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Beginners Reference FAQ
Topic Started: Feb 7 2009, 01:39:55 AM (106 Views)
Achilles
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This FAQ is just going to explain some things about the Fire Emblem series, such as classes, the support affinities, and just everything so that if you had never played before, you might know what to do.

Table of Contents:

1. Promotion
2. Affinities and Support Bonuses
3. Game Flow
4. Units
5. Status
6. Training Members
7. Know your Arsenal
8. Calculations
Edited by Achilles, Feb 7 2009, 01:50:08 AM.
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Achilles
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PROMOTION

Most of the units of Fire Emblem can be promoted. What is promotion? When you promote a unit, the unit changes class and gains many stat bonuses. The unit may even learn how to use a new weapon. So, how do you do it? Well, that's a bit more complicated.

First off, you have to get the unit you want upgraded to a high enough level. All units can be promoted when they reach Level 10, and no sooner. However, if you increase the level before you promote, you'll get a better unit. Why? Becuase when you promote him, his level goes back to level 1. So if you promote him at level 10, he'll go back to level 1 and only get a maximum of thirty level-ups. Each time you level up, you get many stat bonuses, so sometimes it's better to wait until the unit reaches level 20 before promoting him. That way, the maximum levels he can get is 40.

Second, you need a promotion item. These are found all over the place, by visiting villages, stealing from enemies, and other things like that. However, different classes don't all use the same item to promote. So, you'll have to scrounge around for the item you want. Here are the items that are used to promote, and who they can promote...

Fell Contract - Thieves (FE7 only)
Guiding Ring - Mages, Shamans, Clerics, Priests, Troubadors, Monks
Heaven Seal - Lords (FE7 only)
Hero Crest - Mercenaries, Myrmidons, Fighters
Knight Crest - Cavaliers, Knights
Lunar Brace - Ephraim (FE8 only)
Ocean Seal - Pirates and Thieves (FE8 only)
Solar Brace - Eirika (FE8 only)

All you do is get the unit you want to promote to use it, and voila! They are promoted!

However, In FE8, a new system is introduced. In FE8, you can choose which classes the character should change to. The system works the same, give the unit the item, but when you use it, two options will appear. One for one promotion option, and one for the other. Here are all the possibilities for the units in FE8.

Archer > Sniper or Ranger
Cavalier > Paladin or Great Knight
Cleric > Bishop or Valkryie
Fighter > Warrior or Hero
Knight > General or Great Knight
Mage > Sage or Mage Knight
Mercenary > Hero or Ranger
Monk > Bishop or Sage
Myrmidon > Swordmaster or Assassin
Pirate > Berserker or Warrior
Priest > Bishop or Sage
Shaman > Druid or Summoner
Thief > Assassin or Rouge
Troubador > Valkryie or Mage Knight

Now, there are some units that come already promoted. These are called pre-promotes. They are easy to use since they don't require much training. They may seem very strong near the beginning of the game, but as it usually turns out, regular units that have been promoted by regular means usually turn out stronger than them. Plus, the pre-promotes don't get as much EXP Points as an unpromoted units, so don't use them too much near the beginning of the game, or your other units will suffer. Some pre-promotes are actually very good though, and you should try each one out.

Also in FE8, there are three new classes - Pupils, Journeymans, and Recruits. These three start out very weak, but they gain massive amounts of EXP points. So what are they? They are the 'trainee' classes. In short, they are under-promoted. So when they reach level 10, they will automatically in the next chapter pick a new class...they have no need for a promotion items. Ross, the Journeyman will promote into either a Fighter or a Pirate. Amelia, the Recruit will promote to either a Knight or a Cavalier. And Ewan, the Pupil, will promote to either a Mage or a Shaman.

That's pretty much all you need to know about promoting your units.
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Achilles
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AFFINITIES AND SUPPORT BONUSES

Affinities are basically the type that a person is. It really doesn't do anything but affect the stat bonuses you receive from a support conversation. Supports can be done by standing next to somebody that a certain character can support with and choosing the support option. FOr example, moving Eirika next to Ephraim, or Eliwood next to Hector can allow them to support if you tell them too. Note that you can only have support bonuses with one person, other than Fire Emblem: Path of Radiance (FE9). The affinities are as follow:

Fire - +1 in Attack, +2 in Hit
Thunder - +1 in Defense, +2 in Avoid
Wind - +2 in Hit, +2 in Avoid
Water - +1 in Attack, +1 in Defense
Dark - +1 in Attack, +2 in Avoid
Light - +1 in Defense, +2 in Hit
Heaven - +3 in Hit
Ground - +3 in Avoid

Now, you know what affinies do and how to use them, but you have not yet found where they are located and how to determine which affinity a character is. Well, when you look into a characters profile, look around on all of his/her pages, and somewhere (I can't recall which page) there should be something that says 'Affin [insert symbol here]' or something among those lines. Because yes, the affinites has symbols. Fire is a picture of a flame, Thunder is a lightning bolt, Wind looks like a green E with pointed edges, Water looks like a pale blue stone, Dark looks like a violet colored 6, Light is a yellow/orange cross, Heaven is a white cross with a deep blue for a background, and Ground looks like a brown colored gem. So, those are your support bonuses for you.
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Achilles
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GAME FLOW

Choose Your Difficulty - When you start a new game, you must choose from the three difficulty levels. The selection to make determines how challenging your battle will be. Newcomers to the Fire Emblem series will likely want to go the beginner route, whereas veteran Fire Emblem players and hard-core turn-based aficionados will probably want a more involved fight.

Easy Mode - As the name suggests, Easdy Mode is the easiest difficulty setting. Players who work through the story in this mode will fight against easier oponents and be provided with lots of helpful advice to familiarize themselves with the game mechanics.

Normal Mode - Normal Mode is the standard difficulty setting. Normal is the next challenge of difficulty after Easy Mode, of course, you don't have to start on Easy Mode if you don't want.

Hard Mode - Also known as "Geez, this is impossible mode," or Difficult Mode, it presses the biggest challenge. You fight against a greater number of stronger enemies here. Newbies beware -- unless your seeking punishement, beat Normal Mode before you attempt Hard Mode.
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Achilles
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UNITS

The combat in Fire Emblem is turn-based. On the first turn you are allowed to move your units, initiate fights, manage items and more. Once you're finished, othenits will make their moves. There are four possible decision points -- called phases -- each turn.

Player Phase - A light blue circle ring indicates that this warrior is one of your units. You can control any of these characters during the player phase, which ends when you've moved every unit chosen to end the turn.

Enemy Phase - Hostile enemy units are marked in red. The enemy phase typically follows the player phase, except when partners or others are present.

Partner Phase - A partner is disticted by it's yellow circle. You can't directly control a partner's actions, but you can offer guidance on how you'd like a partner to act. When a partner vanquishes an enemy, you don't gain any EXP, though you will have one foe fewer to worry about.

Other Phase - You'll come across some characters surrounded by a green circle in need of rescuing during the game's lengthy stories. Protect, heal or deliver them from evil to gain a friend.

Recruit Members - You start every Fire Emblem with a limited number of warriors, but as time passes and you fight more battles, your ally roster expands immensly. Not every person you meet is pivotal to ultimate success, though some will prove their worth on more than one occasion. You can recruit new members in three ways.

Automatic Recruitment - In the beginning, your forces will expand automatically because well, it's the beginning. So, as you progress through the first few levels, you will gain fighters automatically. Levels further in the game do this as well, just fewer of them do it. You do not have to do anything in particular to recruit them.

Battlefield Recruitment - In many instances, you'll spot a stranger (or an enemy) on the battlefield. Usually a simple conversation with a certain character is all it takes to recruit these characters.

Other Recruitment - The people in the game are opportunists, just like in real life. Some will offer assistance -- for a price. Any time you see a soldier with a character portrait in their profile, and a unique name, there is a high probability that you can talk to them and possibly recruit them. Your main character won't always be the one that has to talk either.

Death - That's right. There is death of course. Why wouldn't there be, it's a war game, and death has to be the most frustrating part about Fire Emblem. If and when a unit's HP reaches zero (check post below for what HP is if you don't know already) the unit will perish and die. Now, it's frustrating because if you lose a main character, you must restart, or if your best unit or favorite unit is killed, you might be tempted to restart or just move on without them, or, when you're really close to the end of a level and somebody dies that isn't allowed to die or you don't want to die ends up dying ... it's very frustrating. So, botom line; Don't let a unit's HP go down to zero.
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Achilles
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STATUS

The moment you pull up a unit's status screen you are presented with strange abbreviations, icons and numeric values, but don't let that discourage you. For look below, and I will break down and define each bit of data.

CLASS - The selected character's class is listed below his/her name.
LV - A character's leve; (LV) can range from 1-20, or in the case of Fire Emblem: Radiant Dawn, 1-40 when talking about the Laguz.
EX - Units gain a level each time they accumulate 100 EX (Experience).
HP - HP is a unit's health. The unit dies when this number hits zero.
MV - This value denotes the units movement (MV) range on normal terrain.
WT - A unit's weight (WT) affects its ability to rescue or shove another unit.
TRV - This field displays the name of the character you are carrying using the Rescue command.
CD - When a unit is affected by a condition such as Sleep, it is shown here.
ARROW - A red or green arrow in the background shows biorhythm orientation.
STR - This value affects the damage the unit can inflict with weapons.
MAG - This value determines the amount of damage a magic attack will cause.
SKILL - The higher the number, the greater the unit's chance of hitting a foe is, and the better chance that unit has of making a critical attack.
SP - A unit's speed (SP) determines how many attacks that unit can do,
and the ability to dodge attacks.
LCK - Luck affects many different stats, including the ability to avoid criticals.
DEF - Defense is the units ability to defend against attcks.
RES - The higher a unit's resistance, the less damage he/she will take from damage.
ATK - Attack is the amount of damage that the selected weapon causes.
HIT - HIT determines the probability that an attck will hit a foe.
AVO - The avoid (AVO) value is a unit's ability to avoid enemy attacks.
CRIT - A high critical number increases the chance of a triple-damage hit.
DDG - Dodge affects the unit's ability to avoid enemy critical attacks.
RNG - Range determines the unit's attack range in temrs of grid units.
SP - A weapon's special damage effect is listed here. For example, a Venin Edge will poison you if you are hit.
ITEM - Held items are shown on the right side of the screen.
EFFECT - Effect lists the enemy type that will suffer bonus damage from the equipped weapon.

BUILD - A unit's body size, or build, factors into its weight.
TYPE - This field lists a character's race (Beorc or Laguz)
SKILL - A units learned skills are displayed here.
CAPACITY - The chart shows a character's progress in learning a particular skill.
WEAPON LEVEL - The higher a unit's weapon level, the more weapons of that type the unit can use.

ATTRIBUTE - Determines the unit's compatibility with others.
BIORHYTHM - When the marker is high, the unit performs better in battle.
ORDER - Order's given in battle directing units.
BONUS - This lists support bonuses.
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Achilles
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TRAINING MEMBERS

If you don't train your party members, they'll soon become useless. One of the keys to victory is to groom your units into fierce fighting machines. Read further to learn about how to train your party members.

Leveling Up - When a basic character fights or engages in combat-related activites, he/she will earn experience points (EX). For every 100 EX, a unit will gain a level up. Depending on a unit's class, their level up will differ. For example, a Mage is more likely to develope Magic, Resistance, and Luck through a level up, whereas as a Swordsmaster for instance, is more likely to level up in Speed and Skill. This is using the RNG (Random Number Generator) system though, so you might end up with a Mage that has absolutely no Magic power, but a lot of Strength, which is not needed, as Mages do not use physical attacks.

Class Change - Most basic character classes have a master class associated with them, and it can be reached in one of two ways. After a basic character ascends to level 21, it will graduate to a master class. A class change can also be forced upon by using items, such as the Master Seal, or in some earlier games, the Knight's Crest, or aSeal and among others. However, to force the class change with an item, the unit must be level 10 or above.

Enhance Yourself - Just as a bodybuilder consumes supplements, you can enhance a unit's stats using stat-boosting items. Single-use items, like the Spirit Dust, once harnessed, will increase a character's Magic level permanently. Stat-enhancing items are used up the moment they are applied to a character, but the effects are permanent. Here are the stat upgrades:

Seraph Robe/Angelic Robe - +7 in HP (Health Points)
Energy Drop - +2 in STR (Strength)
Spirit Dust - +2 in MAG (Magic)
Secret Book - +2 in SKILL (Skill)
Speedwing - +2 in SP (Speed)
Ashera Icon - +2 in LCK (Luck)
Dracoshield - +2 in DEF (Defense)
Talisman - +2 in RES (Resistance)
Boots - +2 in MV (Movement)
Statue Frag - +2 in BUILD (Build)

Weapon Level - In addition to a character's ability to increase specific stats and overall levels, units can also learn to weild more-impressive weapons. The higher the weapon level, the more variety of weapons of that choice the character can use, and by more variety, I mean stronger. As units gain EX through fighting with a particular weapon, say a level C Killing Edge, it's combat effectiveness will improve and its weapon level will increase, so eventually, instead of being able to wield only E, D, and C weapons for swords, that unit would be able to equip B level swords as well.

Training Techniques - Although certain characters can arm themselves with multiple weapon types, they usually specialize in one particular one. Check their weapon level, and equip the strongest weapon that they can wield. It will allow more effictiveness in battle, allowing them to defeat more enemies.

Finishing Blow - New units are rarely powerful. If sent out alone, they'll certainly be destroyed. The only way to nurture a unit is to use BEXP (Bonus Experience) which is found in FE9 and FE10, or through combat. Rather than letting your weaker characters get pummeled in fights, let stronger units deal the harshest blows to an enemy. When your opponent is limping and reeling in pain, send in the junior units to strike the finishing blow. Defeating an enemy gives you much more EX than just damaging an opponent. Keep that in mind.
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Achilles
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Know Your Arsenal

Know the battle system. I cannot emphasize that enough. Newcomers to Fire Emblem might be inclines to strongarm their way through each fight, simply trading weak blows with an opponent until one falls. But if you fight wisely, you'll come out a winner every time.

The Weapon Triangle - The weapon triangle will help you get better chances in battle if you follow them. So pay attention and memorize it. Swords are strong against axes, but weak against lances. Axes, are strong against lances, but weak against swords. Lances, are strong against swords, but weak against axes. And bows are not strong or weak against any particular weapon.

The Trinity Of Magic - Just like there is a weapon triangle, there is something similar dealing with magic. Fire is strong against wind, but weak against thunder. Wind is strong against thunder, but weak against fire. Thunder is strong against fire, but weak against wind. As for light magic and dark magic, they are like bows, they do not have any strengths or weaknesses.
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Achilles
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CALCULATIONS

Attack Speed
Attack Speed, or more commonly AS, is the speed at which your character attacks. If it is 4 above the enemy AS then you will double. If it is 4 below then you are doubled. AS is calculated differently in FE 9 & 10 than it is in 7 & 8.

AS calculation for FE 7 & 8 (& 6): Speed - (Weapon Weight - Constitution, take as 0 if negative) [Minimum is 0]
This means that Lyn, who has 5 Con and 12 Spd, wields the Mani Katti, which has 3 Weight. She loses no speed from it, since her Con cancels it out, and has an AS of 12 as the result. That means she can double anyone with an AS of 8 and under, aswell as not be doubled by anyone with an AS of 15 and under.

AS calculation for FE 9 & 10: Speed - (Weapon Weight - Strength, take as 0 if negative)
This means that Ike, who has Str of 12 and Spd of 10, wields the Regal Sword, which has a weight of 6. He will lose no speed from it, since his Str cancels out the weight, and has an AS of 10. This means he can double anyone with an AS of 6 and under, aswell as not be doubled by anyone with an AS of 13 and under.
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Nice breakdown. Everything is also calculated differently in FEs 1-5. They used a single digit RNG instead of a double digit.
Loner - A person who is too smart to be a follower but not assertive enough to be a leader. Or they just don't give a damn about the rest of humanity.

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