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		<title><![CDATA[FEPlanet Community - FETO Announcements and Updates]]></title>
		<link>http://forums.feplanet.net/</link>
		<description><![CDATA[FEPlanet Community - http://forums.feplanet.net]]></description>
		<pubDate>Mon, 20 Apr 2026 15:32:41 +0000</pubDate>
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			<title><![CDATA[Rare weapon changes and additions]]></title>
			<link>http://forums.feplanet.net/thread-1085.html</link>
			<pubDate>Sun, 11 Jun 2017 20:24:16 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1085.html</guid>
			<description><![CDATA[The named rare weapons, which were originally very individual across the same weapon rank, have been reworked to include a more common theme among each weapon and hopefully become more balanced. In addition, some common weapon drops have been introduced as well. All changes made were as follows:<br />
<br />
- For treasure level 1, E-rank rares now consist of: Horse- and Armorslaying weapons (similar to the Rapier in main FE games) for physical melees, a mini-Longbow for bows, MArmorslayers for tomes, and a ranged version of Fortune for staves.<br />
- For treasure level 2, D-rank rares feature Brave weapons for all physical weapon types and status weapons for magic, with staves getting a ranged version of Shield.<br />
- For treasure level 3, C-rank rares feature Flierslayers across all weapon types except for Bows and Staves. Bows get a 3-5 range ballista that inflicts the Freeze status, and Staves get a ranged version of Ward.<br />
- For treasure level 4, B-rank rares feature ranged twin weapons with an elevated crit rate for physical melees, a critty Longbow, 2-3 range tomes, and a miniature version of the Miracle staff.<br />
- For treasure level 5, A-rank rares feature superior versions of twin weapons (range locked for all weapon types including magic) along with the previously existing Deadlies/Siege weapons and Mila's Protection, which is currently the only staff that grants the Protect buff.<br />
- For treasure levels 5 and 6, A-rank Horseslayers and (M)Armorslayers were introduced, which should be self-explanatory.<br />
<br />
For those of you who have been in unenjoyable situations before due to some of these rare weapons being overpowered, we hope that this addresses such issues and that you keep enjoying FETO!]]></description>
			<content:encoded><![CDATA[The named rare weapons, which were originally very individual across the same weapon rank, have been reworked to include a more common theme among each weapon and hopefully become more balanced. In addition, some common weapon drops have been introduced as well. All changes made were as follows:<br />
<br />
- For treasure level 1, E-rank rares now consist of: Horse- and Armorslaying weapons (similar to the Rapier in main FE games) for physical melees, a mini-Longbow for bows, MArmorslayers for tomes, and a ranged version of Fortune for staves.<br />
- For treasure level 2, D-rank rares feature Brave weapons for all physical weapon types and status weapons for magic, with staves getting a ranged version of Shield.<br />
- For treasure level 3, C-rank rares feature Flierslayers across all weapon types except for Bows and Staves. Bows get a 3-5 range ballista that inflicts the Freeze status, and Staves get a ranged version of Ward.<br />
- For treasure level 4, B-rank rares feature ranged twin weapons with an elevated crit rate for physical melees, a critty Longbow, 2-3 range tomes, and a miniature version of the Miracle staff.<br />
- For treasure level 5, A-rank rares feature superior versions of twin weapons (range locked for all weapon types including magic) along with the previously existing Deadlies/Siege weapons and Mila's Protection, which is currently the only staff that grants the Protect buff.<br />
- For treasure levels 5 and 6, A-rank Horseslayers and (M)Armorslayers were introduced, which should be self-explanatory.<br />
<br />
For those of you who have been in unenjoyable situations before due to some of these rare weapons being overpowered, we hope that this addresses such issues and that you keep enjoying FETO!]]></content:encoded>
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		<item>
			<title><![CDATA[Base stat changes]]></title>
			<link>http://forums.feplanet.net/thread-1043.html</link>
			<pubDate>Tue, 04 Oct 2016 23:25:35 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1043.html</guid>
			<description><![CDATA[We've made changes to base stats in the following 4 classes:<br />
<br />
<span style="font-weight: bold;">Archer:</span> -1 Defense, +1 Luck<br />
<span style="font-weight: bold;">Mage:</span> -1 Defense, +1 Luck<br />
<span style="font-weight: bold;">Mercenary:</span> -1 Defense, +1 Pow<br />
<span style="font-weight: bold;">Knight:</span> -1 Skill, +1 Pow<br />
<span style="font-weight: bold;">Curate:</span> -1 Skill, +1 Pow, massive changes in promotion bonuses (they now get mostly if not all their promo gains into HP/Pow/Speed/Lck)<br />
<span style="font-weight: bold;">Rune Knights:</span> They can now have -5% Lck and +5% Def growths, allowing them to generally perform bulky builds better.<br />
<span style="font-weight: bold;">Shadow Knights and Sky Knights:</span> They have had their stat spreads swapped. Additionally, after the swap, Shadow Knights had their growths altered so they can perform bulky builds better.<br />
<span style="font-weight: bold;">Salamancer:</span> Their promotion gains were changed to +4 HP +1 Pow +1 Skl +0 Speed +0 Def +0 Res +4 Lck so that they can reach 27+ Luck.<br />
<span style="font-weight: bold;">Dracomancer:</span> Their promotion bonuses are now +4 HP +1 Pow +1 Skl +1 Speed +0 Def +0 Res +3 Lck for the same reason as above.<br />
<span style="font-weight: bold;">Monks and promotions:</span> They have been completely reworked and have completely new base stats, growths and promotion gains. They can, of course, still perform everything they were able to perform until now (which is basically Pow+Spd+Lck, really) and TONS more. You're probably better off opening the stat calculator and trying out what builds you can come up with for yourself.<br />
<span style="font-weight: bold;">Soldiers and promotions:</span> They have also been reworked, their stat changes compared to what they were before are -2/-5% Def, +5% Res, +1 Pow, +1 Speed. Promo bonuses were slightly reworked for all branches as well.<br />
<span style="font-weight: bold;">Halberdiers and Infantries:</span> They have also lost 1 Con. They can fit onto more teams now.<br />
<span style="font-weight: bold;">Solar Knights:</span> -1 Skl, +1 Pow. Their promotion bonuses do not get changed, as Pow basically compensates for itself. You will still be able to have the exact same builds, just you need to shuffle your Skl and Pow a bit. This is to improve their longevity in unpromotes. This is also so that Solar Knights aren't basically deadweight in low-level matches.<br />
<br />
We also changed the promotion bonuses so that current promoted builds of these respective classes (not named Curate, Soldier, Wyv Mages, and Monk) aren't affected by the new changes. These are made to breathe new life to these classes in unpromote play, and give them improvements and/or some kind of niche for use in unpromote play. As an example of the changes, Insight builds can now be made without screwing over the unit's survivability one way or another. And in Knight's case, they can cap Pow with Tactful nature, which allows them to be used more in teams with lower Con spreads (as they are now able to be shoved by Bulky curates). Other changes have also been made, which have either been denoted above, or in a post below.<br />
<br />
Some of these were simple changes (Merc, Knight, Archer, Mage, Curate) , while some of these were drastic overhauls. (Wyv Mage, Soldier, Monk)<br />
<br />
Other changes that need to be made:<br />
-Revert Knight's promotion bonus changes so overcapping doesn't happen.<br />
-Fix Guard-&gt;General's promotion bonuses so they don't overcap.<br />
-Fix all Footman promotion's promotion bonuses so they don't overcap.<br />
<br />
Other changes being discussed:<br />
-Cavalier and Scout improvements. Cavaliers need to be made bulkier without having a heavy drawback, and in the case of Scouts, a bulky version of Sword/Bow promotion doesn't exist, so that needs to happen.<br />
-Peg Knight and Peg Archer improvements. They've very underused and underwhelming in unpromotes; <span style="font-weight: bold;">especially Peg Knights</span>.<br />
<br />
Hope you enjoy your new build possibilities!]]></description>
			<content:encoded><![CDATA[We've made changes to base stats in the following 4 classes:<br />
<br />
<span style="font-weight: bold;">Archer:</span> -1 Defense, +1 Luck<br />
<span style="font-weight: bold;">Mage:</span> -1 Defense, +1 Luck<br />
<span style="font-weight: bold;">Mercenary:</span> -1 Defense, +1 Pow<br />
<span style="font-weight: bold;">Knight:</span> -1 Skill, +1 Pow<br />
<span style="font-weight: bold;">Curate:</span> -1 Skill, +1 Pow, massive changes in promotion bonuses (they now get mostly if not all their promo gains into HP/Pow/Speed/Lck)<br />
<span style="font-weight: bold;">Rune Knights:</span> They can now have -5% Lck and +5% Def growths, allowing them to generally perform bulky builds better.<br />
<span style="font-weight: bold;">Shadow Knights and Sky Knights:</span> They have had their stat spreads swapped. Additionally, after the swap, Shadow Knights had their growths altered so they can perform bulky builds better.<br />
<span style="font-weight: bold;">Salamancer:</span> Their promotion gains were changed to +4 HP +1 Pow +1 Skl +0 Speed +0 Def +0 Res +4 Lck so that they can reach 27+ Luck.<br />
<span style="font-weight: bold;">Dracomancer:</span> Their promotion bonuses are now +4 HP +1 Pow +1 Skl +1 Speed +0 Def +0 Res +3 Lck for the same reason as above.<br />
<span style="font-weight: bold;">Monks and promotions:</span> They have been completely reworked and have completely new base stats, growths and promotion gains. They can, of course, still perform everything they were able to perform until now (which is basically Pow+Spd+Lck, really) and TONS more. You're probably better off opening the stat calculator and trying out what builds you can come up with for yourself.<br />
<span style="font-weight: bold;">Soldiers and promotions:</span> They have also been reworked, their stat changes compared to what they were before are -2/-5% Def, +5% Res, +1 Pow, +1 Speed. Promo bonuses were slightly reworked for all branches as well.<br />
<span style="font-weight: bold;">Halberdiers and Infantries:</span> They have also lost 1 Con. They can fit onto more teams now.<br />
<span style="font-weight: bold;">Solar Knights:</span> -1 Skl, +1 Pow. Their promotion bonuses do not get changed, as Pow basically compensates for itself. You will still be able to have the exact same builds, just you need to shuffle your Skl and Pow a bit. This is to improve their longevity in unpromotes. This is also so that Solar Knights aren't basically deadweight in low-level matches.<br />
<br />
We also changed the promotion bonuses so that current promoted builds of these respective classes (not named Curate, Soldier, Wyv Mages, and Monk) aren't affected by the new changes. These are made to breathe new life to these classes in unpromote play, and give them improvements and/or some kind of niche for use in unpromote play. As an example of the changes, Insight builds can now be made without screwing over the unit's survivability one way or another. And in Knight's case, they can cap Pow with Tactful nature, which allows them to be used more in teams with lower Con spreads (as they are now able to be shoved by Bulky curates). Other changes have also been made, which have either been denoted above, or in a post below.<br />
<br />
Some of these were simple changes (Merc, Knight, Archer, Mage, Curate) , while some of these were drastic overhauls. (Wyv Mage, Soldier, Monk)<br />
<br />
Other changes that need to be made:<br />
-Revert Knight's promotion bonus changes so overcapping doesn't happen.<br />
-Fix Guard-&gt;General's promotion bonuses so they don't overcap.<br />
-Fix all Footman promotion's promotion bonuses so they don't overcap.<br />
<br />
Other changes being discussed:<br />
-Cavalier and Scout improvements. Cavaliers need to be made bulkier without having a heavy drawback, and in the case of Scouts, a bulky version of Sword/Bow promotion doesn't exist, so that needs to happen.<br />
-Peg Knight and Peg Archer improvements. They've very underused and underwhelming in unpromotes; <span style="font-weight: bold;">especially Peg Knights</span>.<br />
<br />
Hope you enjoy your new build possibilities!]]></content:encoded>
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		<item>
			<title><![CDATA[New things and I'm too lazy to think of a proper title]]></title>
			<link>http://forums.feplanet.net/thread-1041.html</link>
			<pubDate>Sun, 11 Sep 2016 19:20:52 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1041.html</guid>
			<description><![CDATA[1. Mage Armours have been implemented at some point between now and the last announcement. They basically function like Physical Armours, with 45[/70] HP, 15[/25] Speed and weaker Def caps, while their stronger Def is capped at 25[/35]. The differences are that they use magical instead of physical weapons and have higher Res instead of Def. The respective new classes are as follows:<br />
    - Page [Anima/Light] which can promote to:<br />
      -- Archsage [Anima/Light/Dark] / 15 crit avoid<br />
      -- High Priest [Anima/Light/Staff] / 15 crit avoid<br />
      -- Pagemaster [Anima/Light] / 30 crit avoid<br />
    - Wizard [Dark/Anima] which can promote to:<br />
      -- Archsage [Anima/Light/Dark] / 15 crit avoid<br />
      -- Witch [Anima/Dark/Staff] / 15 crit avoid<br />
      -- Magus [Anima/Dark] / 30 crit avoid<br />
    - Acolyte [Dark/Light] which can promote to:<br />
      -- Archsage [Anima/Light/Dark] / 15 crit avoid<br />
      -- Oracle [Dark/Light/Staff] / 15 crit avoid<br />
      -- Diviner [Dark/Light] / 30 crit avoid<br />
2. Similarly to Physical Armours, Mage Armours have slayer weapons associated to them with a 2.5x weakness factor thingy. They are: Tremor (Anima), Thani (Light) and Carreau (Dark)<br />
3. New status weapons have been added: Bright Sword which inflicts Blind, Frost Lance which inflicts Freeze and Venin Axe which inflicts Poison.]]></description>
			<content:encoded><![CDATA[1. Mage Armours have been implemented at some point between now and the last announcement. They basically function like Physical Armours, with 45[/70] HP, 15[/25] Speed and weaker Def caps, while their stronger Def is capped at 25[/35]. The differences are that they use magical instead of physical weapons and have higher Res instead of Def. The respective new classes are as follows:<br />
    - Page [Anima/Light] which can promote to:<br />
      -- Archsage [Anima/Light/Dark] / 15 crit avoid<br />
      -- High Priest [Anima/Light/Staff] / 15 crit avoid<br />
      -- Pagemaster [Anima/Light] / 30 crit avoid<br />
    - Wizard [Dark/Anima] which can promote to:<br />
      -- Archsage [Anima/Light/Dark] / 15 crit avoid<br />
      -- Witch [Anima/Dark/Staff] / 15 crit avoid<br />
      -- Magus [Anima/Dark] / 30 crit avoid<br />
    - Acolyte [Dark/Light] which can promote to:<br />
      -- Archsage [Anima/Light/Dark] / 15 crit avoid<br />
      -- Oracle [Dark/Light/Staff] / 15 crit avoid<br />
      -- Diviner [Dark/Light] / 30 crit avoid<br />
2. Similarly to Physical Armours, Mage Armours have slayer weapons associated to them with a 2.5x weakness factor thingy. They are: Tremor (Anima), Thani (Light) and Carreau (Dark)<br />
3. New status weapons have been added: Bright Sword which inflicts Blind, Frost Lance which inflicts Freeze and Venin Axe which inflicts Poison.]]></content:encoded>
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		<item>
			<title><![CDATA[New Character Creation Page]]></title>
			<link>http://forums.feplanet.net/thread-1029.html</link>
			<pubDate>Thu, 04 Aug 2016 02:19:06 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1029.html</guid>
			<description><![CDATA[Ok so.. guess I have to make some annoucement about it.. <br />
<br />
Character creation page has been updated, you can now make lv20 units for the price of 5000 gold and lv20/20 units for the price of 12000 gold.<br />
<br />
Also, instead of just putting values without seeing what they do, the stat calculator was incorporated in the page, so you actually see what you're putting! <br />
<br />
To pick your promotion choice, use the lv20/20 option, choose your class and plan, then revert to lv1, pick the unpromoted class and make the unit. Yes it's a bit of work, but it's still 1000x better than having to swap between tabs and rewrite all growths and stats and then notice you made an adept &lt;.&lt;<br />
<br />
If the classes don't show, just refresh the page, they should show after that, else try to contact me to tell me it's fucked up!<br />
(If you can't contact me, use MMM, Falaflame or Speedy).<br />
<br />
.. Have fun?<br />
<br />
<br />
_____<br />
Fredmir - <del>Feto's resident code maid</del> <span style="font-size: small;"><span style="color: #ff3333;"><span style="font-size: xx-small;">dammit MMM, that's not my title!</span></span></span>]]></description>
			<content:encoded><![CDATA[Ok so.. guess I have to make some annoucement about it.. <br />
<br />
Character creation page has been updated, you can now make lv20 units for the price of 5000 gold and lv20/20 units for the price of 12000 gold.<br />
<br />
Also, instead of just putting values without seeing what they do, the stat calculator was incorporated in the page, so you actually see what you're putting! <br />
<br />
To pick your promotion choice, use the lv20/20 option, choose your class and plan, then revert to lv1, pick the unpromoted class and make the unit. Yes it's a bit of work, but it's still 1000x better than having to swap between tabs and rewrite all growths and stats and then notice you made an adept &lt;.&lt;<br />
<br />
If the classes don't show, just refresh the page, they should show after that, else try to contact me to tell me it's fucked up!<br />
(If you can't contact me, use MMM, Falaflame or Speedy).<br />
<br />
.. Have fun?<br />
<br />
<br />
_____<br />
Fredmir - <del>Feto's resident code maid</del> <span style="font-size: small;"><span style="color: #ff3333;"><span style="font-size: xx-small;">dammit MMM, that's not my title!</span></span></span>]]></content:encoded>
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			<title><![CDATA[MUG UPLOADER HAS NOW BEEN FIXED]]></title>
			<link>http://forums.feplanet.net/thread-1022.html</link>
			<pubDate>Tue, 12 Jul 2016 01:10:24 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1022.html</guid>
			<description><![CDATA[Quite frankly, I do not need to say anything else.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Oh, and thank you Fredmir for figuring out a 5-year crisis.]]></description>
			<content:encoded><![CDATA[Quite frankly, I do not need to say anything else.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Oh, and thank you Fredmir for figuring out a 5-year crisis.]]></content:encoded>
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		<item>
			<title><![CDATA[Create 20/20 Units!]]></title>
			<link>http://forums.feplanet.net/thread-1016.html</link>
			<pubDate>Mon, 27 Jun 2016 03:13:45 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1016.html</guid>
			<description><![CDATA[<div style="text-align: justify;">http://feto.feplanet.net/character/createpro<br />
<br />
As of now, you are now able to create 20/20 characters. All accessible weapon ranks are set to 250, so you can simply choose which weapon to S rank. This is all part of making the late-game accessible to everyone, as not everyone sticks around long enough to make it into promoted matches. We're trying to fix that!<br />
<br />
Other things we're trying to work on:</div>
<br />
<div style="text-align: justify;">-Create 20/0 Units</div>
<div style="text-align: justify;">-Allowing the first 6 20/20 created units to be free<br />
-Promoted Class Descriptions<br />
-Trying to revive FETO in whole</div>
<div style="text-align: justify;">-Fal getting a pay raise</div>
<div style="text-align: justify;">-Speedy getting his fell pizza replaced with a new pizza.<br />
<br />
Oh, also when things are said and done, promoted units will cost 12,000 gold. So they will be a bit steep. Have fun everyone!</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;">http://feto.feplanet.net/character/createpro<br />
<br />
As of now, you are now able to create 20/20 characters. All accessible weapon ranks are set to 250, so you can simply choose which weapon to S rank. This is all part of making the late-game accessible to everyone, as not everyone sticks around long enough to make it into promoted matches. We're trying to fix that!<br />
<br />
Other things we're trying to work on:</div>
<br />
<div style="text-align: justify;">-Create 20/0 Units</div>
<div style="text-align: justify;">-Allowing the first 6 20/20 created units to be free<br />
-Promoted Class Descriptions<br />
-Trying to revive FETO in whole</div>
<div style="text-align: justify;">-Fal getting a pay raise</div>
<div style="text-align: justify;">-Speedy getting his fell pizza replaced with a new pizza.<br />
<br />
Oh, also when things are said and done, promoted units will cost 12,000 gold. So they will be a bit steep. Have fun everyone!</div>]]></content:encoded>
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		<item>
			<title><![CDATA[Introducing The Battlegrounds!]]></title>
			<link>http://forums.feplanet.net/thread-1013.html</link>
			<pubDate>Wed, 22 Jun 2016 23:19:16 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1013.html</guid>
			<description><![CDATA[<div style="text-align: center;">As the title says, I am introducing a new way to match-make in FETO. This is a <span style="text-decoration: underline;"><span style="font-weight: bold;">skype chatroom</span></span> specifically geared towards quick FETO battles and shall remain as such. <br />
<br />
The rules are as follows:</div>
<div style="text-align: center;"><ul>
<li>Matches <span style="text-decoration: underline;">MUST have a missed turn limit</span>, no greater than 5.<br />
</li>
<li>Matches MUST have a maximum time limit of 30mins or less.<br />
</li>
<li>Players not searching for or playing matches have to leave the room (to not misrepresent the number of participants)       <br />
</li>
<li>Violators will be removed from the chatroom<br />
<br />
<br />
That's about the gist of it for now, the link will be below and there is also one located on the front page of the FETO section of the forums.<br />
<a href="https://join.skype.com/DO8XWs0tfFr6" target="_blank">https://join.skype.com/DO8XWs0tfFr6</a></li></ul>
</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;">As the title says, I am introducing a new way to match-make in FETO. This is a <span style="text-decoration: underline;"><span style="font-weight: bold;">skype chatroom</span></span> specifically geared towards quick FETO battles and shall remain as such. <br />
<br />
The rules are as follows:</div>
<div style="text-align: center;"><ul>
<li>Matches <span style="text-decoration: underline;">MUST have a missed turn limit</span>, no greater than 5.<br />
</li>
<li>Matches MUST have a maximum time limit of 30mins or less.<br />
</li>
<li>Players not searching for or playing matches have to leave the room (to not misrepresent the number of participants)       <br />
</li>
<li>Violators will be removed from the chatroom<br />
<br />
<br />
That's about the gist of it for now, the link will be below and there is also one located on the front page of the FETO section of the forums.<br />
<a href="https://join.skype.com/DO8XWs0tfFr6" target="_blank">https://join.skype.com/DO8XWs0tfFr6</a></li></ul>
</div>]]></content:encoded>
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		<item>
			<title><![CDATA[New items and boss battles]]></title>
			<link>http://forums.feplanet.net/thread-1007.html</link>
			<pubDate>Mon, 16 May 2016 04:49:38 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1007.html</guid>
			<description><![CDATA[Given the huge lack of items in the "rare" section of the list of treasure, we came up with more weapons to put in there for each treasure level! I could list what every single one of those does, but instead I'll refer you to the <a href="http://feto.feplanet.net/mechanics" target="_blank">mechanics</a> page and the <a href="http://feto.feplanet.net/items" target="_blank">item list</a> - and yes, most of these are indeed named after characters from actual Fire Emblem games.<br />
We also slightly changed some of the master items, the Master Demoter is now called Primary Seal (it also has an actual sprite now instead of a white square!) and similarly Master Fruit has been renamed to Second Seal and has a new sprite as well now.<br />
<br />
More news: <a href="http://feto.feplanet.net/user/profile/10918" target="_blank">Speedy</a>, <a href="http://feto.feplanet.net/user/profile/13316" target="_blank">Falaflame</a>, <a href="http://feto.feplanet.net/user/profile/5457" target="_blank">Fredmir</a> and <a href="http://feto.feplanet.net/user/profile/91386" target="_blank">myself</a> will soon start hosting boss battles with huge payoff for challengers who are able to beat it! Each one of us will host one of these per month, meaning that one such battle will be up each week, and the reward for winning is an <span style="font-style: italic;">entire set</span> of rare items on top of the regular battle rewards! Rules are as follows:<br />
- Such battles will be tagged with "Boss battle" and started only by one of Speedy, Fal, Fred or myself.<br />
- The matches will see one of the GMs facing off against between 2 and 5 challengers, and Defence mode may be included, both of these things depending on the map the match takes place on.<br />
- Timers will be on 24h to allow everyone in the battle to have enough time to take their turns, short time limits will only be used in the probably rare scenario that it's actually possible.<br />
- Two of the four matches each month will be promoted, and the other two will be unpromoted, and level 20 / **/20 mode respectively will be used.<br />
- Should the challengers lose, they will only receive the regular battle rewards.<br />
- <span style="font-weight: bold;">If a boss battle doesn't start within a week, it will be deleted.</span> A new one should start on the same day.<br />
<br />
Stay tuned and check the battles page regularly to find out when the first one is!]]></description>
			<content:encoded><![CDATA[Given the huge lack of items in the "rare" section of the list of treasure, we came up with more weapons to put in there for each treasure level! I could list what every single one of those does, but instead I'll refer you to the <a href="http://feto.feplanet.net/mechanics" target="_blank">mechanics</a> page and the <a href="http://feto.feplanet.net/items" target="_blank">item list</a> - and yes, most of these are indeed named after characters from actual Fire Emblem games.<br />
We also slightly changed some of the master items, the Master Demoter is now called Primary Seal (it also has an actual sprite now instead of a white square!) and similarly Master Fruit has been renamed to Second Seal and has a new sprite as well now.<br />
<br />
More news: <a href="http://feto.feplanet.net/user/profile/10918" target="_blank">Speedy</a>, <a href="http://feto.feplanet.net/user/profile/13316" target="_blank">Falaflame</a>, <a href="http://feto.feplanet.net/user/profile/5457" target="_blank">Fredmir</a> and <a href="http://feto.feplanet.net/user/profile/91386" target="_blank">myself</a> will soon start hosting boss battles with huge payoff for challengers who are able to beat it! Each one of us will host one of these per month, meaning that one such battle will be up each week, and the reward for winning is an <span style="font-style: italic;">entire set</span> of rare items on top of the regular battle rewards! Rules are as follows:<br />
- Such battles will be tagged with "Boss battle" and started only by one of Speedy, Fal, Fred or myself.<br />
- The matches will see one of the GMs facing off against between 2 and 5 challengers, and Defence mode may be included, both of these things depending on the map the match takes place on.<br />
- Timers will be on 24h to allow everyone in the battle to have enough time to take their turns, short time limits will only be used in the probably rare scenario that it's actually possible.<br />
- Two of the four matches each month will be promoted, and the other two will be unpromoted, and level 20 / **/20 mode respectively will be used.<br />
- Should the challengers lose, they will only receive the regular battle rewards.<br />
- <span style="font-weight: bold;">If a boss battle doesn't start within a week, it will be deleted.</span> A new one should start on the same day.<br />
<br />
Stay tuned and check the battles page regularly to find out when the first one is!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wyvern mages joined FETO!]]></title>
			<link>http://forums.feplanet.net/thread-1003.html</link>
			<pubDate>Mon, 09 May 2016 07:54:47 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-1003.html</guid>
			<description><![CDATA[These have been in planning for a while and have been added to FETO today!<br />
<br />
Rune Kn. is the Light Wyvern and can promote into:<br />
Lustrous Kn. - Wield Lance and Light (reduced power cap to 25)<br />
Sacred Kn. - Wields Anima and Light<br />
Luminancer - no additional weapons, +15% crit bonus<br />
<br />
Shadow Kn. is the Dark Wyvern and can promote into:<br />
Dusk Kn. - Wields Sword and Dark (reduced power cap to 25)<br />
Twilight Kn. - Wields Light and Dark<br />
Dracomancer - no additional weapons, +15% crit bonus<br />
<br />
Sky Kn. is the Anima Wyvern and can promote into:<br />
Malig Kn. - Wields Axe and Anima (reduced power cap to 25)<br />
Infer Kn. - Wields Anima and Dark<br />
Salamancer - no additional weapons, +15% crit bonus<br />
<br />
They currently gain no stat bonuses from being promoted but this will be fixed soon, have fun with the new Wyverns!]]></description>
			<content:encoded><![CDATA[These have been in planning for a while and have been added to FETO today!<br />
<br />
Rune Kn. is the Light Wyvern and can promote into:<br />
Lustrous Kn. - Wield Lance and Light (reduced power cap to 25)<br />
Sacred Kn. - Wields Anima and Light<br />
Luminancer - no additional weapons, +15% crit bonus<br />
<br />
Shadow Kn. is the Dark Wyvern and can promote into:<br />
Dusk Kn. - Wields Sword and Dark (reduced power cap to 25)<br />
Twilight Kn. - Wields Light and Dark<br />
Dracomancer - no additional weapons, +15% crit bonus<br />
<br />
Sky Kn. is the Anima Wyvern and can promote into:<br />
Malig Kn. - Wields Axe and Anima (reduced power cap to 25)<br />
Infer Kn. - Wields Anima and Dark<br />
Salamancer - no additional weapons, +15% crit bonus<br />
<br />
They currently gain no stat bonuses from being promoted but this will be fixed soon, have fun with the new Wyverns!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New toys and bow range]]></title>
			<link>http://forums.feplanet.net/thread-978.html</link>
			<pubDate>Wed, 30 Mar 2016 16:48:07 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-978.html</guid>
			<description><![CDATA[2 new updates as the title says!<br />
<br />
1. Kukri, Pilum, Francesca and Mini Bow are now on FETO! Those are new toys with the same power as Mithril weapons, but at the expense of 3 weight and being locked to 2 range (1 in case of the Mini Bow). They are buyable for 1250 Gold and thus can be forged, making them a decent replacement for S-ranks if you don't have any yet.<br />
2. All bow toys with the exception of the Double Bow are now <span style="font-weight: bold;">locked to 1 range.</span><br />
<br />
It's true that it's been a while since new things have happened, but nevertheless I hope you stick around and experiment with these a bit!]]></description>
			<content:encoded><![CDATA[2 new updates as the title says!<br />
<br />
1. Kukri, Pilum, Francesca and Mini Bow are now on FETO! Those are new toys with the same power as Mithril weapons, but at the expense of 3 weight and being locked to 2 range (1 in case of the Mini Bow). They are buyable for 1250 Gold and thus can be forged, making them a decent replacement for S-ranks if you don't have any yet.<br />
2. All bow toys with the exception of the Double Bow are now <span style="font-weight: bold;">locked to 1 range.</span><br />
<br />
It's true that it's been a while since new things have happened, but nevertheless I hope you stick around and experiment with these a bit!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Treasure revamp, new items, Templar stat changes]]></title>
			<link>http://forums.feplanet.net/thread-962.html</link>
			<pubDate>Mon, 08 Feb 2016 06:06:33 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-962.html</guid>
			<description><![CDATA[So you might have already noticed some of these changes taking place, but it's about time there's a forums post summarizing all the crazy stuff that has happened lately.<br />
<br />
New weapons:<br />
-- Emblem weapons (E-ranked, increased skill activation)<br />
-- Emblem Staff (1-2 range)<br />
-- Glass weapons (D-ranked, high power for the weapon rank at which they're available but limited usage)<br />
-- Grace staff (D-ranked, increases Skill)<br />
-- New magic siege weapons (A-ranked)<br />
-- Deadly weapons (A-ranked 1-2 range weapons with increased crit rate but slightly worse stats than Killers, Sword-Lance-Axe only)<br />
<br />
Revamped treasure:<br />
-- Buyable weapons removed (except for level 1 treasure)<br />
-- Master Tomes removed<br />
-- Gems redone (now available from level 1 treasure with lower valued Red Gem, new Green Gem and Black/Gold Gems now available at the highest levels)<br />
-- Reavers and Master Crowns are now more common and only Master Cards are in the Very Rare section<br />
-- Okay honestly you might be better off checking the actual list out <a href="http://feto.feplanet.net/mechanics" target="_blank">here</a> under the "Battle Rewards and Treasure" section to have the full idea of what the treasure is now rather than reading this list on treasure.... lol<br />
<br />
Gameplay changes:<br />
-- Templars had their base stats changed (+1 Pow/Lck, -1 Spd/Res - <span style="font-weight: bold;">THIS DOES NOT AFFECT PROMOTED UNITS AS THEY GET THOSE STATS BACK IN THEIR PROMOTION BONUSES!!!</span>)<br />
<br />
This is it so far, but there are more things on the way...]]></description>
			<content:encoded><![CDATA[So you might have already noticed some of these changes taking place, but it's about time there's a forums post summarizing all the crazy stuff that has happened lately.<br />
<br />
New weapons:<br />
-- Emblem weapons (E-ranked, increased skill activation)<br />
-- Emblem Staff (1-2 range)<br />
-- Glass weapons (D-ranked, high power for the weapon rank at which they're available but limited usage)<br />
-- Grace staff (D-ranked, increases Skill)<br />
-- New magic siege weapons (A-ranked)<br />
-- Deadly weapons (A-ranked 1-2 range weapons with increased crit rate but slightly worse stats than Killers, Sword-Lance-Axe only)<br />
<br />
Revamped treasure:<br />
-- Buyable weapons removed (except for level 1 treasure)<br />
-- Master Tomes removed<br />
-- Gems redone (now available from level 1 treasure with lower valued Red Gem, new Green Gem and Black/Gold Gems now available at the highest levels)<br />
-- Reavers and Master Crowns are now more common and only Master Cards are in the Very Rare section<br />
-- Okay honestly you might be better off checking the actual list out <a href="http://feto.feplanet.net/mechanics" target="_blank">here</a> under the "Battle Rewards and Treasure" section to have the full idea of what the treasure is now rather than reading this list on treasure.... lol<br />
<br />
Gameplay changes:<br />
-- Templars had their base stats changed (+1 Pow/Lck, -1 Spd/Res - <span style="font-weight: bold;">THIS DOES NOT AFFECT PROMOTED UNITS AS THEY GET THOSE STATS BACK IN THEIR PROMOTION BONUSES!!!</span>)<br />
<br />
This is it so far, but there are more things on the way...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Unlimited Stat Changes]]></title>
			<link>http://forums.feplanet.net/thread-960.html</link>
			<pubDate>Tue, 02 Feb 2016 05:45:58 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-960.html</guid>
			<description><![CDATA[This is just a heads up, Master Tomes are no longer available to buy in the game as the manage stats page has been given unlimited usage, there may be about ten seconds in delay between stat changes but for the most part, they quick and more importantly unlimited. This in turn invalidates the point of having Master Tomes, so they are no longer available to buy and will not be found in chests/villages anymore.]]></description>
			<content:encoded><![CDATA[This is just a heads up, Master Tomes are no longer available to buy in the game as the manage stats page has been given unlimited usage, there may be about ten seconds in delay between stat changes but for the most part, they quick and more importantly unlimited. This in turn invalidates the point of having Master Tomes, so they are no longer available to buy and will not be found in chests/villages anymore.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Minor updates]]></title>
			<link>http://forums.feplanet.net/thread-920.html</link>
			<pubDate>Tue, 10 Nov 2015 03:36:45 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-920.html</guid>
			<description><![CDATA[As the title states, this is just for minor updates.<br />
<br />
11/9/15 - Added in a check to make sure all matches have a turn time limit.]]></description>
			<content:encoded><![CDATA[As the title states, this is just for minor updates.<br />
<br />
11/9/15 - Added in a check to make sure all matches have a turn time limit.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Exp and WExp adjustments]]></title>
			<link>http://forums.feplanet.net/thread-919.html</link>
			<pubDate>Tue, 10 Nov 2015 00:30:43 +0000</pubDate>
			<guid isPermaLink="false">http://forums.feplanet.net/thread-919.html</guid>
			<description><![CDATA[After talking to Speedy tonight we've made some changes to Exp and WExp calculations to do some testing.<br />
<br />
<del>All Exp gained is doubled.</del> Exp is back to normal.<br />
Exp for Level 20 and Level **/20 battles has been doubled, making it the same as normal battles.<br />
All WExp is increased by 1.<br />
<br />
This is not permanent (as of right now) but it will be in place for the time being.]]></description>
			<content:encoded><![CDATA[After talking to Speedy tonight we've made some changes to Exp and WExp calculations to do some testing.<br />
<br />
<del>All Exp gained is doubled.</del> Exp is back to normal.<br />
Exp for Level 20 and Level **/20 battles has been doubled, making it the same as normal battles.<br />
All WExp is increased by 1.<br />
<br />
This is not permanent (as of right now) but it will be in place for the time being.]]></content:encoded>
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