Fire Emblem: The Sacred Stones/Combat

Movement
Only mounted units can spend their remaining movement points after visiting house and villages.

Abnormal conditions
A unit may become afflicted by one of these abnormalities. These conditions can remedied with a Restore staff.
 * 1) Sleep - unable to move
 * 2) Silence - unable to use magic or staves
 * 3) Poison - damages over time
 * 4) Berserk - attack enemies and allies randomly
 * 5) Petrify - unable to move

Weapon rank
Higher weapons ranks allow for the usage of better weapons of the corresponding weapon type. S-rank is the highest weapon rank and can only be earned by a promoted character. S-rank weapons gain a bonus of +5% crit.

Weapon and magic effectiveness
In battle, certain weapon and magic types are more effective verse other weapon and magic type, as such:
 * Sword > Axe
 * Axe > Lance
 * Lance > Sword
 * Note: Reaver-type weapons reverse the above conditional expressions.

Advantageous weapons gain a bonus of +15% hit, +1 weapon might, while disadvantageous weapons are penalized -15% hit, -1 weapon might.


 * Anima > Light
 * Light > Dark
 * Dark > Anima

Some weapons are effective versus specific types of units:
 * Bow > Flying units

Terrain bonuses
Any unit ending its turn on a fort, castle gate, gate, or throne will recover HP next turn.
 * Peak: avoid +40% def +2
 * Throne: avoid +30% def +3 (only affect physical defense)
 * Gate: avoid +30% def +3
 * Mountains: avoid +30% def +1
 * Forest: avoid +20% def +1
 * Fort: avoid +20% def +2
 * Lake: avoid +10%
 * House: avoid +10%
 * Sand: avoid +5%