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==Abnormal conditions== | ==Abnormal conditions== | ||
A unit may become afflicted by one of these abnormalities. | |||
#Sleep - unable to move | #Sleep - unable to move | ||
#Silence - unable to use magic or staves | #Silence - unable to use magic or staves | ||
Line 11: | Line 12: | ||
#Petrify - unable to move | #Petrify - unable to move | ||
These conditions can remedied with a Restore staff. | These conditions can remedied with a Restore staff. | ||
==Weapons== | ==Weapons== | ||
Line 20: | Line 20: | ||
In battle, certain weapon and magic types are more effective verse other weapon and magic type, as such: | 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 | Some weapons are effective versus specific types of units: | ||
*Bow > Flying units | |||
==Terrain bonuses== | ==Terrain bonuses== | ||
*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% | |||
Any unit ending its turn on a fort, castle gate, gate, or throne will recover HP next turn. | |||
{{Footer Nav|game=Fire Emblem: The Sacred Stones|prevpage=|nextpage=}} | {{Footer Nav|game=Fire Emblem: The Sacred Stones|prevpage=Stats|nextpage=Items}} |
Latest revision as of 23:36, 21 December 2009
Movement[edit]
Only mounted units can spend their remaining movement points after visiting house and villages.
Abnormal conditions[edit]
A unit may become afflicted by one of these abnormalities.
- Sleep - unable to move
- Silence - unable to use magic or staves
- Poison - damages over time
- Berserk - attack enemies and allies randomly
- Petrify - unable to move
These conditions can remedied with a Restore staff.
Weapons[edit]
Weapon rank[edit]
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[edit]
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[edit]
- 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%
Any unit ending its turn on a fort, castle gate, gate, or throne will recover HP next turn.