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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
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#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==
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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.''


:Sword > Axe
Advantageous weapons gain a bonus of +15% hit, +1 weapon might, while disadvantageous weapons are penalized -15% hit, -1 weapon might.
:Axe > Lance
:Lance > Sword 
::Note: Reaver-type weapons reverse the above conditional expressions.
 
:Advantageous weapons gain a bonus of +15% hit, +1 weapon might
:Disadvantageous weapons are penalized -15% hit, -1 weapon might.


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


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


==Terrain bonuses==
==Terrain bonuses==
:Peak: avoid +40% def +2
*Peak: avoid +40% def +2
:Throne: avoid +30% def +3 (only affect physical defense)
*Throne: avoid +30% def +3 (only affect physical defense)
:Gate: avoid +30% def +3
*Gate: avoid +30% def +3
:Mountains: avoid +30% def +1
*Mountains: avoid +30% def +1
:Forest: avoid +20% def +1
*Forest: avoid +20% def +1
:Fort: avoid +20% def +2
*Fort: avoid +20% def +2
:Lake: avoid +10%
*Lake: avoid +10%
:House: avoid +10%
*House: avoid +10%
:Sand: avoid +5%
*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.

  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

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.