Post by Erniewan on Jan 7, 2008 14:54:55 GMT -6
Here is a compilation of some of the database-type info for the Fire Emblem Battle Royale game. See the other thread for Gameplay info.
Units
Each player will be a different unit, selected randomly. It would be in your best interests to learn these units and decide which you want to team up with, and how you will defeat all the others.
Non-magic users:
i) Knight Lord –
This unit is the main character in the games and rides a horse. It is able and well rounded. A knight lord is able to use a sword or lance.
ii) General –
This unit is an armored powerhouse. Very strong both offensively and defensively, it lacks speed and movement. A general can use a sword, lance, or axe.
iii) Paladin –
This unit is similar to a knight lord in that it rides a horse and is well rounded, but it is more versatile. A paladin can use a sword, lance, axe, or bow.
iv) Sniper –
This unit is a long-range specialist and is skilled and fast. A sniper is able to use only bows.
v) Hero –
This unit is a brave fighter and is good all around. A hero can use a sword or an axe.
vi) Swordmaster-
This unit is a quick master of the sword, and what it loses in defense and strength, it makes up for in skill, speed and extra critical percentage. A swordmaster only uses a sword.
vii) Warrior –
This unit is a valiant and strong fighter. It has great offense, but low movement and resistance. A warrior can use an axe or a bow.
viii) Assassin –
This unit’s specialty is taking out enemies. It has high speed, skill, and critical rate, but suffers in all other areas. An assassin has a small chance of automatically killing its target. An assassin can only use swords.
ix) Wyvern Lord –
This unit is quite powerful due to its defense and mobility. It rides a flying wyvern dragon, and though slower than a falcoknight, it is stronger. A wyvern lord uses an axe or a lance.
x) Berserker –
This unit is a master of the axe, and for what it loses in defense and resistance, it makes up for in great offense and extra critical percentage. A berserker can only use an axe.
xi) Falcoknight –
This unit is very fast and mobile. It rides a flying Pegasus, and is weak offensively and defensively, but is good for taking out magic users. A falcoknight uses a lance or a sword.
Magic users:
i) Bishop –
This unit is devoted to all that is good. It has the most resistance, but is only average in other areas. Still it is a great help to have at your side. The bishop can use a staff or light magic.
ii) Sage –
This unit is the most able magic user with great offensive magic skill. The sage can use a staff or anima magic.
iii) Druid –
This unit dabbles in the mysterious dark arts. It has strong magic power and resistance, but less defense and speed. The druid can use a staff or dark magic.
iv) Valkyrie –
This unit is a great assistant in battle, being the only magic user on a horse. It is fast but is the least skilled magic user. A valkyrie can use a staff or anima magic.
Area Details
Note: Fliers are not affected by terrain.
i) Plains (Lime Green)- Zones 4, 5, 7, 11, 12, 18, 19, 23- This is the normal terrain. There is no evasion bonus for the plains. There are items on the plains, though not as many, and not as valuable.
ii) Mountains (Brown)- Zones 1, 2, 6, 24, 25- Units with horses cannot travel on or through mountains. The numerous rocks and crags provide refuge from attacks. There is a 30% evasion bonus in the mountains. There may be some good items hidden in the mountain caves.
iii) Forest (Green)- Zones 3, 8, 9, 10, 15, 20- Movement through forests would normally be slower, but it is not as dense as usual. The trees provide cover from ranged attacks. There is a 20% evasion bonus from ranged attacks. Also, Melee attacks are calculated before Ranged attacks here. Some items may be found in the forest shrubbery, though perhaps not as valuable.
iv) Desert (Beige)- Zones 16, 17, 21, 22- The desert is dry and open, and there are good treasures buried in the sand. There is a 10% evasion bonus because of the sand storms.
v) Lake (Blue)- Zone 13- The lake is untraversable by all ground units except for Berserkers. There may be one or more sunken treasures to be found here. There is no evasion bonus.
vi) Ruins (Grey)- Zone 14- The ruins has items hidden within the wreckage and rubble. The pillars and partial walls give a 20% evasion bonus here. This is also where you need to go if you wish to fight me, the Dragon.
Weapons
There are 5 different classes of weapons: swords, lances, axes, bows, and magic tomes. Each unit can use only certain types of weapons, specified in the descriptions. The following only gives information about each weapon, but when you receive a weapon, it will have all stats given. The stats are Might, Hit Rate, Critical Rate, Range, Uses, and Effectiveness. Might affects the amount of damage it does; Hit and Critical rates affect the hit percentage; Range tells whether the weapon is close range or long range or both; Uses is the number of times the weapon can be used; Effectiveness is the unit(s) that the weapon is effective against.
Swords
Sword: The most common weapon, this is just a regular sword.
Knife: The knife can be used in close combat, or thrown at someone in an adjacent zone. It is weak but very accurate.
Killing Edge: The killing edge boasts a very high critical rate, which can cause serious damage.
Runesword: The runesword uses dark magic and can be used close or long range. If it hits, the user gains as much HP as it damages.
Lances
Lance: The lance is a standard weapon, used mainly by mounted units.
Javelin: The javelin can be thrown or used in close combat. It is fairly weak and inaccurate unfortunately.
Horseslayer: The horseslayer is very effective against units on horseback.
Brave Lance: The brave lance has the same stats as a regular lance, but it can attack twice in one attack.
Axes
Axe: The axe is the strongest of the standard weapons, but also the least accurate.
Handaxe: The handaxe can be thrown as a long range weapon, or used normally. It is slightly stronger and less accurate than the javelin.
Hammer: The hammer is strong and effective in crushing the armor of Generals.
Swordslayer: The swordslayer is a reaver weapon that reverses the weapon triangle and thus is good against swords but bad against lances. It is strong and effective against Swordmasters and Heroes.
Bows
Bow: This is the regular bow, and it is able to shoot long range into adjacent zones. However, it cannot shoot in close range. All types of bows are effective against the flying units--Falcoknights and Wyvern Lords.
Crossbow: The crossbow is the only bow that can be used in both close range and long range. It is the strongest of the bows.
Longbow: The longbow has a larger range than a normal bow and is able to shoot one or two zones away, but not close range.
Poison bow: The poison bow is weak, but each arrow is dipped in poison. Each turn a target is poisoned, it will receive 5 HP damage. Poisoning lasts for 3 turns.
Magic
Shine: Shine magic is the Bishop’s standard light magic. It has a high hit rate.
Purge: Purge is an extra-long range light magic that is relatively strong with extra critical percentage. It is able to strike anywhere on the map.
Fire: Fire magic is the strongest of the Anima magic tomes. Otherwise, it is average.
Thunder: Thunder magic is the least accurate of the Anima magic tomes, but it has extra critical percentage. It is effective against Wyverns and Dragons.
Wind: Wind magic is the weakest but most accurate of the Anima magic tomes. It is effective against Falcoknights.
Flux: Flux magic is the standard dark magic. It is relatively strong.
Nosferatu: Nosferatu is a dark magic that steals HP from the target and gives it to the user.
Eclipse: Eclipse is a dark magic that cuts the target’s current HP in half if it hits.
Staves
Remember, only magic users can use staves, so try to keep them alive. Normally staff users cannot use staves on themselves, but in this game it is allowed, unless they are Silenced.
Assist
Heal Staff: The heal staff allows the user to heal a target in the same area. Recovery HP is equal to the user’s Mag/2.
Recover Staff: The recover staff allows the user to fully heal up to 4 targets in the same area.
Physic Staff: The physic staff allows the user to heal a target in any area. Recovery HP is equal to the user’s Mag/2.
Restore Staff: The restore staff cures any status effects such as poisoning, sleep, or silence. Note: If silenced, a staff user cannot use this on itself.
Barrier Staff: The barrier staff raises the resistance of a target in the same area by +7.
Offense
Sleep Staff: The sleep staff puts a target in any area to sleep. The sleep lasts for the current turn, and the next turn.
Silence Staff: The silence staff silences a target in any area. This effectively prevents the target from using magic or staves for the current turn, and the next turn.
Special
Warp Staff: The warp staff allows the user to warp a target in the same area off the island, if all conditions have been met. If a target is successfully warped, he/she achieves a victory.
Hammerne: The hammerne allows the user to repair a weapon or item of a target in the same area. This effectively raises Uses back to its maximum. The hammerne must be used on a weapon/item that has one or more Uses remaining, and cannot be used on a Warp Staff.
Items
Note: You may only hold four weapons/staves/items max.
Some items need to be used with an action, and some are passive and are used automatically.
Assist
Vulnerary: Heals 15 HP.
Elixir: Heals 30 HP, and in this game, cures Silence.
Antitoxin: Cures Poison status.
Pure Water: Increases Resistance by 5 for the current turn.
Delphi Shield: Cancels any effectiveness against you.
Iron Rune: Prevents critical attacks against you.
Boost
These items are one-time use and increase the stat specified for the rest of the game.
Angelic Robe: Increases Max HP by 5.
Energy Ring: Increases Strength or Magic by 2.
Secret Book: Increases Skill by 2.
Speedwings: Increases Speed by 2.
Boots: Increases Movement by 1.
Dragonshield: Increases Defense by 2.
Talisman: Increases Resistance by 2.
Other
Torch: Allows you to see all hidden items in an area, so you can choose to search for it next turn. Also shows you the identities of all units in your current area.
Mine: Allows you to place a mine on an area. The next turn that there are players in the area, everyone in that area will receive 10 HP damage.
Member Card: If you hold this, if you are ever in the area with the Secret Shop, you will be notified at the beginning of the turn. You may choose to use an action to visit the shop, and buy something if you have a White Gem.
White Gem: Worth a lot of money, so you can trade it in the Secret Shop for an item.
Light Rune: Allows you to close a zone for the rest of the game. Everyone will be notified that the zone will close, and will have a chance to move out the following turn.
Units
Each player will be a different unit, selected randomly. It would be in your best interests to learn these units and decide which you want to team up with, and how you will defeat all the others.
Non-magic users:
i) Knight Lord –
This unit is the main character in the games and rides a horse. It is able and well rounded. A knight lord is able to use a sword or lance.
ii) General –
This unit is an armored powerhouse. Very strong both offensively and defensively, it lacks speed and movement. A general can use a sword, lance, or axe.
iii) Paladin –
This unit is similar to a knight lord in that it rides a horse and is well rounded, but it is more versatile. A paladin can use a sword, lance, axe, or bow.
iv) Sniper –
This unit is a long-range specialist and is skilled and fast. A sniper is able to use only bows.
v) Hero –
This unit is a brave fighter and is good all around. A hero can use a sword or an axe.
vi) Swordmaster-
This unit is a quick master of the sword, and what it loses in defense and strength, it makes up for in skill, speed and extra critical percentage. A swordmaster only uses a sword.
vii) Warrior –
This unit is a valiant and strong fighter. It has great offense, but low movement and resistance. A warrior can use an axe or a bow.
viii) Assassin –
This unit’s specialty is taking out enemies. It has high speed, skill, and critical rate, but suffers in all other areas. An assassin has a small chance of automatically killing its target. An assassin can only use swords.
ix) Wyvern Lord –
This unit is quite powerful due to its defense and mobility. It rides a flying wyvern dragon, and though slower than a falcoknight, it is stronger. A wyvern lord uses an axe or a lance.
x) Berserker –
This unit is a master of the axe, and for what it loses in defense and resistance, it makes up for in great offense and extra critical percentage. A berserker can only use an axe.
xi) Falcoknight –
This unit is very fast and mobile. It rides a flying Pegasus, and is weak offensively and defensively, but is good for taking out magic users. A falcoknight uses a lance or a sword.
Magic users:
i) Bishop –
This unit is devoted to all that is good. It has the most resistance, but is only average in other areas. Still it is a great help to have at your side. The bishop can use a staff or light magic.
ii) Sage –
This unit is the most able magic user with great offensive magic skill. The sage can use a staff or anima magic.
iii) Druid –
This unit dabbles in the mysterious dark arts. It has strong magic power and resistance, but less defense and speed. The druid can use a staff or dark magic.
iv) Valkyrie –
This unit is a great assistant in battle, being the only magic user on a horse. It is fast but is the least skilled magic user. A valkyrie can use a staff or anima magic.
Area Details
Note: Fliers are not affected by terrain.
i) Plains (Lime Green)- Zones 4, 5, 7, 11, 12, 18, 19, 23- This is the normal terrain. There is no evasion bonus for the plains. There are items on the plains, though not as many, and not as valuable.
ii) Mountains (Brown)- Zones 1, 2, 6, 24, 25- Units with horses cannot travel on or through mountains. The numerous rocks and crags provide refuge from attacks. There is a 30% evasion bonus in the mountains. There may be some good items hidden in the mountain caves.
iii) Forest (Green)- Zones 3, 8, 9, 10, 15, 20- Movement through forests would normally be slower, but it is not as dense as usual. The trees provide cover from ranged attacks. There is a 20% evasion bonus from ranged attacks. Also, Melee attacks are calculated before Ranged attacks here. Some items may be found in the forest shrubbery, though perhaps not as valuable.
iv) Desert (Beige)- Zones 16, 17, 21, 22- The desert is dry and open, and there are good treasures buried in the sand. There is a 10% evasion bonus because of the sand storms.
v) Lake (Blue)- Zone 13- The lake is untraversable by all ground units except for Berserkers. There may be one or more sunken treasures to be found here. There is no evasion bonus.
vi) Ruins (Grey)- Zone 14- The ruins has items hidden within the wreckage and rubble. The pillars and partial walls give a 20% evasion bonus here. This is also where you need to go if you wish to fight me, the Dragon.
Weapons
There are 5 different classes of weapons: swords, lances, axes, bows, and magic tomes. Each unit can use only certain types of weapons, specified in the descriptions. The following only gives information about each weapon, but when you receive a weapon, it will have all stats given. The stats are Might, Hit Rate, Critical Rate, Range, Uses, and Effectiveness. Might affects the amount of damage it does; Hit and Critical rates affect the hit percentage; Range tells whether the weapon is close range or long range or both; Uses is the number of times the weapon can be used; Effectiveness is the unit(s) that the weapon is effective against.
Swords
Sword: The most common weapon, this is just a regular sword.
Knife: The knife can be used in close combat, or thrown at someone in an adjacent zone. It is weak but very accurate.
Killing Edge: The killing edge boasts a very high critical rate, which can cause serious damage.
Runesword: The runesword uses dark magic and can be used close or long range. If it hits, the user gains as much HP as it damages.
Lances
Lance: The lance is a standard weapon, used mainly by mounted units.
Javelin: The javelin can be thrown or used in close combat. It is fairly weak and inaccurate unfortunately.
Horseslayer: The horseslayer is very effective against units on horseback.
Brave Lance: The brave lance has the same stats as a regular lance, but it can attack twice in one attack.
Axes
Axe: The axe is the strongest of the standard weapons, but also the least accurate.
Handaxe: The handaxe can be thrown as a long range weapon, or used normally. It is slightly stronger and less accurate than the javelin.
Hammer: The hammer is strong and effective in crushing the armor of Generals.
Swordslayer: The swordslayer is a reaver weapon that reverses the weapon triangle and thus is good against swords but bad against lances. It is strong and effective against Swordmasters and Heroes.
Bows
Bow: This is the regular bow, and it is able to shoot long range into adjacent zones. However, it cannot shoot in close range. All types of bows are effective against the flying units--Falcoknights and Wyvern Lords.
Crossbow: The crossbow is the only bow that can be used in both close range and long range. It is the strongest of the bows.
Longbow: The longbow has a larger range than a normal bow and is able to shoot one or two zones away, but not close range.
Poison bow: The poison bow is weak, but each arrow is dipped in poison. Each turn a target is poisoned, it will receive 5 HP damage. Poisoning lasts for 3 turns.
Magic
Shine: Shine magic is the Bishop’s standard light magic. It has a high hit rate.
Purge: Purge is an extra-long range light magic that is relatively strong with extra critical percentage. It is able to strike anywhere on the map.
Fire: Fire magic is the strongest of the Anima magic tomes. Otherwise, it is average.
Thunder: Thunder magic is the least accurate of the Anima magic tomes, but it has extra critical percentage. It is effective against Wyverns and Dragons.
Wind: Wind magic is the weakest but most accurate of the Anima magic tomes. It is effective against Falcoknights.
Flux: Flux magic is the standard dark magic. It is relatively strong.
Nosferatu: Nosferatu is a dark magic that steals HP from the target and gives it to the user.
Eclipse: Eclipse is a dark magic that cuts the target’s current HP in half if it hits.
Staves
Remember, only magic users can use staves, so try to keep them alive. Normally staff users cannot use staves on themselves, but in this game it is allowed, unless they are Silenced.
Assist
Heal Staff: The heal staff allows the user to heal a target in the same area. Recovery HP is equal to the user’s Mag/2.
Recover Staff: The recover staff allows the user to fully heal up to 4 targets in the same area.
Physic Staff: The physic staff allows the user to heal a target in any area. Recovery HP is equal to the user’s Mag/2.
Restore Staff: The restore staff cures any status effects such as poisoning, sleep, or silence. Note: If silenced, a staff user cannot use this on itself.
Barrier Staff: The barrier staff raises the resistance of a target in the same area by +7.
Offense
Sleep Staff: The sleep staff puts a target in any area to sleep. The sleep lasts for the current turn, and the next turn.
Silence Staff: The silence staff silences a target in any area. This effectively prevents the target from using magic or staves for the current turn, and the next turn.
Special
Warp Staff: The warp staff allows the user to warp a target in the same area off the island, if all conditions have been met. If a target is successfully warped, he/she achieves a victory.
Hammerne: The hammerne allows the user to repair a weapon or item of a target in the same area. This effectively raises Uses back to its maximum. The hammerne must be used on a weapon/item that has one or more Uses remaining, and cannot be used on a Warp Staff.
Items
Note: You may only hold four weapons/staves/items max.
Some items need to be used with an action, and some are passive and are used automatically.
Assist
Vulnerary: Heals 15 HP.
Elixir: Heals 30 HP, and in this game, cures Silence.
Antitoxin: Cures Poison status.
Pure Water: Increases Resistance by 5 for the current turn.
Delphi Shield: Cancels any effectiveness against you.
Iron Rune: Prevents critical attacks against you.
Boost
These items are one-time use and increase the stat specified for the rest of the game.
Angelic Robe: Increases Max HP by 5.
Energy Ring: Increases Strength or Magic by 2.
Secret Book: Increases Skill by 2.
Speedwings: Increases Speed by 2.
Boots: Increases Movement by 1.
Dragonshield: Increases Defense by 2.
Talisman: Increases Resistance by 2.
Other
Torch: Allows you to see all hidden items in an area, so you can choose to search for it next turn. Also shows you the identities of all units in your current area.
Mine: Allows you to place a mine on an area. The next turn that there are players in the area, everyone in that area will receive 10 HP damage.
Member Card: If you hold this, if you are ever in the area with the Secret Shop, you will be notified at the beginning of the turn. You may choose to use an action to visit the shop, and buy something if you have a White Gem.
White Gem: Worth a lot of money, so you can trade it in the Secret Shop for an item.
Light Rune: Allows you to close a zone for the rest of the game. Everyone will be notified that the zone will close, and will have a chance to move out the following turn.