Fire Emblem: The Age of Legend
The very first thing to do to make a new character is of course to come up with a concept of who they are from name to description to what country they come from and so on. After that, print out a Character Sheet and print and cut out some Equipment Cards .
The steps to creating the character are as follows:
- Write in the name, level, description, etc. of your character.
Knowing about the attributes of this game and what they do is important before continuing:
- Hit Points- How much damage a character can take before dying or being permanently incapacitated. Avoid ever letting this happen.
- Strength- Called “Magic Power” for characters who wield magic tomes not weapons, this together with the Might of equipment determines most of damage dealt.
- Skill- Contributes a lot to the character’s hit chance and a small amount to crit chance
- Speed- Contributes a lot to the character’s dodge chance and also determines who (if anyone) may strike twice in a fight.
- Defense- This is subtracted from enemy damage with weapons.
- Resistance- This is subtracted from enemy damage with magic.
- Luck- Contributes to the character’s avoid chance, a small amount to hit chance, and prevents enemy criticals
- Constitution- Determines if a weapon’s weight decreases the character’s Speed and also determines how big a character they can rescue or capture and how big another character must be to rescue or capture them.
- Movement- This is how far the unit can move on terrain that doesn’t slow it down (Fields, buildings, etc.) depending on class though different terrain slows units different amounts.
- Choose a class for your character. The class is a very important choice and will determine the bulk of what the character can do. The options are as follows:
Archers (Very powerful combatants all around, but incapable of attacking adjacent foes)
Brigands/Pirates (Devastatingly powerful and capable of traversing difficult terrain but inaccurate and limited weapon selection)
Cavaliers (Extremely mobile with a wide variety of weapons and balanced abilities, but excels at nothing else)
Cleric (Support units wielding staves to heal and otherwise aid the party, but incapable of combat)
Fighters (Good weapon selection and fairly good all around but few huge advantages)
Knights (Extremely durable with decent power, but slow and not very mobile)
Mages (Balanced stats with the hefty advantage of using magic, fragile though)
Mercenaries (Good all-around but somewhat limited weapon selection and power)
Monks (Extremely quick magic user but not very powerful)
Myrmidons (Very quick and good at critical hits, but lacks power and has limited weapon selection)
Nomads (Mounted archer less deadly but more mobile than the infantry variety, but less limited weapon selection)
Pegasus Knights (Flying, resistant to magic, and quick but not as powerful or durable as some other flyers)
Rukh Riders (Flying support units that are tough and extremely mobile and good at transporting allies but have only modest combat skills themselves)
Shamans (Tough, powerful, and have a number of useful spells to choose from but inaccurate and slow)
Thieves (Mobile and quick support units that can open doors and chests, steal from enemies, see far in darkness, and occasionally help out in combat as well)
Troubadour (Mounted healers generally more mobile and faster but a bit less good otherwise than clerics)
Wyvern Riders (Flyers with good toughness and power but less mobility than their peers and a tremendous weakness to magic)
- Write down the terrain movement costs for your class
- Write down the attribute bases and growths for your class
- Now you can modify those bases and growths as follows:
• Subtract 5% from one growth and add it to another.
• Subtract a point from a base stat and add it to another.
• Subtract 10% from one growth and add a point to a base stat.
• Subtract a point from a base stat and add 10% to a growth.
• Movement, HP, Constitution, Resistance, and Luck work under slightly different rules than other stat bases and growths:
o Movement cannot be altered in any way except promoting the character.
o HP base points and growth percentages are less valuable than those of the normal stat bases and growths. Instead of trading 1 base point for 1 base point or 5% growth for 5% growth or similar trades as outlined below, a point or percent of HP is only worth 0.4 points or percents of other stats.
o Constitution does not grow except upon promoting the character, but base points of it can be purchased or sold with other base points as normal.
o Resistance works normally except that Wyvern Riders cannot get any
o * No class starts with any points in or a growth rate for Luck and points of it are less valuable than those of the normal stat bases and growths. Instead of trading 1 base point for 1 base point or 5% growth for 5% growth or similar trades as outlined below, a point or percent of Luck is only worth 0.5 points or percents of other stats.
• No normal stat can be changed by more than +/- 2 base and/or 20% growth. Luck base or growth can be raised by as much as wanted. HP cannot be changed by more than +/- 5 base or 50% growth.
- Assign the character the base stats you decided on and roll your stat growths for every level (including first level)
- Determine your character’s weapon ranks. You start with an E rank in every weapon your class can use but increase your rank in a weapon of your choice according to chart Level Up Gains. You may raise weapon ranks from E to D to C to B to A at the indicated level in whatever weapons your class can use as you choose. However, you cannot raise to an S rank in any weapon until your character is promoted, even then you may only have an S rank in one weapon.
- Pick starting equipment from the Equipment Lists. The value of this should add up to about 500 + (200 x your starting level). This must include at least one weapon you can currently use. If even the cheapest weapon for your class would be too expensive, start with it anyway but don’t get any extra stuff.
- Determine derived statistics such as Hit and Dodge chances and Aid scores (at least the parts that are mostly constant).
- If level 5 or above, choose an ability from the Abilities List for 5th level and then either choose additional abilities or increase the power of one you already have at every 5th level thereafter according to chart Level Up Gains.
- Determine what kind of Support bonuses your character gives and receives. The options include 5% Hit Chance, 5% Dodge Chance, 3% Crit Chance, 5% Crit Evade, 1 Damage, and 1 Protection from both physical and magical attacks. When your character has C rank support with another character you grant both characters the bonus you chose when within 3 spaces of one another. Double the bonus for B support and triple it for A support.