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I go to oliver and trade(where ever he is) and trade him back his elixir for my pulse.
@Jj_TeRroR_jJ @Pufflemore @Loreteck @Revoltman @Mortem
Oliver comes in hard with a swing at the Sentinel. He tries out the Waterwheel for the first time, hitting with incredible force and sending the enemy onto their knees. -43.
No one else wants to go for him, so they eventually settle for circling around the Sentinel and beating the crap out of him until he ends up unconscious on the ground.
Congratulations, the first battle has been completed!
After the battle, the team decides to head towards a small riverside castle to relax for a while. There's even a red-haired merchant there who's willing to share some interesting items she has acquired! Perhaps you should take a look at your storage and see what's new!
There are some interesting items to take note of:
Sunrise - The legendary staff has finally arrived, and it is extremely powerful. When cast, it will transform into a different version of itself. Perhaps @Loreteck will be able to make use of it?
Snarbolax Bell - Also known as the Knight Ring in some Fire Emblem games, it grants a very powerful version of Canto. Whoever wears this can use up their remaining movement after performing any action, even attacking. This could be useful!
Raijinto - A mysterious katana. Its damage is based off the average of the wielder's Strength and Magic, and it targets Defense. But the question is, what does it even do?
The bell could go to anyone, but probably would get the most benefit on someone with higher movement.
Raijinto is a good weapon for someone with a strong balance, so probably a Mage Knight. BUT it doesn't have a weapon classification, so theoretically anyone could use it.
Aside from that... *shrugs shoulders*
Sure, you can have Raijinto. It is definitely best used on a mage knight, and you might remember what it does too.
The question is, what will you replace to make room for it?
I will take the staff sure.
the sword she already got
You're currently relaxing in an old abandoned fort right now. It's a little sneak peak of the map, but doesn't give away too much. If you somehow manage to find out what this map is a reference of before I even reveal the whole thing, that'll be pretty damn impressive.
Tip: There is a lot of cavalry on this map. Hmm, have you got any weapons that are good against them?
(I'm still preparing things, it'll probably take a while and it'll be a nice little break. Oh, and I'm still willing to take a sixth player if they happen to come by and decide they're interested.)
Reply to Mortem:
Name: Nellis Stonelock
Class: Wyvern Knight (Wyvern Rider)
Gender: Male
Hair Color: Red
Superboon: Luck
Boon: Defense
Bane: Skill
Superbane: Magic
After spending several hours resting in the castle and sheltering a wyvern rider that just happened to pass by, the inevitable happens. Poppy notices a little activity outside, and suddenly some enemy soldiers reveal themselves.

"Since you saw us! Now you must die!"
Looks like you've been surrounded from all sides. Whoever these guys are, they plan to take you out for good. Time to get ready for battle!
Prepare for deployment! Select the coordinates of the blue-outlined spaces you want to start on. Also, take a look at all the enemies and decide what kind of gear you want to bring and the remaining stat items you want to use before you get out there. You will have the opportunity to change your loadout during the battle if needed.
Tips & Formulas
Doubling: If you have 4 more Speed than the enemy, you double attack them. Heavy weapons reduce your Speed so take that into account and choose your target wisely.
Hit Chance = Your Weapon's Hit - Enemy's Evade
Damage = Your Weapon's Dmg - Enemy Def/Res and Terrain, depending on what you are using
Crit Chance = Your Weapon's Crit - Enemy's Lck
Weapon Triangle: Swords best Axes, Axes best Spears, and Spears best Swords. Whoever has the advantage gains 1 Dmg and 15 Hit, while the one with disadvantage loses 1 Dmg and 15 Evade. The Blarraven works like this against bows and daggers.
Then you just have to account for the Skills as well, and hopefully by the end of it you can kill the enemy before they beat you up.
@Jj_TeRroR_jJ
You may be the physical tank of the group, but that doesn't mean the enemies will go for you if there are better targets in range.
However, you are the only person who doesn't have any 1-2 range weapons whatsoever, and enemies do like to target people who can't attack back. Maybe that was your plan all along hmm?
@Pufflemore
A couple of your weapons are quite heavy to wield, but you are usually powerful enough to kill your opponent before it matters.
Bolting is a great weapon for killing from far away, but your evade tanks greatly. If any enemy is close enough to attack you when you use this, they will run up and beat the crap out of you for sure.
@Loreteck
As the only flying unit, you can pretty much move wherever you want and ignore terrain. You just can't move through enemies, that's it. You also have the amazing Canto ability, which allows you to use up your remaining Mov after trading or using a support staff.
You have lots of support tools, but remember there is a second battle so don't use them all up too soon. Virtus grants an ally the same effect as a Brave weapon, meaning they attack twice before the enemy gets to attack next. Cool, huh?
@Revoltman
The only weapon you have with weight issues is Dire Thunder, which matters only if the enemy attacks you first. Otherwise, you have a pretty good chance of killing with it. You do have some other nice weapons that could be more useful sometimes, such as for accuracy.
@Mortem
You double almost everyone, with the only exceptions being the Swordmasters if you use the Tempest Blade. It is also pretty much impossible for axe users to hit you, but everyone else still has a chance and if they land any attack it will hurt for sure! Take advantage of terrain whenever you can.
@knguy
Well, I don't think I need to tell you too much yet. Let's wait until you have decided your loadout first... Oh I see. You decided to grab the Devil Axe. I sure hope luck is on your side this fight!
Dinguses
55 Evade (Grass)
Elbow Room: +3 Dmg while standing on Grass/Road.
Armorslayer: Ignores Def above 11.
Quick Riposte: When Hp>80%, attack twice when attacked.
59 Evade (Grass)
Hex: -15 Evade on adjacent enemies.
Moonbow: Ignores Def/Res above 14.
Warding Blow: Res +4 when initiating combat.
78 Evade
Renewal: Restore 4 Hp at the start of Player Phase.
Defensive Stance: Spd/Def +3 if enemy initiates combat.
Boosted stats are reduced by 1 each turn.
Brave allows an affected ally to always Double Attack.
75 Evade (Forest: +Evade, -1 Dmg taken)
Hex: -15 Evade on adjacent enemies.
Moonbow: Ignores Def/Res above 14.
Warding Blow: Res +4 when initiating combat.
125 Evade (Forest: +Evade, -1 Dmg taken)
Pursuit: Attack Speed +2.
Desperation: If HP<70%, Follow-up attacks are made immediately.
Charge: Moving 6 spaces away from your starting spot grants Atk/Spd +2.
Trample: Dmg +2 against Infantry.
Skysweeper: Atk/Def +2 against Flying units..
Primary Forces (nearby)
34 Evade (Plain)
Righteous: -4 Dmg taken if unit can't counterattack.
Water Boost: +5 Res if unit has 3 more HP than enemy.
62 Evade (Forest: +Evade, -1 Dmg taken)
Elbow Room: +3 Dmg while standing on Plain.
Righteous: -4 Dmg taken if unit can't counterattack.
Water Boost: +5 Res if unit has 3 more HP than enemy.
45 Evade (Plain)
Prescience: Hit/Eva +10 when initiating combat.
Tacomeat: Counters with a 24 Dmg, 143 Hit punch at close range.
45 Evade (Plain)
Prescience: Hit/Eva +10 when initiating combat.
Tacomeat: Counters with a 24 Dmg, 143 Hit punch at close range.
59 Evade (Plain)
Astra: 20% chance to attack five times in a row for half damage.
Steady Blow: Spd/Def +3 when initiating combat.
Desperation: When Hp<70%, follow-up attacks occur immediately.
80 Evade (Plain)
Gentle Push: Can move through enemy units.
Quick Job: Hit/Eva +20 and Crit +10 on the first three turns.
43 Evade (Plain)
Patience: Dmg +3 & Hit/Eva +10 if enemy initiates combat.
Moonbow: Ignore Res/Def over 14.
Warding Blow: Res +4 when initiating combat.
42 Evade (Plain)
Hex: -15 Evade to adjacent enemies.
Moonbow: Ignore Res/Def over 14.
Warding Blow: Res +4 when initiating combat.
68 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/round)
82 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/turn)
87 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/turn)
69 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/turn)
Going to F 13 and switching my warp for pulse, going to take out roy the boy since it's best if we get tanky boy off his fort and into the fray before we lose the choke point into the castle.
So my initial strategy is to fly out guns blazing. I will start on H15 in order to charge towards the lower caraphract. For my loadout, I will store the Elixir and take out the Refined Noatun and the Devil Axe. Now I'm ready to go!
Anyone planning on grabbing that Snarbolax Bell? Because I gotta tell ya, hit and run is really good. Maybe Mortem, because they are the only one without any canto.
going to L12 and attacking the sinper with the sword
It's actually the higher one. They look pretty similar from a distance so i'll give em coordinates later.
Buddy, buddy. You haven't even deployed yet. So how 'bout you find a nice place to stand at, and then you can go back to slicing that sniper.
oh sorry X-X
lets go with F13 then
Eh, I got movement anyways, but if I can, put me in I15 instead then, wanna be a little closer since (if no-one else already took it), i'll be replacing my shield for that strong-canto ring.
After taking a good look at the enemy forces, it's finally time to get out into the fight. You notice Anna has set up a little caravan nearby for you to trade from. Maybe it'll come in handy later on!
Tips & Formulas
Doubling: If you have 4 more Speed than the enemy, you double attack them. Heavy weapons reduce your Speed so take that into account and choose your target wisely.
Hit Chance = Your Weapon's Hit - Enemy's Evade
Damage = Your Weapon's Dmg - Enemy Def/Res and Terrain, depending on what you are using
Crit Chance = Your Weapon's Crit - Enemy's Lck
Weapon Triangle: Swords best Axes, Axes best Spears, and Spears best Swords. Whoever has the advantage gains 1 Dmg and 15 Hit, while the one with disadvantage loses 1 Dmg and 15 Evade. The Blarraven works like this against bows and daggers.
Then you just have to account for the Skills as well, and hopefully by the end of it you can kill the enemy before they beat you up.
@Jj_TeRroR_jJ
You may be the physical tank of the group, but that doesn't mean the enemies will go for you if there are better targets in range.
However, you are the only person who doesn't have any 1-2 range weapons whatsoever, and enemies do like to target people who can't attack back. Maybe that was your plan all along hmm?
@Pufflemore
A couple of your weapons are quite heavy to wield, but you are usually powerful enough to kill your opponent before it matters.
Bolting is a great weapon for killing from far away, but your evade tanks greatly. If any enemy is close enough to attack you when you use this, they will run up and beat the crap out of you for sure.
@Loreteck
You sound like you wanted to take out Roy quickly, but you grabbed Pulse. I wonder if you wanted to grab Purge instead. Hmm...
As the only flying unit, you can pretty much move wherever you want and ignore terrain. You just can't move through enemies, that's it. You also have the amazing Canto ability, which allows you to use up your remaining Mov after trading or using a support staff.
You have lots of support tools, but remember there is a second battle so don't use them all up too soon. Virtus grants an ally the same effect as a Brave weapon, meaning they attack twice before the enemy gets to attack next. Cool, huh?
@Revoltman
The only weapon you have with weight issues is Dire Thunder, which matters only if the enemy attacks you first. Otherwise, you have a pretty good chance of killing with it. You do have some other nice weapons that could be more useful sometimes, such as for accuracy.
@Mortem
You double almost everyone, with the only exceptions being the Swordmasters if you use the Tempest Blade. It is also pretty much impossible for axe users to hit you, but everyone else still has a chance and if they land any attack it will hurt for sure! Take advantage of terrain whenever you can.
@knguy
Oh I see. You decided to grab the Devil Axe. I sure hope luck is on your side this fight!
Dinguses
55 Evade (Plain)
Elbow Room: +3 Dmg while standing on Grass/Road.
Armorslayer: Ignores Def above 11.
Quick Riposte: When Hp>80%, attack twice when attacked.
79 Evade (Forest: +Evade, -1 Dmg taken)
Hex: -15 Evade on adjacent enemies.
Moonbow: Ignores Def/Res above 14.
Warding Blow: Res +4 when initiating combat.
You don't need to roll when using Raijinto.
78 Evade
Renewal: Restore 4 Hp at the start of Player Phase.
Defensive Stance: Spd/Def +3 if enemy initiates combat.
Boosted stats are reduced by 1 each turn.
Brave allows an affected ally to always Double Attack.
55 Evade (Plain)
Hex: -15 Evade on adjacent enemies.
Moonbow: Ignores Def/Res above 14.
Warding Blow: Res +4 when initiating combat.
105 Evade (Plain)
Pursuit: Attack Speed +2.
Desperation: If HP<70%, Follow-up attacks are made immediately.
67 Evade
Charge: Moving 6 spaces away from your starting spot grants Atk/Spd +2.
Trample: Dmg +2 against Infantry.
Skysweeper: Atk/Def +2 against Flying units..
Primary Forces (nearby)
34 Evade (Plain)
Righteous: -4 Dmg taken if unit can't counterattack.
Water Boost: +5 Res if unit has 3 more HP than enemy.
62 Evade (Forest: +Evade, -1 Dmg taken)
Elbow Room: +3 Dmg while standing on Plain.
Righteous: -4 Dmg taken if unit can't counterattack.
Water Boost: +5 Res if unit has 3 more HP than enemy.
45 Evade (Plain)
Prescience: Hit/Eva +10 when initiating combat.
Tacomeat: Counters with a 24 Dmg, 143 Hit punch at close range.
45 Evade (Plain)
Prescience: Hit/Eva +10 when initiating combat.
Tacomeat: Counters with a 24 Dmg, 143 Hit punch at close range.
59 Evade (Plain)
Astra: 20% chance to attack five times in a row for half damage.
Steady Blow: Spd/Def +3 when initiating combat.
Desperation: When Hp<70%, follow-up attacks occur immediately.
80 Evade (Plain)
Gentle Push: Can move through enemy units.
Quick Job: Hit/Eva +20 and Crit +10 on the first three turns.
43 Evade (Plain)
Patience: Dmg +3 & Hit/Eva +10 if enemy initiates combat.
Moonbow: Ignore Res/Def over 14.
Warding Blow: Res +4 when initiating combat.
42 Evade (Plain)
Hex: -15 Evade to adjacent enemies.
Moonbow: Ignore Res/Def over 14.
Warding Blow: Res +4 when initiating combat.
68 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/round)
Aether: 10% chance to attack twice, with the first attack restoring Hp equal to half of Dmg dealt, and the second attack ignoring half of enemy's Def.
Beorc's Blessing: Negates weapon triangle disadvantage and doubles weapon triangle advantage.
Steady Stance: Def +5 if enemy initiates combat.
41 Evade (Plain)
Opportunist: +3 Dmg if foe can't counterattack.
Sturdy Blow: Atk/Def +2 when initiating combat.
41 Evade (Plain)
Opportunist: +3 Dmg if foe can't counterattack.
Sturdy Blow: Atk/Def +2 when initiating combat.
82 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/turn)
Luna: 39% to ignore half of the enemy's Def.
Sturdy Blow+: Str/Def +3 if unit initiates combat.
Spur Speed: Spd+2 to Lucina's unit.
Hex: -15 Evade to adjacent enemies.
Dark Knight: Restore 10 Hp after defeating an enemy.
87 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/turn)
Draconic Aura: (Sklx1.5)% to increase Dmg by 12.
Sacae's Blessing: Sword, Lance, and Axe units cannot counter.
Swift Sparrow: Str/Spd +3 if unit initiates combat.
69 Evade (Fort: +Evade, -2 Dmg taken, +3 Hp/turn)
go to k17 and attack L17
I guess i'll rush down the sniper at M12, moving to L12 and attacking with the Brave Sword.
Hit 1:
Crit 1:
Hit 2:
(Damn, that 100 to hit on attack 2.)
If the second hit crits, then I will move to M13 with my remaining movement due to the bell. Otherwise, I move to J13 instead and (if possible) switch my weapon to the Horsebreaker.
I don't know if the bell lets me switch weapon after the attack, but just in case, i'm throwing that on there.