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: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.


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Revision as of 18:06, 21 December 2009

Movement

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

Abnormal conditions

  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

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.
Disadvantageous weapons are penalized -15% hit, -1 weapon might.
Anima > Light
Light > Dark
Dark > Anima

Some weapons are effective verse specific types of units:

Bow > Flying units

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.