.

Class: Pupil
Stats: -1 Str, +1 Luck.
HP: 14
Strength: 0(-1)
Magic: 4
Skill: 3
Speed: 3
Luck: 8(+1)
Def: 0
Res: 3
Con: 5
Aid: 4
Move: 4
Items:
Harden (45/45)
Stone (40/40)
Herb (10/10)

Wog-Edn

Character 1:
Quote:
Garet Jax


AppearanceLinky

BackgroundGaret Jax was an orphan living in the streets, scavenging what he could whenever he had the chance. A sell-sword recognized his potential and took him in as his apprentice. When his master died he set out to be a mercenary.

Class: Sell-sword
Stats:
HP: 13
Strength: 3
Magic: 0(-2)
Skill: 5(+1)
Speed: 5(+1)
Luck: 5
Def: 2
Res: 2
Con: 5
Aid: 4
Move: 5
Items:
Copper sword (50/50)
Iron sword (46/46)
Herb (10/10)

Character 2:
Quote:
Rimmer Dall


Appearance Sharp, handsome face with a black beard. He wears black clothing with a silver wolf insigna on his chest. He wears a single black leather glove.

Background Rimmer Dall was brought up in a family of acolytes, but had to live on his own after his family was scattered during a raid by mercenaries. He now works as one himself.

Class: Acolyte
Stats:
HP: 13
Strength: 2(-1)
Magic: 7(+2)
Skill: 3
Speed: 2
Luck: 3(-1)
Def: 2
Res: 4
Con: 8
Aid: 7
Move: 4
Items
Worm (45/45)
Phantom (--/--)
Herb (10/10)

Gnomes2169

Character 1:
Quote:
Alexander Simons:

Appearance: Like this.
Background: A foster son to the youngest and poorest noble family in the Tolerind empire, Alex never was able to raise enough money or display enough raw magical skill to become a pupil to one of the sages of Tolerind, so he set out to make his own magic. After years of study alone in his room, Alex mastered the art of rune bending. His family collapsed soon after, father disappearing and mother killed by a demon summoner, leaving him stranded in the desert for weeks. He eventually met with a girl from Catena and they decided to make a mercenary group together. (After getting over trying to kill each other, of course.)

Class: Signer
Stats:
HP: 14
Strength: 3(+1)
Magic: 4(+1)
Skill: 2
Speed: 3
Luck: 5(-2)
Def: 2
Res: 3
Con: 5
Aid: 4
Move: 4
Items
Alchemic Sign (7/8)(Waiting for rest)
Knife (60/60)
Herb (10/10)

Character 2:
Quote:
Elenore Silver:

Appearance: Like this.
Background: Elenore's father promised her that, when she proved herself to be a capable rider, he would buy her a wyvern and allow her to join the Caten military. Who better to learn riding from then the Mudsin? She gained the trust of one of the tribes, and eventually was able to get a horse from them. The only condition that Elenore is now under is that she absolutely has to send the horse back once she gets a new mount. But sending a message to Catena is expensive, so she made a mercenary group with a Tolerind boy to raise money. (She leaves him behind sometimes when he gets too annoying.)

Class: Scout
Stats:
Strength: 3
Magic: 0
Skill: 3 (+1)
Speed: 4
Luck: 3
Def: 4
Res: 1 (+1)
Con: 7 (-2)
Aid: 13 (-2)
Move: 5
Items:
Copper lance (50/50)
Copper sword (50/50)
Herb (10/10)

Sir-Dragon

Character 1:
Quote:
Arion(last name unknown)

Appearance: Tall and slender. Chocolate/Coffe brown skin with long curly platinum blonde hair and grey eyes. Wears a white forest outfit
Background: Born in the Deep forests of Vorrel Arion was blessed with the gift of healing, and from early Childhood the Sisters of Aurora(Goddess of Light) in the way of Light. Though shy, secretive and suspicious of stranger like her people, Arion is both curious and adventureous. So she left her home and Sanctuary in the woods to experience and explore the outside world. And after being saved from slave-traders, she has found an unlikely companion and friend in a young Roenel Huntsman/Scout

Class: Initiate
Stats:
HP: 11(-1)
Strength: 3
Magic: 4(+1)
Skill: 2
Speed: 6(+1)
Luck: 8
Def: 0(-1)
Res: 4
Con: 5
Aid: 4
Move: 4
Items:
Holy (40/40)
Stitch (35/35)
Herb (10/10)

Character 2
Quote:
Rowyn O'Sullivan

Appearance: Average height with short ginger hair and brown eyes. Wears a hunter's outfit.
Background: Born as a farmer's son into a large family of children, Rowyn had to work on the farm to help the family from early age experiencing both famine, poverty and epidemic. often Poaching(Illegal Hunting) was the best way of feeding the family and making money by selling animal pelts, and the bow his best friend and means for survival. After losing both his home and entire family to bandits, Rowyn found the military more interested in quelling the Rebellion than chase bandits. Fustrated disappointed and his heart full of pain and sorrow Rowyn joined the Rebellion, were he soon after found a life-long Companion and friend in a Vorrel girl.

Class: Hunter
Stats:
HP: 13
Strength: 3
Magic: 0(-2)
Skill: 5(+1)
Speed: 3
Luck: 6
Def: 3(+1)
Res: 2
Con: 6
Aid: 5
Move: 4
Items:
Copper bow (50/50)
Iron bow (45/45)
Herb (10/10)

Mytical

Character 1
Quote:
Winter Star
:
Appearance: Winter has always been large for her age, and her gender.  In fact she can stand nose to nose with most men, and even towers above some of them.  She seems to have no ability to use magic to the point she is somewhat less resistant to it then others.  However, she is quite sturdy ((Con +1))..and quite strong . Like her younger sister she has long flowing blond hair, and blue eyes.  There is a fierceness about her gaze however.
Background: She has always been her younger sisters protector.  Although her sister insists she doesn't need protecting.  She considers her sister naive, and will crush anybody who tries to hurt her, even if they only might hurt her sister emotionally.  She will forget everything else to rush to protect her sister, and it doesn't matter from who.  Regardless of what side she is on in a battle, if somebody is perceived as a threat to her sister, they will be dealt with swiftly and decisively.

Class: Recruit
Stats:
HP: 14
Strength: 4(+1)
Magic: 0(-1)
Skill: 4
Speed: 3
Luck: 6
Def: 3
Res: 0(-1)
Con: 7(+1)
Aid: 6
Move: 4
Items:
Copper lance (50/50)
Iron lance (46/46)
Herbs (10/10)

Character 2
Quote:
Summer Star
:
Appearance: Summer has always been small for her age even for her gender.  When she stands next to her older sister, it is easy to mistake them for mother and daughter due to the size difference.  Like her sister she has long flowing blond hair, and blue eyes.  
Background: She is pretty meek, and defers to her sister most of the time, though she thinks her sister treats her like a child.  She is somewhat frail However she is very adept at magic. She will stay near her sister, trying to protect her sister while her sister is trying to protect her.

Class: Thunder Pupil
Stats:
HP: 14
Strength: 0
Magic: 5
Skill: 4
Speed: 3
Luck: 7
Def: 0
Res: 3
Con: 5
Aid: 4
Move: 4
Items:
Static (45/45)
Lightning (40/40)
Herb (10/10)

Evinin--> Pending



Story

The land of Rovina has long been the home of many proud empires, and a cross-road of sorts for other planes. As such, it has also been the site for many wars between said planes, and a land where magic thrives.

The continent itself is not all that large, Only a few thousand Kilometers all in all, but it still supports many kinds of life and many races of men, who have made empires for themselves. Most empires are new and short lived, like the Roenell empire, which is currently in its downward spiral. Others have been around for many weakening of the great barriers that separate the planes. The most notorious example is the Tolerind Empire. Only one organization has existed since the beginning of civilization, and they are the Historians.

The Historians are great and aged heroes of countless struggles with the creatures inhabiting the lower planes, like the void and hell, and the higher planes, generally speaking the heavens. They are neutral in all things, recording every mundane thing that crosses their path, from a farmer tilling his field to a hero telling his story, they record history from all points of view. Every empire respects them and, if they are not fools, listens to their council. Emperor Cloderis the III, current emperor of the Tolerind empire, once held off the execution of a spy so that a historian could hear his story, and then pardoned said spy at the historian's request, understanding that every empire who refused the good graces of the historians and affronted them was doomed to fall.

There is a kingdom of monster breeders and animal tamers. Really rather friendly, if you remember that they own and operate all the arenas around the continent. Bloody people, and hardened to the world's suffering, these barbarians call themselves the Coridsu.

The great southern prairies are dominated by the nomadic Mudsin. Rather nice, they have a respect for anyone who can control their emotions, handle a blade or call upon the wind or water with magic. The quickest way to get yourself killed on these grasslands it to lite a fire, as every tribe within thirty leagues will be after your scalp, especially if you start a grass fire.

And some more people have come from across the sea. From what we've been able to gather, these people's land were over run by monsters. They are looking for refuge but, really, there just isn't enough room to put them anywhere. They call themselves the Bulardins, or something like that. (Gonna get fired for not investigating farther...)

There are, of course, many other peoples and empires in Rovina, but none are worth mentioning in this historical text except the Varikans.

The Varikans have no empire. They have no human king. They have no society and, as far as anyone can tell, they have no way of communicating with one another. The only common trait these people actually have is that they are all demon worshipers. They could be anything in the real world, kings, knights, priests, mages, farmers, if a normal person can be it, a member of the Varikan sect can be it. They have sewn chaos into the world for the promises of power that their demonic overlords give, for the more chaos there is in the world, the weaker the barriers set up by the great sages of ages past become. There is no way to destroy them, though not for lack of trying.

Almost every church that has fallen was destroyed by the Varikans, though that all came to an end after the last eclipse war, also called the Great Purge, when the last of the Varikans is believed to have died. As the historians know, as long as there are demons, there will be Vars (slang for Varikans). They are just biding their time...

Though, this writer does not think that they shall for much longer.



Empires


-Tolerind Empire: The largest and most powerful empire. They are five hundred years old and survived the first and second demon wars. This might be because they are stuck right in the center of the great desert. They control all of the major trade routs, and the largest core of swordsmen and mages. In fact, they pretty much have a monopoly on the school of anima magic (except for the school of water, for obvious reasons). They have many strict laws and customs, but all the best swords masters would give up everything they own to join their ranks. The Historians have a center in their capitol city. Emperor Cloderis the III leads this proud empire.

As of right now, this empire doesn't have any hostilities, tough it is rivals with the Catena Republic.

-Vorrel Empire: A forest empire that doesn't have open borders with anyone. They are very secretive, but do send out emissaries to the other empires to keep in touch with the outside world. They are very friendly until you get to inside their borders. No spy has ever returned from their empire... Sane. No Historian is allowed entry at any time, for any reason, so this writer is in the dark.

They are slightly hostile with the Roenell empire and the Rebellion, as they let no one harvest wood from their forests.

-Roenel Empire: A relatively young and divided empire, the Roenells are in a state of rebellion as of right now. The Roenells arose from the ashes of twelve small fiefdoms that rebelled against the Tolerind Emperor. They are ruled by a council of twelve, and by that I mean they each send a single diplomat once every year to bicker with the others. They are rather poor, and the people are desperate for a change. Most people here grew up with an axe and a bow.

They are slightly hostile with the Vorrels, at war with the Rebellion and exceedingly hostile with the Catens. They are distrustful of the Buldarins and the Mudsin.

-The Rebellion: A rag-tag group of peasants who are trying to split from the Roenel Empire. They are sick of the way that nothing gets done in the council, and decided that they would take matters into their own hands. The leader of the rebellion is named Gorden Heil, and he is a warrior of rather good skill.

Allies with the Buldarins and some of the Coridsu, they are revolting against the Roenel Empire.

-Coridsu Breeders: Creators of mosters, slavers and animal tamers, the Coridsu are the perfect place for anyone with... Less favorable job qualifications to go. They are also the largest bunch of mercenaries that one can find, and they are very reliable. The Coridsu run every single arena on Rovina with an iron fist. They are also the experts on summoning and dark magic.

Blood enemies with the Mudsin because of all the atrocities that they have committed against nature. Most are currently allies with the Roenel Empire against the Rebellion, as the Roenels are the highest bidders.

-Mudsin Tribes: In a state of constant flux, the nomads are both honorable and reclusive on the whole. Making a friend with one man will make you a friend in that clan for life, and an enemy of three others for just as long. It is wise to learn about the different tribes and who you want for a friend. They all live with and ride horses after they are five years old.

They hate the Coridsu for tampering repeatedly with the natural order and breeding dangerous monsters. They have a great respect for the Buldarins, and every tribe will welcome them with open arms.

-Catena Republic: The mountains provide the ultimate defense for this chain of connected cities. Ninety percent of all wyverns and fifty percent of all earth mages come from this land. They are unassultable except by air or by sea, so they have  made an alliance with the most powerful sea-born people alive, the Buldarins. Their head councilor is named Vinden Metters, and their high general is Nathaniel Crato.

Allies with the Buldarins. Because of their relatively equal powers, the Catena Republic and the Tolerind Empire are rivals.

-Buldarins: A rag-tag group of castaways, the Buldarins are the ones who introduced the magic of water to Rovina. They are docked outside of the Mudsin and the Catena lands. They don't speak our language (English) very well. Their apparent leader is Morgan Lessela.

Allies with the Mudsin and the Catena. Enemies with no one.



Weapons


"Mt"= Might "Hit"= Hit (derp) "Wt"= Weight "Cr"= Critical modifier "D"= Durability "Wl"= Weapon level "C"= Cost

-Swords
Basic
-Copper: Mt; 3 Hit; 100 Wt; 3 Cr; 0 D; 50 Wl; F C; 200
-Iron: Mt; 5 Hit; 90 Wt; 5 Cr; 0 D; 46 Wl; E C; 300
-Slim: Mt; 3 Hit; 100 Wt; 3 Cr; 5 D; 30 Wl; E C; 360

Special

-Lances
Basic
-Copper: Mt; 5 Hit; 90 Wt; 5 Cr; 0 D; 50 Wl; F C; 210
-Iron: Mt; 7 Hit; 80 Wt; 7 Cr; 0 D; 46 Wl; E C; 320
-Slim: Mt; 5 Hit; 90 Wt; 5 Cr; 5 D; 30 Wl; E C; 380

Special

-Axes
Basic
-Copper: Mt; 6 Hit; 85 Wt; 6 Cr; 0 D; 50 Wl; F C; 190
-Iron: Mt; 8 Hit; 75 Wt; 8 Cr; 0 D; 46 Wl; E C; 280
-Mace: Mt; 7 Hit; 80 Wt; 7 Cr; 5 D; 36 Wl; E C; 360

Special

-Bows
Basic
-Copper: Mt; 4 Hit; 95 Wt; 4 Cr; 0 D; 50 Wl; F C; 220
-Iron: Mt; 6 Hit; 85 Wt; 6 Cr; 0 D; 46 Wl; E C; 330
-Compound: Mt; 4 Hit; 95 Wt; 4 Cr; 5 D; 30 Wl; E C; 400

Special

-Knives
Basic
-Knife: Mt; 2 Hit; 110 Wt; 2 Cr; 5 D; 60 Wl; F C; 180
-Dagger: Mt; 4 Hit; 100 Wt; 4 Cr; 5 D; 50 Wl; E C; 270
-Serrated: Mt; 2 Hit 110 Wt; 2 Cr; 10 D; 40 Wl; E C; 320

Special

Anima

Wind
-Gust: Mt; 2 Hit; 120 Wt; 2 Cr; 0 D; 50 Wl; F C; 200
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted April 11, 2011 06:37 AM

Stickied for now.  I don't mind putting a couple of stickies up if they are required to explain how stats work.
____________
Message received.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted April 11, 2011 06:49 AM

I can explain that here. Thank you Mytical!
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted April 11, 2011 12:20 PM

Also, you could place the map here ya know. And stat explanation. Never mind, I'll do it for you



Quote:
Strength: Adds damage to all physical attacks. A Sell-sword with an iron sword would have a total attack power of 8. (5 from the sword, 3 from strength.)

Magic: The strength of magical weapons.

Skill: Each point adds 2% to you character's hit chance. Every second point adds 1% to your critical hit. (triple damage)

Speed: Each point adds 2% to your dodge. (Chance to dodge the enemy's attack) If you have 4 more points of speed then your enemy, then you get a second attack each duel. (When one character attacks another one. Works when the character retaliates as well)

Luck: each point adds 1% to your dodge and gives you 1% to resistance to critical hits.

Defense (Def): Each point absorbs 1 point of physical damage.

Resistance (Res): Absorbs 1 point of magic damage.

Constitution (con): Every point of weapon weight there is above the character's constitution subtracts 1 point of speed from the character. Determines Aid.

Aid: If your character has less con then your character's aid, you can "Rescue" them. (Pick them up, carry them and protect them from all harm.) Rescuing a character cuts speed and skill in half for as long as you carry the character.

Move: each point allows the character to move 5 meters per round.

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