The Let's Play Archive

Fire Emblem: Dark Dragon and the Sword of Light

by DKII

Part 31: Interlude 1: Mechanics and Stats

Interlude 1: Game Mechanics and Stats

Prepare for

Combat

Easiest thing to explain first. When a unit moves in range of an enemy unit and selects 'Attack', combat begins. The attacker goes first, and then the defender (if still alive) counterattacks. Whoever is 'faster' will then get a second attack.

The main difference here from later FE games is that double-attacks only require +1 Attack Speed, and there's no 'Con' stat to offset the weapon's Weight so heavier weapons always subtract directly from Speed.


Terrain

I was going to go into full detail on all the terrain types here, but it just felt boring. So if you want all the numbers, just go here instead (spoilers of upcoming class names though). All you really need to know is that most 'rough' terrain adds evade and costs more movement to pass through - no terrain adds defense in this game though. Flying units get no bonuses or penalties, other than healing from forts, castles, and thrones like every other unit. The big mountain peaks can only be crossed by flyers, and the ocean tiles can only be crossed by Pirates and flyers.


Promotions

Upon reaching Level 10, certain classes can promote into a new class with the use of a special item. There's no fixed promotion bonuses to any stats - if the unit has a stat that is lower than the new class's base stat, it will get an increase to bring it up to the base level. However, the base figures are typically smaller than what the Level 20 averages would be. Levels cap at 20 for all classes, so those that can promote can get to 40 levels compared to 20 for everyone else. I'll go into these as we come across the promoted units so as not to spoil the other classes here.

Armor Knights don't get a promotion even though there's an obvious class we'll see later that they should promote to (Generals). Marth also can't promote, one of his major drawbacks. Every other class not listed (including Thieves, Hunters, and Pirates) all can't promote.

Promotions are nice but it's not as critical to wait until Level 20 to promote here since (at least as far as I could tell) all the stats still cap at 20 even for promoted units. There's still an advantage to waiting, but it's a lot smaller than in future games. On the other hand, units that can promote can often get away with lower growth rates if the stats would cap out at 20 eventually anyway, and balanced growth rates are preferable to a bunch of 80/20 combos.


Experience

Characters gain experience based on what happens in combat. For most units, they will gain experience equal to how much damage they dealt, or a higher bonus if they killed an enemy unit. The bizarre exception - Clerics don't get any experience for using their wands - they have to survive an attack, and then they gain experience as if they killed that unit instead.

There's only a limited number of enemies to fight over the course of the game, so there's only a limited amount of experience overall (excepting Arenas, anyway). As long as we don't spread it too thin over too many units, we shouldn't ever have a problem here.


Weapons

Just from what we've seen so far:
pre:
Name			Might	Uses	WpnLvl	HitRate	CrtRate	Weight	Special
Iron Sword		5	42	2	100	0	2	
Rapier Sword		5	28	Marth	10	10	1	Effective against Social/Armor Knights and Paladins/Generals
Steel Sword		8	38	2	80	0	4
Silver Sword		12	17	9	100	0	3
Armor Killer [Sword]	5	22	3	80	0	2	Effective against Armor Knights/Generals
Dragon Killer [Sword]	6	16	7	80	0	2	Effective against Dragon Knights/Mamkutes
Kill Sword		8	22	7	100	20	2
Thunder Sword		7	20	8	90	0	2	Magic attack; Range of 1 or 2 tiles
Devil Sword		17	19	1	100	0	5	Has (21 - User's Luck) % chance of striking user instead
Miracle [Sword]		18	24	Marth	100	10	3	Increases growth rates
Falchion [Sword]	10	Inf	Marth	100	0	3	Effective against Mediuth, casts Recover on use, 
									grants melee non-Dragonstone immunity

Iron Lance		8	38	1	80	0	6
Javelin [Lance]		7	22	3	70	0	6	Range of 1 or 2 tiles
Knight Killer [Lance]	5	14	4	90	0	5	Effective against Social Knights/Paladins
Silver Lance		12	20	7	80	0	7
Gradius [Lance]		20	17	14	90	0	4	Range of 1 or 2 tiles, casts Recover on use

Iron Axe		7	43	1	80	0	7
Hammer [Axe]		6	40	2	70	0	6	Effective against Armor Knights/Generals
Hand Axe		5	13	3	60	0	9	Range of 1 or 2 tiles
Steel Axe		9	31	2	70	0	9
Devil Axe		20	9	4	70	0	14	Has (21 - User's Luck) % chance of striking user instead

Iron Bow		4	33	1	90	0	1	Range of 2 tiles, effective against Pegasus/Dragon Knights
Bowgun [Bow]		5	37	2	100	20	2	Range of 2 tiles, effective against Pegasus/Dragon Knights
Steel Bow		7	28	3	80	0	3	Range of 2 tiles, effective against Pegasus/Dragon Knights
Silver Bow		11	24	7	80	0	6	Range of 2 tiles, effective against Pegasus/Dragon Knights
Partia [Bow]		17	17	13	100	0	3	Range of 2 tiles, effective against Pegasus/Dragon Knights, 
									casts MShield on use

Fire Tome		5	25	1	100	0	0	Range of 1 or 2 tiles
Thunder Tome		6	21	2	90	0	1	Range of 1 or 2 tiles
Freeze Tome		7	23	3	80	5	2	Range of 1 or 2 tiles
Elfire Tome		9	18	4	80	0	5	Range of 1 or 2 tiles
Volcannon Tome		12	13	5	70	0	6	Range of 1 or 2 tiles
Torron Tome		13	21	5	100	10	3	Range of 1 or 2 tiles
Worm Tome		16	25	7	70	0	9	Range of 1 or 2 tiles
Excalibur Tome		13	33	Marich	100	20	3	Range of 1 or 2 tiles
Aura Tome		20	25	Linda	90	0	7	Range of 1 or 2 tiles
Maph Tome		14	Inf	Garnef	70	0	9	Range of 1 or 2 tiles, makes user invincible
Starlight Tome		13	12	9	100	0	5	Range of 1 or 2 tiles, ignores Maph special

Live Wand		10	20	1	100	0	0	Heals ally
Relieve Wand		20	16	2	100	0	0	Heals ally
Recover Wand		Inf	13	3	100	0	0	Heals ally
Reblow Wand		10	10	7	100	0	0	Heals ally, infinite range
Reserve Wand		10	12	8	100	0	0	Heals all allies, infinite range
Warp Wand		--	7	7	100	0	0	Moves ally to any tile
MShield Wand		--	18	8	100	0	0	Increases ally Resist by 7, effect decays by 1 each turn
Hammerne Wand		--	12	Rena	100	0	0	Repairs weapon to full durability
Oum Wand		--	1	Ellis	100	0	0	Revives dead ally at a particular location

Quick Catapult		12	27	1	90	0	7	Range of 2 tiles, effective against Pegasus/Dragon Knights
Stone Catapult		15	43	5	50	0	13	Range of 2 tiles
Fire Catapult		12	23	5	100	0	10	Range of 2 tiles
Thunder Catapult	10	54	6	90	0	11	Range of 2 tiles, effective against Shooters
Elephant Catapult	18	19	1	90	0	12	Range of 2 tiles

Fire Dragonstone	16	Inf	Banutu	80	0	3	Increases user Defense by 12 in combat
Divine Dragonstone	12	Inf	Chiki	100	0	1	Increases user Defense by 15 in combat, effective against Mamkutes
Demon Dragonstone	18	Inf	Enemy	90	0	6	Increases user Defense by 16 in combat, grants magic immunity
Earth Dragonstone	20	Inf	Mediuth	70	0	10	Increases user Defense by 23 in combat, grants ranged immunity, 
									negates non-Falchion weapon effectivity
Name			Might	Uses	WpnLvl	HitRate	CrtRate	Weight	Special
The big thing with weapons is that all weapons are created equal; there's no inherent advantage of any weapon type over another. No 'weapon triangle' of swords -> axes -> lances -> swords to play with, so your only tradeoff is in the raw stats. No 'magic triangle' either; every Tome is vanilla. As I said in the last update, there's also only one Weapon Level stat, so a class that can wield multiple weapon types has the same Weapon Level for both.

Also, axes suck. But the only units that can use axes are stuck with only axes anyway, so there's not really a trade-off there.

Marth, Thieves and Mercenaries/Heroes can only use swords, while Paladins, Generals, and Social, Pegasus, Armor, and Dragon Knights can all use both swords and lances. Archers, Hunters, and Bow Knights can obviously only use bows, while Pirates and Fighters can only use axes. Clerics can only use wands, and Magicians can only use tomes; Priests can use either. Mamkutes obviously can only use Dragonstones, and Shooters can only use Catapults.


Other Stuff

Other things that aren't in this game, that you might expect if you're played any Fire Emblem game that actually left Japan:

Plus some other special surprises reserved for later.