Fire Emblem - The Sacred Stones Version 1.2 Guide by CLLi a.k.a. sunny_d2 ----------------- Table of Contents ----------------- I. Introduction II. Tasteful Information A. Delta Delta and Glowy Glowy B. Terrain Bonuses C. Hard Difficulty D. Enemy at the Gates E. Support F. The Arena G. Don't Forget Tile-Based! H. Class Skills I. Weapon Rank III. Chapter Walkthroughs A. Section A B. Ephraim's Walkthrough C. Eirika's Walkthrough D. Section B IV. Bonus Area Walkthroughs A. Tower of Valni B. Lagdou Ruins V. Opinion Section A. Character Analysis B. Weapon Analysis C. Class Analysis D. Unobtainable Items/Weapons VI. Tasteless Information A. Weapons VII. Miscellaneous A. Credits B. Legal C. Version History D. Contact ______________________________________________________________________________ I. Introduction For a little cartridge for a little game system, Fire Emblem: The Sacred Stones sure is fun. I've spent countless hours getting to know all the aspects of this game. And now, I'm sharing some of those things with readers. This walkthrough is a walkthrough only. I won't be posting Random Number Generator info nor support statistics nor every shop and what it stocks. No, this guide is on getting you through the game as smoothly as possible. For the sake of a "complete" guide, there I will post data that no one will probably ever read about prices and I-don't-care stuff. A little about my experience... I've played through the game four times. And one of those times, I've gone overboard and played Creature Campaign (CC). And with that CC, I've maxed out all stats on all characters by gold farming Lagdou Ruins. Believe me when I tell you, I know how to do things efficiently. Regarding spoilers - I will have no discretion in pointing out different things so be prepared to be spoiled. Besides, most of the time, people read guides to obtain help on certain areas (or the whole game) so keeping the guide spoil-proof just prolongs my writing time. Who has time in the 21st century, huh? Now Fire Emblem is a very open-ended game. There are 30 some characters to choose from to use. Usually you only have 12 or so you continually use. I shall try to remain as impartial as I can. My personal style is using as diverse a party as I can so I can tackle all kinds of situations. Random paragraphs here. I realize it is 2009 and the GameBoy Advance is old stuff. Therefore not everyone is playing Fire Emblem while holding the plastic Nintendo device. I am aware of what technology can do these days, but my guide is based on 1x normal speed with the load feature only available when you physically turn on the device and select "Resume Chapter" or "Restart Chapter". Thanks for checking out my guide! ______________________________________________________________________________ II. Tasteful Information If you don't know already, this game is a turn-based strategy game. You get few characters to control while battling hundreds of enemies. So every movement of a character must be thought out. On top of that, your characters do not come back to life once they die. So keep them alive! Most of the things that belong here can be found in the in-game "Guide". I may be assuming some things, but scrolling through some pixels on your screen might be more fun than reading some person's guide. But I shall indulge on things that the game doesn't mention or stress the importance of some things. A. Delta Delta and Glowy Glowy Weapons Triangle -> |Swords| > |Axes| > |Lances| -> Power - ** Power - **** Power - *** Accuracy - **** Accuracy - ** Accuracy - *** Bests - Axes Bests - Lances Bests - Swords Magic Triangle -> |Anima| > |Light| > |Dark| -> Power - *** Power - ** Power - **** Accuracy - *** Accuracy - **** Accuracy - ** Bests - Light Bests - Dark Bests - Anima Now the characteristics of the class of weapons and magic is independent of the unit using it. Flux in the hands of a quick and highly skilled shaman will double hit at 100% hit. The Extra Effective Weapons *Note: for the sake of saving space, knights = knights + promotions and cavalry = all horse-mounted units Bows - against flying units Flying Units: Wyvern Rider, Wyvern Lord, WyvernKnight, FalcoKnight, Pegasus Knight, Gargoyle, Deathgoyle, DracoZombie, Manakete Wind Sword (range) - against flying units Rapier - against knights, cavalry Reginleif - against knights, cavalry Halberd/Horseslayer/Zanbato - against cavalry Armorslayer/Hammer/Heavy Spear - against knights Wyrmslayer/Dragonspear/Dragon Axe - against wyverns Swordslayer Axe - against sword user This works as a reverse on the weapons triangle, but it also is permanently effective against sword users. Sword Users: Swordmaster, Myrmidon, Eirika, Assassin, Thief, Rogue, Mercenary, Hero Sieglinde/Siegmund - against monsters Anything a Bishop uses - against monsters All Sacred weapons (-Gleipnir) - against monsters Now when these are active, the weapon icon glows when in battle. The damage of the weapon is 2x of what it originally is. ie. a bow with 9 damage when fighting against flyers would result in the bow having 18 damage when used in the damage calculation equation B. Terrain Benefits Assume everything provides 0 bonus defense and 0 bonus avoidance. I will just list the special ones. Terrain Type +Defense | +Avoid % Sand 0 5 Armory/House 0 10 Water 0 10 Forest/Pillar 1 20 Mountain 1 30 Fort 2 20 Peak 2 40 Gate/Throne 3 30 A note on gate/throne/fort. Units on those terrain spots will heal the amount equivalent to their tens digit at the start of their turn. For example, a 36 HP swordmaster on the throne should wipe before getting off. No seriously, 3 HP will be healed at the start of their turn. C. Hard Difficulty This guide is written mainly for the normal difficulty. In hard difficulty, it is even more important to calculate every move because enemies are much more dangerous. Pay attention to the intro movie displaying many of the classes and their basic stats. Everything in hard is amplified. So if it says Druids have really low skill and high magic, you better take that into account when fighting one. Wyvern Lords and Heroes will have very high HP, always. These changes are especially noticed in the arena. The luck generators feel different in hard difficulty. The enemy seem to have improved hit rates and critical rates despite even having lower percentages than my characters. Hard difficulty is so much different that I would need a new guide for it. I have completed it once and boy, it took twice as long and I had several restarts because I lost important characters. D. Enemy at the Gates The Artificial Intelligence (AI) for this game wants the opposite of what you want to do with your characters. Kill them. However, they do so in a very predictable way. In most strategy games, turn-based and real-time, it is beneficial to concentrate damage on a single enemy entity and destroy it than to spread that damage out among many entities. So in Fire Emblem, enemies will gang-up whenever they can on the most vulnerable target. Say for example a group of bandits will target your healer (when in range) rather than your cavalier. The AI also takes into account the equipment of the unit; bandits with axes will target your lance cavalier over your sword myrmidon. Now a unit with absolutely nothing equiped will be a black hole to enemies. There are definitely exceptions to this pattern. E. Support Fire Emblem tries to emulate support in reality by having a numerical interpretation of it. People who fight alongside each other tend to do better together than apart. So when characters stand adjacent to each other long enough, they gain bonuses when around one another. Check other guides/FAQs about the exact numbers. But the idea is that you want support between characters you use often. Support is obtained artificially by spending countless times ending your turn with the proper two characters adjacent to each other. After enough turns have past, a support option appears and selecting it initiates a conversation and improves your support level. The max support level is A (or three times conversing). So those characters who are in 3 moving spaces of each other (imagine a diamond), will obtain various bonuses. The value of support bonuses is linear, so having a support of 5 C's in range is the same as an A and a B. There are limits! Each individual character is limited to 5 conversations. Even though the game displays all possible support combinations, only 5 are allowed. A character that blinks white/green in the support screen has their supports maxed out already. Now to effectively utilize support, I recommend getting an A support and a B support for all your main characters. This is more efficient because you only need 2 other characters for that character instead of 5 other characters around it to obtain maximum support bonuses. However, if you wish to obtain utter perfection in your stats when fully support, you have to pay attention to affinities of each character. For example, Marisa probably doesn't need an A-support affinity that adds to hit% and avoid% but rather +defense and critical%. At the end of the game, the credits will be different if you have A-support characters. For example, if Natasha and Joshua get A-support, they will be wed in the Epilogue. This also explains why the limit is 5 support conversations. Natasha cannot wed both Joshua and Franz if the limit was 6+. Here is an example of a list of A-support configuration with a B-support configuration with it. The B-support list would be much larger if I included supports between other characters, but I tried to create as many B-supports among the A-support characters. :A-Support characters: :B-Support characters: Ross - Garcia Ewan - Amelia Gerik - Marisa Marisa - Joshua Joshua - Innes Ross - Gerik L'Arachel - Eirika Neimi - Artur Tana - Cormag Innes - L'Arachel Ewan - Saleh Amelia - Neimi Artur - Lute F. The Arena The Arena is an unlimited source of experience and gold, if you play smart. Any character can battle in it. A weapon will be provided for you and if you can use multiple weapons, a set one will always be given (ie Cavaliers will always use lances, Paladins will always use swords). Now when prompted, the Arena CEO will display the enemy type and its weapon for you before you answer "Yes" to betting. This is important in deciding when to bet and when to not. Analyze the enemy type and its weapon. If you are training your Myrmidon and a Wyvern Rider with an Iron Lance is up, it probably is wise not to continue. Eirika against a Bandit will usually result in a win. If your character loses in the Arena, it's the same as getting killed in the real game, so BE CAREFUL! Now melee characters will encounter all kinds of enemies with the exception of archers. Archers will only fight against other archers and magic users. Magic users will fight everyone including melee enemies and archers. Now the arena is always relative to the character battling. If you send in a level 3 mage, then you'll fight enemies that are around that difficulty. If you send in a level 15 general with 22 defense, you might face enemies with silver weapons. The arena will always present a challenge. Even if you have a really weak thief and you pump him to 54 HP, enemies will have a high strength stat so their attacks will hurt at least 1/3 your life. Hard Mode Arena This is just using the arena in hard difficulty. Um, good luck with this because almost every enemy stat is x2 of normal difficulty. You really have to be careful. Even selective battles are nerve wrenching because I've been defeated while using Joshua vs pirate and Ross vs cavalier situations. And plus criticals are very dangerous. HP is through the roof, literally. I've faced enemies with 79 HP before. G. Don't Forget Tile-Based! Yes this is a turn-based game, but equally as important, this is a tile-based game also! Only one unit can occupy a tile at one instance. This brings a whole new level to strategy. It would be to your advantage to get to know all the weapons and their ranges and all unit movements. For example, all melee weapons need to be within 1 space of the unit. So diagonals do not count because units move only vertically and horizontally, thus diagonals are counted as 2 spaces. Melee - 1 Space (ie. Silver Lance, Brave Axe, Shamshir, Iron Sword) Special Melee - 1-2 Spaces (ie. Wind Sword, Light Brand, Javelin, Tomahawk) Spells - 1-2 Spaces (ie. Elfire, Nosferatu, Shine, Fenrir, Lightning) Special Spells - 3-10 Spaces (ie. Bolting, Eclipse, Purge) Bows - 2 Spaces (ie. Killer Bow, Iron Bow, Nidhogg) Special Bows - 2-3 and 3-10 Spaces (ie. Longbow and Ballista, respectively) Staves - 1 Space (ie. Heal, Recover, Hammerne, Warp) Special Staves - MP/2 Spaces (ie. Rescue, Physic, Fortify) Unique Staves - 1-2 and ALL Spaces (ie. Unlock and Latona, respectively) 4 Spaces - Knight, Recruit, Pupil, Journeyman 5 Spaces - Lord, Myrmidon, Mercenary, Cleric/Priest, Thief, Fighter, Pirate, Archer, Shaman, Mage, Monk, Brigand, Soldier, Dancer, Revenant, Bonewalker, Mogall, Mauthe Doog, Bael, General 6 Spaces - Sage, Bishop, Hero, Warrior, Necromancer, Assassin, Rogue, Swordmaster, Berserker, Sniper, Great Knight, Druid, Summoner, Elder Bael, Gwyllgi, Wight, Entombed, Arch Mogall, Gorgon, Cyclops, Manakete, Tarvos, Gargoyle 7 Spaces - Pegasus Knight, Wyvern Rider, Troubadour, Mage Knight, Great Lord, Valkyrie, Ranger, Maelduin, Deathgoyle, Cavalier 8 Spaces - Falcoknight, Wyvern Knight, Wyvern Lord, Paladin Application of tile strategy should be used constantly. You want to keep archers out of direct combat so they can attack and avoid getting hit. To effectively do that, keep a melee character between the ranged character and the attacker. Sounds intuitive right? There's still strategy! For example... o o o T T o o o o o o o T T o o o o o o o o o K o o o o = plains o o o o o K o o o o o o o A C E o o T = mountains o o o o A C E o o o o o o o C o o o K = knight o o o o o o C o o o o o o o o o o o A = archer o o o o o o o o o o o o o o o o o o C = cavalier o o o o o o o o o o o o o o o o o o E = enemy o o o o o o o o o | Now consider the above situations. The enemy is trying to get to | your archer because its priority of vulnerability is a lot higher | than your cavaliers and knight. If the enemy has a movement of | 5, then it can reach the archer in the LEFT setup. However on the | RIGHT setup, the enemy needs a movement of at least 7 to reach | the archer. It is forced to attack your cavaliers and knight. Take heed that each character can only do one action per turn. Fairly intuitive right? But there's more! For example... o o o o o o o o o o o o o o o o o o o o o S o o o o o o = plains o o o S o o o o o o o o G o o o o o G = great knight o o o o o o o o o W W W C W W W W W S = sniper W W W G W W W W W o o o E o o o o o E = enemy o o o E o o o o o o o o o o o o o o W = wall o o o o o o o o o o o o o o o o o o C = crack in wall o o o o o o o o o | Now consider the above situations. Little bit different from the | previous example. This is an ideal before and after thing. The | LEFT situation shows a crack that's just about to break so you | can start funneling your characters through. Both the great | knight and the sniper can break the wall. However if you do it | with the great knight, the sniper will not be able to attack that | enemy that same turn because it has (I assume) a regular 2-range | bow. When the sniper breaks the crack, the great knight can inch | forward to strike the enemy with (I assume) its 1-range weapon in | the same turn. Thank goodness the game allows you to view the enemy's weapons. Sometimes when you want mobile enemies to switch weapons, you have to use some tile strategy. Say if a Maelduin is holding an Iron Axe and an Iron Bow, you can get within the very limit of its attack range so it will be forced to attack with a bow. Same can be done with bosses who have a switch weapon whether they be immobile or mobile. H. Class Skills Certain classes get permanent skills, some are always in effect, some activate based on certain things. Steal What: when adjacent to an enemy, can steal eligible items from enemy Who: Thief, Rogue When: when selected in main map Pick What: when adjacent/on doors and chests, can open Who: Rogue When: when selected in main map Dance What: gives the danced unit another turn Who: Dancer (Tethys) When: when selected in main map Summon What: summon disposible, commandable unit Who: Summoner, Necromancer When: when selected in main map Extended Vision What: extended vision in fog, 8 spaces Who: Thief, Rogue, Assassin When: always in fog missions Disability What: close parking spots to buildings and disable ground fire traps Who: Thief, Rogue, Assassin When: when unit steps on fire trap Slayer What: permanent damage boost when attacking monsters Who: Bishop When: always Great Shield What: occasional invulnerability Who: General When: attack of enemy will hit you and chance of occurance = skill points of attacking enemy Sure Strike What: 100% hit Who: Sniper When: occurance % = character level (ie. level 14 Sniper will have 14%) Pierce What: strike while ignoring enemy defense Who: Wyvern Knight When: occurance % = character level Note: Apparently there is a glitch where ranged attacks while piercing will freeze the game, occurs sometimes? Silencer What: one hit kill ignoring damage, defense, etc. Who: Assassin When: when assassin criticals, % of critical to be "Silencer" = 1/2 of critical % (ie. 53% critical = 26% Silencer when critical hit initiated) I. Weapon Rank Small section, but very important. Weapon ranks determine what weapons you can use in every weapon type. More powerful weapons require a higher weapon rank to use, ie. a Tomahawk requires an axe rank of A or higher and a Hammer requires an axe rank of D or higher. Each character can only receive one S-rank in a weapon type. So for characters who can use multiple weapons, choose carefully. The S-rank allows the use of the Sacred weapons which are very powerful. An S-rank also innately adds 5% extra critical when using any weapon of that type. An S-rank can only be obtained by a promoted character. A "Prf" rank on a weapon means that it's unique to a certain character, usually a Lord. ie. Rapier is "Prf" to Eirika. ______________________________________________________________________________ III. Mission Walkthroughs This section would be a lot more clean if it haven't been for the split in the story. Ephraim and Eirika had to split up.. I will write a guide for Ephraim first them switch back to where Eirika left off, then finally join the story line and finish the game. The "++" in front of the stage number indicates the mission difficulty. One + being the easiest and Eight + being the hardest. I will also rate the bosses in each level. One + being very easy and Five + being hard. The boss ratings are relative to that point in the game. A. Section A If it's your first time playing, pick "Easy" mode. It isn't really easy, it just means there are explanations for what you "need" to do on for the first few chapters. Hard difficulty is another story, not told here. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +0. Prologue: The Fall of Renais Objective - kill all enemies Enemies - Fighter New Characters - Eirika, Seth So the first chapter, or introduction chapter, allows you to get a feeling for the layout of battles. I like leveling up weaker characters, because they usually turn out to be good. So I let Eirika kill all the enemies. However if you are playing "easy" difficulty, everything is scripted. In difficult mode (or what I like to call Hard difficulty) I discovered a good combo do to not use a vulnerary and get a good level up (but not as good as easy mode). I tell you this because this chapter walkthrough is too empty, so I had to add something. Cheers for scripted random number generator. Turn 1 (blue): Eirika - Waits Turn 1 (red): Fighter attacks (hit), Eirika retaliate (critical), retaliate Fighter2 attacks (miss), Eirika retaliate x2 Turn 2 (blue): Eirika - Attack Turn 2 (red): O'Neill - Move Turn 3 (blue): Eirika - Wait Turn 3 (red): O'Neill - Attack (miss), Eirika retaliate Turn 4 (blue): Eirika - Attack (critical) Eirika levels up with HP +1, Str +1, Skl +1, Res +1 •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +1. Escape! Objective - seize gate Enemies - Soldier, Knight, Fighter New Characters - Gilliam and Franz This is the official first chapter. You begin with Eirika and Seth in the southeast corner. A good idea is to give Eirika Seth's steel sword to conserve durability on your rapier. Send Eirika up to kill the fighter. On the second turn, Franz and Gilliam will appear up top. But, some enemy reinforcements will show up where Eirika and Seth started during turn 6. I used Franz and Eirika to clear the rest of the map because they will become two highly used characters in the future. +Boss - Breguet, Level 4 Knight HP Str Skl Spd Lck Def Res 20 8 2 1 2 9 0 Movement - none Equipment - Iron Lance Eirika can defeat this boss just by herself with the rapier equiped. For perfectionists, Franz can get about 4 levels from Breguet. Every successful hit on Breguet by Franz grants 11? experience points. It is painstakely slow, but the process is you hit Breguet and heal at the forts. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++2. The Protected Objective - defeat all enemies Enemies - Brigand, Archer New Characters - Vanessa, Moulder, Ross, Garcia If you are playing on "Easy" mode, follow the walkthrough. What it tells you to do is rescue Ross with Vanessa and drop her off so Moulder can heal him. Sounds like a sound plan. There is a chokepoint between the mountains and the village so send Eirika and Franz down there. When opportunity arises, have Ross send some hatchets at the enemy. He boasts a whopping 33 experience with just a hit. The reason why this level is 2 stars is because keeping Ross alive while leveling him up requires careful planning. The villages on the top contain decent items; they offer a red gem ($2,500) and an elixer. The bottom village contains Pure Water which isn't as important. I would even go as far to say it's optional considering its effort in acquiring it (Vanessa). There is an armory that you should drop by. You should have $7500 now after selling that red gem, so that should be plenty of money to buy some equipment. A lot of your units can use lances, so I suggest buying a lot of those. You could try to get Garcia in the middle of the battle, but I wanted to level up Ross. Garcia joins regardless at the end of the chapter. +Boss - Bone, Level 4 Brigand HP Str Skl Spd Lck Def Res 23 6 4 5 0 4 0 Movement - yes Equipment - Iron Axe Not a hard boss. Nothing your Eirika can't handle. Or any sword user. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +3. The Bandits of Borgo Objective - seize throne Enemies - Thief, Archer, Brigand, Mercenary New Characters - Neimi, Colm This mission has walls! Something you should definitely take advantage of when using Ross' hatchet and Neimi's bow. Neimi is a great character that warrants leveling up. Send Neimi up immediately to recruit Colm when he arrives the second turn. The only thing that you need to watch out for is the thief, who can do a double hit when matched against a slow enough character. And maybe enemies with hand axes (1-2 range). ++Boss - Bazba, Level 6 Brigand HP Str Skl Spd Lck Def Res 25 8 5 7 1 5 2 Movement - none Equipment - Steel Axe, Hand Axe Axe enemies against most sword fighters will be given a 40% getting hit rate. Likewise, Bazba is not a challenge. Get up close, wait, and let him hit you while using vulneraries when it's your turn. Steel weapons really drop a character's avoid stat. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++4. Ancient Horrors Objective - defeat all enemies Enemies - Revenant, Entombed, Bonewalker, Mogall New Characters - Artur, Lute These monsters are not too hard. Artur dispite his confidence in tackling enemies, can't even kill a basic revenant in one turn. All the monsters on this map are fairly weak. The first wave of enemies from the right is the real challenge. The Mogalls usually target a weak character. Make sure their accurate Evil Eye attack can't gang up on your characters. On the bottom, there are a lot of woods so make sure you check movement so your characters don't get ganged up on. Moreover, since these monsters have relatively weak attacks compared to human enemies, your high defense characters can act as a shield. The village in the southwest contains the character Lute. You will automatically obtain Lute once the chapter ends. If you want her in this map to level up, send someone down to visit and see her genius Fire spell tear apart low resistance enemies. ++Boss - Entombed, Level 1 Monster HP Str Skl Spd Lck Def Res 35 3 0 1 0 0 0 Movement - yes Equipment - Claws A lot of hitpoints but no defense at all. Hack at his zombie body with whatever you want. When you go in for the kill, stay in the woods to get some bonus avoid. Entombed monsters drop a lot of experience so let a weaker character get the kill. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++5. The Empire's Reach Objective - defeat boss Enemies - Soldier, Bandit, Knight, Cavalier, Archer, Myrmidon New Characters - Natasha, Joshua Quite a difficult level. Well the difficulty comes from the Arena, albeit optional, obtaining Joshua and getting the village items. You have two clerics now. I would advise against leveling them both up to 20 and promoting them. So take your pick! The first thing to do is send a sword user all the way right. There will be two brigands that appear to destroy villages. There are three villages that contain good items. Bottom right contains a Dragonshield, the town center west village contains a Secret Book and the opposing east one contains an Armor Slayer sword. At turn 5, two bandits will appear in the east ready to destroy villages, take them out! or take the items first. There is an armory and vendor in this map. Buy a couple extra spells for your Anima and Light users and a lot of Heals for your healer if you plan on using the arena. This armory finally stocks bows, so buy some for Neimi if you use her! To get Joshua, you must Talk with him using Natasha. The best way to get him close and not kill him or be killed, is to use a high defense character such as Seth or Gilliam, unequip everything and lure Joshua in. The Arena here gives you a chance to level all present characters to 20 including Natasha/Moulder and get 250,000 gold. But it's tough and frustrating. You don't have to do that, and I actually recommend against it because it takes really long (and if you screw up later, it can anger the calmest person) and it spoils the challenge in future stages. ++Boss - Saar, Level 8 Knight HP Str Skl Spd Lck Def Res 30 11 7 3 4 11 3 Movement - none Equipment - Javelin Gah, a ranged weapon! Well the good thing is that its attack strength is lower than the Iron Lance. Your axe user will slaughter this enemy. But other characters really struggle with this armor. If you plan on using the armor- slayer, have that unit wait beside Sarr instead of attack him. The reason is that the sword is very heavy and you probably won't get a double attack. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++5x. Unbroken Heart Objective - seize throne Enemies - Archer, Soldier, Cavalier, Mercenary, Shaman, Knight, Fighter, Monk New Characters - Ephraim, Forde, Orson, Kyle Take away all of Orson's belongings. He will make a good shield when you send him in front of the pack to absorb the first hits. He will only be available during TRAITOR this mission. It isn't too hard, but still watch enemy movement ranges and heal often, you don't need to conserve vulneraries/elixirs nor weapon durability. Except Reginleif, which you should only use on knights and cavaliers. Even though Ephraim is a main character, you don't need to send all enemies to him. There will be plenty of opportunities to level him up in the future. Kyle and Forde could use some experience to help prepare them for the boss. To get to the throne, keep to the left isle, the right side has shamans and archers firing at you. Since you are using 3 units against... a lot of enemies, pay attention to the weapon triangle and ranges even more. Again, you want Reginleif for future uses so really use it sparingly. You get a killer lance in the chest so whittle that durability down! Use the javelin a lot, it's free damage. ++Boss - Zonta, Level 8 Mercenary HP Str Skl Spd Lck Def Res 25 9 8 9 4 6 6 Movement - none Equipment - Steel Blade Steel Blade, that's really powerful stuff. However all your characters can use lances so do so! Forde can use Javelin to wear down Zonta's HP then maybe have Ephraim finish him off. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++6. Victims of War Objective - kill Novala Enemies - Cavalier, Bael, Shaman, Archer, Soldier, Fighter, Mage, Troubadour, Priest, Knight New Characters - none I will assume you used the arena somewhat, but didn't use it too much. First thing is to send Vanessa and Franz or someone reliable east to secure the safety of the villagers. The rest of your crew can slowly inch forward toward the forts. That area will be your primary defense area. Keep your weaker units boxed in and your tankers on the forts. Cavaliers will come down from the top while Novala's forces will inch from the east. Once the Baels have been defeated or you rescue the villagers, start to head toward the eastern woods. Novala is located in the clearing. Use Colm's vision to locate him so you don't accidentally stumble upon him. +++Boss - Novala, Level 8 Shaman HP Mag Skl Spd Lck Def Res 28 10 8 6 7 5 9 Movement - none Equipment - Flux This character will be your most powerful magic user you have faced yet. His defense isn't too high, but his speed is particulary high for a shaman. With decent skill and resistance, physical attacks are the way to go. At this point in the game, Seth is still an experience hog, but his uses as a reliable tank are still good. You can send him in to deal some damage and let weaker characters finish Novala off. Gang up on this non-moving character! •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++7. Waterside Renvall Objective - seize gate Enemies - Archer, Fighter, Mage, Cavalier, Soldier, Mercenary New Characters - none Comparatively, this mission is loads easier than the subsequent mission. Your units should breeze through all the little units. Watch out for ballistas since they can unexpectantly take down flyers and weak units. Their power depends on the archer using it. So if you manage to get a hold of one with a trained archer (Neimi), then have some fun a.k.a. shoot it twice. Two great items are in this game. A Mage has an energy ring and the boss, Murray, has a Knight's Crest which both need to be stolen. +Boss - Murray, Level 12 Cavalier HP Str Skl Spd Lck Def Res 32 8 9 10 7 7 6 Movement - none Equipment - Steel Sword, Javelin Pretty easy boss. Use a lance user to expedite the carnage. Or you can tempt him to use his javelin and then destroy him using an axe user. Don't forget to look what he has in his inventory, a nice shiny Knight Crest. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++8. It's A Trap! Objective - seize throne Enemies - Cavalier, Archer, Fighter, Knight, Thief, Mercenary, Mage, Shaman, Myrmidon New Characters - Ephraim, Forde, Kyle (reprised) Another decently challenging chapter. Don't forget to bring Colm for the treasures. One the second turn, Ephraim, Forde and Kyle will show up bottom left with everything you left them back in 5x. Send a few people down there to aid them. Now you have two parties that you can send upward along the left and right. Before seizing the throne, make sure you have gotten all the treasures. There is a mean group of knights for your right side party. Bring some anti- knight weapons and axe users. Push through that room to catch a thief that spawns on the stairs. Clear the throne area of archers and mages to ready for the boss. Now the left party should move slower. Turn 3 or 4 grants cavalier reinforcements behind where Ephraim and company appeared. Dispatch those and slowly inch forward along that one-space path.. I sent Colm with the left group so he can grab the treasures there. Send him right to get that Angelic Robe while your party battles the boss. +++Boss - Tirado, Level 1 General HP Str Skl Spd Lck Def Res 40 13 8 5 2 14 8 Movement - none Equipment - Silver Lance, Javelin Big guy. His defense is crazy high. Most characters will do less than 3 damage to him. Even your magic users will be surprised by the 8 resistance, almost as high as Novala's. The most effective weapon is Reginleif by far. Good thing his speed is slow. His silver lance will do an easy 27 damage (w/o defense factored in) so no unit can stand 2 hits back to back. ============================== Now comes a fork in the road with Eirika or Ephraim taking the lead. Exclusive paths! ============================== B. Ephraim's Walkthrough After the brief union of brother and sister, they are forced to split up again. Ephraim heads south to attack Grado and Eiriki heads east for Jehanna. I will write about Ephraim's path first because I think it's more fun. The split chapters are 9-15 with the culmination of the twins again during Chapter 15. Ephraim's path is harder than Eirika's path. The same recruitable characters are available in both paths, but some at different times. Now all your characters and items (including supply) will come with you. Eirika will be accompanied by other forces. She will be the same as you left her come Chapter 15. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++9. Fort Rigwald Objective - seize the throne Enemies - Soldier, Archer, Shaman, Fighter, Knight, Cavalier, Myrmidon, Priest Warrior, Mage, Mercenary New Characters - Tana, Amelia You get Tana a great character in the beginning. She however is in "jail" with no weapons and no way out. Send your units into the fort and start defeating enemies here and there. Once you make your way to the big door, organize your troops. If one or more of your units have been put to sleep, just wait a few turns before opening that door. Once you open that door, enemies will pour through. Amelia is a must get character; you need Ephraim or Franz to talk to her. She moves toward you! Kill off surrounding enemies and get Amelia. You may have to rescue her because there are mages and archers surrounding her. Once you get past the hallway of death, things will be easy. Have Colm get all the treasures up top. Tana serves no purpose so you don't even need to break her free. Head toward the boss when things have cleared. +Boss - Gheb, Level 5 Warrior HP Str Skl Spd Lck Def Res 45 18 8 6 1 14 5 Movement - none Equipment - Iron Axe, Killer Axe Much harder than the last boss, statistically. He wields two weapons, one of which is a killer, a definite no-no to fight against. The best way to defeat Gheb is through range, especially magic. He has no ranged attack. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++10. Turning Traitor Objective - defend Duessel and survive or defeat Beran Enemies - Mercenary, Cavalier, Fighter, Myrmidon, Soldier, Shaman, Archer, Wyvern Rider, Pirate, Troubadour, Fleet New Characters - Duessel, Cormag I like this level. Speed is of the essence, send your party to Duessel's area as quickly as you can. You will meet decent resistance along the way. The dangerous enemies are the Fleets that are in the sea. The far left one carries a Secret Book so be sure to snag that. Once you reach Duessel, the challenging part comes. Pirates and a fleet ship will bombard you from the sea. Have reliable sword users guarding Duessel. But at the same time, inch Duessel toward Beran's area to the right. Guard the chokepoint of the two bridges so you control that area. Once Cormag comes, place Duessel and anti-wyvern units directly outside of their movement ranges. They will come toward you. Since you control that whole section, take out the wyverns without worrying about ground units and recruit Cormag with Duessel. Mercenaries will appear nonstop from the forts down south. If you haven't noticed, cavaliers and a troubadour probably appeared where your units first started. Watch your rear. Now Beran is a hard boss, but worth beating for the experience. ++++Boss - Beran, Level 7 Ranger HP Str Skl Spd Lck Def Res 43 15 13 14 6 14 12 Movement - none Equipment - Lancereaver, Killer Bow, Longbow There are only 4 openings to attack Beran but he can attack you in 7 tile spaces. His defenses are really impeccable and his speed defeats all chances of a double attack. Send in a powerful axe melee (Ross) and a Hand Axe. Get that Hand Axe out of there because Beran will for sure use that Killer next turn. The longbow isn't that much of a threat compared to the Killer. If the Longbow is equiped, you can switch in any melee character you want, even magic users. Good luck. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++11. Phantom Ship Objective - defeat all enemies Enemies - Bonewalker, Gargoyle, Revenant, Mogall, Wight, Deathgoyle, Entombed New Characters - none The boring level of Ephraim's route. The first turn has you guessing at who to attack. Send your units right because the next turn an enemy ship will board you. If you have a flyer or flyers, send them into the sea up or down to get the Mogalls that appear. Keep your healers encircled because the Mogalls can come from the fog and attack them. Eliminate the boarding threat and more will join you. But not just monsters, L'Arachel and Dozla will be on another board even more east. Recruit L'Arachel with Ephraim and Dozla with L'Arachel. Have those three stay east and defeat all incoming enemies. Send your strong bow people and axe users west to fight the boss that turns up. +Boss - Monster, Level 3 Deathgoyle HP Str Skl Spd Lck Def Res 25 12 5 8 0 10 2 Movement - yes Equipment - Short Spear Fantastically easy boss. He's barely better than regular enemies. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++12. Landing at Taizel Objective - defeat boss Enemies - Cavalier, Shaman, Mage, Archer, Pirate, Mercenary, Bonewalker, Bael, Cyclops, Entombed, Fighter, Gargoyle, Mauthe Doog New Characters - Ewan, Marisa Caellach will defeat most of your characters with ease. Fear not because a lot of this map will turn into a human/monster hybrid map and the boss will be replaced with a cyclops. The difficulty arising from this level is arena (albeit optional) and recruiting Marisa. Take your time with the enemies? No, try to defeat everything as quickly and soundly as you can. Leave no stragglers behind. Send an axe user to the east walkway to fight against other axe users and cavaliers. A lot of shamans to the east too. Gargoyles, mages and archers to the west, plan accordingly. The enemies next to the boss and Marisa are chicken fodder. Lure them in and dispatch of them. Ewan is in the house with the red roof. It is time to lure Marisa in! You have to take a hit from her so choose a high HP high defense character. Hope she doesn't kill that character. Ewan is the only character capable of recruiting Marisa. After Marisa is got, onto the boss. ++Boss - Monster, Level 9 Cyclops HP Str Skl Spd Lck Def Res 58 15 8 9 0 15 10 Movement - none Equipment - Hand Axe, Swordslayer Okay Hand Axe, way easier to fight against than a swordslayer so keep it that way. It's low accuracy is great for sending in sword users at first. Make sure you kill it in one turn or else those sword users will be in danger. Magic is great against this enemy as long as they can survive one hit. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++++13. Fluorspar's Oath Objective - defeat all enemies Enemies - Archer, Sniper, Knight, Cavalier, Mercenary, Fighter, Soldier, Brigand, Pegasus Knight, Great Knight, Mage Knight, Shaman, Mage, Troubadour New Characters - Gerick, Tethys Back to back fun and challenging levels. River crossing characters really help because the stage makes you go round and round before defeating everyone. Split your group into two, send some left and right. Pegasus knights will appear bottom left so send some good bowmen and axe users to your left party. Hold your horses first, let Selena use her Bolting on a character. It only has five uses. Let it wear out and then start moving in. Colm will be great against the archers. Neimi, if she's a Ranger, will cross the rivers easily to pick off enemies. Gerick and Tethys are worthy comrades so use them! But don't promote Gerick just yet. Send your units down the right side quickly to try to get the talisman from the village. Your left side should be your main power force, plowing through cavaliers, fighters, mages and archers. Once you take care of the main group plus the huge group of pegasus knight reinforcements and some pirates, surround Selena and the shamans. The shamans are simple when you match them against your Light user. +++Boss - Selena, Level 11 Mage Knight HP Mag Skl Spd Lck Def Res 38 13 13 16 10 11 17 Movement - none Equipment - Elfire, Bolting Toughy. With luck that high, your critical rate is very diminished. Resistance is high so physical attacks are the way to go. Her tremendous speed negates any double attacks. She does a raw 23 damage, so a character with any resistance can survive one hit. As with any powerful boss, gang up, don't let her do double hits and finish her within one turn. Good thing she's in an open area so a lot of units can reach her. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++++14. Father and Son Objective - seize the throne Enemies - Knight, Fighter, Shaman, Mage, Myrmidon, Soldier, Archer, Mercenary, Sniper, Druid, Bishop, General New Characters - Rennac, Knoll (end) This is a special level. Why? Because the environment has a looping graphic! There are 4 flames on this map that are animated - they don't do anything but it adds to the ambiance. A must bring is a chest opener character. There are treasures everywhere. The Hammerne is a must get. Another treasure is Rennac, recruit him with L'Arachel upper right. You'll have to rush up there so he doesn't escape with the treasures. Balance your party out left and right so they can move independently up. Have at least a healer, tanker, long-range in both parties. Restore is a must because there are Bishops and Druids with sleep/silence/berserk. Reinforcements will arrive left and right so guard the rear. Purge is a definite help here in combating the wicked Berserk. Take those Druids out asap. While sending your good avoid units and light users to get the magic casters, leave a couple physical tanks to take care of mercenary, fighter, knight and myrmidon reinforcements that come left and right middle. Once you are in the throne area, take out all the shamans with nosferatu first then the reinforcements. Almost done. Gosh this levels has a lot of enemies! This level is a prime level up spot with all these enemies. The only threats are the status staves and longbow (watch your flyers!). Now Rennac has a Member Card. It is used to access Secret Shops located on set tiles in some levels. Do you remember that archer on the far left with a body ring? Well that tiny corner is the location of this level's Secret Shop. Have whoever is holding the Member Card go to that spot and you'll be able to buy some powerful items. ++++Boss - Vigarde, Level 13 General HP Str Skl Spd Lck Def Res 52 21 14 11 9 20 12 Movement - none Equipment - Spear A worthy ruler of a kingdom. His stats are the highest you've seen yet. I'm sure you can follow the usual method of ganging up, rescuing, etc. However, Vigarde is weak to Reginleif and if your Ephraim is good, he can solo Vigarde. You'll get at least 20 damage per strike with decent hit. If you need to heal, rescue because that spear can damage your healer. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++15. Scorched Sand Objective - defeat all enemies Enemies - Wyvern Rider, Cavalier, Mage, Fighter, Mercenary, Myrmidon, Shaman, Ranger, Paladin, Troubadour, Hero, Wyvern Knight, Pegasus Knight, Archer New Characters - Eirika, Innes, Saleh This chapter is almost the same as Eirika's chapter 15 by the same name. It is where the two finally meet up. I am rather reluctant to write two strategies for almost two identical levels. But there are differences which I will discuss. Absolute massive force the east. Wyvern riders, shamans, fighters. Leave that area last and head toward Caellach first. Eirika, Innes and Saleh will come out of Jehanna hall so have them meet with Ephraim and crew at Caellach's area. The fighters Eirika can handle, the myrmidons Innes and Saleh can handle. The wyvern riders to the east will not move unless you come into their movement ranges. Take out Caellach's body guards so you can gang up on him. ++++Boss - Caellach, Level 12 Hero HP Str Skl Spd Lck Def Res 47 19 14 13 14 15 13 Movement - none Equipment - Tomahawk, Silver Axe, Hoplon Guard Toughy. His Hoplon Guard negates criticals, but it's stealable! Have your steal character take it so your units can have a chance to do criticals. You want to kill Caellach in one turn because his strength is so high, you don't want him hitting one unit twice. Have your magic users and archers pound him with projectiles. Then have sword users and axereaver units finish him off. Starting turn 3, pegasus knights will start pouring out of the upper right AND above Jehanna hall. Since most of your units don't start in that area, prepare for their high movement and their pesky gang-ups. Turn 4, cavaliers will spawn at the forts down south. Since that is a danger area, be prepared to have incoming cavaliers as well. Once Caellach is defeated, move your party about toward Valter, taking advantage of the 5% bonus avoid from sand/desert. Long range magic really helps to take down the wyvern riders so they can't gang up on your characters. Watch out for the shaman near Valter, he has an eclipse. Turn 8, huge increase in enemies. Mages will come in from the north. A huge force of mages, cavaliers, fighters, a mercenary and a paladin will appear where your party originally started. Have at least 2 strong characters to take care of that area. No more reinforcements, head toward Valter. Don't forget the Master Seal in the village. +++Boss - Valter, Level 13 Wyvern Knight HP Str Skl Spd Lck Def Res 45 19 17 17 3 13 12 Movement - none Equipment - Spear, Killer Lance, Fili Shield Valter is using grade A powerful items. I like stealing his Fili Shield so my archers are more effective which makes the boss SO much more easy. Cake? Valter starts with a 1-2 range weapon, so your ranged units are susceptible to death. His second weapon is only a 1 range, but you really don't want him using it. With his CRAZY strength and skill, the killer lance is way too dangerous. Again, you want to kill Valter in one turn. The same strategy for Caellach should be used here. You have to be much more careful with the selection of people since Valter has 4 more speed, you don't want a double attack. Good thing is that Ross will be great against Valter's lances. In fact, you can even kill Valter with just Ross if you send him in alone with the Hoplon Guard. C. Eirika's Walkthrough Travel back in time and remember when Eirika parted? Her story is a tad easier than Ephraim. Eirika fights a lot more monsters than Ephraim, a little Resident Evil action going on here. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++9. Distant Blade Objective - defeat all enemies Enemies - Myrmidon, Soldier, Archer, Mercenary, Pirate, Shaman, Mage, Sniper, Warrior, Fighter New Characters - Tana, Amelia Fun level. You are introduced to two powerful characters. Tana is a pegasus knight that joins you and Amelia is the recruitable enemy in the lower left. Since this is destroy all enemies, don't forget to get the pirates! Send your units slowly left and down. Turn 3 will introduce Amelia. You want some NON-attacking unit to take her in so either Eirika or Franz can talk to her. Once that happens, her shiny armor will be yours to command. You can level her up now or elsewhere. ++Boss - Binks, Level 5 Warrior HP Str Skl Spd Lck Def Res 42 16 10 8 3 12 8 Movement - none Equipment - Steel Axe, Steel Bow An easy kill for a promoted character. The steel axe is more powerful but less accurate and allows you to hit him better. Your sword characters could take care of him. Or you can lure him into using the bow, watch the damage though! With bow equiped, even Amelia can sneak in 33 experience. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++10. Revolt at Carcina Objective - seize gate Enemies - Mercenary, Myrmidon, Priest, Fighter, Ranger, Falcoknight, Mage, Sage, Archer, Soldier, Brigand, Pegasus Knight, Cavalier New Characters - Innes, Tethys, Gerik, Marisa Massive additions to your party this chapter. All of Innes' crew can be recruited and I suggest you do so. The first thing to do is load up Eirika in your flyer or if your flyer is Tana, just send her down there. With Innes, you can get Gerick, Marisa and Tethys. Marisa shows up bottom right in a few turns. She'll head toward Innes' party; be sure to get Gerick to talk to her! The two mountains Marisa walks through is a chokepoint. Sometimes she is in range of Gerick's movement but several enemies block her path. You have to effectively dispatch all of them without Gerick. This level shouldn't be too hard. Watch out for Brigands from the mountains and the ballistas. There are a lot of fast enemies on this map, so watch your healers and slow characters carefully. Other than those things, this map just requires patience. Dangerous Pegasus knights and a falcoknight show up bottom left after some turns. Also cavaliers and a ranger will appear bottom right in awhile too. Use Innes teamed with Tethys when the flyers appear and any axe and strong sword user for the cavaliers. Heading towards Pablo, ballistas will shoot at you. The archers are weak and there is no threat as long as no flyers are near. The arena allows you again.. to level up ridiculously and get tons of money. It is your choice to partake in such activities. +++Boss - Pablo, Level 7 Sage HP Mag Skl Spd Lck Def Res 34 13 9 12 9 7 17 Movement - none Equipment - Divine Another guilding ring! Now Pablo's resistance is off the charts; any magic that you try on him (even Lute's) will not be effective. Use a character that has high attack and mediocre resistance. You want to attack and rescue that character in the same turn. A Pure Water or Barrier staff will help in this situation. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++11. Creeping Darkness Objective - defeat all enemies Enemies - Gargoyle, Bonewalker, Wight, Revenant, Entombed, Mauthe Doog, Mogall, Deathgoyle New Characters - L'Arachel, Dozla Boring stage methinks. There is a fog on this map, but you really don't need to see anywhere because there is absolutely no threat anywhere. Send most of your units right into the building. To expedite this mission, send 2-3 units along the left side down the building's edge. Make sure to have Eirika talk with L'Arachel to get her. With L'Arachel, you can get Dozla. A monster in the building drops a secret book so you can salvage something from this mission. +Boss - Monster, Level 8 Wight HP Str Skl Spd Lck Def Res 36 12 15 13 1 9 9 Movement - yes Equipment - Steel Sword Easy "boss". Don't even worry the intimidating stats, it accounts for nothing. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++12. Village of Silence Objective - defeat all enemies Enemies - Entombed, Revenant, Mauthe Doog, Bael, Gargoyle, Bonewalker, Tarvos, Maelduin New Characters - Saleh, Ewan Absurdly dull mission. Plow your way through all the enemies. They won't be too hard. I took my time so that the reinforcements, when they spawned, got destroyed while my group was kept together. Once you get to the little houses, check the one where Ewan is in to recruit him. Right now Ewan is very vulnerable so keep an eye out. ++Boss - Monster, Level 9 Maelduin HP Str Skl Spd Lck Def Res 40 14 10 9 0 13 11 Movement - none Equipment - Halberd, Steel Bow Halberd and Steel Bow, both low on accuracy. Definitely the boss is easier with the halberd equiped. A sword user will take him down no problem, although definitely not Franz, Seth, Forde or Kyle. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++13. Hamill Canyon Objective - survive for 11 turns or defeat Aias Enemies - Knight, Cavalier, Archer, Soldier, Mage, Wyvern Rider, Mercenary, Soldier, Fighter, Ranger, Priest, Great Knight, Warrior, Brigand New Characters - Cormag This is one of the hardest and most fun levels of Fire Emblem. I think the producers felt sorry for us after making us play the extremely boring previous two levels. You will want to use your good characters on this level. I'm sure you can figure out a way to survive for 11 turns. Position tanks on the forests and have your ranged units bombard incoming enemies. The fun way is to defeat most of the enemies and Aias. The first step is two send 3 units including Eirika to the upper left corner. Cormag will appear around turn 5 or 6; he is a character you do want to recruit. The rest of your party should head right toward Aias. Secure your position among the forts so your characters have added defense. There is a ballista down south you can use to pick off some characters. Starting from turn 4 or 5, constant reinforcements such as cavaliers and mercenaries (*) will come from the south forts. Try to clean the area around Aias by turn 9 so you have time to defeat him. If you didn't get Amelia in Distant Blade, she'll show up here, thank goodness. It's Franz and Eirika again to recruit her. Pablo, a boss from before will arrive turn 7 or so. He's tougher than most enemies, but not as tough as Aias. He attacks so naturally through self- defense, you have to defeat him. ++Boss - Pablo, Level 5 Sage HP Mag Skl Spd Lck Def Res 36 13 9 12 9 7 17 Movement - yes Equipment - Elfire, Purge, Mend I thought we defeated him before? Well he's back and still powerful. He is not as powerful as Aias, but you need to treat him like a boss. Physical attacks will tear apart Pablo's low HP and defense. It's his attack that is semi-dangerous. +++Boss - Aias, Level 9 Great Knight HP Str Skl Spd Lck Def Res 46 18 11 10 11 19 12 Movement - none Equipment - Short Spear, Silver Blade, Swordslayer Aias is equiped with a dreaded silver blade. Even Ross will take a huge blow from that. Magic is definitely a help here 16 defense vs 12 resistance. But you really have to keep a healer to that caster. When attacking with weapons, definitely use those extra effective weapons ie. armorslayer, horseslayer, halberd. The hard part is predicting which weapon he'll swich to, try to calculate that so your Joshua doesn't end of facing a swordslayer. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++14. Queen of the White Dunes Objective - seize the throne Enemies - Mage, Monk, Shaman, Priest, Mercenary, Knight, Myrmidon, Fighter, Cavalier, Archer, Sniper, Swordmaster New Characters - Rennac A level that requires a lot of movement. You first want to split your group. Use L'Arachel if you don't already, you need her to get Rennac the rogue. Send her with the right group. You want high movement, hard hitting characters. Right when you open the door, Rennac is prompted to move up and get the chests. There are about 6 characters blocking your way so you have to plow through them. Now the left group should be focused on killing enemies and breaking down walls. Watch for the priest with the Berserk staff. Keep a restore staff handy. Starting turn 4, reinforcements will start appearing down south where you started. Continue forward and have them catch up to you. If you successfully get Rennac, which you should, member card!, then send him to the Secret Shop when the coast is clear. The left L-shaped patch of grass next to throne has the Secret Shop. It's on the top end of the bend. +++Boss - Carlyle, Level 11 Swordmaster HP Str Skl Spd Lck Def Res 41 12 17 18 8 9 10 Movement - none Equipment - Wind Sword Tough boss with his crazy skill and powerful weapon. It will definitely hit you. Be sure to use fast characters so he doesn't double hit. Now the wind sword does good damage. But notice that it's Anima magic. If you have Ewan as a shaman or a druid, the wind sword's effectiveness goes down. If Ewan has enough resistance, Carlyle won't even do any damage! But if you face him in melee range, the sword acts like a regular sword. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++15. Scorched Sand Objective - defeat all enemies Enemies - Wyvern Rider, Pegasus Knight, Hero, Wyvern Knight, Berserker, Mage, Paladin, Shaman, Fighter, Mercenary, Troubadour, Myrmidon, Ranger, Cavalier New Characters - Ephraim, Duessel, Knoll Great level. Not only do you get a ton of enemies to level up on, but great items and 3 new characters! Be prepared to spend some time on this level. There is a type of terrain called sand on this level. It greatly reduces movement of units. The only types unaffected are flyers and magic users. You want a balanced team since you are facing a vast variety of enemies. We shall start with the usual splitting of characters. Send 2 pegasus-knight-resistant characters to the top right because a lot of pegasi will appear as reinforce- ments. Send 3 units to the bottom left, why?, Ephraim and two rather weak characters will appear sometime later. They will be pursued by a handful of cavaliers, mages and a paladin which they might not be able to handle by themselves. The majority members of your party will head toward Caellach in the upper left. His body guards aren't too difficult to dispatch. ++++Boss - Caellach, Level 12 Hero HP Str Skl Spd Lck Def Res 47 19 14 13 14 15 13 Movement - none Equipment - Tomahawk, Silver Axe, Hoplon Guard Toughy. His Hoplon Guard negates criticals, but it's stealable! Have your steal character take it so your units can have a chance to do criticals. You want to kill Caellach in one turn because his strength is so high, you don't want him hitting one unit twice. Have your magic users and archers pound him with projectiles. Then have sword users and axereaver units finish him off. Around the time you defeat Caellach, reinforcements should arrive bottom left. Have Knoll get the Master Seal from the village just above. Keep your characters alive! Once the whole left side of the map has been dealt with, inch toward Valter. Now this map is a treasure island. There are areas where a unit can stand and receive an item! For example, the "sand peninsula" near the bottom left will give you a Killer Bow if you send a unit to wait on it. There is an excellent picture on GameFAQs.com that someone created to show where every item is. The must gets are the Swiftsole and the Silver Card. Once the pegasus knights (top right), mages (top left) and cavaliers (bottom right) have stopped spawning, it is time to move your party to finish off Valter. +++Boss - Valter, Level 13 Wyvern Knight HP Str Skl Spd Lck Def Res 45 19 17 17 3 13 12 Movement - none Equipment - Spear, Killer Lance, Fili Shield Valter is using grade A powerful items. I like stealing his Fili Shield so my archers are more effective which makes the boss SO much more easy. Cake? Valter starts with a 1-2 range weapon, so your ranged units are susceptible to death. His second weapon is only a 1 range, but you really don't want him using it. With his CRAZY strength and skill, the killer lance is way too dangerous. Again, you want to kill Valter in one turn. The same strategy for Caellach should be used here. You have to be much more careful with the selection of people since Valter has 4 more speed, you don't want a double attack. Good thing is that Ross will be great against Valter's lances. In fact, you can even kill Valter with just Ross if you send him in alone with the Hoplon Guard. ============================== Now stands the reunion of the forks where Ephraim and Eirika come together. Items combine! ============================== D. Section B Okay so Eirika and Ephraim are finally united again. Whoever is your main lord in the split you chose, will be your main lord for the remainder of the game. It's only important when seizing thrones and accessing supply. Also when on the world map, your unit icon will be your main lord. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++16. Ruled By Madness Objective - seize throne Enemies - Paladin, Great Knight, Mage, Monk, Shaman, Soldier, Myrmidon, Druid, Fighter, Priest, Knight, Mercenary, Cavalier, Thief, Ranger, Sage, Valkyrie New Characters - Myrrh Normal difficulty, start next to stairs; hard difficulty, start in the bottom left. I'm assuming normal. Head into the castle, taking out the mages and monks that are obstructing you. The next areas are easy, mercenaries, knights and shamans. Cavaliers and a Great Knight will appear bottom left to flank you. So sending that Rogue/Thief/Assassin around back isn't a good idea. Turn 5 has 3 Rangers and 1 Valkyrie showing up near the starting stairs. Two sages will appear far right with a Purge and a sleep staff. It's hard to get that far in such a short time so prepare to take some hits from those. Turn 6 a lonely thief will appear on the stairs. Once you head into the throne area, things will get tougher with those Druids and Swordmasters. Don't underestimate those Physic wielding priests either. Have a healer by at all times because the eclipse can come into contact. +++Boss - Orson, Level 13 Paladin HP Str Skl Spd Lck Def Res 48 18 15 14 6 14 11 Movement - none Equipment - Runesword, Silver Lance The Runesword is a really frustrating weapon to fight against. You could risk sending in a sword user so he'll switch to the silver lance, but the silver is probably more dangerous. Have light users bombard Orson. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++17. River of Regrets Objective - defeat Lyon Enemies - Fighter, Wyvern Rider, Mage, Druid, Wyvern Lord, Warrior, Cavalier, Necromancer, Swordmaster, Sage, Berserker, Paladin, Hero, Valkyrie, Warrior New Characters - Syrene The chapter may not seem filled with enemies, but a huge number of reinforcements will arrive. First thing, split your party. Send three strong characters across the left snag to handle the cavalry and wyverns. Have one really strong sword user block that little river crossing where the Heroes can come through. They have silver swords, axes and even a brave axe! Send the rest of your units to Syrene. She can be recruited with Tana, Innes or Vanessa. Some mages will destroy the snag and try to get to the villagers but use a pegasus or dark user to counter them. Warriors will appear on the forts southeast. Druids will come out of Lyon. Wyvern riders will come from the mountains. Cavaliers will come from the west forts. They seem almost endless, but you can endure! +++Boss - Lyon, Level 14 Necromancer HP Mag Skl Spd Lck Def Res 44 22 13 11 4 17 19 Movement - none Equipment - Fenrir, Nosferatu Dispite these good stats, Lyon isn't that hard. His speed makes it easy to double hit him and actually.. hit him. I used ranged physical attacks to defeat Lyon. That way you can heal your characters without Lyon attacking you. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++18. Two Faces of Evil Objective - defeat all enemies Enemies - Gorgon, Gargoyle, Mogall, Egg -> Gorgon New Characters - none Experience gold mine chapter. You can even bring some weaker characters. There are regular enemies around which you can easily handle. Eggs are very fragile but they will hatch into tough Gorgons. Split your party into three legs when you come to that center intersection. Send units down south to handle the eggs. Top left and top right will be your other paths. The orange brick looking tiles are fire traps that harm you if stepped on. Assassins/Thieves/Rogues can disable these traps if they step onto them. ++Boss - Monster, Level 15 Gorgon HP Mag Skl Spd Lck Def Res 44 18 14 11 3 10 19 Movement - yes Equipment - Demon Surge, Stone Very offensive boss. Demon Surge will plague you even when all your characters are very strong. Stone doesn't do damage, but if you units get hit by it, they are extremely vulnerable to attack. Physical attacks are the way to go. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• +++++++19. Last Hope Objective - survive for 13 turns or defeat Riev Enemies - Swordmaster, Myrmidon, Mercenary, Hero, Fighter, Warrior, Archer, Great Knight, Mage Knight, Paladin, Sniper, General, Ranger, Bishop Druid, Thief New Characters - none You against a whole army. This is a tough fight. Bring a member card. Bring staves such as Physic and Torch. There is a Secret Shop to the right of the throne area. The L-shaped area end is the shop. Send a Rogue to get the 6 chests left and right. Have your best units block the bottom entrance. Your top four characters should hold back Heroes, Warriors and Snipers from the top. Send two units to the bottom right to handle the Generals and Warriors. Focus on pushing through all the swordmasters, great knights, warrios, whatever there is. Inch down toward Riev. Let two guys hold the right spawning area so you don't get flanked. Stay out of Riev's range though until you are about to attack him. ++++Boss - Riev, Level 16 Bishop HP Mag Skl Spd Lck Def Res 49 14 21 19 9 16 18 Movement - none Equipment - Aura If Riev's magic was higher, he would be a powerhouse. But that is his weakness so take advantage of that. Have your anima users bombard him. The difficulty is not the boss, but how many characters the boss can target. There will always be units surrounding him. Your task is to peel off the shells so you can get to Riev. Once you chip off at least 25 HP, send in your melee characters to finish him off. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++++20. Darkling Woods Objective - seize gate Enemies - Arch Mogall, Mogall, Deathgoyle, Cyclops, Gargoyle, Maelduin, Wight, Gorgon, Bishop, Manakete New Characters - none Hard? I suppose, but have you tried Lagdou ruins yet? All ten levels are just like this chapter, but less space. So comparatively, this shouldn't be a hard level if you can handle the first few floors of Lagdou Ruins. You units start bunched up. It's a good idea to keep it that way. Many cyclops will appear in the cave up north. Have the bulk of your army move upwards toward that direction. About 6 strong characters should head south and cross the mountains. The bottom should have a good anti-air unit, a LOT of Deathgoyles. The top should have good sword units because those Tarvoses and Cyclopses are plentiful. Against a cyclops, have the sword user evade the attack and have a magic user finish it because its defense is so high. There's an Arch Mogall far left that has Shadowshot. It's a good idea to send a flyer there to dispatch it quick. The middle incessantly spawns Mogalls. Have a light user stand guard against their incoming attacks. Maybe even Purge a few once in awhile. Now Deathgoyles and Gargoyles will also endlessly appear in the bottom left, top left and top right. Not hard to beat, but very annoying as well. Now once those spawns end. A new one will start. 3 Tarvos bottom left and 3 Deathgoyles from the cave just above Morva. These will go on for awhile. Turn 20 is when the true horrors begin. A Gwyllgi from south, east and north, 3 Tarvoses and 4 Elder Baels and from the west. That's what the player gets for waiting so long to beat the bosses. All these patterns are repetitive, so you'll be bombarded by constant reinforcements. Better get that gate quick. ++++Boss - Riev, Level 17 Bishop HP Str Skl Spd Lck Def Res 49 14 21 19 9 16 18 Movement - yes Equipment - Aura You've faced him before. This time he moves though, watch out. If you have multiple strong anima users, team up against him. His Aura is very accurate and it has 15 critical. It's too high to risk so using a Hoplon Guard really helps. Any super physical character can solo Riev, Ross or Amelia or Gerick (if you pump some Talismans in him though). ++++Boss - Morva, Level 18 Manakete HP Str Skl Spd Lck Def Res 62 26 20 13 7 24 18 Movement - none Equipment - Wretched Air The wretched air weapon adds a lot to stats, making Morva a formidable opponent. His speed is low so that means whatever you throw at him will likely hit. Manaketes and dracozombies are air units so bows are the way to go. You can even have your archer longbow Morva to death. •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ++++++++Final Chapter. Sacred Stone Objective - defeat boss Enemies - Gorgon, Maelduin, Gwyllgi, Elder Bael, Wight, Arch Mogall, Dracozombie, Deathgoyle, Necromancer, Demon King (!) Might I digress a little and add that this level is the best looking stage. Legendary weapons would help. Brave bows and killer bows. Physic, Fortify, Latona for sure. Bishops with Purges. Barrier/Pure Water helps. Tethys, maybe. In case your units are badly injured, she can dance a healer and you'll be okay. Regular enemies I assume you have no trouble tackling. The two dracozombies just across the bridge move. Don't let them target a weaker unit that can't survive a hit. They are weak to bows, never forget that. They are also weak to legendary weapons, but you need to get in range first. Purge them with a Bishop. Reinforcements will arrive left and right. From the left are 5 Arch Mogalls. From the right are 4 Deathgoyles. As you make your way to Lyon, a Gorgon has a shadowshot. It's too risky charging up there so you have to endure its uses. Once you have finished all surround enemies, move in and kill all the gorgons. However, since you are close to Lyon, three enemies will spawn every turn for about 10 turns above him. They are just pests. +++++Boss - Lyon, Level 18 Necromancer HP Mag Skl Spd Lck Def Res 73 29 19 15 9 26 29 Movement - none Equipment - Naglfar Super powerful tome, Naglfar. Make sure to either wait for all the reinforce- ments to die down or have at least 4 people attacking with legendaries at once. You cannot survive two blows of Naglfar. A Fortify staff really helps here! Not too hard in fact, but hard enough. Now the final battle begins. Right off the bat, don't jump in. He will summon some monsters for you to fight. Just defeat all the enemies so you won't get distracted or blocked. Remember to stay out of Fomortiis' attack range. +++++Boss - Fomortiis, Level 20 Demon King HP Str Skl Spd Lck Def Res 120 23 20 18 10 25 25 Movement - yes Equipment - Ravager, Demon Light, Nightmare Stats look simple, but the weapons add to his stats. Now Ravager is a melee physical (defense) attack. It adds 15 to strength, 15 to skill, 15 to defense and 10 to resist. Demon Light has a range of 1-3 and it is a magic based attack (resists). It adds 10 to strength, 10 to skill, 10 to luck, 10 to defense and 15 to resistance. Nightmare is a one time use staff and it sends everyone in range to sleep. The Demon King will usually use Demon Light because of its long range. If you send in a sole character with a non-counter weapon (like a bow), the demon will use Ravager and sock you right in the jaw. Most characters, with enough resistance and HP will survive one Demon Light attack. That's fine because that's all it takes, one turn if you gang up. If you want, try your Eclipse and Bishop Purge (regular Purge is too weak) first. If you gang up your legendary weapons, Fomortiis really has no chance. Just make sure every legendary weapon user can survive one hit. If you can't do it in one turn, use a Fortify staff to heal your party. But wait, all your characters are bunched up! Fomortiis will likely use Nightmare and put your 4-6 characters to sleep. That is why you should have your S-rank staff user far away so he/she can cast Latona to heal and wake everyone. Congratulations! ______________________________________________________________________________ IV. Bonus Area Walkthrough The Tower of Valni and the Lagdou Ruins are the bonus areas. They can be accessed anytime in the game once they're available except back to back chapters. They are a good place to level up your characters between levels. They never disappear so they are an infinite source of experience and gold if you invest the time. A. Tower of Valni The Tower of Valni appears when Eirika and Ephraim split when reunited for the first time. It appears before A Distant Blade and Fort Rigwald for Eirika and Ephraim, respectively. However only one floor is available at the start. For every chapter you complete after that, you will be able to proceed to another floor for a grand total of 8 floors. While playing Creature Campaign, the Tower of Valni grants secret characters when you play through it. Caellach - complete floor 3 Orson - complete floor 6 Riev - complete floor 7 Ismaire - complete the tower Selena - complete the tower 3 times* *3 times in Creature Campaign. Previous records in the story do not count. [---Tower of Valni 1---] Real basic floor. Send your units up to meet all the monsters. The boss is an Entombed which grants really good experience at any level. Sometimes there is a second non-boss entombed, celebration. [---Tower of Valni 2---] There are archers in the beginning area so watch your flyers and weaker units more carefully. Use those pillars to your advantage! The next 1-tile corridor is a pain going through, but it must be done. Leave 2 reliable units where your group started to take care of reinforcements. The Tarvos' and Maelduin usually have a unique weapon so check them before attacking. [---Tower of Valni 3---] Your first treasure chest. Bring a key or a Picker. This map is mainly arachnoids, meaning low hit, high HP, high damage. Nothing special here, just make use of the pillars again. [---Tower of Valni 4---] This floor features doogs. doooooogs. They will be very accurate and quick; the best counter are high defense characters so they won't even scratch you. Have your characters converge in the middle where your top three started. If you have three extremely good characters, you can save some time and kill off the top middle section by themselves. The Gwyllgi has extreme skill and speed with decent attack. Danger! he moves. [---Tower of Valni 5---] Double chest map with tens of revenants. Take out all your iron weapons because you don't want to be using your good weapons on a flood of zombies. Items in the chests can range from Killer Axe to Thunder. Reinforcements in stairs. [---Tower of Valni 6---] Now whip out your steels. There are many walls and 4 chests this round. I suggest a chest key to the left and a Rogue to the top. Longbows and long range magic really help fight against the archers here. Boss area not that hard. [---Tower of Valni 7---] Island map. High movement really helps here. First island, revenants, not too hard. Second, archers, watch your flyers. Third, arachnoids. Forth, dooooogs. Fifth, Mogalls. Last, Gargoyles. Bridges appear when you have defeated all enemies on the latest island. Once you pass the arachnoid island, gargoyle reinforcements will appear on previous islands so leave behind a good character. [---Tower of Valni 8---] Finally. Be absolutely sure you have a way of opening chests on this map. Cyclopses are dangerous, so you should leave them to your strong characters in the beginning. Later anyone with decent speed can tackle them. The gorgon up top casts the annoying shadowshot which is very strong and accurate. Heal! Once you start moving up the sides, meteors will shoot down the left and right pathways, damaging anything in that line. It will alternate so time your character movements right. It's inevitable to get hit, so heal that 10 HP. The boss usually drops something good. B. Lagdou Ruins The ruins are much harder than the Valni tower. Every monster here is the promoted version. The ruins features valuable treasures and 10 levels. While playing Creature Campaign, the Lagdou Ruins grant secret characters when you play through it. Glen - complete floor 5 Hayden - complete floor 5 Valter - complete floor 7 Fado - complete the ruins Lyon - complete the ruins 3 times* *3 times in Creature Campaign. Previous records in the story do not count. General Advice - Bishops are made for Lagdou Ruins with the Slayer skill - Come with money! you need to restock for sure - Use powerful weapons sparingly, usually for bosses or threatening targets - Iron is the name of your weapons - At least 3 staff users every map [---Lagdou Ruins 1---] Get a taste of all promoted monsters. At least it'll be a challenge even to leveled characters. I like to break the wall and funnel everyone through instead of going around. Once you get to the boss, there will be units that appear behind him. [---Lagdou Ruins 2---] Send all your strong sword users right to take care of all the cyclopses and Maelduin. Sneak high movement units down south along the bottom to take out the retarded wight (who is hitting a wall) and the boss. Be especially careful of what each cyclops is using. If it's a reaver and you send in a sword user, trouble. [---Lagdou Ruins 3---] Tougher than it looks. The Gwyllgi is one of the most dangerous monsters. Play defensive for the first few turns. Let enemies come to you so when you split your party into four groups, it'll be easier when moving up toward the boss. Gorgons will cast stone on you. Either lure them into 2 ranges or long range them. Many enemies will appear up top, to the left of the boss. You can block the reinforcements by standing on those two tiles. Also, wight reinforcements will appear for the sole purpose of unlocking doors to let out trapped enemies. Demon Surge, very dangerous. [---Lagdou Ruins 4---] Bring a steel for each character, it's wall time. When your characters are on the weak side, it's hard for you to get both treasures. But you can try. I split my party into the right treasure chest guys and the bottom treasure chest guys. They eventually meet up at the boss. Longbows help in this map. Stone is a hazard again, so you might want to bring a Restore because you can't really rush at the Gorgons. [---Lagdou Ruins 5---] The feature on this floor is traps. Sword users are highly encouraged. Traps are the little knobs on the wall. If it's red, it will spray a damaging poison gas 3 tiles in range. Watch out for these traps facing left, right and up. [---Lagdou Ruins 6---] Have a healer in each group and you're set. Nothing tough here. Once your party reaches the two stairs up top, try to place units on it to prevent reinforcements. There might be shadowshot enemies in which case rush them or long-range magic them. [---Lagdou Ruins 7---] This is a tough one. Get high resistance, high speed characters here. A lot of Gorgons and Arch Mogalls fill this map. Since your party is split, have a healer in every group. It's hard having a solo treasure getter, so you have to send an escort. Reinforcements will arrive in specific spots, you can figure it out. If you have enough people, you can block the spawn point. The boss area will start being reinforced when your units enter it. Be prepared. [---Lagdou Ruins 8---] Water world. Bridges will appear in preset times. Send two anti-gargoyle and anti-cyclops units up north. The rest should move east when the bridges appear. If you have powerful flyers, send them out to do some damage. If you have Berserkers, send those out too. A lot of cyclops reinforcements will come from the middle right island, either guard that area or block the spawn tiles. [---Lagdou Ruins 9---] Choose all your best avoid characters. You will be bombarded by shadowshot and there's nothing you can do about it. If you want to make the boss area a little easier to handle, bring a Disable Trap character. Magic users really help in this level, resistance against shadowshot, heal, and against the cyclopses. [---Lagdou Ruins 10---] Only 10 enemies in this level. However all ten are dracozombies and they move. Unless you play your characters right, you will lose a character no matter how leveled up they are. The tactic here is to only fight 1 or 2 dracozombies at once. Easier said than done. Pick your best characters. Have at least 2 healers and 2 bowmen. Legendary weapons definitely help. Brave Bows are always a kill and a Killer is a chance to kill without getting damaged. The Bishop/Purge combo works well here. Make sure to bring a chest key or a rogue for the extra $10k. You have to check the ranges of the drakes always. First thing to do is develop a safe haven area where no drakes can attack you. I suggest going right or left. For the continuity of this guide, I shall go left. Take out the left most drake. Next kill the one directly to the right of it with ranged attacks. This ensures that the top right drakes don't come attacking. Now you should have that haven area to heal and retreat. After the hard part, all you have to do is lure in each individual drake with an archer. You may or may not get hit, but you'll counterattack for some damage. Heal up and take that ONE drake out. Do this for the rest of the dracozombies. Be careful of the bottom three and get only one at a time. For those looking at the boss, he doesn't move, so don't even worry. ______________________________________________________________________________ V. Opinion Section I wanted to include this section because there are so many ways to play this game and I really wanted to express my opinion. However the walkthrough isn't a good place because it needed to be fairly impartial. A. Character Analysis There are a total of 33 units to select from to play within the normal game. If you choose to play all 33 equally, you will fail miserably and probably even have trouble getting far enough in the story to get all 33. Every game has different results for characters. Sometimes one stat doesn't grow as much as another time. My conclusions are from playing through the game 4 times. I will rate the characters out of ten taking into account stat growth, flexibility and how good they look. The rating scale is a Likert scale out of 10. A 10 will be given to characters that excel in every situation and usually reserved for only one character in a class. A score of 8 will mean the character is definitely good and worth using, but have more prominent weaknesses. A score of 5 means "eh", use at your own discretion; if you need them, fine. Anything below 4 just rates how unusable they are compared to each other. I'm sure you can figure out your own opinion on the rest of the scores. Also, in the weapons section, the weapons in parentheses are only available when promoted to a particular class. In the Stats part, I'll display the growth rates - obtained legally folks - and the caps for their final class(es). ---Unique Classes--- ======================================================== Eirika Class: Lord Rating: 8/10 ======================================================== | Weapons - Swords, Rapier, Sieglinde | | Promotion - Great Lord | | Recommendation - Great Lord | | Recruitment - Prologue via Forced | :Stats: Great Lord Growth Rates - HP: 70% 60 Strength: 40% 24 Skill: 60% 29 Speed: 60% 30 Luck: 60% 30 Defense: 30% 22 Resistance: 30% 25 TOTAL = 350% = 220 Eirika is a myrmidon in disguise. The caps are exactly the same except for that she has 2 more resistance. It will probably never hit 25 by itself. She does not have that extra 15% critical though. With growths so good, Eirika will be up there. :Usefulness: In the first few chapters, Eirika will be your premier sword user. The sword users of a party will handle all axe users with ease and effectively wound other enemies as well. The downside to Eirika (and Ephraim) is that they can't be promoted until chapter 16 which has them eating up experience once they hit 20. ======================================================== Ephraim Class: Lord Rating: 8/10 ======================================================== | Weapons - Lances, Reginleif, Siegmund | | Promotion - Great Lord | | Recommendation - Warrior, no, Great Lord | | Recruitment - Chapter 5x via Forced | :Stats: Great Lord Growth Rates - HP: 80% 60 Strength: 55% 27 Skill: 55% 26 Speed: 45% 24 Luck: 50% 30 Defense: 35% 23 Resistance: 25% 23 TOTAL = 345% = 213 Imagine a knight, but with a little less defense and a whole lot of the rest. So don't imagine a knight at all actually. Strength will easily hit the cap. Skill and speed will be high. Weakness? Resistance, but isn't too big of a deal because of skill and speed. The cap total between Eirika and Ephraim is astounding. :Usefulness: Same as a knight like said already, but better. His Reginleif should be used sparingly against knights and cavaliers only. Once promoted, Ephraim on a horse is so much more useful. Lances are made for throwing and equip Ephraim with throwables and he'll be a 9 ranged killing machine. ======================================================== Myrrh Class: Manakete Rating: 6/10 ======================================================== | Weapons - Dragonstone | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 15 via Forced | :Stats: Manakete Growth Rates - HP: 130% 60 Strength: 90% 20 Skill: 85% 20 Speed: 65% 20 Luck: 30% 30 Defense: 150% 20 Resistance: 30% 20 TOTAL = 580% = 190 Myrrh starts with pretty basic stats. She levels up to 20 just like everyone else, having extraordinary growths. The Dragonstone she carries grants tremendous boosts to strength and skill and to her defenses. She will be at your top of your charts when she's level 20. :Usefulness: The stone only has 50 uses so savior every attack that Myrrh does. Same with other characters, Myrrh doesn't come back to life once killed even though she is the Great Dragon. She's a flyer so watchout out for bows. As I played Creature Campaign, I usually went through 3-4 iron weapons for one Lagdou Ruins run for my most used characters. Myrrh's 50 uses are totally daunted. ---In Order of Appearance--- ======================================================== Seth Class: Paladin Rating: 8/10 ======================================================== | Weapons - Swords, Lances | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Prologue via Forced | :Stats: Paladin Growth Rates - HP: 85% 60 Strength: 50% 25 Skill: 45% 26 Speed: 45% 24 Luck: 40% 30 Defense: 30% 25 Resistance: 25% 25 TOTAL = 320% = 215 Great stats at the start right?! Great growth rate for stats right?! Seth will turn out good for sure. Even though you don't get to play his youth days as a Cavalier, his 19 level gains are still fun. There are no stats that stick out, but everything is balanced. He will max out stats. :Usefulness: At first, unequip Seth so he cannot attack. He makes a great damage absorber and bait unit. Once your other characters catch up to Seth, he can join your party in combating enemies. Seth is usually my Paladin guy. Great rescue, reliable combat, high movement, very versatile. ======================================================== Franz Class: Cavalier Rating: 7/10 ======================================================== | Weapons - Swords, Lances, (Axes) | | Promotion - Paladin, Great Knight | | Recommendation - Great Knight | | Recruitment - Chapter 1 via Forced | :Stats: Great Knight Paladin Growth Rates - HP: 80% 60 60 Strength: 40% 28 25 Skill: 40% 24 26 Speed: 50% 24 24 Luck: 40% 30 30 Defense: 25% 29 25 Resistance: 20% 25 25 TOTAL = 295% = 220 = 215 Just a cavalier that really has no weakness. Well except that is the weakness. Franz does not excel anywhere, he can sometimes even turn out below par. Take a chance, use Franz! If he's level 12 and his stats are below most characters, I would quit and switch to another cavalier. :Usefulness: Franz makes a good Great Knight. With high HP and good speed, Franz will tear armor units up. Any knights, generals, paladins will fall from Franz's three arms. Speaking of weapons, I made Franz obtain an S-rank for Axes so I would have 2 S-rank axe characters. ========================================================= Gilliam Class: Knight Rating: 1/10 ========================================================= | Weapons - Lance, (Sword), (Axe) | | Promotion - General, Great Knight | | Recommendation - General | | Recruitment - Chapter 1 via Forced | :Stats: General Great Knight Growth Rates - HP: 90% 60 60 Strength: 45% 29 28 Skill: 35% 27 24 Speed: 30% 24 24 Luck: 30% 30 30 Defense: 55% 30 29 Resistance: 20% 25 25 TOTAL = 305% = 225 = 220 I believe I gag everytime I look at Gilliam's speed. That on top of the usual knight low resistance, magic users will destroy Gilliam. Oh yeah his strength and defense is good and he has a lot of hit points. But so does Ephraim if you wait a little! He's usually unlucky too. So in conclusion, his speed ruins the character and his good stats are not unique (ie. Ephraim, Amelia, Cormag, Gerick). :Usefulness: I have never found a use for Gilliam. With Ephraim using a lance, Seth, Forde, Kyle and Franz using a lance, Vanessa and Tana, and Amelia - why bother having another lance user. Making Gilliam a Great Knight and giving him more movement, maybe, but Franz/Kyle make much better Great Knights. ======================================================== Vanessa Class: Pegasus Knight Rating: 4/10 ======================================================== | Weapons - Lance, (Sword) | | Promotion - Falcoknight, Wyvern Knight | | Promotion - Falcoknight | | Recruitment - Chapter 2 via Forced | :Stats: Falcoknight Wyvern Knight Growth Rates - HP: 50% 60 60 Strength: 35% 23 24 Skill: 55% 25 27 Speed: 60% 28 29 Luck: 50% 30 30 Defense: 20% 23 23 Resistance: 30% 26 23 TOTAL = 300% = 215 = 216 Not an overpowering character, but you can't give power to a unit with such magnificant movement abilities. Or can you? Her physical capacities are poop. Any, and literally any axe user will be a threat to her. Like usual Pegasus Knights, her speed and skill is good. But sometimes skill really plummets which is something Vanessa can't have. Vanessa can't afford to miss a 9 damage attack nor take a 9 damage attack. :Usefulness: The only times I have used Vanessa is for utility reasons. Her replacement Tana comes in soon, so I never bothered with leveling her up. ======================================================== Moulder Class: Priest Rating: 6/10 ======================================================== | Weapons - Staff, (Anima), (Light) | | Promotion - Bishop, Sage | | Recommendation - Sage | | Recruitment - Chapter 2 via Forced | :Stats: Bishop Sage Growth Rates - HP: 70% 60 60 Magic: 40% 25 28 Skill: 50% 26 30 Speed: 40% 24 26 Luck: 20% 30 30 Defense: 25% 22 21 Resistance: 25% 30 25 TOTAL = 270% = 217 = 220 This character doesn't really stand out. He's really brown. But since he doesn't really excel in anything, there is nothing to lose using him. As with most magic castors, Moulder has good resistance. The time I used him, his skill was surprisenly high, which makes him a great Sage. One thing that really sticks out is Moulder's high Constitution. Oh he's put on a few pounds, but this means he can use high grade light tomes really well. Light tomes are heavier than Anima and Moulder handles them with ease. :Usefulness: I've never found a consistent use for Moulder. He will be a good bishop, but Natasha is a better one. I've tried Moulder as a Sage, but his magic was completely overshadowed by Lute's power. ======================================================== Ross Class: Journeyman Rating: 10/10 ======================================================== | Weapons - Axe, (Bow), (Sword) | | Promotion - Berserker, Warrior, Hero | | Recommendation - Warrior | | Recruitment - Chapter 2 via Eirika | :Stats: Warrior Berserker Hero Growth Rates - HP: 70% 60 60 60 Strength: 50% 30 30 25 Skill: 35% 28 29 30 Speed: 35% 26 28 26 Luck: 40% 30 30 30 Defense: 25% 26 23 25 Resistance: 20% 22 21 22 TOTAL = 275% = 222 = 221 = 218 One of the best characters. His strength will tear apart anything at every stage. And with his high speed, Ross will double hit always. He suffers in defense and skill at the start, but is remedied when he reaches his final class. Why? Well he has 47 levels to gain vs everyone's 38. :Usefulness: Powerhouse character. But in the beginning, watch his health because he gets hit easily and has pretty low defense. Later in the game, Ross' bow skills become invaluable. Only 5 characters in the game can use bows. I made Ross a Warrior. Why? With so much power, a bow will be devastating. There isn't enough opportunities to take advantage of the Berserker's water-walking abilities and the critical hit bonus is overkill because Ross usually kills everything in 1-2 hits anyway. Hero caps don't fit Ross at all, low strength and high skill. ======================================================== Garcia Class: Fighter Rating: 5/10 ======================================================== | Weapons - Axe, (Bow), (Sword) | | Promotion - Warrior, Hero | | Recommendation - Warrior | | Recruitment - Chapter 2 via Ross or Forced | :Stats: Warrior Hero Growth Rates - HP: 80% 60 60 Strength: 65% 30 25 Skill: 40% 28 30 Speed: 20% 26 26 Luck: 40% 30 30 Defense: 25% 26 25 Resistance: 15% 22 22 TOTAL = 285% = 222 = 218 The stats of Garcia are typical of any fighter. Bad defense, high HP and strength. There really is not need for that kind of mediocrity in the game. Who else has good attack? Ephraim, Ross, Gerik, Franz, Kyle, Seth, etc. Fighters usually suffer in speed and always have no resistance. :Usefulness: There are two other characters that make a good warrior and a good hero. I use Garcia to hold extra items when my supply is full. Leveling up two warriors/ heroes is costly in time, but if you want to use Garcia, who is a typical warrior, go for it. ======================================================== Neimi Class: Archer Rating: 8/10 ======================================================== | Weapons - Bow, (Sword) | | Promotion - Sniper, Ranger | | Recommendation - Ranger | | Recruitment - Chapter 3 via Forced | :Stats: Ranger Sniper Growth Rates - HP: 55% 60 60 Strength: 45% 23 24 Skill: 50% 28 30 Speed: 60% 30 29 Luck: 50% 30 30 Defense: 15% 22 24 Resistance: 35% 25 24 TOTAL = 310% = 218 = 221 Great skill and speed. Lower defenses, as expected. But actually not bad strength. Neimi usually has the highest avoid of all your characters. :Usefulness: I use Neimi a lot when she's a Ranger. Her movement allows me to pick off stranglers and enemies in certain areas. There are two bowpersons in this game and since one of them is already a Sniper, get a Ranger because Gerick sure isn't going to be a Ranger. ======================================================== Colm Class: Thief Rating: 8/10 ======================================================== | Weapons - Sword | | Promotion - Rogue, Assassin | | Recommendation - Rogue | | Recruitment - Chapter 3 via Neimi | :Stats: Rogue Assassin Growth Rates - HP: 70% 60 60 Strength: 40% 20 20 Skill: 40% 30 30 Speed: 65% 30 30 Luck: 45% 30 30 Defense: 25% 20 20 Resistance: 20% 20 20 TOTAL = 305% = 210 = 210 Well this isn't going to be high. It's a thief. Colm's speed is ridiculous, maxing it out even before level 20. Luck is pretty good too. And Colm also has one of the best avoids. :Usefulness: Promote Colm to a Rogue because you will get so much more out of him that way. Colm will be your primary treasure getter in maps and he can hold his own even against cavaliers and knights. Also, Colm is better than Rennac. ======================================================== Artur Class: Monk Rating: 8/10 ======================================================== | Weapons - Light, (Staff), (Anima) | | Promotion - Bishop, Sage | | Recommendation - Bishop | | Recruitment - Chapter 4 via Forced | :Stats: Bishop Sage Growth Rates - HP: 55% 60 60 Magic: 50% 25 28 Skill: 55% 26 30 Speed: 40% 24 26 Luck: 25% 30 30 Defense: 15% 22 21 Resistance: 55% 30 25 TOTAL = 295% = 217 = 220 Artur has magnificent offensive stats. Great strength, skill and speed. And resistance, the usual stat that comes for spellcastors. However, his super low defense chews away my brain every time. It's almost intolerable! Now luck is also appalling; Goddess Statues will definitely be worthwhile. :Usefulness: Despite the super low defense and luck, Artur is a great character. He will take care of himself. The Bishop promotion greatly enhances Artur's combat action. You will be using his slayer ability often and the resistance cap can finally make Artur invulnerable to magic. ======================================================== Lute Class: Lute Rating: 9/10 ======================================================== | Weapons - Anima, (Staff), (Light) | | Promotion - Sage, Mage Knight | | Recommendation - Sage | | Recruitment - Chapter 4 via Visit or Forced | :Stats: Sage Mage Knight Growth Rates - HP: 45% 60 60 Strength: 65% 30 25 Skill: 30% 28 24 Speed: 45% 26 25 Luck: 45% 30 30 Defense: 15% 21 24 Resistance: 40% 25 28 TOTAL = 320% = 220 = 216 Magic is huge with Lute. With good stats elsewhere except defense and HP, Lute will be a great character. :Usefulness: When you think spellcastor, you will think Lute. If you attack selectively at low resistance enemies, Lute easily wins. Enemies that might cause trouble are shamans and bosses. Use Lute definitely to chisel away at a boss, but her low HP and Defense means you have to watch her carefully. ======================================================== Natasha Class: Cleric Rating: 8/10 ======================================================== | Weapons - Staff, (Anima), (Light) | | Promotion - Bishop, Valkyrie | | Recommendation - Bishop | | Recruitment - Chapter 5 via Forced | :Stats: Bishop Valkyrie Growth Rates - HP: 50% 60 60 Magic: 60% 25 25 Skill: 25% 25 24 Speed: 40% 26 25 Luck: 60% 30 30 Defense: 15% 21 24 Resistance: 55% 30 28 TOTAL = 305% = 217 = 216 Low HP and defense plague spellcastors and Natasha is no exception. Her speed, resistance and luck are extraordinarly high. Skill takes a hit and her magic isn't too bad. You'll have her healing 25's with a Heal staff in no time. :Usefulness: Moulder or Natasha. Moulder for boring reliability or Natasha for excitability. Eventually, Natasha as a Bishop neutrals out, and her low HP becomes a steady 40 and her skill catches up. Along with having a powerful magic attack, Natasha can use high grade staves to help allies. ======================================================== Joshua Class: Myrmidon Rating: 10/10 ======================================================== | Weapons - Sword | | Promotion - Swordmaster, Assassin | | Recommendation - Swordmaster | | Recruitment - Chapter 5 via Natasha | :Stats: Swordmaster Assassin Growth Rates - HP: 80% 60 60 Strength: 35% 24 20 Skill: 55% 29 30 Speed: 55% 30 30 Luck: 30% 30 30 Defense: 20% 22 20 Resistance: 20% 23 20 TOTAL = 295% = 218 = 210 Joshua is crazy good. His HP is superb. His strength is fantastic for a myrmidon and his skill and speed are ridiculous. His luck could be high or it could be low, it depends on luck. Why a 10 and not a 9? Well Joshua's mediocre defense and resistance can be negated because he dodges so much. :Usefulness: I have played Joshua as an assassin and a swordmaster, the latter being a bit better for him. The strength cap is 4 higher and the defenses are better. Joshua becomes pretty untouchable with his high speed and good luck. You'll be seeing lots of criticals even with iron swords. ======================================================== Kyle Class: Cavalier Rating: 8/10 ======================================================== | Weapons - Lance, Sword, (Axe) | | Promotion - Paladin, Great Knight | | Recommendation - Great Knight | | Recruitment - Chapter 5x via Forced | :Stats: Great Knight Paladin Growth Rates - HP: 90% 60 60 Strength: 50% 28 25 Skill: 40% 24 26 Speed: 40% 24 24 Luck: 20% 30 30 Defense: 25% 29 25 Resistance: 20% 25 25 TOTAL = 285% = 220 = 215 Kyle does a lot of damage. His strength growth is amazing, along with defense. Skill and speed seem to lack a lot of growth, so you might struggle a bit there until you get later in the game. The one thing that is infuriating is his resistance - appalling. :Usefulness: Kyle would deserve a better score if Franz was nonexistent. But since Franz also makes a greatgreat Knight, do you really want to use 2? Until later in the game, Kyle would sometimes struggle to do a double hit. x1 17 damage with 86% hit or x2 11 damage with 97% hit? Once Kyle reaches the threshold of double hitting, he will be quite powerful. Ultimately, Kyle makes a better Great Knight than Franz because the speed cap is at 24, which Franz easily surpasses. ======================================================== Forde Class: Cavalier Rating: 7/10 ======================================================== | Weapons - Lance, Sword, (Axe) | | Promotion - Paladin, Great Knight | | Recommendation - Paladin | | Recruitment - Chapter 5x via Forced | :Stats: Paladin Great Knight Growth Rates - HP: 85% 60 60 Strength: 40% 25 28 Skill: 50% 26 24 Speed: 45% 24 24 Luck: 35% 30 30 Defense: 20% 25 29 Resistance: 25% 25 25 TOTAL = 300% = 215 = 220 The converse of Kyle. Forde has better skill and speed and poorer strength. Something I did not expect for a cavalier, but rather for a swordsman. But if you wish to play a sword user in a cavalier body, go for it. However, Forde usually has decent defense and better resistance than Kyle (still low though). :Usefulness: Now with Seth, Franz and Duessal available, Forde (and/or Kyle) seem superfluous. Kyle is Franz, but stronger; Forde is very similar to Franz. Forde vs Franz. Statistically, Forde is better. But sometimes Franz comes out with better stats. Also Forde comes much later in the game than Franz, but nothing the Valni tower can't fix. ======================================================== Tana Class: Pegasus Knight Rating: 9/10 ======================================================== | Weapons - Lance, (Sword) | | Promotion - Falcoknight, Wyvern Knight | | Recommendation - Wyvern Knight | | Recruitment - Chapter 9 (Ei & Ep) via Forced | :Stats: Wyvern Knight Falcoknight Growth Rates - HP: 65% 60 60 Strength: 45% 24 23 Skill: 40% 27 25 Speed: 65% 29 28 Luck: 60% 30 30 Defense: 20% 23 23 Resistance: 25% 23 26 TOTAL = 320% = 216 = 215 Tana's stats are great! Everything is pretty much high with speed being maxed out first. The only thing slightly wrong is the lower end HP. :Usefulness: If you want a good flyer, Tana would be the one to use over Vanessa. Promote her to a Wyvern Knight because it has the skill Pierce. Tana will usually max out strength and speed which is perfect for her class. Pierce depends on character level, not skill which she doesn't usually max. ======================================================== Amelia Class: Recruit Rating: 10/10 ======================================================== | Weapons - Lance, (Sword), (Axe) | | Promotion - General, Great Knight, Paladin | | Recommendation - General | | Recruitment - Chapter 9 (Ep) via Ephraim or Franz | | Chapter 9 (Ei) via Eirika or Franz | :Stats: General Great Knight Paladin Growth Rates - HP: 60% 60 60 60 Strength: 35% 27 26 23 Skill: 40% 28 26 27 Speed: 40% 25 25 27 Luck: 50% 30 30 30 Defense: 30% 29 28 24 Resistance: 15% 26 26 26 TOTAL = 270% = 225 = 221 = 217 One of those 3-tiered characters. As you know with Ross, these characters turn out to be really good. Everything about Amelia is superb. She usually has 20+ luck when at the end of her 2nd tier. Although sometimes, you can get unlucky with strength and get a weaker Amelia, but still definitely worth using. :Usefulness: Personally I hate Gilliam for his 0 speed and 0 resistance so I naturally have no General. Amelia will dominate as a General, with high skill, speed and luck which usually Generals don't have. I usually give Amelia the Swiftsole to further increase her deadliness. ======================================================== Duessel Class: Great Knight Rating: 2/10 ======================================================== | Weapons - Lance, Sword, Axe | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 10 (Ep) via Ephraim | | Chapter 16 (Ei) via Forced | :Stats: Great Knight Growth Rates - HP: 85% 60 Strength: 55% 28 Skill: 40% 24 Speed: 30% 24 Luck: 45% 30 Defense: 30% 29 Resistance: 20% 25 TOTAL = 305% = 220 Really bad. You have 4 mounted lance users already. Why have another below par character? His resistance is terrible, his speed is atrocious - the only good stats are strength and defense which aren't even that comparatively high. :Usefulness: Franz and Kyle make better Great Knights. If you haven't used Franz or Kyle or haven't made them into Great Knights, this will be your only Great Knight character. ======================================================== Cormag Class: Wyvern Rider Rating: 10/10 ======================================================== | Weapons - Lance, (Sword) | | Promotion - Wyvern Knight, Wyvern Lord | | Recommendation - Wyvern Knight | | Recruitment - Chapter 10 (Ep) via Duessel | | Chapter 13 (Ei) via Eirika | :Stats: Wyvern Knight Wyvern Lord Growth Rates - HP: 85% 60 60 Strength: 55% 25 27 Skill: 40% 26 25 Speed: 45% 28 23 Luck: 35% 30 30 Defense: 25% 24 28 Resistance: 15% 22 22 TOTAL = 300% = 215 = 215 Great stats Cormag! Your resistance is really poor though. Strength is always maxed out, speed is pushing the limit and defense is great, but not maxed. HP is where Cormag really grabs your attention, almost 60 everytime. His lower than average dodge is remedied by his high movement range. :Usefulness: This is your only character (aside from Secret) that you can promote to a Wyvern Lord. Wyvern Knights are just so much more powerful though. Pierce is a tremendously useful skill. Pre-secretcharacters, be careful while using both Tana and Cormag because you only have one Fili Shield. Cormag is great against all enemies, and if anyone is to use reavers, it's Cormag - so he can tackle a Cyclops in 3 hits! ======================================================== Innes Class: Sniper Rating: 7/10 ======================================================== | Weapons - Bow | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 15 (Ep) via Forced | | Chapter 10 (Ei) via Tana or Eirika | :Stats: Sniper Growth Rates - HP: 75% 60 Strength: 40% 25 Skill: 40% 30 Speed: 45% 28 Luck: 45% 30 Defense: 20% 25 Resistance: 25% 23 TOTAL = 290% = 221 Nothing that stands out as great and nothing as poor. Great avoid! :Usefulness: A good bow user if you need one. Neimi will be a Ranger and Ross/Garcia will have a bow. It's always a plus to have another bow user when fighting 10 dracozombies. You probably want to give Innes some stats boosters before fighting such powerful enemies. ======================================================== Gerick Class: Mercenary Rating: 10/10 ======================================================== | Weapons - Sword, (Axe), (Bow) | | Promotion - Hero, Ranger | | Recommendation - Hero | | Recruitment - Chapter 13 (Ep) via Forced | | Chapter 10 (Ei) via Innes or Tethys | :Stats: Hero Ranger Growth Rates - HP: 90% 60 60 Strength: 45% 25 25 Skill: 40% 30 28 Speed: 30% 26 30 Luck: 30% 30 30 Defense: 35% 25 24 Resistance: 20% 22 23 TOTAL = 290% = 218 = 220 Superb in every way. Even HP, which will hit 60. His resistance is not very good, but better than Cormag's! Though his growth seems behind par, look at his initial stats, it more than makes up for a mere 10%. :Usefulness: Gerick will dominate as Hero. No physical attacks will harm Gerick, and if it does hit him, it'll do only 8 of 60 hit points. Gerick is vulnerable to magic attacks so put a leash on him. The worst is Stone, imho. I usually give Gerick an S-rank in swords because I need a hard hitting sword user. ======================================================== Tethys Class: Dancer Rating: 5/10 ======================================================== | Weapons - N/A | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 13 (Ep) via Forced | | Chapter 10 (Ei) via Gerick or Innes | :Stats: Dancer Growth Rates - HP: 85% 60 Strength: 5% 10 Skill: 10% 10 Speed: 70% 30 Luck: 80% 30 Defense: 30% 24 Resistance: 75% 26 TOTAL = 355% = 190 This character has the worst stats in the whole game. But look at the weird growths! She is definitely resistant toward magic and a good dodger when you use her a lot. :Usefulness: I'm sure you know what Tethys does. The question is would you want a character that "gives" its turn to another, or a character that attacks. If you find that you are using all your good characters and are forced to use a mediocre untrained character, bring Tethys instead. But she is slow.. 5 movement spaces. ======================================================== Marisa Class: Myrmidon Rating: 9/10 ======================================================== | Weapons - Sword | | Promotion - Swordmaster, Assassin | | Recommendation - Assassin | | Recruitment - Chapter 12 (Ep) via Ewan | | Chapter 10 (Ei) via Gerick | :Stats: Assassin Swordmaster Growth Rates - HP: 75% 60 60 Strength: 30% 20 22 Skill: 55% 30 29 Speed: 60% 30 30 Luck: 50% 30 30 Defense: 15% 20 22 Resistance: 25% 20 25 TOTAL = 310% = 210 = 218 A typical sword user's stats. Low strength coupled with high skill and high speed. Low defense and resistance. But somehow Marisa pulls through and becomes a great character. Again, great Avoid stat makes the low defense and resistance less of a worry. :Usefulness: The assassin class suits Marisa great. Skill and speed are maxed with strength just grazing the cap. With lower strength than Joshua, you would think having that extra 15% critical would help, and it does. But I want an assassin and silencer goes hand-in-hand with Marisa's high skill and luck. ======================================================== L'Arachel Class: Troubador Rating: 9/10 ======================================================== | Weapons - Staff, (Anima), (Light) | | Promotion - Mage Knight, Valkyrie | | Recommendation - Valkyrie | | Recruitment - Chapter 11 (Ep) via Ephraim | | Chapter 11 (Ei) via Eirika | :Stats: Valkyrie Mage Knight Growth Rates - HP: 45% 60 60 Magic: 50% 25 25 Skill: 45% 24 24 Speed: 45% 25 25 Luck: 65% 30 30 Defense: 15% 24 24 Resistance: 50% 24 24 TOTAL = 315% = 212 = 212 I usually don't pay attention to L'Arachel's stats until right before I promote her. But wow! She is a really good character. Maxing strength, speed, luck and resistance. With good skill too usually. Defense is poor but it's expected; as is HP. :Usefulness: This is your only opportunity to get a mounted Light user. Selena, the secret character, gets you the Mage Knight. It's tough leveling both Natasha/Moulder and L'Arachel to 20, but it is definitely worth it. Practically, you should choose the promotion that equals how many Light and Anima users you have. ======================================================== Dozla Class: Berserker Rating: 2/10 ======================================================== | Weapons - Axe | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 11 (Ei & Ep) via L'Arachel | :Stats: Berserker Growth Rates - HP: 85% 60 Strength: 50% 30 Skill: 35% 29 Speed: 40% 28 Luck: 30% 30 Defense: 30% 23 Resistance: 25% 21 TOTAL = 295% = 221 His strength is good and his HP is good. Everything else is bad. He's a pre- promoted character with average growth rates and terrible starting stats. :Usefulness: For me, Dozla is my only Berserker. But that still doesn't mean he should be used. The caps for Berserkers are amazing, but Dozla comes no where near. If you pump him full of stat items, he'll be good because the Berserker class is good. ======================================================== Saleh Class: Sage Rating: 6/10 ======================================================== | Weapons - Anima, Light, Staff | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 15 (Ep) via Forced | | Chapter 12 (Ei) via Forced | :Stats: Sage Growth Rates - HP: 50% 60 Magic: 30% 30 Skill: 25% 28 Speed: 40% 26 Luck: 40% 30 Defense: 30% 21 Resistance: 35% 25 TOTAL = 250% = 220 Average stats everywhere. He doesn't really excel anywhere. Opposite of Dozla. He has extremely good starting stats, but they don't grow anywhere, he'll be sub-par when your other characters out level him. :Usefulness: I found no use for Saleh. Lute is clearly the better Sage and I have Bishops as well. ======================================================== Ewan Class: Pupil Rating: 10/10 ======================================================== | Weapons - Anima, (Light), (Dark), (Staff) | | Promotion - Sage, Mage Knight, Druid, Summoner | | Recommendation - Druid | | Recruitment - Chapter 12 (Ep) via Visit | | Chapter 12 (Ei) via Visit | :Stats: Druid Sage Summoner Mage Knight Growth Rates - HP: 50% 60 60 60 60 Strength: 45% 29 28 27 24 Skill: 40% 26 30 27 26 Speed: 35% 26 26 26 25 Luck: 50% 30 30 30 30 Defense: 15% 21 21 20 24 Resistance: 40% 28 25 28 25 TOTAL = 275% = 220 = 220 = 218 = 214 Great stats on this character. Strength is super high, along with skill, luck and resistance. He has some lower stats like defense, speed and HP, but it really doesn't matter because they catch up end game. :Usefulness: Ewan is your Druid. There is no other logical pathway for him. Dark magic will allow Ewan to attack with tremendous power and double hit every time. I used Metis' Tome on him so things got even more out of hand. The summoner path is available, but apparently Knoll's and Lyon's summons are better, and the cap doesn't give Ewan justice. ======================================================== Rennac Class: Rogue Rating: 4/10 ======================================================== | Weapons - Sword | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 14 (Ei & Ep) via L'Arachel | :Stats: Rogue Growth Rates - HP: 65% 60 Strength: 25% 20 Skill: 45% 30 Speed: 60% 30 Luck: 25% 30 Defense: 25% 20 Resistance: 30% 20 TOTAL = 275% = 210 Not a good character. Utility use only, but I usually have Colm as my Rogue. Rennac has high speed, but only occasionally maxing it. :Usefulness: The only situation where I found a use for Rennac is on the dual chest Tower of Valni map. Colm got one and Rennac got the other. Other than that, have Rennac be an extra item holder. ======================================================== Knoll Class: Shaman Rating: 3/10 ======================================================== | Weapons - Dark, (Staff) | | Promotion - Druid, Summoner | | Recommendation - Summoner | | Recruitment - Chapter 15 (Ei & Ep) via Forced | :Stats: Summoner Druid Growth Rates - HP: 70% 60 60 Strength: 50% 27 29 Skill: 40% 27 26 Speed: 35% 26 26 Luck: 25% 30 30 Defense: 10% 20 21 Resistance: 45% 28 28 TOTAL = 275% = 218 = 220 Very one-sided character. Every stat starts out low, in chapter 15!, and his growth rates are terrible too. His resistance is usually good and strength is okay too. :Usefulness: The only use for Knoll is a Summoner. Let him stay away from enemies always. Knoll can die to a Brigand with his bad luck, defense and speed. Knoll would be pretty fun to play with once you item-max all his stats because the Summoner class is a powerful class. Strictly anti-magic character though! ======================================================== Syrene Class: Falcoknight Rating: 5/10 ======================================================== | Weapons - Sword, Lance | | Promotion - N/A | | Recommendation - N/A | | Recruitment - Chapter 17 via Tana | :Stats: Falcoknight Growth Rates - HP: 70% 60 Strength: 40% 23 Skill: 50% 25 Speed: 60% 28 Luck: 30% 30 Defense: 20% 23 Resistance: 50% 26 TOTAL = 320% = 215 Nothing top-grade. She has good skill and speed with decent resistance. The only problem is that she is pre-promoted. Her initial stats are not super high so we only get 19 levels of her good growth rates. :Usefulness: If there is no Tana and she came earlier in the game (like Seth), then I would think Syrene would have been an excellent character. But since it's so late in the game and she doesn't have any powerful stats, Syrene isn't used much. [---Secret Characters---] I didn't really think much of these ratings. By the time I got these characters, I had enough money to buy items to improve them. These are just for fun to use in Creature Campaign. They cannot support so they won't be as good as your main characters. ======================================================== Glen Class: Wyvern Lord Rating: 9/10 ======================================================== | Weapons - Sword, Lance | | Obtained - Complete Lagdou Ruins 5 | | Use? - Rare Wyvern Lord class | Stat Caps HP 60 Strength 27 Skill 25 Speed 23 Luck 30 Defense 28 Resistance 22 TOTAL = 215 ======================================================== Hayden Class: Ranger Rating: 7/10 ======================================================== | Weapons - Sword, Bow | | Obtained - Complete Lagdou Ruins 5 | | Use? - Another bow user | Stat Caps HP 60 Strength 25 Skill 28 Speed 30 Luck 30 Defense 24 Resistance 23 TOTAL = 220 ======================================================== Valter Class: Wyvern Knight Rating: 8/10 ======================================================== | Weapons - Lance | | Obtained - Complete Lagdou Ruins 7 | | Use? - Fili Shield | Stat Caps HP 60 Strength 25 Skill 26 Speed 28 Luck 30 Defense 24 Resistance 22 TOTAL = 215 ======================================================== Fado Class: General Rating: 7/10 ======================================================== | Weapons - Sword, Lance, Axe | | Obtained - Complete Lagdou Ruins 10 | | Use? - Good class | Stat Caps HP 60 Strength 29 Skill 27 Speed 24 Luck 30 Defense 30 Resistance 25 TOTAL = 225 ======================================================== Caellach Class: Hero Rating: 6/10 ======================================================== | Weapons - Sword, Axe | | Obtained - Complete Valni Tower 3 | | Use? - Another Hoplon Guard | Stat Caps HP 60 Strength 25 Skill 30 Speed 26 Luck 30 Defense 25 Resistance 22 TOTAL = 218 ======================================================== Orson Class: Paladin Rating: 5/10 ======================================================== | Weapons - Sword, Lance | | Obtained - Complete Valni Tower 6 | | Use? - Good class | Stat Caps HP 60 Strength 25 Skill 26 Speed 24 Luck 30 Defense 25 Resistance 25 TOTAL = 215 ======================================================== Riev Class: Bishop Rating: 8/10 ======================================================== | Weapons - Light, Staff | | Obtained - Complete Valni Tower 7 | | Use? - Another Slayer/Purge | Stat Caps HP 60 Magic 25 Skill 26 Speed 24 Luck 30 Defense 22 Resistance 30 TOTAL = 217 ======================================================== Ismaire Class: Swordmaster Rating: 5/10 ======================================================== | Weapons - Sword | | Obtained - Complete Valni Tower 8 | | Use? - Good class | Stat Caps HP 60 Strength 22 Skill 29 Speed 30 Luck 30 Defense 22 Resistance 25 TOTAL = 218 ======================================================== Selena Class: Mage Knight Rating: 9/10 ======================================================== | Weapons - Anima, Staff | | Obtained - Complete Valni Tower 10 x3 | | Use? - Rare Mage Knight class | Stat Caps HP 60 Magic 25 Skill 24 Speed 25 Luck 30 Defense 24 Resistance 28 TOTAL = 216 ======================================================== Lyon Class: Necromancer Rating: 10/10 ======================================================== | Weapons - Dark, Staff | | Obtained - Complete Lagdou Ruins 10 x3 | | Use? - One and only Necromancer, Naglfar, Hammerne | Stats Caps HP 60 Magic 30 Skill 25 Speed 25 Luck 30 Defense 30 Resistance 30 TOTAL = 230 B. Weapon Analysis This section will be a mass jumble of text. I will speak about every single weapon briefly and express my opinion on it. I have set up a mathematic paradigm to calculate how effective each weapon is. I have factored in damage, critical chance, hit chance, weight and durability so far. I realize that as characters become more and more powerful, the hit% becomes obsolete because even a 60% to hit weapon will become 100% hit when in the hands of a leveled and item-ed character. (damage x durability) + (crit% x 3) - (100 - hit%) - (weight x 4) = Weapon Power Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power (WP) ============================================================================== Slim Sword | E | 3 | 100 | 5 | 2 | 30 | 1 | 97 One of the weakest weapons in the game. But it will hit for sure and it has that 5% critical which occurs more than it statistically should. Iron Sword | E | 5 | 90 | 0 | 5 | 46 | 1 | 200 The most reliable weapon in the game. Great hit percent, enough damage to add to your strength and great durability. I've slayed dracozombies with this weapon. Steel Sword | D | 8 | 75 | 0 | 10 | 30 | 1 | 175 Steels aren't a hot choice for combat. I would prefer the iron sword, but like all steels, I like breaking random destructibles with them. Iron Blade | D | 9 | 70 | 0 | 12 | 35 | 1 | 237 I love this weapon. It has a huge WP because the damage on it is unbelievably high. The best blade. Poison Sword | D | 3 | 70 | 0 | 6 | 40 | 1 | 66 You will never use this sword; it's only used by enemies. Shamshir | D | 8 | 75 | 35 | 5 | 20 | 1 | 220 Crazy weapon. The WP is very high. However most of that power is wasted by overkill. Suppose you do 20 damage and the enemy has 35 HP and you critical. That's 25 damage wasted! (20x3) - [20 + (35-20)] Zanbato | D | 6 | 85 | 0 | 11 | 18 | 1 | 49 Not a great weapon to be using unless specifically attacking mounted units. Armorslayer | D | 8 | 80 | 0 | 11 | 18 | 1 | 80 Little better than the zanbato, but they are both still so heavy. Again, only attack the target unit, knights. An iron sword is so much more effective for everything else. Wyrmslayer | C | 8 | 75 | 0 | 5 | 30 | 1 | 195 I have always liked this weapon. Even before I developed the WP system to objectively compare weapons. Reliable all-purpose sword Steel Blade | C | 11 | 65 | 0 | 14 | 25 | 1 | 185 As with most weapons as they increase in rank requirement, they kind of go downhill. The steel blade is definitely a good weapon, but a decrease to lower than a wyrmslayer. Killing Edge | C | 9 | 75 | 30 | 7 | 20 | 1 | 247 Crazy good weapon again right? The killing edge has the overkill problem, the damage is not displaced efficiently. Lancereaver | C | 9 | 75 | 5 | 9 | 15 | 1 | 89 Okay, so if you face a lance user, your damage will increase and hit increase. That is why the weapon isn't that useful by itself. Use the weaker weapons for its intended purposes. Brave Sword | B | 9 | 75 | 0 | 12 | 30 | 1 | 197 Great weapon. Big WP for such a high rank weapon. The only downside is that this weapon depletes rather quickly. Light Brand | B | 9 | 70 | 0 | 9 | 25 | 1-2 | 159 Mediocre weapon. But when you target dark magic, it'll be even better! When the weapon is attacking melee range, it will act like a regular melee weapon. Wind Sword | B | 9 | 70 | 0 | 9 | 40 | 1-2 | 294 This weapon is loads better than the Light Brand. Look at its high durability. Like the Light Brand, it transforms to a weak spell when ranged. The spell damage is pretty low; it's not Weapon + Strength, but something lower. Silver Sword | A | 13 | 80 | 0 | 8 | 25 | 1 | 273 Really high WP. But you have to pay attention to what makes it high. If its durability, you have no problem. But if its damage, then you might have the overkill problem. But don't pass on the greatest silver weapon of all weapon types. Silver Blade | A | 14 | 60 | 0 | 13 | 15 | 1 | 118 For a silver weapon, this is such a bad score. You are better off using the silver sword which is loads cheaper by the way. Runesword | A | 11 | 65 | 0 | 11 | 15 | 1-2 | 86 Low WP, but remember this thing leeches life. Audhulma | S | 18 | 85 | 0 | 9 | 30 | 1 | 489 Christ.. Unbelievable power from this weapon. That's why it's an S-Rank! And don't forget the resistance bonus. Good for.. dracozombies and gorgons. Rapier | Prf | 7 | 95 | 10 | 5 | 40 | 1 | 285 For a beginning weapon, huge WP. The catch is that there is only one of these. Sieglinde | Prf | 16 | 90 | 0 | 9 | 30 | 1 | 584 Now I factored in the Str +5 into the damage. The strength adds itself to the final equation, so for the purpose of this chart, I added the strength to the weapon so you know its effects. Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Iron Axe | E | 8 | 75 | 0 | 10 | 45 | 1 | 295 Reliable weapon for sure. I almost never use the other axes because the iron axe is so good. Iron axe = best overall weapon Steel Axe | E | 11 | 65 | 0 | 15 | 30 | 1 | 235 Still acceptable compared to other weapons. Still high, but lower than its iron counterpart. Devil Axe | E | 18 | 55 | 0 | 18 | 20 | 1 | 243 A really good score in fact. But the chance of that score turning on to you is not a chance worth taking. The design of this weapon is so bad it repels all uses. Hatchet | E | 4 | 85 | 0 | 5 | 50 | 1-2 | 165 Ross gets this weapon at the start. Really powerful comparatively. But its non replenishable so enjoy it while it lasts. Hand Axe | E | 7 | 60 | 0 | 12 | 20 | 1-2 | 52 I think this weapon is good, but the WP says otherwise. The weight of this axe kills it. Axes aren't meant to be ranged so don't expect good results from this category. Poison Axe | D | 4 | 60 | 0 | 10 | 40 | 1 | 80 All poison weapons are used by enemies. The score should really be much lower because the durability is not important at all. Hammer | D | 10 | 55 | 0 | 15 | 20 | 1 | 90 Not a high score, but it's expected of a special attack weapon. Attack a knight to make the most of this weapon. Halberd | D | 10 | 60 | 0 | 15 | 18 | 1 | 80 Horse attacker. Not worth anything more. Swordreaver | C | 11 | 65 | 5 | 13 | 15 | 1 | 93 Okay weapon. Don't attack just anyone, be sure to pay attention to the weapon triangle. Critical percent on this, unusual but definitely a plus. Swordslayer | C | 11 | 80 | 5 | 13 | 20 | 1 | 163 A 163 WP against a sword opponent using a sword is utterly devastating. Killer Axe | C | 11 | 65 | 30 | 11 | 20 | 1 | 231 Good damage with good critical chance. Overkill problem. Dragon Axe | C | 12 | 60 | 0 | 11 | 30 | 1 | 276 Such a good weapon. All vs-wyvern weapons are superb weapons. In terms of WP, lower than the irons, but more satisfying because the enemies dies quicker, thus attacking you less. Brave Axe | B | 10 | 65 | 0 | 16 | 30 | 1 | 201 Good weapon, just like all braves. They deplete really quickly though. Battle Axe | B | 13 | 60 | 5 | 15 | 20 | 1 | 175 The swords and lances have slim. The axes have the converse of light, accurate and low damage; the battle axe is powerful and clumsy. Don't give this axe at all to low con units. Silver Axe | A | 15 | 70 | 0 | 12 | 20 | 1 | 222 For the silver tier, the silver axe doesn't shine that much. The weight really does injustice for this weapon. If a character has an A-rank in axes, then I would suspect it has no trouble wielding high weight weapons. Now we can really notice the 15 damage. Tomahawk | A | 13 | 65 | 0 | 14 | 15 | 1-2 | 104 The powerhouse ranged weapon. Absolutely huge damage. If your character is high enough level, then hit rate will be good. As long as your constitution is near 10 and you have enough speed, you will double hit. Garm | S | 20 | 75 | 0 | 13 | 30 | 1 | 543 Garm is amazing. It comes with the Spd +5 so you can treat the weight of it as a sword's. For my equation, I subtracted 5 from the weight. Although the power is great (albeit less than Sieglinde), it's accuracy suffers a little. But as long as your skill is 20+, nothing to worry about! Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Slim Lance | E | 4 | 85 | 5 | 4 | 30 | 1 | 104 Slightly stronger than the slim sword. It's really not worth using because you have the iron lance available. Iron Lance | E | 7 | 80 | 0 | 8 | 45 | 1 | 263 Also a superb reliable weapon. All my lance users use iron lances everytime, even in Lagdou Ruins. All other lances are just quirks that once in a while you want to use. Javelin | E | 6 | 65 | 0 | 11 | 20 | 1-2 | 44 Very low score on the WP scale. But it's ranged which is invaluable. It doesn't become a threat, that's why so many enemies use it. Toxin Lance | E | 4 | 65 | 0 | 8 | 40 | 1 | 93 Actually the most lethal of all the poison weapons because of pure quantity of usage. Steel Lance | D | 10 | 70 | 0 | 13 | 30 | 1 | 218 A decrease to the great iron lance, but it's still a weapon worth using. For lower strength characters, you sometimes need the steel weapons to hit at least 50% of a wall's HP (thus destroying it in 2 turns). You don't want to waste a silver for it and iron doesn't hit 50%+. Horseslayer | D | 7 | 70 | 0 | 13 | 16 | 1 | 30 Terrible weapon. You might as well use an iron lance. Heavy Spear | C | 9 | 70 | 0 | 14 | 16 | 1 | 58 The weight of this weapon makes it one of the heaviest lances. But the purpose of it is to kill a slow unit, but still not a good idea. Dragonspear | C | 10 | 70 | 0 | 8 | 30 | 1 | 238 The anti-wyvern weapons still lives up to its excellence. Not as good as the iron, but better than the steel. Axereaver | C | 10 | 70 | 0 | 11 | 15 | 1 | 76 Not a terribly good weapon. Like all purpose specific weapons, it's only good when it's used for its intention. Short Spear | C | 9 | 60 | 0 | 12 | 18 | 1-2 | 74 Getting better in throwing weapons. It's damage is quite high making the spear very deadly. Killer Lance | C | 10 | 70 | 30 | 9 | 20 | 1 | 254 Overkill problem. But particulary powerful because the Wyvern Knight uses it. Pierce and critical is almost always one hit kill giving prestige to this weapon. Brave Lance | B | 10 | 70 | 0 | 14 | 30 | 1 | 214 Good weapon. Like other brave weapons, its durability withers quickly. Spear | B | 12 | 70 | 5 | 10 | 15 | 1-2 | 125 The god of ranged weapons, even better than the tomahawk. Whenever I see one, I either fear it or am about to destroy something. Good accuracy with low weight makes this weapon a sure hit, double hit. Silver Lance | A | 14 | 75 | 0 | 10 | 20 | 1 | 215 Good overall balanced weapon. Silvers are the way to go for bosses and high HP enemies; iron will take care of the rest. Vidofnir | S | 15 | 85 | 0 | 11 | 30 | 1 | 391 Lower than usual S-rank weapons. But remember that it adds to defense. It's attack is still one of the best among lances. Reginleif | Prf | 10 | 80 | 10 | 8 | 45 | 1 | 428 Insanely good weapon. Reginleif even gains more power against cavalry and knights which are plenty among opposing forces. Definitely Hammerne this weapon. Siegmund | Prf | 17 | 80 | 0 | 11 | 30 | 1 | 596 Ephraim gets awesome weapons. Siegmund is even better than Sieglinde. It has Str +5 which I added to the equation. Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Iron Bow | E | 6 | 85 | 0 | 5 | 45 | 2 | 235 Remember that bows have no triangle to play with so it's effective against everything. A score of 235 does well with the iron bow, definitely a sure hit. Steel Bow | D | 9 | 70 | 0 | 9 | 30 | 2 | 204 Not a big improvement. The only use I have for steel weapons is breaking down walls. Short Bow | D | 5 | 85 | 10 | 3 | 22 | 2 | 113 This is the "slim" weapon of the bows. I have to say I'm disappoointed with the bad durability. At least the slims have 30 durability. But it makes up for it with the extra 5 critical. Still not worth 8 attacks though. Longbow | D | 5 | 65 | 0 | 10 | 20 | 2-3 | 25 The score is incredibly low, but don't let that deceive you. The 1 extra range is an invaluable addition. I've equiped my Neimi with 4 longbows once and she was hitting enemies left and right without any repercussion. Poison Bow | D | 4 | 65 | 0 | 5 | 40 | 2 | 105 Bleh. The higher accuracy makes this a little dangerous, but it still is a bad weapon. Killer Bow | C | 9 | 75 | 30 | 7 | 20 | 2 | 217 Lower than the other killer scores. I think this is the most useful killer weapon because of its power against dracozombies. Brave Bow | B | 12 | 70 | 0 | 12 | 30 | 2 | 282 The best brave weapon. You don't have to pay much attention to the damages on brave weapons because they are going to kill in one turn regardless. But 12 damage is incredible with 70 accuracy and low weight too. Silver Bow | A | 13 | 75 | 0 | 6 | 20 | 2 | 260 Most silvers are inferior to their iron counterparts. The silver bow makes an exception (well not as good as the silver sword though). This bow is so much better; the damage more than doubles and the weight is practically the same. Nidhogg | S | 18 | 80 | 0 | 7 | 30 | 2 | 492 A great weapon of course, but look at your other options. Brave and killer take care of dracozombies. Iron and silver takes care of regular enemies. Steel takes care of destructibles. There's really no place for a uber- powerful bow, even against bosses. Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Fire | E | 5 | 90 | 0 | 4 | 40 | 1-2 | 174 This is probably the most used Anima spell, just because its durability is so high which is handy. Thunder | D | 8 | 80 | 5 | 6 | 35 | 1-2 | 251 The critical hit is a random bonus. Thunder is a handy spell to have. It's the steels of the spells, but it's actually better than the iron. But since magic runs out really quickly, thunder's 35 durability seems low. Elfire | C | 10 | 85 | 0 | 10 | 30 | 1-2 | 245 An excellent tome. Even though it's only 2 stronger than thunder, somehow it always seems higher. Bolting | B | 12 | 60 | 0 | 20 | 5 | 3-10| -60 Umm, dubayew tee eff. -60 is THE lowest score. But it's not fair to rule out this spell. Look at the range, that is the important factor. With an attack of 12, you can kill and severely damage many things. Fimbulvetr | A | 13 | 80 | 0 | 12 | 20 | 1-2 | 192 13 damage looks great and so does the 20 durability. But spells deplete much faster than weapons because even a "Miss" counts as a durability. So having such an expensive item used up so fast seems careless. I only use Fimbulvetr and all other A-Rank tomes when I can kill in one attack. Excalibur | S | 18 | 90 | 10 | 13 | 30 | 1-2 | 528 Really really good. That 10% critical will boost your critical rate to around 20%. Its damage is lethal enough. I factored the Spd +5 into the weight of the weapon. The animation is disappointing because it's the same as a wind sword's. Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Lightning | E | 4 | 95 | 5 | 6 | 35 | 1-2 | 126 The weakest of all the entry level spells. Light has the unique feature of having the overall highest critical hit rate. Bishops will have at least 15% critical at all times. Shine | D | 6 | 90 | 8 | 8 | 30 | 1-2 | 162 The steels of spells are truly worth using. Shine boasts an extra 2 damage and 3 critical. It's also still insanely accurate. Divine | C | 8 | 85 | 10 | 12 | 25 | 1-2 | 167 For the increase in price to get Divine, it's really not worth it. You get 2 extra damage and 2 critical. You are better off sticking with Shine. Purge | B | 10 | 75 | 5 | 20 | 5 | 3-10| -40 The second lowest WP. Purge goes for more accuracy which you can actually notice! It does a little less damage and even has some critical. I prefer this over Bolting. Aura | A | 12 | 85 | 15 | 15 | 20 | 1-2 | 210 Another great tome. The A-rank tomes are just so hard to get so don't waste using a durability on a 5 HP enemy. It's critical is half of a killer weapon and it'll critical really often. This is my favorite A-rank tome. Ivaldi | S | 17 | 90 | 5 | 10 | 30 | 1-2 | 475 Ivaldi is a defensive tome. It adds to defense so its offensive capabilities are downplayed. Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Flux | D | 7 | 80 | 0 | 8 | 45 | 1-2 | 263 This tome is really really powerful. 45 uses of this 7 damage is crazy. Any direct upgrades to Flux will be even more unfair. That's why there isn't.. Luna | C | - | 50 | 10 | 12 | 30 | 1-2 | N/A The second Dark tome is unique. It does not do a set damage, but the description says it ignores Resistance. I don't know the exact mechanics Luna uses to figure out damage, but it sure results in high damage. It comes at a price of very low hit percent. 10% critical! Nosferatu | C | 10 | 70 | 0 | 14 | 20 | 1-2 | 114 Extremely cheap. It has really good attack power. Mediocre hit percent, but the crazy part is that it leeches back health per attack. The designers were right in limiting durability to 20. Eclipse | B | - | 30 | 0 | 12 | 5 | 3-10| N/A Different from the other long range tomes. The eclipse can be potentially the single most powerful attack in the game. It's hit rate is appalling, even for a maxed Dark user, it'll hit only 60-70 percent. Worth it? Only when attacking high hit point enemies like Cyclops, Entombed, Dracozombie, etc. Fenrir | A | 15 | 70 | 0 | 18 | 20 | 1-2 | 198 Overshadowed by the power of Flux. It's barely better than Fimbulvetr. Aura has that amazing 15% critical. You are better off waiting for the Naglfar. Gleipnir | S | 23 | 80 | 0 | 20 | 30 | 1-2 | 590 Crazy good weapon. 23 Damage is off the charts. The accuracy is extremely high for a Dark tome and the weight? don't really mind. Naglfar | S | 25 | 95 | 0 | 18 | - | 1-2 | N/A The best weapon/tome in the game. Even if everything changed its durability to unlimited, Naglfar would still outclass everything. The highest damage, 25, NASA precision accuracy and a weight that is managable. If I were to guess how many times I used Naglfar... around 400 before I stopped playing. So that would result in a WP of 9923. C. Class Analysis Ignore characters, ignore items, this is about what class everything is. I shall go through all the human classes and the monster classes. Since I don't think huge paragraphs of text are that interesting, I shall simplify things to Pros and Cons and a few comments. I made up a thing called "Threat Level" to rate our much attention should be paid to this type of unit when it's present. High numbers mean be careful, look at its stats, movement and equipment and low means dirt-to-be-plowed. Threat Level also means how powerful the class is you are controlling. When using that type of character, try to keep specific characters out of your mind and think if you controlled just a normal mercenary, for example. Now "Vulnerability Level" means how much you should look after a character. In some classes, it's not important (ie. the monsters) because you'll never control them. But it does say how easy they are to kill. The higher the number, the less defensive capabilities they have. I will rate the experience gained from killing the enemy. The experience gained is relative to the point in the game. The higher the number, the more the experience. Class Stat Caps In the character analysis section, I listed the stat caps for every class and their total. Most classes totals follow a pattern. These numbers don't need to be paid much attention unless you want to fully utilize every character - meaning maxing every stat. Here is a list in ascending order. Class Total Notes (also why they are there) ============================================================================== Manakete (Myrrh) 190 | Dancer 190 | Rogue 210 | Steal, Pick Assassin 210 | Silencer Mage Knight (L'Arachel) 212 | Lack defenses Valkyrie (L'Arachel) 212 | Lack defenses Great Lord (Ephraim) 213 | Powerful weapons Paladin 215 | High movement Wyvern Lord 215 | High movement Falcoknight 215 | High movement Wyvern Knight (Cormag) 215 | 1 point below average Wyvern Knight 216 | High movement, Pierce Mage Knight 216 | High movement Valkyrie 216 | High movement Bishop 217 | Slayer Paladin (Amelia) 217 | Trainee Hero 218 | Versatile, duo weapons Ranger 218 | Versatile, duo weapons Summoner 218 | Summon Swordmaster 218 | 15% Critical Great Knight 220 | Ranger (Gerick) 220 | Gerick is really good? Druid 220 | Sage 220 | Great Lord (Eirika) 220 | No idea why Eirika > Ephraim Berserker 221 | One weapon Sniper 221 | One weapon Great Knight (Amelia) 221 | Trainee Warrior 222 | Super class? General 225 | Low movement Necromancer 230 | Antagonist class Lord ============================================================================== | Promotions - Great Lord Best - Ephraim | | Equipment Used - Sword (Ei), Lance (Ep) | | Threat Level - 3/8 (Ei), 4/8 (Ep) | | Vulnerability Level - 7/8 (Ei), 4/8 (Ep) | |----------------------------------------------------------------------------| | Pros | Cons | | • In all chapters | • Death = auto-restart | | • Super powerful weapons | • Can't be promoted until Ch. 16 | | • Can recruit most characters | • 5 movement | ============================================================================== Great Lord ============================================================================== | Promotions - N/A Best - Ephraim | | Equipment Used - Sword (Ei), Lance (Ep) | | Threat Level - 6/8 (Ei), 7/8 (Ep) | | Vulnerability Level - 4/8 (Ei), 3/8 (Ep) | |----------------------------------------------------------------------------| | Pros | Cons | | • Improved movement | • Still single weapons | | • Super powerful weapons | • Death = auto-restart | | • Stats balance out | | | • Move again after non-attack action| | ============================================================================== Archer ============================================================================== | Promotions - Sniper, Ranger Best - Neimi | | Equipment Used - Bow Experience - 2/8 | | Threat Level - 4/8 | | Vulnerability Level - 7/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Range | • Range, no melee | | • No weapons triangle | • Weak | ============================================================================== Assassin ============================================================================== | Promotions - N/A Best - Marisa | | Equipment Used - Sword Experience - N/A | | Threat Level - 7/8 | | Vulnerability Level - 2/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Good avoid | • Weaker defenses | | • Silencer | • Low strength cap | | | • Only one weapon | ============================================================================== Berserker ============================================================================== | Promotion - N/A Best - Ross | | Equipment Used - Axe Experience - 6/8 | | Threat Level - 7/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Incredible power | • Only one weapon | | • Jesus feet (water walk) | • Mediocre avoid | | • Critical bonus | | ============================================================================== Bishop ============================================================================== | Promotion - N/A Best - Artur | | Equipment Used - Light, Staff Experience - 5/8 | | Threat Level - 6/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Slayer | • Weak defenses | | • Attack and support | | ============================================================================== Brigand ============================================================================== | Promotion - N/A Best - N/A | | Equipment Used - Axe Experience - 1/8 | | Threat Level - 1/8 | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Manuever on mountains | • Weak defense, low HP, low Hit Rate | | • Destroys villages | • Only one weapon, ugly | ============================================================================== Cavalier ============================================================================== | Promotion - Paladin, Great Knight Best - Franz | | Equipment Used - Sword, Lance Experience - 2/8 | | Threat Level - 3/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Manueverability | • Too average (a mass unit) | | • Two weapon choices | | | • Move again after non-attack action| | ============================================================================== Dancer ============================================================================== | Promotion - N/A Best - Tethys | | Equipment Used - N/A Experience - N/A | | Threat Level - N/A | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Give "moving" turn to another | • Weak defense | | | • Low movement | ============================================================================== Druid ============================================================================== | Promotion - N/A Best - Ewan | | Equipment Used - Dark, Anima, Staff Experience - 4/8 | | Threat Level - 6/8 | | Vulnerability Level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Extreme versatility | • Weak defense | | • Unique tomes | • Low HP | ============================================================================== Falcoknight ============================================================================== | Promotion - N/A Best - Tana | | Equipment Used - Sword, Lance Experience - 5/8 | | Threat Level - 5/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement and rescue | • Low HP | | • Good resistance | • Weak defenses | | • Two weapon choices | | | • Move again after non-attack action| | ============================================================================== Fighter ============================================================================== | Promotion - Warrior, Hero Best - Ross | | Equipment Used - Axe Experience - 3/8 | | Threat Level - 3/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High strength | • Very low defense and skill | | • High HP | • Only one weapon | ============================================================================== General ============================================================================== | Promotion - N/A Best - Amelia | | Equipment Used - Sword, Lance, Axe Experience - 7/8 | | Threat Level - 7/8 | | Vulnerability Level - 2/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Great strength and defense | • Slow | | • Great Shield | • 5 movement | | • Three weapons | | ============================================================================== Great Knight ============================================================================== | Promotion - N/A Best - Kyle | | Equipment Used - Sword, Lance, Axe Experience - 6/8 | | Threat Level - 6/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Great Strength and defense | • Slow | | • 1 more movement than General | • Low resistance | | • Three weapons | • Weak vs. anti-cavalry & anti-armor | | • Move again after non-attack action| weapons | ============================================================================== Hero ============================================================================== | Promotion - N/A Best - Gerick | | Equipment Used - Sword, Axe Experience - 6/8 | | Threat Level - 7/8 | | Vulnerability Level - 2/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Two weapons | • Weaker against magic | | • Good balanced stats | | | • Can cross rivers | | ============================================================================== Journeyman ============================================================================== | Promotion - Fighter, Pirate Best - Ross | | Equipment Used - Axe Experience - N/A | | Threat Level - 2/8 | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Quick experience gain | • Weak | ============================================================================== Knight ============================================================================== | Promotion - Great Knight, General Best - Amelia | | Equipment Used - Lance Experience - 3/8 | | Threat Level - 3/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Good strength and defense | • 4 movement | | • Good unit wall | • Low speed | | • Armored, reduced damage | | ============================================================================== Mage ============================================================================== | Promotion - Sage, Mage Knight Best - Lute | | Equipment Used - Anima Experience - 3/8 | | Threat Level - 4/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Effective against non-magic users | • Weak defenses | | • Variable range | | ============================================================================== Mage Knight ============================================================================== | Promotion - N/A Best - Lute | | Equipment Used - Anima, Staff Experience - 7/8 | | Threat Level - 6/8 | | Vulnerability Level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement | • Low caps | | • Attack and support | | | • Move again after non-attack action| | ============================================================================== Mercenary ============================================================================== | Promotion - Hero, Ranger Best - Gerick | | Equipment Used - Sword Experience - 3/8 | | Threat Level - 3/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Versatile | • Only one weapon | | • Good speed | • Below par defenses | ============================================================================== Monk ============================================================================== | Promotion - Bishop, Sage Best - Artur | | Equipment Used - Light Experience - 2/8 | | Threat Level - 2/8 | | Vulnerability Level - 7/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Very accurate | • Only Light | | • Quick | • Weak defenses | ============================================================================== Myrmidon ============================================================================== | Promotion - Swordmaster, Assassin Best - Joshua | | Equipment Used - Sword Experience - 3/8 | | Threat Level - 3/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Good avoid | • Weak defenses | | • Quick and accurate | • Only one weapon | ============================================================================== Paladin ============================================================================== | Promotion - N/A Best - Seth | | Equipment Used - Sword, Lance Experience - 6/8 | | Threat Level - 7/8 | | Vulnerability Level - 2/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement | • Does not excel anywhere | | • Very versatile | | | • Move again after non-attack action| | ============================================================================== Pegasus Knight ============================================================================== | Promotion - Falcoknight, Wyvern K. Best - Tana | | Equipment Used - Lance Experience - 2/8 | | Threat Level - 3/8 | | Vulnerability Level - 7/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement | • Weak defenses | | • Fast | • Enemies' "flying mass unit" | | • Move again after non-attack action| | ============================================================================== Pirate ============================================================================== | Promotion - Berserker, Warrior Best - Ross | | Equipment Used - Axe Experience - 3/8 | | Threat Level - 3/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Jesus feet | • Semi-weak defenses | | • Better version of Fighter | • Promotes with rare Ocean Seal | | • High attack and speed | • Lower accuracy | ============================================================================== Priest/Cleric ============================================================================== | Promotion - Bishop, Sage, Valkyrie Best - Natasha | | Equipment Used - Staff Experience - 3/8 | | Threat Level - 4/8 | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Great support | • Weak defenses | | | • Levels very slowly | ============================================================================== Pupil ============================================================================== | Promotion - Shaman, Mage Best - Ewan | | Equipment Used - Anima Experience - N/A | | Threat Level - 2/8 | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Fast experience gain | • Weak | ============================================================================== Ranger ============================================================================== | Promotion - N/A Best - Neimi | | Equipment Used - Bow, Sword Experience - 5/8 | | Threat Level - 4/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Superb weapon combo | • Lower strength cap | | • High movement | | | • Move again after non-attack action| | | • Can cross rivers | | ============================================================================== Recruit ============================================================================== | Promotion - Knight, Cavalier Best - Amelia | | Equipment Used - Lance Experience - N/A | | Threat Level - 1/8 | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Fast experience gain | • Weak | ============================================================================== Rogue ============================================================================== | Promotion - N/A Best - Colm | | Equipment Used - Sword Experience - 4/8 | | Threat Level - 2/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Very quick | • Weak defenses | | • Good dodge | | | • Pick, Extended Vision | | ============================================================================== Sage ============================================================================== | Promotion - N/A Best - Lute | | Equipment Used - Anima, Light, StaffExperience - 7/8 | | Threat Level - 7/8 | | Vulnerability Level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Extreme versatility | • Weak physical defense | | • Good caps | | ============================================================================== Shaman ============================================================================== | Promotion - Druid, Summoner Best - Ewan | | Equipment Used - Dark Experience - 3/8 | | Threat Level - 3/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Unique tomes | • Slow | | • Higher attack | • Weaker defenses | ============================================================================== Soldier ============================================================================== | Promotion - N/A Best - N/A | | Equipment Used - Lance Experience - 1/8 | | Threat Level - 2/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Never alone | • Below average unit | ============================================================================== Sniper ============================================================================== | Promotion - N/A Best - Neimi | | Equipment Used - Bow Experience - 7/8 | | Threat Level - 6/8 | | Vulnerability Level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Good avoid | • Weaker defenses | | • No weapons triangle | | | • Sure shot | | ============================================================================== Summoner ============================================================================== | Promotion - N/A Best - Knoll | | Equipment Used - Dark, Staff Experience - N/A | | Threat Level - 5/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Summons new disposible unit | • Weak defenses | | • Attack and support | | ============================================================================== Swordmaster ============================================================================== | Promotion - N/A Best - Joshua | | Equipment Used - Sword Experience - 7/8 | | Threat Level - 8/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Extreme speed and skill | • Lower defenses | | • High critical rate | • Only one weapon | ============================================================================== Thief ============================================================================== | Promotion - Rogue, Assassin Best - Colm | | Equipment Used - Sword Experience - 2/8 | | Threat Level - 1/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Good speed and avoid | • Not a fighting unit | | • Can use Lockpick | | | • Extended vision | | ============================================================================== Troubadour ============================================================================== | Promotion - Valkyrie, Mage Knight Best - L'Arachel | | Equipment Used - Staff Experience - 3/8 | | Threat Level - 1/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Good support | • Weaker defenses | | • High movement | • Hard to level up | | | • Promotions only average | ============================================================================== Valkyrie ============================================================================== | Promotion - N/A Best - L'Arachel | | Equipment Used - Light, Staff Experience - 6/8 | | Threat Level - 5/8 | | Vulnerability Level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Very accurate | • Only one type of attack | | • High movement | • Weak physical defense | | • Attack and support | | ============================================================================== Warrior ============================================================================== | Promotion - N/A Best - Ross | | Equipment Used - Axe, Bow Experience - 7/8 | | Threat Level - 7/8 | | Vulnerability Level - 2/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High attack | • Weaker defenses | | • Superb weapon combo | | ============================================================================== Wyvern Knight ============================================================================== | Promotion - N/A Best - Cormag | | Equipment Used - Lance Experience - 8/8 | | Threat Level - 8/8 | | Vulnerability Level 1/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • All high stats | • Weak vs bows | | • High movement | • Lower stat caps | | • Pierce | • Only one weapon | ============================================================================== Wyvern Lord ============================================================================== | Promotion - N/A Best - Cormag | | Equipment Used - Lance, Sword Experience - 6/8 | | Threat Level - 6/8 | | Vulnerability Level - 2/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High caps | • Low resistance | | • High movement | • Weak vs bows | | • Two weapons | | ============================================================================== Wyvern Rider ============================================================================== | Promotion - Wyvern Lord, Wyvern K. Best - Cormag | | Equipment Used - Lance Experience - 3/8 | | Threat Level - 4/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement | • Weak vs bows | | • Good attack | • Low resistance | ============================================================================== [----Monsters----] Arch Mogall ============================================================================== | Promotion - N/A Counter With - Light | | Equipment Used - Dark Experience - 5/8 | | Threat Level - 7/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Very powerful magic | • Weak defenses | ============================================================================== Bael ============================================================================== | Promotion - Elder Bael Counter With - High avoid | | Equipment Used - Claws Experience - 2/8 | | Threat Level - 5/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Strong attack | • Bad avoid and defenses | | • High HP | | ============================================================================== Bonewalker ============================================================================== | Promotion - Wight Counter With - Lance, Magic | | Equipment Used - Sword Experience - 1/8 | | Threat Level - 2/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | | • Weak unit | ============================================================================== Cyclops ============================================================================== | Promotion - N/A Counter With - Criticals, Magic | | Equipment Used - Axe Experience - 7/8 | | Threat Level - 6/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High attack | • Low accuracy | | • High HP | • Weak resistance | ============================================================================== Deathgoyle ============================================================================== | Promotion - N/A Counter With - Axe, Bow | | Equipment Used - Lance Experience - 5/8 | | Threat Level - 5/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement | • Weak vs bows | | • One of more accurate monsters | | ============================================================================== Dracozombie ============================================================================== | Promotion - N/A Counter With - Braves, Killers | | Equipment Used - Breath Experience - 5/8 | | Threat Level - 8/8 | | Vulnerability Level - 1/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High HP, attack, defense, skill | • No double attack | | | • Weak vs bows | ============================================================================== Elder Bael ============================================================================== | Promotion - N/A Counter With - High attack, Magic | | Equipment Used - Claws Experience - 4/8 | | Threat Level - 6/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High attack, HP | • Lower accuracy, defenses | | • Travel on mountains | • Low avoid | ============================================================================== Entombed ============================================================================== | Promotion - N/A Counter With - Anything | | Equipment Used - Claws Experience - 7/8 | | Threat Level - 3/8 | | Vulnerability Level - 7/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High HP | • Low everything | | • Really good experience | | ============================================================================== Gargoyle ============================================================================== | Promotion - Deathgoyle Counter With - Bow, Axe | | Equipment Used - Lance Experience - 2/8 | | Threat Level - 3/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Higher accuracy | • Weak vs bows | | • Good movement | • Only one weapon | ============================================================================== Gorgon ============================================================================== | Promotion - N/A Counter With - Light, Dark, Bows | | Equipment Used - Dark Experience - 5/8 | | Threat Level - 8/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Very strong magic | • Low HP | | • Good accuracy | | ============================================================================== Gwyllgi ============================================================================== | Promotion - N/A Counter With - Range | | Equipment Used - Fangs Experience - 5/8 | | Threat Level - 7/8 | | Vulnerability Level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Extreme speed and skill | • Low HP and defenses | | • Decent avoid | | ============================================================================== Maelduin ============================================================================== | Promotion - N/A Counter With - Swords, Magic | | Equipment Used - Axe, Bow Experience - 5/8 | | Threat Level - 5/8 | | Vulnerability level - 4/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Superb weapon combo | • Lower defenses | | • High HP, movement | | ============================================================================== Manakete ============================================================================== | Promotion - N/A Counter With - Bow | | Equipment Used - Dragonstone Experience - 7/8 | | Threat Level - 8/8 | | Vulnerability Level - 3/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Strong stats | • Weak vs bows | ============================================================================== Mauthe doog ============================================================================== | Promotion - Gwyllgi Counter With - Range | | Equipment Used - Fangs Experience - 1/8 | | Threat Level - 3/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High speed and skill | • Low defense, HP | ============================================================================== Mogall ============================================================================== | Promotion - Arch Mogall Counter With - High damage, Light | | Equipment Used - Dark Experience - 1/8 | | Threat Level - 2/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High accuracy | • Weak defenses | | • Ranged | • Low HP | | • Flying | | ============================================================================== Revenant ============================================================================== | Promotion - Entombed Counter With - Anything | | Equipment Used - Claws Experience - 1/8 | | Threat Level - 1/8 | | Vulnerability Level - 8/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Never alone | • Weak unit | ============================================================================== Tarvos ============================================================================== | Promotion - Maelduin Counter With - Magic, Sword | | Equipment Used - Axe Experience - 2/8 | | Threat Level - 2/8 | | Vulnerability Level - 6/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • High movement | • Low accuracy, defense | ============================================================================== Wight ============================================================================== | Promotion - N/A Counter With - Axe, Magic | | Equipment Used - Sword, Lance Experience - 4/8 | | Threat Level - 3/8 | | Vulnerability Level - 5/8 | |----------------------------------------------------------------------------| | Pros | Cons | | • Versatile weapons | • Weak unit | | • Easy experience | | ============================================================================== D. Unobtainable Items/Weapons The day you see these items in your possession, you haven't played the game right. These items are usually obtained through gameshark or glitches. The way I came upon these was through gameshark. I'm not advocating anything, but if people want to know about some unused items in the game, this is the section to look at. Don't ask me for these items. Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Shadowkiller | E | 5 | 90 | 5 | 5 | ?? | 1 | Effective vs Monsters Beacon Bow | E | 6 | 85 | 5 | 5 | ?? | 1-2 | Effective vs Monsters Bright Lance | E | 7 | 80 | 5 | 8 | ?? | 1 | Effective vs Monsters Fiendcleaver | E | 8 | 75 | 5 | 10 | ?? | 1 | Effective vs Monsters Iron Ballista | E | 13 | 60 | 0 | 20 | ?? | 3-15| Alacalibur | B | 8 | 85 | 0 | 2 | 20 | 1-2 | Anima, Efctv vs Flyers Dummy | Prf | 8 | 80 | 20 | 3 | ?? | 1 | Sword, Not usuable Dummy | B | 6 | 85 | 0 | 10 | ?? | 1-2 | Light Tome, no Animation Dummy | S | 14 | 85 | 10 | 11 | ?? | 1-2 | Anima Tome, no Anim. These are rings used in the first Fire Emblem. Ninian used these in addition to her regular dance to aid allies. Tethys can use these. Also they are not labeled correctly so all of them say DUMMY. Item Dur Note ============================================================================== Filla's Might | 15 | Improves attack for 1 turn Nini's Grace | 15 | Improves defense & resistance for 1 turn Thor's Ire | 15 | Improves critical rate for 1 turn Set's Litany | 15 | Improves evade for 1 turn Item Note ============================================================================== Mine | DUMMY - From Fire Emblem, use to trap tile, WORKS Light Rune | DUMMY - From Fire Emblem, use to block tile, WORKS Heaven Seal | DUMMY - No purpose. Juna Fruit | Use to give character -5 levels (Amazing right?) Stone Shard | No idea. Vulnerary | Grey musical note appearance, DOESN'T WORK Vulnerary | Red musical note appearance, DOESN'T WORK Dance | A sword that gives an ally another turn, DOESN'T WORK ______________________________________________________________________________ VI. Tasteless Information Here are tables you might have seen already. Here are numbers that probably don't require you to remember, but here they are. For the sake of making this a "complete" walkthrough/guide, I will include information like this if you wish to look it over. A. Weapons Many guides have this list. They break it down by types. On top of that, I shall have another type of comparison... Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Slim Sword | E | 3 | 100 | 5 | 2 | 30 | 1 | Iron Sword | E | 5 | 90 | 0 | 5 | 46 | 1 | Steel Sword | D | 8 | 75 | 0 | 10 | 30 | 1 | Iron Blade | D | 9 | 70 | 0 | 12 | 35 | 1 | Poison Sword | D | 3 | 70 | 0 | 6 | 40 | 1 | Inflicts poison Shamshir | D | 8 | 75 | 35 | 5 | 20 | 1 | Zanbato | D | 6 | 85 | 0 | 11 | 18 | 1 | Armorslayer | D | 8 | 80 | 0 | 11 | 18 | 1 | Effective vs Knights Wyrmslayer | C | 8 | 75 | 0 | 5 | 30 | 1 | Effective vs Wyverns Steel Blade | C | 11 | 65 | 0 | 14 | 25 | 1 | Killing Edge | C | 9 | 75 | 30 | 7 | 20 | 1 | Lancereaver | C | 9 | 75 | 5 | 9 | 15 | 1 | Reverse weapon triangle Brave Sword | B | 9 | 75 | 0 | 12 | 30 | 1 | Double attacks Light Brand | B | 9 | 70 | 0 | 9 | 25 | 1-2 | Light attack when ranged Wind Sword | B | 9 | 70 | 0 | 9 | 40 | 1-2 | Anima attack when ranged Silver Sword | A | 13 | 80 | 0 | 8 | 25 | 1 | Silver Blade | A | 14 | 60 | 0 | 13 | 15 | 1 | Runesword | A | 11 | 65 | 0 | 11 | 15 | 1-2 | Dark attack + leech life Audhulma | S | 18 | 85 | 0 | 9 | 30 | 1 | Res +5 Rapier | Prf | 7 | 95 | 10 | 5 | 40 | 1 | Sieglinde | Prf | 16 | 90 | 0 | 9 | 30 | 1 | Str +5 Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Iron Axe | E | 8 | 75 | 0 | 10 | 45 | 1 | Steel Axe | E | 11 | 65 | 0 | 15 | 30 | 1 | Devil Axe | E | 18 | 55 | 0 | 18 | 20 | 1 | % to damage self Hatchet | E | 4 | 85 | 0 | 5 | 50 | 1-2 | Hand Axe | E | 7 | 60 | 0 | 12 | 20 | 1-2 | Poison Axe | D | 4 | 60 | 0 | 10 | 40 | 1 | Inflicts poison Hammer | D | 10 | 55 | 0 | 15 | 20 | 1 | Effective vs Knights Halberd | D | 10 | 60 | 0 | 15 | 18 | 1 | Effective vs Cavalry Swordreaver | C | 11 | 65 | 5 | 13 | 15 | 1 | Reverse weapon triangle Swordslayer | C | 11 | 80 | 5 | 13 | 20 | 1 | Effective vs sword user Killer Axe | C | 11 | 65 | 30 | 11 | 20 | 1 | Dragon Axe | C | 12 | 60 | 0 | 11 | 30 | 1 | Effective vs Wyvern Brave Axe | B | 10 | 65 | 0 | 16 | 30 | 1 | Double attacks Battle Axe | B | 13 | 60 | 5 | 15 | 20 | 1 | Silver Axe | A | 15 | 70 | 0 | 12 | 20 | 1 | Tomahawk | A | 13 | 65 | 0 | 14 | 15 | 1-2 | Garm | S | 20 | 75 | 0 | 13 | 30 | 1 | Spd +5 Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Slim Lance | E | 4 | 85 | 5 | 4 | 30 | 1 | Iron Lance | E | 7 | 80 | 0 | 8 | 45 | 1 | Javelin | E | 6 | 65 | 0 | 11 | 20 | 1-2 | Toxin Lance | E | 4 | 65 | 0 | 8 | 40 | 1 | Inflicts poison Steel Lance | D | 10 | 70 | 0 | 13 | 30 | 1 | Horseslayer | D | 7 | 70 | 0 | 13 | 16 | 1 | Effective vs Cavalry Heavy Spear | C | 9 | 70 | 0 | 14 | 16 | 1 | Effective vs Knights Dragonspear | C | 10 | 70 | 0 | 8 | 30 | 1 | Effective vs Wyverns Axereaver | C | 10 | 70 | 0 | 11 | 15 | 1 | Reverse weapon triangle Short Spear | C | 9 | 60 | 0 | 12 | 18 | 1-2 | Killer Lance | C | 10 | 70 | 30 | 9 | 20 | 1 | Brave Lance | B | 10 | 70 | 0 | 14 | 30 | 1 | Double attacks Spear | B | 12 | 70 | 5 | 10 | 15 | 1-2 | Silver Lance | A | 14 | 75 | 0 | 10 | 20 | 1 | Vidofnir | S | 15 | 85 | 0 | 11 | 30 | 1 | Def +5 Reginleif | Prf | 10 | 80 | 10 | 8 | 45 | 1 | Efctiv vs Cavalry, Knights Siegmund | Prf | 17 | 80 | 0 | 11 | 30 | 1 | Str +5 Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Ballista | E | 8 | 60 | 0 | 20 | 5 | 3-10| Killer Ballis.| E | 12 | 65 | 10 | 20 | 3 | 3-10| Iron Bow | E | 6 | 85 | 0 | 5 | 45 | 2 | Steel Bow | D | 9 | 70 | 0 | 9 | 30 | 2 | Short Bow | D | 5 | 85 | 10 | 3 | 22 | 2 | Longbow | D | 5 | 65 | 0 | 10 | 20 | 2-3 | Poison Bow | D | 4 | 65 | 0 | 5 | 40 | 2 | Inflicts Poison Killer Bow | C | 9 | 75 | 30 | 7 | 20 | 2 | Brave Bow | B | 12 | 70 | 0 | 12 | 30 | 2 | Double attacks Silver Bow | A | 13 | 75 | 0 | 6 | 20 | 2 | Nidhogg | S | 18 | 80 | 0 | 7 | 30 | 2 | Lck +5 Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Fire | E | 5 | 90 | 0 | 4 | 40 | 1-2 | Thunder | D | 8 | 80 | 5 | 6 | 35 | 1-2 | Elfire | C | 10 | 85 | 0 | 10 | 30 | 1-2 | Bolting | B | 12 | 60 | 0 | 20 | 5 | 3-10| Fimbulvetr | A | 13 | 80 | 0 | 12 | 20 | 1-2 | Excalibur | S | 18 | 90 | 10 | 13 | 30 | 1-2 | Spd +5 Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Lightning | E | 4 | 95 | 5 | 6 | 35 | 1-2 | Shine | D | 6 | 90 | 8 | 8 | 30 | 1-2 | Divine | C | 8 | 85 | 10 | 12 | 25 | 1-2 | Purge | B | 10 | 75 | 5 | 20 | 5 | 3-10| Aura | A | 12 | 85 | 15 | 15 | 20 | 1-2 | Ivaldi | S | 17 | 90 | 5 | 10 | 30 | 1-2 | Def +5 Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Flux | D | 7 | 80 | 0 | 8 | 45 | 1-2 | Luna | C | - | 50 | 10 | 12 | 30 | 1-2 | Ignores Resistance Nosferatu | C | 10 | 70 | 0 | 14 | 20 | 1-2 | Leeches HP Eclipse | B | - | 30 | 0 | 12 | 5 | 3-10| Halves HP Fenrir | A | 15 | 70 | 0 | 18 | 20 | 1-2 | Gleipnir | S | 23 | 80 | 0 | 20 | 30 | 1-2 | Skl +5 Naglfar | S | 25 | 95 | 0 | 18 | - | 1-2 | Weapon Level Hit Wt Dur Range Note ============================================================================== Heal | E | 100 | 2 | 30 | 1 | Heals (10 + MP) HP Mend | D | 100 | 4 | 20 | 1 | Heals (20 + MP) HP Unlock | D | 100 | 7 | 10 | 1-2 | Torch | D | 100 | 5 | 10 | MP/2 | Dims over time Recover | C | 100 | 6 | 15 | 1 | Heals all HP Restore | C | 100 | 4 | 10 | 1 | Cures Status Barrier | C | 100 | 4 | 15 | 1 | Diminishes over time Hammerne | C | 100 | 7 | 3 | 1 | Physic | B | 100 | 5 | 15 | MP/2 | Heals (10 + MP) HP Sleep | B | 75 | 8 | 3 | MP/2 | Silence | B | 70 | 7 | 3 | MP/2 | Berserk | B | 60 | 8 | 3 | MP/2 | Rescue | B | 100 | 6 | 3 | MP/2 | Fortify | A | 100 | 7 | 8 | MP/2 | Heals all HP Warp | A | 100 | 5 | 5 | 1 | Latona | S | 100 | 5 | 3 | ALL | Heals all HP and status Weapon Level Dmg Hit Crit Wt Dur Range Note ============================================================================== Evil Eye | - | 7 | 85 | 0 | 6 | -- | 1-2 | Dark Crimson Eye | - | 14 | 70 | 5 | 13 | -- | 1-2 | Dark Stone | - | -- | 65 | 0 | 8 | 5 | 1-3 | Dark, turn to stone Shadowshot | - | 13 | 70 | 5 | 20 | 5 | 3-10| Dark Demon Surge | - | 11 | 80 | 0 | 10 | -- | 1-2 | Dark Here are some interesting comparison tables. They serve no other purpose besides matching items next to each other. "Set 1" - The Odd One Out Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Slim Sword | E | 3 | 100 | 5 | 2 | 30 | 1 | 97 Slim Lance | E | 4 | 85 | 5 | 4 | 30 | 1 | 104 Short Bow | D | 5 | 85 | 10 | 3 | 22 | 2 | 113 Battle Axe | B | 13 | 60 | 5 | 15 | 20 | 1 | 175 "Set 2" - The Irons Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Iron Sword | E | 5 | 90 | 0 | 5 | 46 | 1 | 200 Iron Bow | E | 6 | 85 | 0 | 5 | 45 | 2 | 235 Iron Lance | E | 7 | 80 | 0 | 8 | 45 | 1 | 263 Iron Axe | E | 8 | 75 | 0 | 10 | 45 | 1 | 295 Iron Blade | D | 9 | 70 | 0 | 12 | 35 | 1 | 237 "Set 3" - The Steels Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Steel Sword | D | 8 | 75 | 0 | 10 | 30 | 1 | 175 Steel Bow | D | 9 | 70 | 0 | 9 | 30 | 2 | 204 Steel Lance | D | 10 | 70 | 0 | 13 | 30 | 1 | 218 Steel Axe | E | 11 | 65 | 0 | 15 | 30 | 1 | 235 Steel Blade | C | 11 | 65 | 0 | 14 | 25 | 1 | 185 "Set 4" - The Silvers Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Silver Sword | A | 13 | 80 | 0 | 8 | 25 | 1 | 273 Silver Bow | A | 13 | 75 | 0 | 6 | 20 | 2 | 260 Silver Lance | A | 14 | 75 | 0 | 10 | 20 | 1 | 215 Silver Blade | A | 14 | 60 | 0 | 13 | 15 | 1 | 118 Silver Axe | A | 15 | 70 | 0 | 12 | 20 | 1 | 222 "Set 5" - S Twins + Naglfar Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Vidofnir | S | 15 | 85 | 0 | 11 | 30 | 1 | 391 Audhulma | S | 18 | 85 | 0 | 9 | 30 | 1 | 489 Nidhogg | S | 18 | 80 | 0 | 7 | 30 | 2 | 492 Garm | S | 20 | 75 | 0 | 13 | 20 | 1 | 543 Ivaldi | S | 17 | 90 | 5 | 10 | 30 | 1-2 | 475 Excalibur | S | 18 | 90 | 10 | 13 | 30 | 1-2 | 528 Gleipnir | S | 23 | 80 | 0 | 20 | 30 | 1-2 | 590 Naglfar | S | 25 | 95 | 0 | 18 | - | 1-2 | N/A "Set 6" - The Braves Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Brave Sword | B | 9 | 75 | 0 | 12 | 30 | 1 | 197 Brave Lance | B | 10 | 70 | 0 | 14 | 30 | 1 | 214 Brave Axe | B | 10 | 65 | 0 | 16 | 30 | 1 | 201 Brave Bow | B | 12 | 70 | 0 | 12 | 30 | 2 | 282 "Set 7" - The "When We Were Young"s Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Shamshir | D | 8 | 75 | 35 | 5 | 20 | 1 | 220 Killing Edge | C | 9 | 75 | 30 | 7 | 20 | 1 | 247 Killer Bow | C | 9 | 75 | 30 | 7 | 20 | 2 | 217 Killer Lance | C | 10 | 70 | 30 | 9 | 20 | 1 | 254 Killer Axe | C | 11 | 65 | 30 | 11 | 20 | 1 | 231 "Set 8" - The Ranged Weapon Level Dmg Hit Crit Wt Dur Range Weapon Power ============================================================================== Hatchet | E | 4 | 85 | 0 | 5 | 50 | 1-2 | 165 Javelin | E | 6 | 65 | 0 | 11 | 20 | 1-2 | 44 Hand Axe | E | 7 | 60 | 0 | 12 | 20 | 1-2 | 52 Short Spear | C | 9 | 60 | 0 | 12 | 18 | 1-2 | 74 Light Brand | B | 9 | 70 | 0 | 9 | 25 | 1-2 | 159 Wind Sword | B | 9 | 70 | 0 | 9 | 40 | 1-2 | 294 Spear | B | 12 | 70 | 5 | 10 | 15 | 1-2 | 125 Runesword | A | 11 | 65 | 0 | 11 | 15 | 1-2 | 86 Tomahawk | A | 13 | 65 | 0 | 14 | 15 | 1-2 | 104 B. Items There are many items in the game. They add to the complexity of the game. Some are one time uses, some are permanent, etc. Item Effect ============================================================================== Member Card | Allows entry to secret shops Silver Card | Halves price of all items Fili Shield | Negates bow's effect on flyers Hoplon Guard | Negates criticals Red Gem | Sell for 2500 gold Blue Gem | Sell for 5000 gold White Gem | Sell for 10000 gold Black Gem | Sell for 15000 gold Gold Gem | Sell for 20000 gold Vulnerary | Heal for 10 HP Elixir | Heal all HP Antitoxin | Cures poison Pure Water | Increases resistance Lockpick | Opens chests and doors Door Key | Opens doors Chest Key | Opens chests Torch | Lights up area Lunar Brace | Promotes Eirika Solar Brace | Promotes Ephraim Hero Crest | Promotes Myrmidons, Fighters, Mercenaries Knight Crest | Promotes Knights, Cavaliers Orion's Bolt | Promotes Archers Elysian Whip | Promotes Wyvern Riders, Pegasus Knights Guiding Ring | Promotes Mages, Monks, Shamans, Healers Ocean Seal | Promotes Thieves, Pirates Master Seal | Promotes anyone except Lords Angelic Robe | Raises HP by 7 Energy Ring | Raises Strength/Magic by 2 Secret Book | Raises Skill by 2 Speedwing | Raises Speed by 2 Goddess Icon | Raises Luck by 2 Dragonshield | Raises Defense by 2 Talisman | Raises Resistance by 2 Swiftsole | Raises Movement by 2 Body Ring | Raises Constitution by 2 ______________________________________________________________________________ VII. Miscellaneous A. Credits fireemblem.wikia.com/ and appropriate contributors to individual articles for providing growth rates and mechanics (mechanics include class skills, S- rank mastery level) B. Legal This walkthrough belongs to CLLi (Charles Li). This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sites Allowed To Post My Guide - GameFAQs.com - Neoseeker.com - Cheatmasters.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. © 2009 Charles Li C. Version History 9/8/2009 Version 1.0 Finished Writing 10/16/2009 Version 1.2 Added more info on Secret Characters Syntax, grammatical changes in Walkthrough area Added some things to Character Analysis Added some things to Class Analysis Changed A-support example & added B-support example D. Contact I am available for questions, comments, criticism and suggestions. Feel free to email me, I will try and respond within the same week. email: charlesli321@hotmail.com