Siege of Phallae
A MrBlarney Production
with narration and scenario from cj iwakura
and programming from Infidel
Original games © Nintendo, Intelligent Systems
Salutations, wanderer. I apologize that I can not offer a more formal greeting to an adventurer of your stature, but these are dark times.
Our kingdom is beset on all sides by forces most dire.
His Majesty, Emperor Lacitirc, has tasked me with a quest of urgent import: to seek any who would come to Phallae's aid in her time of need.
Perhaps, wanderer, you are cut from the cloth we require.
Should I be mistaken in this estimation, then you are free to carry on, but do not linger long, for I make no guarantee of your survival.
However, if you possess the bravery to answer the call of fealty, then I welcome you, and offer my heartfelt thanks for the timing of your arrival.
While we expect war to engulf the territory within mere days, there remains time for certain traditions of hospitality.
If you would, provide your name in the tablet below.
I will provide this information to His Majesty with all due haste.
Take care not to make your mark in jest.
These are dark times, and the forthcoming tide of chaos will regrettably strike upon those who reside here before any other.
However, your sword will be that which shields Phallae in her time of need, and we trust that fortune will favor the noble, as it always has.
Remain ever vigilante, wanderer.
The greatest enemies strike from within.
Fire Emblem Theme
Genre: Traditional (Village vs. Mafia), Tactical (Region-based Battling), PvE (allied PCs vs. enemy NPCs)
Long in the past, the continent of Phallae was threatened by dark forces led by a mad king with the power to control the forces of nature. Through the alliance of the continent's people, the dark power was sealed away, trapped in the holy stone, the Fire Emblem. The stone was placed in the central capital, Odam, so that its power could not be used for ill once again. This peace was held for a time, but with time, the lessons of the past may be forgotten. Out of nowhere, the nation of Cochran has placed a claim to the power of the Fire Emblem, threatening to war with those who would oppose them. Thanks to the presence of spies and agents in the other nations, Cochran has been able to push further into the continent towards their goal. The Phallaean alliance has now been pushed back on all sides to the capital for a final stand. Though there is little hope, the Cochran forces are also showing signs of weariness. Making a stop to the advance here should surely end the war - but to break the enemy line, it will need weeding out those who would aid Cochran's lust for power.
Defend the capital of Phallae from the Cochran invaders!
Win Condition: Defeat all Cochran spies hidden among the Phallaean forces and the invading forces that they lead.
Loss Condition: Cochran forces successfully take the capital by eliminating or outnumbering all Phallae-aligned troops. This can be via Cochran spies outnumbering all other player characters overall, or the alliance allowing too many enemy units into and occupying Odam.
In this game, allied players must battle the enemy on two fronts. First, they must weed out the Cochran spies that hide among their ranks. Second, they must defend against the non-player Cochran units that are attempting to close into the capital. Enemies will continually reinforce each day the spies remain, so it is important to pay attention to both fronts of the game to ensure success.
Player Classes and Statistics
Each game day is split into three phases: Story Phase, Player Phase, and Enemy Phase. In the Story Phase, results of player special abilities, Cochran spy actions, and the vote are resolved. In the Player Phase, battle results for player characters are resolved. In the Enemy Phase, battle results for non-player characters are resolved.
Players will choose one of 17 classes to start out as (during Day 0, between the end of the signup period and the proper game start), and will retain that class through the entire game. Typically, each class has their own strengths and weaknesses and a single weapon proficiency. With enough experience, one may earn a promotion to an advanced class, with access to more weapons or increased proficiencies.
Players are defined by six statistics: HP, STR or MAG, SKL, SPD, DEF, and RES. HP
dictates the amount of damage a unit can take before dying. STR
indicates the power of the unitâ€™s physical or magical attacks, respectively. Each character class can only make one type of attack and so will only have one of these two stats. SKL
aids the accuracy of attacks as well as the rate of critical attacks. SPD
determines the order in which attacks are resolved and if a 'double attack' will occur as well as the unit's ability to dodge attacks. DEF
indicates the amount of damage that is negated when hit by a physical attack, and RES
indicates the amount of damage negated when hit by a magical attack.
(Promoted: Sniper) - Sharp footsoldiers with proficiency with the bow. When promoted, their ability to inflict critical hits increases.
(Promoted: Paladin) - Versatile cavalry who can use the sword or lance from horseback. When promoted, they also gain access to the use of axes.
(Promoted: Bishop) - Healers that use staves to aid allies or hinder enemies. When promoted, they may attack using Light magic.
(Promoted: Warrior) - Bulky battlers who use their axes to inflict heavy damage. When promoted, they gain the ability to also use bows in battle.
(Promoted: General) - Heavily armored soldiers that fight with lances and shrug off physical attacks. When promoted, they gain the ability to use axes.
(Promoted: Sage) - Users of Anima magic. When promoted, they gain the ability to also cast Light magic and use staves.
(Promoted: Hero) - Well-rounded users of the blade. When promoted, they gain the ability to use axes.
(Promoted: Bishop) - Casters of Light magic. When promoted, they may also use staves.
(Promoted: Swordmaster) - Swift wielders of the sword. When promoted, their ability to make critical hits increases.
(Promoted: Ranger) - Archers who have learned to use the bow from horseback. When promoted, they may use swords in combat.
(Promoted: Falcon Knight) - Lance-wielding pegasus riders who can resist magical attacks. When promoted, they may also use swords.
(Promoted: Berserker) - Sea-worthy fighters armed with axes. When promoted, their ability to inflict critical hits increases.
(Promoted: Druid) - Masters of Dark magic. When promoted, they gain the ability to use Anima magic and staves.
(Promoted: Halberdier) - Trained lance-users. When promoted, their critical hit rate increases.
(Promoted: Rogue) - Stealthy sword-users that make up for weakness with the ability to steal. When promoted, their critical rate increases.
(Promoted: Valkyrie) - Staff users who ride on horseback. When promoted, they may also use Light magic for attacks.
(Promoted: Wyvern Lord) - Flying unit that uses lances. When promoted, swords may also be used.
Anima Magic Proficiency,
Light Magic Proficiency,
Dark Magic Proficiency,
+15% Critical Rate
Experience, Levels, Stat Increases, and Promotion
Players will choose one of seven nations to hail from when they make their choice of class. Each nation provides bonuses to three different statistics; when a nation is selected, players may choose two of these stats to increase. The two stats chosen will have increased values at the start of the game, and will be more likely to increase on a level up. Two different stats must be chosen; the same stat cannot be selected twice. (Note: If HP is chosen as a bonus stat, it will increase by 2; all other stats will increase by 1.)
: Bonus Stats
: STR / MAG / DEF - Central nation that serves as a hub of commerce and trade.
: Bonus Stats
: SKL / DEF / RES - Sister nation to Sandal, a hilly and mountainous nation.
: Bonus Stats
: STR / SKL / SPD - Sister nation to Doral, much of its land is dry and arid. Relies on exports of precious metals and jewels to fund imports of vital supplies.
: Bonus Stats
: MAG / SPD / RES - A coastal nation that also covers many of the outlying islands on the continent.
: Bonus Stats
: HP / SPD / DEF - Isolated nation that often experiences harsh weather conditions in both summer and winter.
: Bonus Stats
: HP / MAG / SKL - A nation of sweeping plains and prosperous agriculture.
: Bonus Stats
: HP / STR / RES - Forests and jungles cover the landscape of this nation.
- Powerful military nation seeking the power of the Fire Emblem)
By engaging in battle, players may increase their experience. For every 100 points of experience, a level is gained; with each level, ones stats will increase. Four statistics out of six will be increased on each level up - if HP increases, it will increase by 2; all other stats will increase by 1. The probability for each stat to increase is dependent on a player's class and their nationality. When a player has reached level 3, they will also earn a promotion, which will give that player access to extra weapon use or higher proficiency in their starting weapon.
The amount of EXP gained for a successful strike depends on the level difference between the attacker and defender: EXP Gained = 25 + 5*(Defender Level - Attacker Level), minimum 5 EXP, maximum 50 EXP. A missed attack provides no EXP. The EXP gained is multiplied by 2 for making a kill (minimum 10, maximum 100). If multiple players contribute to the kill, the bonus is only 50% (rounded down to the closest multiple of 5). Staff uses always give 25 EXP per successful use.
The game map is split into 13 regions, as described in the next section. At the start of the player's turn, each player may make an attack on any unit, either enemy or player, within their own zone. If an enemy target is defeated before an attack can be made, then a random enemy will be targeted instead. Attacks are resolved in order of unit speed, with all attacks at the same speed resolved simultaneously. If the attacker's speed exceeds the defender's speed by at least three, then a double attack will result where the attacker makes two attacks instead of just one. The EXP gained for a double attack is the same as if a single attack occurred. After the attack, the player may move to an adjacent region. Mounted units (Cavaliers, Nomads, Pegasus Knights, Troubadours, Wyvern Riders, and their promotions) may move up to two regions, as long as the first region they move to has fewer enemy units than allies.
Attack power and accuracy can be modified based on the Weapon Triangle. There are two weapon triangles, one for physical weapons, and one for magical weapons. The physical weapon triangle follows: Swords beat Axes, Aces beat Lances, and Lances beat Swords. The magic weapon triangle is: Anima beats Light, Light beats Dark, and Dark beats Anima. There is no triangle relationship between physical attacks and magic, and Bows and Staves are not in any triangle. Making a favorable attack gives a +1 damage and +15 accuracy bonus, while making a disadvantageous attack gives a -1 damage and -15 accuracy penalty.
For regular attacks:
Hit Chance = (Accuracy - Avoid)% (min 0, max 100)
- Accuracy = Weapon Hit + 5*Attacker SKL + Triangle Bonus (± 15)
- Avoid = 5*Defender SPD
Damage = Power - Defense (min 0), x2 if critical, x2 if supereffective
- Power = Weapon Might + Attacker STR or MAG + Triangle Bonus (± 1)
- Defense = Defender DEF or RES
- Critical Chance = Weapon Crit + Class Crit (0 or 15) + 2*Attacker SKL
For status effect staves (Silence, Sleep, Berserk):
Hit Chance = (Accuracy - Avoid)% (min 0, max 100)
- Accuracy = 30 + 5*Attacker MAG + 5*Attacker SKL
- Avoid = 5*Defender RES
The map represents the capital of Odam and its surrounding region. Players start in the center region labeled "O" and inner regions "A-F", while enemy forces invade from all sides, the outer regions "U-Z". At the start of each day, the positions of all players and enemies will be publicly listed, but not their stats.
A number of classes may choose to use a common ability instead of attacking on their turn. These abilities are as follows:
Weapons and Items
Use Item - All classes. Use of the Vulnerary, Elixir, Pure Water, or Antitoxin items takes the use of the daily action. These items can only be used on oneself.
Block - Cavaliers, Fighters, Knights, Mercenaries, Myrmidons, Pegasus Knights, Pirates, Soldiers, Wyvern Riders, and their promotions may, instead of attacking, guard a player of their choice. Any attacks directed at the block target will be taken by the blocker instead. Blockers must be in the same zone as their target for the guard to be effective. If multiple people are blocking the same person, then a random blocker is chosen to be attacked with each attempt. The block only works on melee attacks made with a Sword, Lance, or Axe. It has no effect on Bow attacks or magic attacks. The action of blocking does not follow normal action orders, and always goes first to protect the specified target. Intercepting an attack while blocking will confer experience equal to that as if the blocker had made an attack on the attacker. The attacker still receives experience for making a successful strike. If multiple attacks are received, then the experience gained is equal to the largest EXP gain that would be earned from a single strike plus 5 EXP per extra strike, up to a maximum of twice the base experience gain.
Steal - Thieves and Rogues only. If the Thief or Rogue's SPD is at least as fast as their target's, they will steal one thing at random from the target's inventory. However, the Thief or Rogue may not steal the target's currently equipped weapon. A successful steal increases experience by 25.
Reequip - All classes. Instead of attacking, a player can resupply by making a Reequip action while in Odam (central region "O") to add a common item (Rarity OOO) to their inventory.
Players start out with one or two items, one of which is a basic weapon appropriate for the player's class. Each item has a limited number of times that they may be used - when all the uses are expended, the item breaks. Items may be gained from eliminated enemies, traded between players residing in the same region, or from the Reequip action while in Odam. To make a trade, you must PM MrBlarney and the recipient of the trade the item you wish to give. Trades can be considered to be instantaneous, and items traded can be used on the same day they are received. A maximum of five items may be carried at a time. Any excess must be dropped and will be lost (resolved at the end of each Day).
Swords - Weapons of high accuracy, low power.
Lances - Weapons that have balanced accuracy and power.
Axes - Weapons with high power at the cost of accuracy.
Bows - All bows are effective against flying units.
Anima Magic - Magic with average power and accuracy.
Light Magic - Magic with low power, but high accuracy.
Dark Magic - Magic with low accuracy, but high power.
Staves - Contain a variety of magical effects that can be used on others.
Items - Limited-use items that anyone can use on themselves.
Special Effect notes: Consecutive attacks means that the weapon makes two attacks for every one that would normally be made (one use is still consumed for each attack). Reverse triangle means that the Weapon Triangle is reversed for that weapon. Mounted units include Cavaliers, Paladins, Nomads, Pegasus Knights, Falcon Knights, Wyvern Riders, and Wyvern Lords. Armoured units include Knights and Generals. Dragon units include Wyvern Riders and Wyvern Lords. Flying units include Pegasus Knights, Falcon Knights, Wyvern Riders, and Wyvern Lords. Hammerne repairs another player's currently equipped item to maximum uses. Barrier and Pure Water increase RES by three on the day it is used; the enhancement drops by one for each day thereafter. The maximum enhancement is a three-RES bonus (cannot stack).
There are four negative status effects in the game, whose effects are as follows:
- Poison: Lose 2 HP at the end of each day.
- Silence: Unit is prevented from magic or staff use.
- Sleep: Unit is prevented from making actions (does not affect dodge chances).
- Berserk: Unit will attack random targets, enemy or ally.
The Restore staff can cure any condition, while Antitoxin will cure only poison. Status effects will also wear off naturally after three days.
Each day, players must vote for one player who they believe to be a Cochran spy to be eliminated from the game. Vote for the player who you find most suspicious in bold red
with '!vote for <player name>
' or similar phrase. You may retract a vote by posting '!retract vote for <player name>
' or similar phrase in bold lime
or change your vote by making another one in bold red
. The player who receives the most votes will see their luck turned around and they will be eliminated. Should there be a tie in the vote, then a random player among those tied will be eliminated. The vote results occur during the 'Story Phase', and there will be no "trickle-down", should that player be scheduled to be eliminated by other means.
Voting will close each day at 8PM PDT / 11PM EDT / 3AM UTC; any actions before the hour (x:59) will count, any actions on the hour and later (x:00) will not.
Sign up with the phrase "I !sign up
" or similar phrase in bold lime
or other bright, easily visible color to ensure that your intent to play is acknowledged. There is no limit to the number of players that may sign up for this game.
It is expected that players make at least two posts and a vote each day to be considered sufficiently active. A warning will be sent on the first day that this requirement is not met, and a replacement will be made on the second consecutive day of inactivity. If there are no replacements available, then the player will be eliminated from the game.
Any questions about the game's rules may be made by highlighting the question in bold orange text
. Questions specific to individual abilities or items may be asked privately via PM. Please note that there may be mechanics or details which will not be answered and kept hidden until the end of the game.
Standard Phalla rules apply: no sharing of host-provided PMs via screenshots and direct quotation. However, information may be shared indirectly, such as through rephrasing. No anonymous contact is allowed. All messages must be traceable to a player in the game.
If any players create "proboards" for private communication, please send a link for it to the host.
Questions and Answers
Q. What does it mean for the enemy to win by occupying Odam?
Roles, Classes, Nations
A. If the total number of enemy units exceeds that of the players located in the central region "O" for two consecutive days, then the allied players lose while Cochran players win. This only includes the enemy units that are alive at the end of each day.
Q. Will we know if Odam is under threat of being taken?
Q. Do Cochran spies count against the other players for the purposes of the 'overtake Odam' win condition?
A. Clarification denied.
Q. When do enemy reinformcements arrive each day?
A. New enemy units arrive at the end of the Enemy Phase.
Q. Are there specific time frames in which I have to make my Phase actions?
A. No. The Phases simply refer to the order in which abilities are resolved. At the end of each day, all actions will be carried out in the order specified by the Game Flow.
Q. When do we choose our classes and nations?
A. There will be a Day 0 at the end of the sign-up period where you will select your class and nation.
Q. When I promote, am I Level 1 in my promoted class? What is the maximum level?
A. At Level 3, you will become a Level 3 character of the promoted class. There is no level cap.
Q. What role information is made public? What information is private?
A. Your class and location are always public knowledge. Nationality, stats, and inventory are private.
Q. Are there ways to identify a Cochran spy besides killing them?
A. Clarification denied.
Q. When I make an attack, will I be counterattacked? Similarly, if someone attacks me, will I attack them back?
A. No, there are no immediate counterattacks.
Q. How are critical hits calculated for double attacks?
A. The critical hit chance is rolled independently for each attack.
Q. If I have multiple weapon proficiencies, then can I switch weapons depending on who attacks me?
A. You can equip one weapon per day, which will be used in both the Player and Enemy phases.
Q. If I hit a unit that gets killed by someone later in the phase, do I get any bonus experience from the kill?
Q. If I attack someone, will they know that I made the attack? What about if I steal?
A. The defender will know who attacked them, whether it is from a player or NPC. However, they will not know who stole from them, if stolen from.
Q. What happens if I miss with my attack?
A. You will know that you missed, but the target will not know that they were attacked.
Q. If an attack is intercepted by a blocker, does the original target still learn the identity of the attacker?
A. No, but the blocker will learn the identity of the attacker instead.
Q. How do the NPC enemy units decide who to attack? How do they decide how to move? What actions can they take?
A. Clarification denied.
Q. Are there Triangle Attacks in this game?
Q. Do different zones on the map confer terrain bonuses or penalties? Do terrain features mean anything?
A. There are no terrain effects in this game. Terrain features do not represent any special qualities.
Q. How does looting work from the NPC enemies?
A. All items except the one wielded by the unit will be taken. All items will reflect their prior uses.
Q. Can I use a staff to heal myself?
A. No, staves can only be used on players other than the wielder.
Q. Is it possible to make two staff uses in a single turn if my speed is high enough?
A. No, staffs will only activate once per use.
Q. What happens if the person I try to heal is killed before my action occurs?
A. The healing action does not happen.
Q. Can we choose to pick up items that we cannot use with the Reequip action?
A. Yes, any common (Rarity OOO) item may be obtained with a Reequip action.
Q. If I do an action other than attack, can I still move?
Q. Am I allowed to move, then attack?
A. No. All attacks and other actions go before movement within a phase.
Q. I want to move with someone. Can I make my orders conditional on theirs?
A. No. Make sure you coordinate your movements so that you end up in the same area.
Q. How do double moves resolve.
A. All first moves are resolved for all units. Then second moves are resolved for units with that ability.
Q. Are there other ways of gaining EXP outside of the listed methods?
- Information about the game series this Phalla is based upon, including detailed mechanics each game operates under.
FE Planet Sprite Archive
- Lots and lots of sprites from the game series.