[FE8] Sacred Stones "Anything Goes" PME

I have a map submission or well suggestion. I want you celest to redesign a map. Id love to see what you can come up with when given some creative liberty. Just pick a map and do whatever you wish to the map. If this doesn’t fall under the pme rule set or yoy simply dont wish to then ignore this.

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P.s anyone for these to effect your units you have to reset and do a new run

Anyone want to make skill submissions we have and the levels are
Unpromoted:5 and 15
Promoted:1 and 10
Pagasi (this also applies to the staff pegasus): Pass and tower shield (Towershield+ is too much).
Falcon knights: tomebreaker (instead of staff savant) and Galeforce
Seraph knight: Breath of life and powerstaff
Monks: Miracle and Shade
Bishops: Slayer/holy aura(waiting for which to be chosen) and Live to serve
Priest: Voice of peace and Blessing
Ranger: Outdoor fighter and forager
Bow knight: Elbow room and Resourcefulness
Snipers: BowFaire and Double Lion
Berserkers: Deadly Blow and Crit +30
Armor: Wary Fighter and Armor March
General: Countermagic and Inspiration
Mage Knight: Chaos Style and SwordFaire
Swordmaster: Swordbreaker and Lancebreaker
Solider: battle veteran and quick draw/quick stirke
Mercenary: Armstrift and Lucky 7
Pirate: Darting blow and Dispoil
Archer: opportunist and point blank
Halb: with renewal and axebreaker
Sentinel: with bracing stance and lancefaire
Wyvern lord: with Quick burn and Trample
Hero: with Sol and patience
Sage: with tomefaire and flare(magic luna)
Cav: with Rush and trample
Myrm: with duelist blow and seal speed
Mage: with focus and seal strength

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Celes i dont know which calv group you gave the skills to but light calvs didnt give it so did you give it to heavy calvs?

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Since nothing was specified I gave it to both Spear and Axe Knights.

You’re likely playing on a patch that doesn’t have them added in.

Im playing the updated version 10 patch that is on this tread so does that mean version 10 isnt the most recent?

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I probably goofed and forgot to add them in then. My bad. I’ll work on 0.11 next.

Its fine ill also bring up that the pegasus mage also doesnt get the skills tho they are added in with the pegasus skills unless you want them to get different skills
P.s make sure the promoted enemies show a path so they have their tier 1 skills like a Sentinel having battle veteran and quick draw

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I also found out lvl 1 add doesnt work unless you didnt add beserker skills in version 10

Could you give class skills for the lord please or do you mind if they take another magic lines class skills?

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Conjurer: Malefic aura and tome range +1
Just a suggestion

Shamans: Hex and Poison strike
Druids: Anathema and petrify (any other suggestions)

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Fair but id also like anyone who make unique classes a chance in the say of what class skills they get like the saint, conjure/wizard, and any other unique class

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Wizard: Dark magic and Rightful lord (since they replace Ephraim as a lord)

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And for this i agree but give Anathema to shaman and giving Druid seal resistance and posion strike go on summoner alongside the skill that gives -2 resistance to anyone 2 tiles nearby them

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Oh I know but hey the suggestions are there

Anyway, for the skills of my two custom class

Heiress: Lily’s Poise and Strong riposte

Huntress: Knight Aspirant and Rightful lord (Can we repeat skills? It’s starting to get difficult to stay wholly unique)

I also have thought that. This one can work too!

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Id say that can repeat for unique classes as they can be a mix of things and i see the build your going for a highly mobile attacker that has a small support side and ill admit i did make the lvl 15 skill for mercenary to help the main lord as their hp was extremely low so I thought lucky 7 would help them

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Could you make class level skills for the class if you want to give the ultimate say in it or should we give them Bishop skills but slayer for holy aura as she starts with it

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Mind giving all these classes level up learn skills?(I think their all unique)

P.s: Yes I am scanning though all this shiz for unique classes

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Ch3: Vacant

weird pme town

ye olde downeloade linke

The player party starts in the bottom middle, and the boss is on the top castle. Objective: Defend for 9 turns. There are green unit villagers on the forts, and you get a Game Over if any of them die. Also, Pirate reinforcements come from the castle to attack the villages on the sides (and, later, to cross the river to attack you), and some enemies will try to break the snags to open up holes in the defensive line.

Also, additional things:
- Install the Vision Quest Modular Minimug Box.
- Mercenary promotion branches are to Swordmaster and Great Knight.
- The Soldier class (and Halberdier, if you’ve added it) have 40 base HP and a HP cap of 80. Enemy Soldiers(/Halberdiers) have 250% HP growth.
- Install Vesly’s Timed Hits patch.
- Basic iron weapons have infinite durability.
- Javelins and Hand Axes have 5 durability, 30 weight, and tripled prices from vanilla.
- All fog of war is thracia fog.
- Light runes are buyable in the preparation screen shop, costing 500 gold each.
- The Mend staff is 1-2 range.
- In Tower of Valni floor 1, there is a 17% chance of spawning several clones of Formortiis.

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Homie your edits would kill all 1-2 range(because ares have -2 speed and cant double)and kill how to get some unique weapons locked to the tower and the timed hits would nearly lock this to pc players and im sure locked away from mobile players

Welp, most of my PME characters are ones I concept up for my main hack, so technically that’s a thing in a way. I doubt I’ll do a thing entirely for them though. Too much to do already, ack.

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