I got the go ahead to make this so I am. Feel free to add anything I might miss or have not yet covered. I'm going to list everything I know of Fire Emblem so fellow members can get a better grip on the games controls and understand it better.
I won't cover basic GBA controls obviously. So here goes. First I'll start with Movement. Each character has a certain range they can move in a turn. Terrain affects how far someone can travel, these also offer protection and Avoidance.
Before I go on, I should cover that. Protection is like defense as it adds to your units defense and resistance. Different parts of the terrain can affect your defense and increase it. Avoidance is added to your characters Luck, which affects their dodging. With more avoidance, the lower the enemies chance to hit you. The terrain works like this.
If You are standing on PLAIN and Enemy is standing on FOREST, the enemy gets a boost whereas you get nothing and this carries into combat. Most people ignore terrain, but it can make a huge difference in combat if you know how to properly exploit it. This is a list of terrain.
Plain: 0 Defense, 0 Avoidance.
Forest: Offers 1 Defense, 20 Avoidance. One bit of these will drop your movement down by usually one, however if you are in a greatly wooded area, you could be lowered down to so much as 2-3 steps only. Mounted units suffer the most as even if there's only one tree, their movement can be cut down by 2.
Fort: 2 Defense, 20 Avoidance. If you stand on these for a turn and when your turn comes around again, you regain a small bit of HP. Usually it's 2 points.
House: 0 Defense, 10 Avoidance. Go inside to talk to residents. Sometimes you'll be given tips or items.
Mountain: 1 Defense, 30 Avoidance. Mounted units cannot go over these at all. Foot units can, but their movement is very limited because they're only allowed a movement of 1.
Peak: 2 Defense. 40 Avoidance. Only Brigands and fliers can go over these things.
Pillar: 1 Defense, 20 avoidance. No benefits at all.
Sea/Water: 0 Defense, 10 Avoidance. Only Pirates and fliers can cross these.
Throne: 2 Defense, 20 Avoidance. Usually bosses sit here. This spot will restore a units HP by 3 or 5 so long as they are sitting here when your turn begins.
Village: 0 Defense, 20 Avoidance. Go inside here and talk to townsfolk. Inside these you usually get items, gold or weapons. Sometimes you even recruit new characters. Once you've visited the village, the front gate closes and you can no longer enter it. However, if an enemy were to beat you to the village, it will turn into ruins and you cannot enter.
Village Ruins: 0 Defense. 0 Avoidance.
Flying units are not affected by the terrain. However, weather can come into play. Rain and snow affects your characters movements. Mounted units are reduced to 1-2 movement spots at best and your foot soldiers can move for maybe 3 points while your flying is reduced to around 4 I believe.
Also, there's another weather factor called Fog. Your characters can only see 3-4 spaces around them. However, a thief can see up to 8 spaces away in the fog. If you use an item called Torch, you get the same effect for that unit, however it fades on each turn.
That covers Terrain and weather. Now I'll move onto Combat information. Sub areas: Weapons triangle, stats and items.
First up is the weapons! Swords, Axes, Lances and Bows. We all know Sword beats axe. Axe beats lance. Lance beats sword and bow remains out of the triangle. There are weapons that can reverse the circle however. Lancereaver, Axereaver and Swordreaver are all weapons that are specifically made for countering a class that weapon is usually weak to. Example is the Lancereaver...this sword is now weak to axes.
Now...I'm unsure if this is a glitch, but in my game I often got an axe called Swordreaper. The description is "An axe great against Swordmasters" and it works just like the Swordreaver, however the stats are slightly different. I'll have to look into it more.
Now that we've gone over Weapons and their reaver counterparts, I feel I should explain a bit more of the weapons. Let's go with the basic Iron Sword.
Iron Sword: Rank E Range 1 Weight 5 Might 5 Hit 90 Critical 0 Uses 46 Price 460G
Rank: Every character has a level of mastery over weapons with - Being non-usable, E minimal, D casual, C novice, B rookie, A adept and S master. The higher your rank, the better weapons you can use.
Might: How much damage the weapon can cause. It's Weapon+Strength-Defense and that's how you get damage IIRC.
Hit: How much of a chance this weapon will hit something.
Critical: Chance of this weapon giving a critical hit.
Weight: Your Speed - The weight - Enemy speed = How many times you can attack in one turn. Two is the max.
Range: How far away you can attack. It's a sword so you have to be next to them.
Uses: How many times this weapon can be used before it breaks and becomes useless. Broken items are discarded automatically.
Price: How much the weapon costs.
Each and every weapon in the game has a set of stats like this.
Slim Sword E 1 2 3 100 5 30 480 G
-Skipping Iron-
Iron Blade: D 1 12 8 70 0 35 980 G
Steel Sword: D 1 10 8 70 0 30 600 G
Longsword: D 1 11 6 85 0 18 1260 G Effective Against Cavalry. (Mounted units.)
Armorslayer: D 1 11 8 80 0 18 1260 G Effective against infantry. (Knights)
Poison Sword: D 1 6 3 70 0 40 NA Coated in Lethal Poison. (Brigands carry these. Unobtainable usually.)
Wo Dao: D 1 5 8 75 35 20 NA Improves Critical hit rate. (Unobtainable usually.)
Wyrmslayer: C 1 5 7 75 0 20 3000 G Effective against wyverns.
Killing Edge: C 1 7 9 75 30 20 1300 G Improves Critical hit rate.
Lancereaver: C 1 9 9 75 5 15 1800 G Strong against spears.
Steel Blade: C 1 14 11 65 0 25 NA
Light Brand: C 1-2 9 9 70 0 25 NA Suffused with light magic.
Brave Sword: B 1 12 9 75 0 30 NA Can strike consecutively. (Attack goes up to 4 if fast enough.)
Runesword: A 1-2 11 12 65 0 15 NA Imbued with Dark Magic.
Silver Sword: A 1 8 13 80 0 20 1500 G
Silver Blade: A 1 13 14 60 0 15 1800 G
Rapier: Prf 1 5 7 95 10 40 NA Effective against Infantry.
=_=; Ugh...that took forever. I'll add other weapons another time.
Before I forget, Bows deal 3X damage to Flying units, so be careful.
Anyways, getting back on track. Weapons aren't the only things around.
Tomes, Staves and magic all around.
The mage classes work with magic obviously. Mages work with Anima magic. Monks work with Light Magic. Shamans work with Dark Magic. Clerics work with Healing magic.
Anima is strong against Light, but weak to dark. Dark is strong against Anima but weak to light. Light is strong against Dark but weak to Anima.
Healing does not attack at all.
Now even though the characters have their tomes, they aren't shown holding anything when fighting. (Save for Clerics and Bishops who have their stave.) When healing though, Druids and Sages are shown holding a stave.
I'll list tomes and staves later when I'm working on weapons. ^^;
Stats
HP: How much health a character has. Humans only go up to 60. Laguz have been known to go higher but I'm not sure what the cap is. The Fire Dragon on Rekka no Ken has 120 HP.
Pow: Your characters power/strength/magic. The higher this stat, the more damage they do.
Skl: Skill determines many things. Your hit rate, your critical rate and the chance of activating special skills like the Assassins Silencer.
To calculate a critical... Unit's Skill / 2 + weapon critical chance + support bonus (if any) + the class critical bonus or skills (if any) - the enemy's luck + 5%
Spd: Speed is one of the statistics used in Fire Emblem games, which measures a character's swiftness in combat. A high Speed rating will affect a character's ability to evade enemy attacks, and their chances to double attack their opponents.
The higher the hit percentage for the enemy, the more likely they will hit you. On the contrary, if they have a low hit percentage, then the enemy will have less of a chance landing a hit on you. What your speed does is that it affects how high or how low that hit percentage is. For example, the hit percentage of a hero would be 80% when your speed is 10. Now, your speed is at 20 and you face that hero again. The hero's hit percentage would be lower, at about 60-65%.
Double attacking is when a character attacks the opponent more than once. This happens when your character's speed is greater than the opponents speed by at least 4 points. The type of weapon also matters. If the weight of a weapon is greater than your constitution, each point greater than your constitution will reduce your speed. So if your constitution is 10, your speed is at 20, and the weight of your weapon is 15, you will lose 5 speed points. Now when you have that same constitution and that same weight and speed and go against a myrmidon that has a speed of 19, you will only attack once while the enemy myrmidon will attack twice. This is because your character's new speed is 15 while the myrmidon's speed is 19.
Def: Your characters defense determines how much damage you can resist. To calculate damage, like I said before, I believe it is Power+Weapon-Defense=Damage
Res: Resistance is like defense, but only for magic. I believe it's calculated the same way. Magic+Tome-Resistance=Damage.
Luc: Luck. It affects a few things, though the game is vague on that. It affects dodge rate, hit rate, enemies critical, your chance to land a critical and I believe off combat, the chance an enemy will attack you compared to another unit in range.
Con: Constitution...in laymen terms...the characters weight. If a character has a con lower than a weapons weight, they cannot equip it. Also, if a unit has a con of 6, they cannot rescue a unit of a higher con. However, they could easily rescue someone of a lower con. Con also affects speed with a weapon.
Mov: Movement. How far a character can move. Mounted units have a plus 2 to movement.
Aid: Generally same thing as con. Aid is how high someones con can be before you can't rescue them. As con goes up, so does aid.
Items
Vulnerary: A medicinal solution used for healing minor wounds. (Restores 10 hp). Can be bought at all vendors for 300 G. 3 uses.
Elixer: A powerful solution that restores all HP. Can be found in secret shops and vendors in later parts of the game. Costs 3000 G and has 3 uses.
Pure Water: A draught that boosts Resistance. Grows weaker each turn. Vendors in later parts sell them for 900 G. Can be used 3 times.
Anti-toxin: A medicinal solution that cures poison. Can be bought later on for 450 G. Has 3 uses.
Mine: A trap that damages units that step on it. Usually found in certain parts. buy for 300 G and has 1 use. (This item is also used to cheat on the game. I'll explain here.
1. Place a mine.
2. Wait for enemy.
3. When enemy steps on mine, right as the fire comes up, turn OFF your game.
4. Turn your game back on and resume. The flames will rise up and the unit will take damage.
5. You now have control of the enemy team for the rest of their turn.
A very cheap shot, but useful if your units suck and need exp since you can make all units discard their weapons.)
Light Rune: A device that blocks units from entering spaces. Can be bought for 800 G and has 1 use. Lasts for a few turns and works best in doorways.
Torch: A staff with burning pitch. Grows dimmer each turn. Costs 500 G and has 5 uses. Use this in Fog to see.
Door Key: Opens doors. Costs 50 G and has 1 use.
Chest Key: Opens chests. Costs 1500 G and has 5 uses.
Lockpick: Opens doors and chests. Usable only by thieves and assassins. Costs 1200 G and has 15 uses.
Red Gem: An uncommon gemstone worth 2500 gold. Cannot buy.
Blue Gem: An uncommon gemstone worth 5000 gold. Cannot buy.
White Gem: An uncommon gemstone worth 10,000 gold. Cannot buy.
Delphi Shield: An amulet of the god Delphi. Protects fliers from arrows. Cannot sell or buy. (Found in a chest.)
Iron Rune: A device that negates enemy critical attacks. Cannot buy or sell. (Dropped by a boss.)
Member Card: Lets you shop in Secret Shops.
Silver Card: Cuts cost of everything in half.
Afa's Drops: Special Item. Increases stat growth by 5%. (Given by Athos.)
Whew...that's all for now.
Is this supposed to be a general fanclub, or an FAQ? Because there's another site for FAQs, you know.
I guess it could be for discussions, but Kain was also given permission to type a basic guide here (from what I have read).
By the way, you forgot to mention something about Thrones Kain (although that is not too important when it comes to terrain). In levels with them (as some levels require that all monsters are killed), you need a Lord unit to Seize the throne to move on to the next level. Quite often, or just Gates if I recall share the same traits that Thrones do, but are used in the outside maps. I think this is why they force the Game Over screen on you if your Lord dies.
Have a nice day.
Quote from: Overlord Kain on 22, September, 2010, 03:32:15 PM
Now...I'm unsure if this is a glitch, but in my game I often got an axe called Swordreaper. The description is "An axe great against Swordmasters" and it works just like the Swordreaver, however the stats are slightly different. I'll have to look into it more.
That's not a glitch; The weapon is called Sword
slayer. Like you said, it reverses the Weapon Triangle AND it's strong against Myrmidon/Swordmasters. That was put in so that Swordmasters couldn't be
rapers in this game like they were in FE6. As a result, Swordmasters are useless (Also due to the Iron Rune)
EDIT: The Afa Drops are only given to you if you have tactician (You can choose to create one when you start Eliwood's/Hector's Modes)
Quote from: Role on 22, September, 2010, 06:40:51 PM
Is this supposed to be a general fanclub, or an FAQ? Because there's another site for FAQs, you know.
Oh, but a certain someone was too lazy to go look it up, hmm? I gave the green light on this topic anyhow so it's no big deal.
Anyways, this is really for general FE discussion... so...
Can't wait for FE12 to hop the pond. They're already working on a English translation, but no release date is up yet... I've played the game in Emulato though. Seems like its got Shadow Dragon's smooth learning curve...EXCEPT FOR THE FACT THAT THERE'S 8 FREAKING PROLOGUES. GAAAAH (there's probably a way to skip them, though lol). Still looking forward to it, though. Might actually be the first FE I actually purchase, lol.
Speaking of Fire Emblem discussion, I just started another file in Sacred Stones last night, and should be on Chapter 9. I can easily get Amelia to join me, but it seems that I keep getting Franz killed the turn after I recruit her. I might just go to the Tower of Valni to train him though (not to mention that I have two chances to recruit Amelia, since I chose Eirika's route). This time round, I am going to try to get every character. The problem with my last file was that I was playing around with some codes that I found, and I created new units. Long story short, Kyle and Forde died without dying, and Tethys was recorded as a unit that I still had to meet. On the positive side, I managed to get some messed up units on my team (Eirika with Vanessa's portrait and can use Javelins).
Have a nice day.
If you're up for a challenge, try not using the Tower of Valni.
I normally am up for a challenge, but I am playing this file as a refresher, so I want to train all of my guys up. Besides, my only useful units are Seth, Forde, Kyle, Franz (when he isn't dying), Gilliam, Joshua, Garcia, and sometimes Moulder. My mages, which are usually my favourites to use, are terrible right now. In fact, Lute is only level 1, along with Colm, Natasha, and probably one or two others. Neimi and Artur are not very strong either, despite having a few levels added (same with Eirika too, but I have been holding her back for a few chapters now). I did manage to get Ross to level 2 or 3 before unlocking the Tower, but it could have been a fluke. Vanessa is pretty much the same, although I do not often train as often as I would like with fliers.
Have a nice day.
Quote from: Salanewt on 23, September, 2010, 03:12:49 PM
I normally am up for a challenge, but I am playing this file as a refresher, so I want to train all of my guys up. Besides, my only useful units are Seth, Forde, Kyle, Franz (when he isn't dying), Gilliam, Joshua, Garcia, and sometimes Moulder. My mages, which are usually my favourites to use, are terrible right now. In fact, Lute is only level 1, along with Colm, Natasha, and probably one or two others. Neimi and Artur are not very strong either, despite having a few levels added (same with Eirika too, but I have been holding her back for a few chapters now). I did manage to get Ross to level 2 or 3 before unlocking the Tower, but it could have been a fluke. Vanessa is pretty much the same, although I do not often train as often as I would like with fliers.
Have a nice day.
you know I was always able to get Ross to promote out of his trainee before ch.5(then again I used ch.3's boss to train him.)
I never really bother to work on him until I unlock the tower. By the way, he is now a Pirate (and Amelia is on my team too). In fact, Lute and Artur are a bit better now (from around 8-10, I forget). Otherwise, most of my units are still weak. Tana went up on this chapter already, despite just getting her. Seth has picked up Amelia to prevent her death, since she will be trained later.
By the way, what should she be? Knight or Cavalier? I like the Cavalier's movement, but I can only have one Knight if that happens. Ewan will become a Shaman, moving on to Druid, and Knoll will be a Summoner. Lute will be a Mage Knight, Artur a Sage (might as well get a second one), Moulder a Bishop, Natasha into a Valkyrie, and L'Arachel will be a Mage Knight as well. However, I can not decide for Amelia.
Have a nice day.
Regardless of what you choose, Amelia is going to be stronger than Seth, your first knight character or Duessel, depending on which route you go. I personally would make her a General. Franz, Kyle and Ford all have the possibility to become Paladins or Heavy Knights depending on their speed and strength growth.
By the way, Vanessa or Tana, are you going to make one of them a Draco Knight, or are they both going to be the same unit? (Draco Knight or Pegasus Lord) If you go with Pegasus, you get the triangle attack, but you miss out on the Draco Knight.
That is a problem, isn't it? I am likely to go for each class, so I will go for a Wyvern Knight (and then Cormag will be my Wyvern Lord, as he is the only chance that I have until I go for the secret characters (like Valter and Selena)). Vanessa will be the Wyvern Knight, while Tana will be my second Falcoknight. I can always use codes to create more characters once I have every character maxed out. Thanks for your advice for Amelia, by the way. I guess I will work on making her a General.
Have a nice day.
Okay, getting back into the swing of things here. Yes, my bad it's Swordslayer. I only ever got one through the whole game so I was wondering about it.
Anyways, moving on. I'm going to list Lances.
Slim Lance: E 1 4 4 85 5 30 450G A light lance usually prefered by women.
Iron Lance: E 1 8 7 80 0 45 360G
Javelin: E 1-2 11 6 65 0 20 400G Doubles as ranged attack.
Poison Lance: E 1 8 4 65 0 40 NA Coated in lethal poison. (Not normally obtainable.)
Steel Lance: D 1 15 10 70 0 30 480G
Heavy Spear: D 1 14 9 70 0 16 NA Effective against Knights
Horseslayer: D 1 13 7 70 0 16 NA Effective against cavalry
Killer Lance: C 1 9 10 70 0 20 1200G Improves Critical hit rate.
Short Spear: C 1-2 12 9 60 0 18 NA Doubles as ranged attack.
Axereaver: C 1 11 10 70 5 15 1950G Strong against Axes.
Spear: B 1-2 10 12 70 5 15 NA Doubles as ranged attack.
Brave Lance: B 1 14 10 70 0 30 7500G Can strike consecutively.
Silver Lance: A 1 10 14 75 0 20 1200G
Okay that takes care of lances. Next we have Axes.
Iron Axe: E 1 10 8 75 0 45 270G
Steel Axe: E 1 15 11 65 0 30 360G
Hand Axe: E 1-2 12 7 60 0 20 300G
Devil Axe: E 1 18 18 55 0 20 NA Might Injure its wielder.
Halberd: D 1 15 10 60 0 18 NA Effective against cavalry.
Hammer: D 1 15 10 55 0 20 NA Effective against knights.
Poison Axe: D 1 10 4 60 0 40 NA Coated in lethal poison. (Not normally obtainable.)
Killer Axe: C 1 11 11 65 30 20 1000G Improves critical hit rate.
Swordreaver: C 1 13 11 65 5 15 2100G Strong against swords.
Swordslayer: C 1 13 11 80 5 15 NA Strong against swords and deals more damage to sword users.
Brave Axe: B 1 16 10 65 0 30 NA Can strike consecutively.
Silver Axe: A 1 12 15 70 0 20 1000G
Tomahawk: A 1-2 14 13 65 0 15 NA Doubles as ranged attack.
There's axes. Now time for Bows.
Iron Bow: E 2 5 6 85 0 45 540G
Steel Bow: D 2 9 9 70 0 30 720G
Short Bow: D 2 3 5 85 10 30 1760G Improves critical hit rate.
Longbow: D 2-3 10 5 65 0 20 2000G Extended attack range.
Poison Bow: D 2 5 4 65 0 40 NA Coated in lethal poison. (Not normally obtainable.)
Killer Bow: C 2 7 9 75 30 20 1400G Improves critical hit rate.
Brave Bow: B 2 12 10 70 0 30 NA Can strike consecutively.
Silver Bow: A 2 6 13 75 0 20 1600G
-Stretches- Well, that's that for weapons. Class is over but I'll try and get the magic side up later today.
Nice guide, but I have a question. Which game do these lists come from? I recognize most, if not all of the weapons, but I have noticed that one or two are missing.
Have a nice day.
Mostly basic FE weapons from Rekka no Ken and Sacred Stones. I'm not including certain Prf or Legendary weapons like Wolf Beil or Rex Hasta because AFAIK Hector was the only character to ever have that weapon and Rekka no Ken was the only game to have Rex Hasta. Rapier is included because every lord and their family has this weapon for some reason.
If I'm missing any (Which is likely.) I'll be sure to add them later. However, this is also a discussion area and you can list any weapons, hints or info I might miss or have not yet covered if you so wish. If you don't know the stats, that's fine. I can list them afterwards.
Speeds up. Back to work.
Alright well, I've put this off long enough. Time to list the Tomes and magics of the Fire Emblem world. I'm going to add in some of the weapons from Path of Radiance and Radiant Dawn later on once I've finished adding in GBA's weapons. That way you guys can include them into the hack if you wish.
Okay so, first up is Anima Magic. Anima is elements. As far as I'm aware, there are sadly, no earth spells. Here's a tidbit you might not have known. Monsters on the free roaming mode sometimes have their own magic attacks and these fall under the Dark magic category. Bishops with their Slayer are a true nightmare to these types of monsters since they not only get a boost for their Light magic being stronger than Dark Magic, but Slayer is active, letting them deal extra damage to monster units. Moving on.
Fire: E 1-2 4 5 90 0 40 560 G Regular magic tome. Fairly common.
Thunder: D 1-2 6 8 80 5 35 700 G Regular magic tome.
Elfire: C 1-2 10 10 85 0 30 1200 G Regular magic tome.
Bolting: B 3-10 20 12 60 0 5 NA Long range lightning strike. Not usually bought.
Fimbulvetr: A 1-2 12 13 80 0 20 NA Fairly rare magic tome. Cannot be bought.
Excalibur: S 1-2 13 18 90 10 25 NA Rare magic tome. One of the legendary Anima spells.
At first I wasn't going to list it, but I figured why not.
Forblaze: Prf 1-2 11 14 85 5 20 NA Boosts luck by 5. Only usable by Athos.
Now we move onto Light magic. As stated before, it's stronger against Dark magic and weak to Anima magic. Practitioners of this magic are depicted as religious people.
Lightning: E 1-2 6 4 95 5 35 630 G Regular magic tome.
Shine: D 1-2 8 6 90 8 30 630 G Regular magic tome.
Divine: C 1-2 12 8 85 10 25 2500 G Regular magic tome.
Purge: B 3-10 20 10 75 5 5 NA Long range magic attack.
Aura: A 1-2 15 12 85 15 20 NA Somewhat rare light spell.
Luce: S 1-2 16 16 95 25 25 NA A very powerful and rare light magic spell.
Aureola: S 1-2 14 15 90 5 20 NA Boosts resistance by 5 points. One of the legendary light spells. Said to be able to pierce darkness.
Now onto Dark magic. The consumer of man.
Flux: D 1-2 8 7 80 0 45 900 G Regular magic tome.
Nosferatu: C 1-2 14 10 70 0 20 NA Drains enemy HP into the caster. Not usually bought. More often found on opponents.
Luna: C 1-2 12 0 95 20 35 NA Negates enemy resistance. Useful for fighting other mages obviously.
Eclipse: B 3-10 12 -- 30 0 5 NA Reduces enemy HP by half.
Fenrir: A 1-2 18 15 70 0 20 9000 G Usually found in chests but it can be bought for a price.
Gespenst: S 1-2 20 23 80 0 25 NA Not exactly legendary, but it is rare.
Now...I HAD to list the all time best dark magic spell.
Apocalypse: S 1-2 12 18 80 5 20 NA Boosts magic by 5. Effective against wyvern riders, wyvern lords and manaketes. The legendary and rumored most powerful of all dark magics.
Ereshkigal - 1-2 12 23 95 0 -- NA Used by Nergel on Rekka no Ken. Now, you're probably wondering why there's a - by the rank. Well, the weapon isn't Prf and it doesn't have a rank because it's not obtainable by usual methods. You can hack the game into giving you this spell though. (All hail Canas! Mwuahahaha!) And any dark magic user, regardless of level, rank in magic or stats can use it and become quite deadly towards anything.
Alright, now onto healing staffs. Healers, just like light magic users, are depicted as religious or holy type people. However, on recent GC and Wii titles, if attacked by a close range fighter, they would retaliate by attacking with their staff. (However, since cleric types do not gain stats in Magic or Strength, this will not do much damage. Besides, WHY is your healer in attack range anyways?!)
Name Level Range Usage Price Description
Heal: E 1 30 600 G Respotes HP to allies in adjacent spaces. (I've noticed it heals roughly 13 HP.)
Mend: D 1 20 1000 G Restores many HP to allies in adjacent spaces. (I've noticed it restores roughly around 35 HP.)
Recover: C 1 15 2250 G Restores all HP to allies in adjacent spaces.
Physic: B MP/2 (I think this means their movement divided in half.) 15 3750 G Restores HP to allies at a distance. (I think it restores around 25 HP.)
Fortify: A MP/2 8 NA restores HP to allies in range. (I dont think the range matters. I've had Serra use it once and Eliwood was across the map and was fully healed afterwards.)
Restore: C 1 10 2000 G Returns allies to normal condition. (Cures status effects like poison, sleep, berserk, silence, etc.)
Barrier: C 1 15 2250 G Increases magic resistance to adjacent allies briefly.
Silence: B MP/2 3 NA Halts all enemy magic for several turns.
Sleep: B MP/2 3 NA Puts enemies to sleep for several turns.
Berserk: B MP/2 3 NA Sends enemies into a berserker rage. Unit will attack friend and foe alike.
Unlock: D 1-2 10 1500 G unlocks doors, even from a distance.
Torch: D MP/2 10 1000 G Lights an area. The light grows weaker each turn.
Hammerne: C 1 3 NA Restores an adjacent allies weapons to new condition. Ex: Silver Sword 2/20 uses left. Use Hammerne: Silver Sword 20/20.
Rescue: B MP/2 3 NA Moves allies from distance spaces to adjacent ones.
Warp: A 1 5 NA Moves allies in adjacent spaces instantly elsewhere. Can be exploited by sending a unit to any place on the map.
That's all for magic.
Now, there IS a special bard/dancer class that allows units to go another turn if they dance for them. However, they do have a set of rings that allow certain things.
Name Usage Decription
Filla's Might: 15 Increases allies attack for a turn.
Nini's Grace: 15 Increases allies defense for a turn.
Thor's Ire: 15 Increases critical hit % for a turn.
Set's Litany: 15 Increases allies dodge for a turn.
That covers Rekka no Ken (excluding Apocalypse, which is from this games sequel.) Any other bits of information, I will add later. But for now, that's that.
Oh, I love Fimbulvetr! That and Excalibur have to be my favourite Anima tomes to use. Bolting is cool, and Elfire is pretty good too. Luckily, I am at the Narube River now, sending all of my upgraded characters (few of which are above level 1 or 2, aside from my level 20 Seth). I also got the Metis's Scroll from Jehanna, but I used it on my level 1 Pupil, Ewan. When I feel like training him, that is when he will be incredible useful.
By the way, would anyone consider beating every chapter up to 16 a considerably exceptional partial playthrough? It is enough for me to remember how everything works, and I also remember everything that comes past this (oh, and I am already at the part where I can talk to Syrene, the last of the characters who can join my team during normal gameplay). Anyway, I ask because I want to make Lyon surrender his items to me (Fenrir). I once used a code a while back. It would basically work like the control enemy glitch, except that it is done through code.
Oh yeah, I do not know for sure, but where there ever any other Fire Emblem games with Blizzard? I am fairly certain that only Shadow Dragon had Imhulu and Starlight, but I do not know about Blizzard.
Have a nice day.
Well, if I recall, Blizzard is a long range B rank Wind spell from Path of Radiance. Anyways, moving on. EDIT: I was close, it's a C rank.
Magic is a staple of gameplay in the Fire Emblem series. While the amount of damage a unit takes from a physical determined partially by that unit's defence, the amount of damage taken from a magic attack is determined by resistance so magic can be very effective even if the unit being attacked has high defence.. Also, magic is unique because it can be cast as both as melee and a ranged attack, allowing the caster to avoid retaliation from melee attackers during the player's turn and deal counterattacks against most attacks. Usually, magic is cast from a tome or staff which bequeaths a certain number of castings. When that number is reached, the weapon loses its power and depending on the game, becomes broken awaiting repair or is discarded. Starting from Fire Emblem: Seisen no Keifu, there has been a "rock-paper-scissors" type magic system where certain types are more effective against other types.
The first magic triangle, now known as the Anima triangle, was introduced in Fire Emblem: Seisen no Keifu. It is also featured in Fire Emblem: Thracia 776, Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn and goes as follows:
Fire beats Wind
Wind beats Thunder
Thunder beats Fire
I never got it either, but whatever.
Now before I get back into posting more information, I'm going to take the time to finish organizing the weapons.
Name DUR LVL MT HIT CRT WT RNG COST
Laguzslayer 15 C 9 75 0 12 1 900 Deals more damage to Laguz, but is extra effective against bird laguz.
Sonic Sword 25 B 10 70 0 9 1-2 2750 Just like the wind sword. However, unlike the Wind Sword from Rekka no Ken, this version relies on the magic stat to deal damage from distance spaces.
Vague Katti 25 S 12 80 35 8 1 NONE Stefan gives you this weapon on Path of Radiance. It's powerful and has high criticals.
Flame Lance 25 B 10 70 0 12 1-2 7500 Can be thrown at enemies, but like the Sonic Sword, requires magic to be effective at longer ranges.
Knight Killer 18 D 7 70 0 16 1 1170 Deals more damage to Knights and mounted knights.
Laguz Lance 15 C 12 75 0 17 1 1620 Deals more damage to laguz but does extra damage to beast type laguz.
Wishblade* 20 S 16 80 5 15 1-2 NONE This weapon is used by the last boss of the game, but it IS possible to acquire this weapon in the Trial Maps.
Short Axe 15 C 10 65 0 13 1-2 1500 Much like the handaxe, but stronger and has a higher hit rate.
Bolt Axe 25 B 10 70 0 12 1-2 3750 Works similar to the hand axe. However, when being thrown, it requires magic to deal damage.
Laguz Axe 15 C 13 65 0 16 1 5250 An axe powerful against laguz. It does extra damage to dragon laguz.
Poleaxe 18 D 10 60 0 18 1 810 Looks like a spear with an axe head. Does extra damage to mounted units.
Urvan* ?? S 18 70 5 18 1 NONE Greils axe, the one he fought the Black Knight with when he died. It's possible to get this during the Trial Maps.
Bright Bow ?? B 10 70 0 9 2 ???? Only obtainable through cheat codes. This bow dishes out light magic damage.
Double Bow 20 SS 7 65 0 10 5 NONE A holy bow capable of damaging blessed armors.
Wind magic time.
Blizzard 5 C 8 75 0 10 3-10 700 Long range attack.
Elwind 30 D 4 90 0 2 1-2 1650 Medium power magic tome.
Rexcalibur ?? S 12 85 0 9 1-2 NONE Very powerful wind spell.
Tornado 20 A 6 90 0 5 1-2 1800 Powerful wind spell.
Wind 40 E 2 100 0 1 1-2 520 Basic magic tome.
Wind magic does more damage to Thunder and Bird laguz.
Fire Magic
Bolganone 20 A 9 85 0 9 1-2 2000 Powerful magic tome.
Elfire 30 D 5 85 0 5 1-2 1800 Medium power magic tome.
Fire 40 E 3 95 0 3 1-2 560 Basic magic tome.
Meteor 5 C 11 70 0 11 3-10 750 Long range fire spell.
Rexflame ?? S 14 85 0 12 1-2 NONE Very powerful magic tome.
Fire Magic does more damage to Wind and Beast laguz.
Thunder Magic
Bolting 5 C 13 65 5 13 3-10 800 Long range attack.
Elthunder 30 D 7 75 10 6 1-2 1950 Medium power magic tome.
Rexbolt 20 S 15 75 10 14 1-2 NONE Very powerful magic tome.
Thoron 20 A 10 85 5 7 1-2 2200 Powerful magic tome.
Thunder 40 E 4 85 5 3 1-2 600 Basic magic tome.
Thunder deals more damage to fire and dragon laguz.
Light Magic
Light 40 D 2 80 0 4 1-2 800 Basic magic tome.
Nosferatu 20 A 7 70 0 12 1-2 3000 Powerful magic tome. Drains HP into caster.
Purge 5 B 10 70 0 8 3-10 1000 Long range attack.
Rexaura 20 S 12 85 5 10 1-2 NONE Very powerful magic tome.
Shine 30 C 4 75 0 6 1-2 2100 Medium power magic tome.
Stave
Ashera Staff 3 S Full NONE 1-M/2 Heal everyone in range NONE
Knives
Dagger 30 NONE 4 90 0 4 1 600
Knife 30 NONE 2 100 5 2 1 320
Stiletto 20 NONE 8 95 10 8 1 1500
Only useable by theives, assassins and sages on PoR and RD.
Okay, next I'm going to list Items from PoR.
Antitoxin 3 Stops Poison
Archer Band INF Increases chance of increasing Skill/Speed when leveling
Arms Scroll 1 Increases weapon level
Ashera Icon 1 Increases luck by 2
Beorcguard INF 1/2's damage dealt by beorc. For Laguz
Blue Gem 1 Sold For Gold
Boots 1 Increases movement by 2
Coin 1 Sold For Gold
Demi Band INF Allows laguz to be in attack form. Stats are lowered
Dracoshield 1 Increases defence by 2
Elixir 3 Completely Heals Unit
Energy Drop 1 Increases strength by 2
Fighter Band INF Increases chance of increasing HP/Str when leveling up
Full Guard INF Cancels any bonus damage a weapon may inflict
Knight Band INF Increases chance of increasing Def/Str when leveling up
Knight Ring INF Gives unit a cavalry like movement after an action
Knight Ward 1 Increases defence and resistance by 3
Laguz Stone 2 Changes a humanoid form Laguz to attack form
Laguz Band INF Allows Laguz to stay in attack form w/out status deduct
Laguzguard INF 1/2's damage taken by Laguz.
Mage Band INF Increases chance of increasing Magic when leveling up
Master Seal 1 Promotes a LVL 10+ Unit.
Pegasus Band INF Increases chance of increasing Res/Luck when leveling up
Priest Band INF Increases chance of increasing Res/Luck when leveling up
Pure Water 3 Increases Resistance for short periods of time.
Paladin Band INF Increases chance of increasing HP/Speed when leveling up
Red Gem 1 Sold For Gold
Secret Book 1 Increases Skill by 2
Seraph Robe 1 Increases HP by 7
Soldier Band INF Increases chance of increasing HP/Def when leveling up
Speedwing 1 Increases Speed by 2
Spirit Dust 1 Increases Magic by 2
Statue Frag 1 Increases unit's Build by 2*
Sword Band INF Increases chance of increasing DEF/Luck when leveling up
Talisman 1 Increases resistance by 2
Thief Band INF Increases chance of increasing SKL/SPD when leveling up
Torch 5 Decreases fog of war temporarily
Vulnerary 3 Heals 10 health
White Gem 1 Sold for Gold
Wyvern Band INF Increases chance of increasing STR/DEF when leveling up.
For those of you wondering what the heck Beorc is, it's the term Laguz use for humans. Humans who hate Laguz often call them Sub-Humans and Laguz who hate Beorc call them Humans. It's a prejudice thing.
Now I'm going to list Abilities. Abilities are special effects that take place when certain conditions are either met, or they are activated randomly. The ones with a 20 require a Promoted class.
Adept 10 Can attack twice per turn
Aether 20 Triggers Sol and Luna simultaneously
Astra 20 Attacks with 5 strokes at half damage
Blessing 20 Restore HP to adjacent allies
Blossom 15 1/2 exp gained, but better stats gained
Boon 20 Restores normal condition to adjacent allies
Cancel 20 Stops an enemy's attack
Canto 20 Allows you to give an ajacent unit an extra turn
Celerity 15 Gives unit two extra movement squares
Colossus 20 Extra damage is dealt if Cn is higher than enemy's
Corrosion 10 Causes enemies weapon to break easier
Counter 10 Enemy receives the damage it dealt to you
Daunt 10 Decreases Critical and normal hit rates by 5
Deadeye 20 Increases Critical and normal hit rates by 50
Dicipline 00 Stops units from killing
Flare 20 Lowers enemy's resistance
Gamble 10 50% less chance of hitting, x2 chance of critical
Guard 10 Enemies cannot attack twice on your unit
Insight 00 Adds chance of hitting
Knives 00 Allows unit to use knives
Lethality 20 Causes 1 hit KO's
Lumina 00 Allows unit to use Light Magic
Luna 20 1/2's the enemies defence
Mantle 00 Decreases damage dealt by enemies
Miracle 05 Take half damage from enemies
Nihil 15 Stops enemy's skills
Paragon 15 Doubles EXP gained
Parity 05 Cancels all bonuses, making unit fight on strength
Provoke 05 Enemies will attack this unit more likely
Reinforce 15 Call in pegasus allies
Renewal 15 Heals some health when damage is taken
Resolve 10 Increases status when half health or lower
Roar 20 Stuns an enemy, one use per map
Savior 20 No status drop when rescuing
Serenity 05 Biorhythm effects are changed
Shade 05 Enemies are attracted to units without this skill
Smite 10 Shoves units 2 spaces instead of one
Sol 20 Restores the health gained by unit's attack
Steal 00 Allows unit to steal unequipped items from enemies
Stun 20 Stuns an enemy
Tempest 05 Biorhythm effects are changed
Vantage 10 Allows unit to attack first in all fights
Viglilence 00 Increases the chance of avoiding an attack
Vortex 20 A wind magic attack is used when activated
Wrath 10 When unit has 1/2 health, increases critical hit[/tt]
Well, I think that's it for PoR. Oh, also I found this FE wiki while I was doing a search for the PoR weapons. I did not take any information from here because I distrust wiki half the time. BUT, there are sprites for all the weapons listed in here. Perhaps a good spriter would like to get their hands on these so maybe some of them can be used for the hack!
http://fireemblem.wikia.com/wiki/List_of_weapons_in_Fire_Emblem:_Path_of_Radiance
Blah...there's no sites with the stats for the weapons from Radiant Dawn. Looks like I'm going to have to use the SG when I get home.
On another note, here's another site with more weapon sprites.
http://fireemblem.wikia.com/wiki/List_of_weapons_in_Fire_Emblem:_Radiant_Dawn
"There's no site with the stats of the weapons from radiant dawn"... uh... what? You guys need to lrn2serenesforest
http://serenesforest.net/fe10/index.htm
How do fire emblem fans not know about this site?
You know...I completely forgot about that site. Kudos leaf.
Blizzard is wind in that game? Interesting, but at least it comes back. In Shadow Dragon, the game that is somewhat related to Fire Emblem, Blizzard is Ice, Excalibur is not legendary, and Aura is for females only (also became much weaker).
By the way, using some codes, I made Lyon walk up to me and give me his Naglfar!
Have a nice day.
Well now i feel like i need to replay Path of Radiance and Shadow Dragon ..... don't have Radiant Dawn yet...
Naglfar is powerful magic tome ...... Well who is your dark mage? i had Ewan as one and somehow he had the highest luck ..... though it was a one time only after that i never was able to have him get that much luck .... though he would max his magic always ....
Seth at lvl 20 is really good ... especially for those chapters that requires to defend someone or something, i can send him any where and i don't need to heal him at all sometimes.
Now that i got my hands on Nightmare i can finally edit Eirika into a USEFUL unit .....
BTW Salanewt did you try the FE7 vs FE8 hack? its really interesting and fun :happy:
QuoteNaglfar is powerful magic tome ...... Well who is your dark mage? i had Ewan as one and somehow he had the highest luck ..... though it was a one time only after that i never was able to have him get that much luck .... though he would max his magic always ....
Seth at lvl 20 is really good ... especially for those chapters that requires to defend someone or something, i can send him any where and i don't need to heal him at all sometimes.
Now that i got my hands on Nightmare i can finally edit Eirika into a USEFUL unit .....
BTW Salanewt did you try the FE7 vs FE8 hack? its really interesting and fun
1: I just promoted Ewan on the previous floor of the Tower of Valni, and now I also have Riev to work with. It is a shame that I have to complete the tower three times for Selena, but I am after every character in the game.
2: No kidding. He still remains my best character, but Cormag as a level 11 Wyvern Lord could probably take him on. I had to start keeping him back though, as I wanted to train some of my other unitsm, especially Lute, who is now a level 9(?) Mage Knight. I decided to teach her Dark magic as well, since that would mean that I could only have up to units with Dark magic through normal gameplay (and the only extra unit to be able to use it would be Lyon, after completing the Langdou Ruins three times).
3: I know, right? She is only really useful as a rescuing unit, throwing her in to rescue one of my weaklings before sending her far away herself. I was considering using a bit of Nightmare myself, but I decided to wait for a month or so.
4: I have not, but I would like to give it a shot.
Also, I was thinking of trying to add those unused Dancer items, since Tethys remains almost virtually useless. I have also heard that giving her magic is quite dangerous, as her lack of a drawback animation would make the game crash if she attempts to attack twice. As for Myrrh, I raised her Dark level enough to be able to use Flux, but I never considered giving her a Wretched Air or Demon Surge to use (and she should come with at least one infinite use ability, to prevent her from becoming useless once the Dragonstone is gone).
Have a nice day.
You may want to consider investing in the teletype tag ([tt ]). It'll make those tables of your much prettier.
I am not sure if there was a glitch with my game or not, but several units would not have actual battle sequences when using Dark magic.
Also, I gave Myrrh some Dark Magic and Zombie Dragon Breath (I forget the exact name). I like how powerful she is, but I still have to keep her away from some monsters. Of course, if they surrender all of their weapons and items beforehand... I decided to make Lyon give me his Naglfar though, it is a very good weapon.
You have a point, but Seth is a bit better than most of the pre-premoted units from almost every Fire Emblem game. He is certainly better than the pre-promoted Paladins in Shadow Dragon, they can die very quickly. Cavaliers are decent, but I have always preferred Mage units.
Have a nice day.
Prepromotes suck.
No srsly. Seth is the most useless character in the whole game. Early on, he just eats experience points, and later, when everyone else is caught up to him in class he is completely outpowered by everyone else.
Yeah, Tethys causes the game to freeze if the tries to double-attack.
That is true. Of course, I force-fed all of my units some Juna Fruit, which can only be accessed with coding or hacking. It lowers the level of a unit, but not their stats. This allows them to level up again for more stat boosts.
I admit that Seth was useful as a way to keep weak units safe. I mean, if I keep him near the back, I can easily send Garcia or Lute ahead for some kills without worrying about enemy reinforcements.
Yep, though I have had problems with Tethys having a battle sequence at all, even to dance. It is probably just a glitch with my file, and I am not worried about it at all right now.
Have a nice day.
Whenever I think of crutch characters, Aaron from FE12 comes to mind. Like... no stat bonuses like ever. lmfao I think only the replacement units are any worse. then again I've only focused on the Akaneia games so I don't know everything lol
Like in the game it tells you to not overuse him because your other units like Ryan could benefit from the experience but n00bs still use him anyway. lolololol
Lots of people argue that Marcus is useless but...in truth, you can solo the game with him. So long as you get his attack to 17 before the final fight, you're good to go. Because when his attack is at 17, he does 5/15 damage to the dragon with Rex Hasta if I recall correctly. However, it's a huge gamble because if his attack is too low at the end of the game, you're gonna have to restart.
Quote from: XxGameWizardxX on 20, March, 2011, 03:15:28 PM
on my play throuh marcus died on the fourth stage. i beat the game but i only had four characters left. :irate:
I think I died a little inside.
necro
I'm a huge FE fan, have beaten all FE games except 2+3 and am working on beating those right now. I have too many favorite characters to list, but I like Lex, Ike, Haar, Mia, Zihark, Hector and I'll stop there for now.
I also hack FE games and am currently working on a ragefest hack ( basically a hack where you make a hard FE hack that isn't "fake" difficulty ie. you HAVE to arena abuse or the enemy has 30 killer weapons.
I am also part of a group of people hacking something called the zombie hack, if anyones interested perhaps I'll post a patch so far we're up to chapter3.
Fire Emblem hacking looks really fun. There was a time when I was trying to get into it, but that was a while ago. I probably still have some of the tools on my PC too.
Zombie Hack. It does seem interesting, could you please tell us what it is about?
Hrm. What do you use for your hacking? Nightmare?
QuoteFire Emblem hacking looks really fun. There was a time when I was trying to get into it, but that was a while ago. I probably still have some of the tools on my PC too.
Zombie Hack. It does seem interesting, could you please tell us what it is about?
The zombie hack is a group project hack created by several members on a FE forum I go on. The zombie hack takes place in a "post world war 3" on the continent of Europe. The hack is basically a joke hack because logic is destroyed and fourth walls are broken. Your lord is... wait for it... A giant budgie
(http://fc02.deviantart.net/fs44/f/2009/074/e/c/Budgie_by_Dephran.png)
the hack was ORIGINALLY a reskin of FE8 but now that we have more hackers we are turning into a full blown hack for FE7 ( which has more flexibility with events)
here's a teaser made by CedarNyx
http://www.youtube.com/watch?v=ppgYvQTeKao
QuoteHrm. What do you use for your hacking? Nightmare?
Technically, yes. but if I used only nightmare I could only do re-skins, I usually use FEditor, Nintenlords event assembler and Mappy.
Budgie!!! I love budgies. I really want to try this out now, but I would rather wait until it is developed a bit more. I just watched the teaser though; the hack looks awesome! Budgies actually fit Fire Emblem quite well.
All righty, I'll post a patch here when more progress is made.( it's stalled a bit for now because our main event hacker Cedar is on vacation)
In the meantime maybe I'll post a patch for my ragefest hack if anyone is interested.
Reviving the FE topic to discuss Awakening. (No spoilers, please! Or if you do, use spoiler tags.)
Mostly, I just wanted to mention that Dark Flier is a really broken class. Here's a way to clear just about any "defeat commander" map in 1 turn using two of them:
Have two sufficiently strong flying units (Falcon Knight, Dark Flier, Wyvern Lord, or Gryphon Rider all technically work) who know the Dark Flier's level 15 skill, Galeforce, as well as the Thief's Movement +1 skill. You'll also need a unit who knows the Dark Flier's level 5 skill, Rally Movement.
- Pair Up the two flying units. Doing so should give the lead unit 10 Move.
- Use Rally Movement with the third unit, giving the leader of the paired units 11 Move.
- Move the paired fliers as close to the boss as possible, and kill the nearest enemy. Galeforce triggers, granting a second action.
- Move the paired fliers towards the boss yet again, then have them Switch and kill the nearest enemy. Galeforce triggers, granting a third action, this time with only 10 Move, however.
- By this point, you should easily be within range of the boss, so just fly up to them and hit 'em hard enough to defeat them!