Post by Awkward on Aug 5, 2015 14:42:14 GMT -5
This thread will detail all the gameplay mechanics present in this version of Fire Emblem. This is also a good way to refresh yourself on, or maybe learn, how Fire Emblem works.
NOTE: This covers LITERALLY EVERYTHING, so it's a very heavy read. I advise just skimming through, and referring to this later for specificity.
STATS
HP- Self-explanatory. When it hits 0, your unit is permanently dead.
Strength- Determines the power of a physical attack. (With swords, etc.)
Magic- Determines the power of a magical attack. (With tomes, etc.) Also determines the power of a Staff.
Skill- Determines how accurate an attack will be.
Speed- Helps determine the likelihood of avoiding an attack. If a unit's Speed is 4 higher than the opponent, the unit will attack twice.
Luck- Determines many things. Some skills' activation rate depend on the Luck stat.
Defense- Lowers the damage received from a physical attack.
Resistance- Lowers the damage received from a magical attack.
Movement- Determines how many spaces a unit can move in a turn.
HOW TO PLAY
Fire Emblem takes place on a grid map. The game is a turn-based Strategy RPG.
The sequence of turns are:
The Player Phase
The Partner Phase (If any NPCs directly allied with the players are present)
The Enemy Phase
The Other Phase (If any neutral NPCs are present)
On each player turn, the players must give orders to their units.
The actions that a unit can take on a map are:
Moving to another space. Any action (asides from moving again) can be performed afterwards.
Attacking an enemy or barrier
Accessing the inventory (to Equip other weapons or use an item)
Trading items/weapons with a nearby unit
Pairing Up with another unit
Talking with a nearby unit
Other special commands can be performed at certain situations as well, such as visiting a village.
The victory conditions for each map can vary. Some examples include:
Defeating all enemies
Defending an NPC / a certain point from enemies for X turns
Seizing a certain point
If an objective is failed, or if the main character dies, the map is failed.
NOTE: Unless otherwise specified, a map cannot be failed for taking too many turns to complete an objective.
GENERAL MECHANICS
100 EXP equals a Level Up. The stats that increase during a level up are random; it could be all stats, or no stats may increase at all! Each unit can level up to Level 20 (some special classes can reach Level 30). Once Level 20 is reached, no EXP can be earned until the unit either Promotes or Reclasses.
Most units start as an Unpromoted unit. Once an Unpromoted unit reaches at least Level 10, they may Promote to another class with the Master Seal item. They may also Reclass with a Second Seal (Units may only reclass to other unpromoted classes, unless the unit is at least a Level 10 Promoted unit for any class).
Weapons have their own stats too.
Might- How much damage the weapon deals. Stacks to Strength/Magic.
Range- How many spaces close or far the unit must be to use the weapon. Usually 1, 2, or 1-2.
Durability- How many times the weapon can be used before breaking. This does not reset between maps. Each time the weapon is used to attack, the durability goes down by 1.
Weapon Rank- Ranges from E to A. A unit gains Weapon EXP for using a type of weapon, and eventually raises their Weapon Rank with a particular weapon type. A unit must have a Weapon Rank equal or higher than a weapon's own rank to wield it.
BATTLE MECHANICS
For each battle, there are stats that come into play.
Hit- The chance of an attack landing. Ranges from 0 to 100.
Damage- The total damage dealt for each attack. This is determined by adding the weapon's Might and the Strength/Magic stat, then subtracting the opponent's Defense/Resistance stat.
Crit- The chance of a critical hit. Ranges from 0 to 100.
The unit who engages their opponent will attack first, then the opponent will counterattack if possible. If a unit can attack twice due to higher Speed, their second attack will come after the opponent's counterattack.
A unit can only counterattack if their weapon range allows them to.
An important mechanic is the Weapon Triangle. In the Weapon Triangle, swords beat axes, axes beat lances, and lances beat swords. This is always active. A unit taking advantage of the Weapon Triangle over another unit will deal more damage and be more accurate, while the unit suffering from the Weapon Triangle will deal less damage and be less accurate.
All other weapons are neutral to the weapon triangle.
PAIR UP
Pair Up is a mechanic from Awakening. It allows 2 nearby units to combine and act as one. One unit takes the lead while the other unit supports the lead unit from complete safety. While this reduces the amount of units on the field, the supporting unit will be safe from all danger, and the lead unit will receive stat boosts from the supporting unit. The supporting unit will also have a chance to perform a Dual Strike and Dual Guard.
Dual Strike- An attack from the supporting unit.
Dual Guard- The supporting unit protects the lead unit, negating all damage for the attack.
SUPPORT
As the bonds of friendship grow between allies by fighting nearby, Pairing Up, interacting with each other, etc., their Support Rank will eventually increase. Support Ranks range from C, B, A, and S Rank. If you fight nearby or Pair Up with units that you share a higher Support Rank with, you'll receive stat bonuses like higher Hit/Crit rates.
In order to increase a Support Rank, you'll need to grow the bonds of friendship with an ally and then engage in a Support Conversation after a battle.
An S Rank equals marriage. Units may only share a single S Rank with another unit. S Ranks may also yield other rewards...
Otherwise, that's everything. This may be updated in the future.
NOTE: This covers LITERALLY EVERYTHING, so it's a very heavy read. I advise just skimming through, and referring to this later for specificity.
STATS
HP- Self-explanatory. When it hits 0, your unit is permanently dead.
Strength- Determines the power of a physical attack. (With swords, etc.)
Magic- Determines the power of a magical attack. (With tomes, etc.) Also determines the power of a Staff.
Skill- Determines how accurate an attack will be.
Speed- Helps determine the likelihood of avoiding an attack. If a unit's Speed is 4 higher than the opponent, the unit will attack twice.
Luck- Determines many things. Some skills' activation rate depend on the Luck stat.
Defense- Lowers the damage received from a physical attack.
Resistance- Lowers the damage received from a magical attack.
Movement- Determines how many spaces a unit can move in a turn.
HOW TO PLAY
Fire Emblem takes place on a grid map. The game is a turn-based Strategy RPG.
The sequence of turns are:
The Player Phase
The Partner Phase (If any NPCs directly allied with the players are present)
The Enemy Phase
The Other Phase (If any neutral NPCs are present)
On each player turn, the players must give orders to their units.
The actions that a unit can take on a map are:
Moving to another space. Any action (asides from moving again) can be performed afterwards.
Attacking an enemy or barrier
Accessing the inventory (to Equip other weapons or use an item)
Trading items/weapons with a nearby unit
Pairing Up with another unit
Talking with a nearby unit
Other special commands can be performed at certain situations as well, such as visiting a village.
The victory conditions for each map can vary. Some examples include:
Defeating all enemies
Defending an NPC / a certain point from enemies for X turns
Seizing a certain point
If an objective is failed, or if the main character dies, the map is failed.
NOTE: Unless otherwise specified, a map cannot be failed for taking too many turns to complete an objective.
GENERAL MECHANICS
100 EXP equals a Level Up. The stats that increase during a level up are random; it could be all stats, or no stats may increase at all! Each unit can level up to Level 20 (some special classes can reach Level 30). Once Level 20 is reached, no EXP can be earned until the unit either Promotes or Reclasses.
Most units start as an Unpromoted unit. Once an Unpromoted unit reaches at least Level 10, they may Promote to another class with the Master Seal item. They may also Reclass with a Second Seal (Units may only reclass to other unpromoted classes, unless the unit is at least a Level 10 Promoted unit for any class).
Weapons have their own stats too.
Might- How much damage the weapon deals. Stacks to Strength/Magic.
Range- How many spaces close or far the unit must be to use the weapon. Usually 1, 2, or 1-2.
Durability- How many times the weapon can be used before breaking. This does not reset between maps. Each time the weapon is used to attack, the durability goes down by 1.
Weapon Rank- Ranges from E to A. A unit gains Weapon EXP for using a type of weapon, and eventually raises their Weapon Rank with a particular weapon type. A unit must have a Weapon Rank equal or higher than a weapon's own rank to wield it.
BATTLE MECHANICS
For each battle, there are stats that come into play.
Hit- The chance of an attack landing. Ranges from 0 to 100.
Damage- The total damage dealt for each attack. This is determined by adding the weapon's Might and the Strength/Magic stat, then subtracting the opponent's Defense/Resistance stat.
Crit- The chance of a critical hit. Ranges from 0 to 100.
The unit who engages their opponent will attack first, then the opponent will counterattack if possible. If a unit can attack twice due to higher Speed, their second attack will come after the opponent's counterattack.
A unit can only counterattack if their weapon range allows them to.
An important mechanic is the Weapon Triangle. In the Weapon Triangle, swords beat axes, axes beat lances, and lances beat swords. This is always active. A unit taking advantage of the Weapon Triangle over another unit will deal more damage and be more accurate, while the unit suffering from the Weapon Triangle will deal less damage and be less accurate.
All other weapons are neutral to the weapon triangle.
PAIR UP
Pair Up is a mechanic from Awakening. It allows 2 nearby units to combine and act as one. One unit takes the lead while the other unit supports the lead unit from complete safety. While this reduces the amount of units on the field, the supporting unit will be safe from all danger, and the lead unit will receive stat boosts from the supporting unit. The supporting unit will also have a chance to perform a Dual Strike and Dual Guard.
Dual Strike- An attack from the supporting unit.
Dual Guard- The supporting unit protects the lead unit, negating all damage for the attack.
SUPPORT
As the bonds of friendship grow between allies by fighting nearby, Pairing Up, interacting with each other, etc., their Support Rank will eventually increase. Support Ranks range from C, B, A, and S Rank. If you fight nearby or Pair Up with units that you share a higher Support Rank with, you'll receive stat bonuses like higher Hit/Crit rates.
In order to increase a Support Rank, you'll need to grow the bonds of friendship with an ally and then engage in a Support Conversation after a battle.
An S Rank equals marriage. Units may only share a single S Rank with another unit. S Ranks may also yield other rewards...
Otherwise, that's everything. This may be updated in the future.