version 2/fates.1 the tides of war - fireden.net
TRANSCRIPT
Fire Emblem: The Tides of War is a fan-made tabletop adaptation of the popular
video game series, Fire Emblem made by Johnathan Frey, also known as
Obelion13, a loser who browses 4chan’s /tg/ board and wanted to make a game
system for Fire Emblem. Fire Emblem: The Tides of War is in no way associated
with Nintendo and was not made for profit, although a little recognition for the
hard work I put into typing all of this is always nice to hear.
If you want to contact me, you can reach me on Skype at obelion13 or at the
"Comments" section of www.obelion13.wordpress.com if you’re desperate.
Changelog
v1.0.0
October 24, 2014
Fire Emblem: The Tides of War Core Rulebook and Player's Handbook is
released. Awaiting feedback.
v1.1
November 24, 2015
A massive formatting renovation to make future updates less of a headache
than this one was. Includes revamped Table of Contents
Core Rulebook now features more art in an attempt to look nicer
Weapon Experience gain adjusted to a more reasonable scale
Implementation of Support Bonuses and Affinity
Implementation of Manakete and Manakete Dragonstones Needs testing
Implementation of Laguz, Laguz Items, and Laguz Weaponry. Subject to
balance testing like the Manaketes
New classes added (because I forgot to add them last time)
o Tactician base class, Grandmaster, Bride
New skills added
o Boon, Charge, Eclipse, Great Shield, Point Blank, Rally Heart,
Solidarity, Vortex, Wildheart
New weapons added
o Laguzslayer, Laguz Lance, Laguz Axe, Laguz Bow, Dragonstones
Added a metric shit ton of new items
o Beorcguard, Crusader Scrolls, Demi Band, Laguz Band, Laguz Gem,
Laguzguard, Laguz Stone, Olivi Grass, Repair Hammer,, Mine Seed
of Trust, Dragonstones
Wyvern Rider base HP buffed from 12+3d4 to 14+3d4
Skeletons summoned by a Summoner now grant 1/2 experience to their
summoner instead of 1/3 experience
o Summon limit changed from 4 to (Current Skill/4)
v1.2
December 2, 2015
Archer stat penalties modified from -2 Defense to -2 Magic
Fighter stat penalties modified from -2 Defense to -2 Resistance
Fighter skill changed from Zeal to HP+5
Pirate stat penalties modified from -2 Speed to -2 Skill
Soldier base stat penalties modified from -2 Str/Mag/Skl/Def/Res to -1
Str/Mag/Skl/Def/Res
Druid promotion bonuses modified from +3Mag/Res to +3Def/Res
Manakete and Laguz level cap lowered from 25 to 20
Growth Rate generation methods revised to prevent unusably low growth
rates and regulate abnormally high growth rates
Growth Rate Table removed due to revised growth rate generation
procedures
Support Bonuses rebalanced to provide useful bonuses at each rank
Weapon Experience readjusted to prevent weapon ranks from improving too
quickly
Implementation of Reclassing mechanics
Added new item: Second Seal
v1.3
December 9, 2015
Added the Status Condition page I can’t believe has been missing since v1.0
Edited formulas on items that induce status effects
Singular Level 10 promotional skill restriction lifted to appeal to those who
like to reclass a lot like Awakening but kept as an optional rule in the form
of Second Seal availability restriction via Game Master manipulation
Fixed Steel Lance weapon rank from E to D
Made the formula for Damage more prominent for easier reference
The table reference used in the Leveling Up page has been edited
v2/Fates
December 23, 2015
Added three classes from Fire Emblem: Awakening I forgot to implement
o Taguel, Trickster, Dark Knight
Added a ton of classes featured in Fire Emblem: Fates
o Some classes merged with existing classes to avoid uninspired overlap
(ie Holy Lancer and Halberdier)
o New Base Classes: Kitsune, Wolfskin, Apothecary, Ninja, Nohr
Prince/Princess
o New Promoted Classes: Basara, Blacksmith, Nohr Noble, Master
Ninja, Kinshi Knight, Merchant, Maid/Butler, Wolfssegner, Nine-
Tails, Mechanist, Malig Knight, Master of Arms, Hoshido Noble
Due to not needing a promotional item in Fire Emblem: Fates, a new item,
Beast Seals, allows a Kitsune or Wolfskin to promote as a unit would do in
previous games.
o Apothecaries require an Orion’s Bolt to promote, Ninjas require an
Ocean Seal to promote, and Nohr Princees/Princesses require a
Heaven Seal to promote.
Removed the gender restrictions on the Pegasus Knight, Pirate, Fighter,
Dread Fighter, and Bride classes due to removal of gender locked classes in
Fire Emblem: Fates
Rebalanced many base classes’ Class Stat Adjustments to better work with
the Standard Array
Added the Forging mechanic found in Path of Radiance, Radiant Dawn,
Shadow Dragon, Awakening, and Fates.
Added new skills featured in Fire Emblem Fates
o Elbow Room, Voice of Peace, Roundhouse, Natural Cover, Dual
Striker, Stubborness, Duelist’s Blow, Darting Blow, Heartseeker,
Malefic Aura, Tactical Advice, Locktouch, Gentilhomme, Lunge,
Warding Blow, Wary Fighter, Awakening, Armored Blow, Dual
Guarder, Magic Drain, Shurikenbreaker, Inspiration, Odd Shaped,
Beastbane, Potent Potion, Quick Salve, Poison Strike, Song of Peace,
Evenhanded, Nobility, Dragon Fang, Live to Serve, Death Blow,
Dragon Ward, Hoshido, Draconic Hex, Nohrian Trust, Strength Seal,
Life and Death, Salvage Blow, Profiteer, Spendthrift, Golembane,
Copycat Puppet, Shurikenfaire, Rend Heaven, Quixotic, Air
Superiority, Amaterasu, Savage Blow, Trample, Even Better, Grisly
Wound, Better Odds
Added the personal skill feature found in Fire Emblem: Fates as an optional
rule for Game Masters to use as they desire
o Optimistic, Forceful Partner, Evasive Partner, Devoted Partner,
Opportunist, Pride, Fancy Footwork, Lily’s Poise, Peacebringer,
Rose’s Thorns, Aching Blood, Bibliophile, Born Steward, Calm,
Pragmatic, Fierce Rival, Countercurse, Triple Threat, Highwayman,
Divine Retribution, Draconic Heir, Rallying Cry, Pyrotechnics,
Forager, Fiery Blood, Guarded Bravery, Vow of Friendship, Make a
Killing, Sisterhood, Gratitude, Haiku, Healing Descant, Icy Blood,
Fierce Mien, Bloodthirst, Gallant, Quiet Strength, Fortunate Son,
Supportive, Shuriken Mastery, Nohr Enmity, Perfectionist, Collector,
Playthings, Optimist, Miraculous Save, Noble Cause, Puissance,
Competitive, Goody Basket, Sweet Tooth, Perspicacious, Vendetta,
Fierce Counter, Fearsome Blow, Perfect Pitch, Misfortunate, Morbid
Celebration, In Extremis, Chivalry, Bushido, Daydream, Wind Blood,
Unmask, Mischievous, Prodigy,
Added new items
o Nohrian Dragonstones, Beaststones, Beaststones+, Gold Coin
v2/Fates.1
August 31, 2016
All Japanese translated named for Classes, Skills, and Items now translated
to match their localized names
Base Stat generation changed from an array plus a pool to a larger pool to
avoid confusion
HP Gain Rates for most of the first tier classes adjusted
HP Caps for all Promoted. Laguz, and Manaketes implemented
The Dual Magic Trinity from the Jugdral and Tellius series have been
implemented as an optional rule
Anima Tomes now broken down into Fire, Wind, and Thunder elements to
utilize the new optional Dual Magic Trinity
New Anima Tomes implemented to fill the gaps created from expanding the
previous singular Anima Tome selection
Manaketes now acquire three skills as opposed to two (See entries)
Laguz Maximum Level changed from 20 to 25
Laguz now roll 1d6 instead of 1d8 to determine their Current Stats at
character generation
Laguz now acquire four skills in total as opposed to two (See entries)
Heron Tribe Laguz now acquire appropriate Galdr skills (See Skills section)
Pirates now gain Speed+2 at level 1instead of Strength+2
Falcoknights now gain Stun at level 5 instead of Adept
Nomads now gain Bowbreaker at level 10 instead of Shurikenbreaker
Warriors now gain Axefaire at level 5 instead of Death Blow
Dark Knights now choose between Dark and Anima Tome proficiency
Sages lose Light Tome proficiency
Dancers/Bards/Singers now choose between Sword or Lance proficiency
Author Notes Hey everyone!
Been a long time since I put work into this project of mine. Things haven’t
been too stable in my life as I just left a nice security job for health reasons this
past June. While it was steady pay with nice benefits, the job had me in very
unclean locations full of cigarette smoke, which surprisingly affected me more
severely than I expected.
With job hunting and wedding planning simultaneously eating up my life,
it’s been hard to find the time to get this done. Nevertheless, translations, balances,
changes, and edits galore came out in full force in the v2Fates.1 update for Fire
Emblem: The Tides of War.
My main concern this time around was shockingly not the full translation
overhaul to the game but reworking underpowered classes and the nonhuman
character options to make them more appealing and balanced. Laguz and Manakete
are now more viable at end game difficulties as they receive more skills and other
balance changes to keep them on par with normal units who have access to the
Reclassing mechanic normally prohibited to the shape shifting races.
I put many long nights into this update, so if you find any errors or would
just like to voice anything about the game, please do not hesitate to contact me
using the information found in the previous section. I hope that people who play
the game find it to be everything they expect and more, so please enjoy this labor
of love.
-John
Table of Contents The Tides of War .................................................................................................................. 0
Author Notes ........................................................................................................................ 7
Introduction ......................................................................................................................... 1
Character Generation.......................................................................................................... 2
Determining Base Stats ............................................................................................ 3
Determining Growth Rates and Rolling for Stats .................................................... 5
Base Classes: Choosing a Combat Style ............................................................................. 8
Reading the Base Class Information Block .............................................................. 9
Archer ..................................................................................................................... 10
Cavalier .................................................................................................................. 10
Dancer / Bard / Singer ........................................................................................... 10
Fighter .................................................................................................................... 11
Knight ..................................................................................................................... 11
Lord ........................................................................................................................ 11
Mage ....................................................................................................................... 12
Mercenary ............................................................................................................... 12
Monk ....................................................................................................................... 12
Myrmidon ............................................................................................................... 13
Pegasus Knight ♀/ Warrior ♂ ................................................................................ 13
Pirate ...................................................................................................................... 13
Priest ♂ / Cleric ♀ ................................................................................................. 14
Shaman ................................................................................................................... 14
Soldier ..................................................................................................................... 14
Tactician ................................................................................................................. 15
Taguel ..................................................................................................................... 15
Thief ........................................................................................................................ 15
Troubadour ♀ /Rod Knight♂ ................................................................................. 16
Wyvern Rider .......................................................................................................... 16
Base Classes of the Fates .................................................................................................. 17
Apothecary .............................................................................................................. 18
Kitsune .................................................................................................................... 18
Nohr Prince ♂/Princess ♀ ..................................................................................... 19
Wolfskin .................................................................................................................. 19
Promoted Classes .............................................................................................................. 20
Promotion .......................................................................................................................... 21
Assassin .................................................................................................................. 22
Bride ♀/ Groom ♂ .................................................................................................. 22
Berserker ................................................................................................................ 22
Bishop ..................................................................................................................... 23
Dark Falcon ............................................................................................................ 23
Dark Knight ............................................................................................................ 23
Dread Fighter ......................................................................................................... 24
Druid ....................................................................................................................... 24
Falcoknight ............................................................................................................. 24
General ................................................................................................................... 25
Grandmaster ........................................................................................................... 25
Great Lord .............................................................................................................. 25
Great Knight ........................................................................................................... 26
Griffon Knight ........................................................................................................ 26
Halberdier .............................................................................................................. 26
Hero ........................................................................................................................ 27
Mage Knight ........................................................................................................... 27
Nomad ..................................................................................................................... 27
Paladin ................................................................................................................... 28
Rogue ...................................................................................................................... 28
Sage ........................................................................................................................ 28
Sniper ...................................................................................................................... 29
Summoner ............................................................................................................... 29
Swordmaster ........................................................................................................... 29
Trickster .................................................................................................................. 30
Valkyrie ♀ / Strategist ♂ ........................................................................................ 30
Warrior ................................................................................................................... 31
Wyvern Lord ........................................................................................................... 31
Promoted Classes of the Fates .......................................................................................... 32
Basara ..................................................................................................................... 33
Blacksmith .............................................................................................................. 33
Hoshido Noble ........................................................................................................ 33
Kinshi Knight .......................................................................................................... 34
Maid ♀ / Butler ♂ ................................................................................................... 34
Malig Knight ........................................................................................................... 34
Master Ninja ........................................................................................................... 35
Master of Arms ....................................................................................................... 35
Mechanist ............................................................................................................... 35
Merchant ................................................................................................................. 36
Nine-Tails ............................................................................................................... 36
Oni Chieftain .......................................................................................................... 37
Wolfssegner ............................................................................................................ 37
Stat Caps ............................................................................................................................ 38
Promoted Units Stat Caps Table ....................................................................................... 39
Promoted Units of the Fates Stat Caps ............................................................................. 40
The Manaketes ................................................................................................................... 41
General Manakete Information .............................................................................. 42
Manakete Transformation Mechanics .................................................................... 43
Making a Manakete ................................................................................................ 44
Manakete Stat Caps ........................................................................................................... 50
The Laguz .......................................................................................................................... 51
Reading The Laguz Information Block ................................................................... 52
General Laguz Information .................................................................................... 52
The Transformation Bar ......................................................................................... 53
The Humanoid Form Mechanics ............................................................................ 54
The Laguz Form Mechanics ................................................................................... 54
Making a Laguz ...................................................................................................... 55
The Beast Tribes ................................................................................................................ 57
The Bird Tribes .................................................................................................................. 61
The Dragon Tribes............................................................................................................. 64
Laguz Tribe Stat Caps ....................................................................................................... 66
Leveling Up ........................................................................................................................ 67
Reclassing .......................................................................................................................... 69
Supports: The Bonds of Friendship ................................................................................... 70
Forging the Bond .................................................................................................... 71
Utilizing the Bond ................................................................................................... 72
Character Finalization ...................................................................................................... 75
Rescue: ................................................................................................................... 75
Hit: .......................................................................................................................... 75
Avoid (Avo): ............................................................................................................ 75
Attack/Damage ....................................................................................................... 76
Critical (Crit): ........................................................................................................ 76
Crit Avoid (CrtAv) .................................................................................................. 76
Inventory ................................................................................................................. 76
Faceless Numbers: The Importance of Identity ..................................................... 77
On the Battlefield ............................................................................................................... 78
The Flow of Combat ............................................................................................... 79
Objectives ............................................................................................................... 79
Player and Enemy Phases ...................................................................................... 79
Lay of the Land: The Map ...................................................................................... 81
Weather Effects ....................................................................................................... 82
Aspects of Combat ............................................................................................................. 83
Movement (Movement Action) ................................................................................ 83
Attacking (Standard Action) ................................................................................... 83
Using Items (Standard)........................................................................................... 84
Visiting (Standard Action) ...................................................................................... 84
Using an Active Skill (Standard Action) ................................................................. 84
Pair Up (Standard Action) ..................................................................................... 84
Talking (Minor Action) ........................................................................................... 84
Trading (Minor Action) .......................................................................................... 84
Wait (Free Action) .................................................................................................. 84
Bearing Your Fangs: How to Fight ................................................................................... 85
The Dual System: Attack /Guard Stances .......................................................................... 89
The Attack Stance ................................................................................................... 90
The Guard Stance ................................................................................................... 91
The Weapon Trinities......................................................................................................... 92
Weapon Ranks and Increasing Ranks ............................................................................... 95
Weapon Ranks of the Fates ............................................................................................... 95
Promoted Unit Maximum Weapon Rank Table ...................................................... 96
Weapons List ...................................................................................................................... 98
Sword / Katana List .............................................................................................. 100
Lance / Naginata List ........................................................................................... 101
Axe / Club List ...................................................................................................... 102
Bow / Yumi List ..................................................................................................... 104
Ballistae List ......................................................................................................... 105
Daggers List ......................................................................................................... 106
Anima Tomes ........................................................................................................ 107
Light Tomes .......................................................................................................... 109
Dark Tomes .......................................................................................................... 109
Stones .................................................................................................................... 111
Laguz Weapons ..................................................................................................... 113
Staves / Baton List ................................................................................................ 114
Forging: Creating Custom Weapons ............................................................................... 115
Items ................................................................................................................................. 116
Recovery Items ...................................................................................................... 116
Class Change Items .............................................................................................. 116
Stat Boosting Items ............................................................................................... 117
Gems/Gold Bags ................................................................................................... 118
Other Items ........................................................................................................... 118
Skills ................................................................................................................................. 121
Skill Activation ...................................................................................................... 122
Class Skill List ...................................................................................................... 123
Personal Skill List................................................................................................. 137
Manual Only Skills ............................................................................................... 143
Gamemaster Notes ........................................................................................................... 147
Standard Character Sheets .................................................. Error! Bookmark not defined.
Future Implementations ....................................................... Error! Bookmark not defined.
Credits ............................................................................................................................. 152
1
Introduction
What is Fire Emblem: The Tides of War?
Fire Emblem: The Tides of War is an adaptation of the Fire Emblem video
game series for tabletop gaming. While knowledge of the Fire Emblem games will
make it easier to enjoy the game, no knowledge of the game is required in order to
play. This game focuses on a ragtag group of heroes completing their objectives
through tactical turn-based combat. Teamwork will be necessary, for once a
character dies, there's no coming back! The series signature threat of permanent
death is ever present!
In this tabletop strategy system, roleplaying is at a minimum in favor of
focusing on combat mechanics translated directly from the video games for the
tabletop gaming format, although roleplaying is highly encouraged and even
rewarding at times.
What will I need to play?
A standard dice consisting of a four, six, eight, twelve, twenty, and two ten
sided dice are easy to get a hold of and come with every dice you'll need to play
the game. While twelve and twenty sided die are rarely used in Fire Emblem: The
Tides of War, they come in a standard tabletop dice set anyways, so it won't hurt to
have around. If you can't get your hands on a set for some reason, free dice rolling
programs are available online with a bit of Google magic.
Here are a few more things you'll need:
A pencil
Character sheet(s) and a generated character
Easy access to this handbook
Scratch paper (optional)
People to play with (1 Gamemaster and 2-3 players)
A game mat with square tiles to place miniatures
Miniatures or tokens of some kind to place on the game mat
2
Character Generation Before you can enter the Fire Emblem universe, you need a character! Your
personal character's combat prowess and fighting style can be seen as a reflection
of the person controlling then, making this character your means of inserting
yourself into the wondrous world of Fire Emblem.
Whether you choose to be the courageous cavalier who bravely charges into
battle to protect your comrades, the studious mage who strives to master the arcane
secrets of the world, or the cunning thief who lies in wait for the prime opportunity
to strike at your foe's gold pouches, your character's attributes and combat role are
your ticket into fame and fortune, or possibly even the grandiose halls of legend.
3
Determining Base Stats Every Fire Emblem game has the common theme of assembling your army
with a colorful assortment of loveable and memorable individuals. Each of these
characters, or units as they're called, are all proficient in different things. For
example, Feena from Fire Emblem: Mystery of the Emblem is a very cheery girl
who happens to be a very skilled dancer; however, her cheery disposition and
energetic attitude gets on the nerves of Nabarl, a distant but highly skilled
swordsman who has the misfortune of being the target of Feena's romantic
advances.
While a chosen class determines your talents on the battlefield, the key in a
unit's efficacy in combat lies in their stats. The higher a stat is the more effective
the unit is in using the stat with their appropriate actions. A Fighter with high
Strength can hold heavier weapons and deal more damaging blows, while a
Myrmidon with high Speed can dance around a foe's offenses and possibly attack
twice in one turn. The following section will proceed to explain what each stat
does mechanically.
Health Points (HP)
Possibly the most important stat in the game, Health Points are what
keep your unit on their feet. You don't roll for HP like the following stats;
instead, you refer to your class' "Starting HP" section to determine how
much HP you start with. If your HP ever drops to zero, your unit is
considered dead, and since this is Fire Emblem, there are no second chances
on the battlefield! Play strategically or your units will be lost forever!
Level
When a unit participates in combat or uses a staff, they earn
experience points. When a unit gains 100 experience points, they level up
and get stronger! See page 22 on details on leveling up.
Strength (Str)
This stat represents your unit's physical ability to swing their preferred
weapon. Having a high Strength makes your physical attacks more powerful.
4
Magic (Mag)
Your unit's control and affinity for the arcane arts is represented by
their Magic stat. Having a higher Magic makes your spells stronger and your
healing arts more efficient.
Skill (Skl)
Skill is the unit's culmination of proficiency and combat maneuvers.
Having a high Skill enables your unit's attacks to be more accurate and also
determines your chance to score a devastating Critical Hit.
Speed (Spd)
Your unit's agility and reflexes are represented by Speed. With a high
Speed, attacks are easier to evade. If you're attacking a slower target, you
may even be able to attack twice in a single turn!
Defense (Def)
Defense is your unit's ability to shrug off a physical attack. When
being attacked by a weapon, this stat will determine how much damage is
reduced per attack. When you get swarmed by a pack of Fighters and
Myrmidons and walk away from it alive, you'll be glad you had the Defense
to withstand the onslaught.
Resistance (Res)
Your Resistance functions as your Defense against magical attacks.
When being attacked by a spell, you'd use your Resistance as damage
reduction per attack just as Defense reduces physical damage. Given the
powerful nature of spell casting, having a high Resistance can pay off very
quickly.
Luck (Lck)
A person's mysterious affinity for good fortune is their luck. While no one
knows what luck really is or how it works, it plays a role in many key stats,
including your Hit, Crit, and CrtAvo, or your ability to evade critical hits.
5
Constitution (Con)
Constitution is simply your body size. This is the main factor for rescuing, as
you can only rescue units who have a smaller Constitution than you. Note that
Mounted units have a separate Constitution called "Aid" that is much higher than
theirs that is used for rescuing other units. Aid is calculated by (Conx2) +2.
Constitution CANNOT be increased through normal level ups, so roll well!
Affinity
The natural element your spiritual energy most aligns to. This is used in the
Support system and governs what passive bonuses you grant to your closest allies.
Determining Growth Rates and Rolling for Stats Stats in the Fire Emblem games function off of hidden growth rates, class
growth rates, and random number selection, which can lead to a unit with abilities
to varying degrees. Anything ranging from a walking avatar of destruction to a
complete pushover is possible due to the erratic nature of random number
generation. To help with those balancing issues and to simplify stat growths, base
stats are determined using a predetermined array of numbers that help prevent a
unit from being too weak, effectively becoming the weak link on the chain.
A character’s standard base stat array consists of a pool of 15 Base Stat
Bonus Points that can be added to any of these stats. These numbers are
rearranged and assigned to your stats according to your liking. A stat with a higher
Base Stat number will be more likely to receive a bonus upon leveling up. Your
Base Stats are also affected by the class you choose, but only once upon character
generation.
The maximum value of a Base Stat is nine. The minimum value of a
Base Stat is one.
A unit’s Base Stats are independent of a unit’s Current Stats, which are the
stats a unit utilizes in combat. Unlike Base Stats that determine how well a unit
grows in a stat, a Current Stat is the stat that actually determines a unit’s efficacy in
that area.
6
To determine a character’s starting Current Stats, roll 1d8 for each of the
seven stats. These rolls can be rearranged among your stats as desired. When you
choose a class detailed in the next chapter, these stats will receive bonuses and
penalties to reflect upon the nature of the class you select. For example, a Fighter
will receive a bonus to his Strength due to their immense physical power.
If you are making a Laguz or Manakete character, you roll 1d6 for their
Current Stats instead of 1d8. This is because Laguz and Manakete have methods
of obtaining large stat boosts from transforming.
Constitution does not receive an assignable number due to its varying and
individual nature. To determine a unit’s Constitution, roll 1d12. Constitution will
never change throughout a unit’s career except at Promotion.
7
Summary
For a level one character:
1. Select a Base Class
2. Add your Class Stat Adjustments to your Base Stats and Current
Stats
3. Rearrange the numbers in the Standard Array to your Strength,
Magic, Skill, Speed, Luck, Defense, and Resistance as desired.
4. Add your Base Stat Bonus Points to your assigned Base Stat
numbers.
5. Roll 1d8 to determine your Current Strength, Magic, Skill, Speed,
Luck, Defense, and Resistance stats.
6. Roll 1d12 for Constitution.
7. Choose a Personal Skill from the Skills chapter
8. Roll 1d8 and consult the following table to determine your
Affinity used in determining Support Bonuses. Affinity will never
change after character creation.
Affinity Table
Result of 1d8 Roll Corresponding Affinity
1 Anima
2 Dark
3 Fire
4 Ice
5 Light
6 Thunder
7 Wind
8 Heaven
Note that you cannot have a negative number in a stat! The minimum value
you can have in a single Current Stat is zero, so don't screw up and put negatives in
or you'll be in some serious trouble!
8
Base Classes: Choosing a Combat
Style Part of what makes Fire Emblem tactically engaging is the plethora of
classes that can potentially join you in your quest. Each class has a defining feature
that helps them craft an identity and specialization in your army. Maybe you're the
type of person that favors heavily armored Knights, powerful Fighters and stout
Cavaliers for a formidable melee offensive? Or maybe you prefer the swift spears
of Pegasus Knights? There are plenty of classes and one is bound to be your style.
While you can't always choose the class of the latest person to join your
ragtag army, having knowledge of their abilities and proficiencies will enable you
to take advantage of their strengths and ensure that your fellow soldiers live to see
another sunrise. The following section will alphabetically list every detail about the
classes featured in Fire Emblem: The Tides of War
9
Reading the Base Class Information Block
Every Base Class has different starting HP values, base and current stat
modifications, and weapon proficiencies. To start generating a character, select
your desired class, roll your class' Starting HP value, and add its listed Class Stat
Adjustment to both your Base Stats and Current Stats! Note that you can add
your Class Stat Adjustment after you've rearranged your Base Stats if you desire.
All starting classes (which may also be called first tier classes) and their respective
features are presented in the upcoming pages. To help you read the stat blocks,
refer to the legend below.
Note that all stat caps for a first tier unit are 20 unless specified (such as
with the Dancer/Bard/Singer or Taguel classes).
Class Name: The name of the Base Class. If a class name is gender specific,
it will be denoted with a ♂for Male and ♀for Female.
Description: Brief flavor text about the class
HP/Stats: The class' HP value at level one and any change in base stats caused by
class selection. The base HP of the class comes before the forward slash and the
class’ HP Gain value, or the value one must roll under or match upon leveling to
gain +1HP, is listed after the forward slash.
Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk. If a unit possesses the Canto
innate skill, it will be marked here.
Proficiencies: The weapon types the class can use. Proficiency for new characters
starts at Rank E.
Skills: Any special skills or class bonuses will be listed here along with the level
you gain them at. You do not lose your previous class' skill when promoting; you
simply gain the listed skill(s) on top of what you have now. Skill effects are shown
in the Skills chapter.
10
Archer Foot soldiers who wield bows. Can attack from
a range, but are vulnerable in melee combat.
HP/Stats: 12+2d6 / HP Gain 5
+2 Skl, +1 Lck, -2 Res, -1 Mag
Move: 5
Proficiencies: Bows
Skills: Movement+1 Lvl 1, Quick Draw Lvl 10
Cavalier Mounted knights who wield swords and lances
on horseback for versatility and mobility.
HP/Stats: 16+2d6 / HP Gain 6
+1 Skl, +1 Def, -1 Res
Move: Mounted 7, Canto
Proficiencies: Swords, Lances
Skills: Discipline Lvl 1, Elbow Room Lvl 10
Dancer / Bard / Singer Support units that use song and/or dance to
revitalize allies. Do not promote.*
HP/Stats: 12+2d6 / HP Gain 5
+2 Luck, +2 Spd, -2 Str, -1 Skill
Move: 5
Proficiencies: Choose Lances or Swords
Skills: Revitalize & Special Dance Lvl 1, Voice
of Peace Lvl 10
11
Fighter Robust combatants specializing in high HP and
Strength. Uses axes to devastating effect.
HP/Stats: 16+2d8 / HP Gain 7
+2 Str, +1 Def, -2 Res, -1 Skl
Move: 5
Proficiencies: Axes
Skills: HP+5 Lvl 1, Roundhouse Lvl 10
Knight Heavily armored foot units. Excels at all melee
combat, but suffers from low Speed and
Resistance.
HP/Stats: 14+2d8 / HP Gain 7
+1 Str, +2 Def, -2 Spd, -1 Res
Move: 4
Proficiencies: Lances
Skills: Defense+2 Lvl 1, Natural Cover Lvl 10
Lord One of noble birth. Has great flexibility and
potential. Funny hat highly encouraged.
HP/Stats: 14+2d8 / HP Gain 6
+1 Two Stats, -1 Two Stats
Move: 5
Proficiencies: Choose 1 weapon or magic type
Skills: Charm Lvl 1, Dual Striker Lvl 10
12
Mage
Units who harness the power of anima magic to
attack. Low physical combat potential
HP/Stats: 10+2d8 / HP Gain 5
+2 Mag, +1 Skl, -2 Def, -1 Str
Move: 5
Proficiencies: Anima Tomes
Skills: Magic+2 Lvl 1, Focus Lvl 10
Mercenary Well rounded swordsmen with no prominent
flaws. Slower but hardier than Myrmidons.
HP/Stats: 14+2d8 / HP Gain 6
+1 Skill, +1 Luck -2 Res
Move: 5
Proficiencies: Swords
Skills: Strong Riposte Lvl 1, Good Fortune Lvl
10
Monk Holy wielders of light magic with many
Promotion options.
HP/Stats: 12+2d8 / HP Gain 5
+1 Mag, +2 Res, -1 Speed, -2 Def
Move: 5
Proficiencies: Light Tomes
Skills: Res+2 Lvl 1, Focus Lvl 10
13
Myrmidon Swift swordsmen with high Skill and Speed.
Faster but more fragile than Mercenaries.
HP/Stats: 14+2d8 / HP Gain 5
+2 Skill, +1 Speed, -2 Defense, -1 Res
Move: 5
Proficiencies: Swords
Skills: Duelist’s Blow Lvl 1, Vantage Lvl 10
Pegasus Knight ♀/ Warrior ♂ Beautiful warriors who fight on pegasi. Weak to
bows and wind magic, but have high Spd/Res. HP/Stats: 14+2d8 / HP Gain 5
+2 Speed, +1 Res -2 Def, -1 Str
Move: Flight 8, Canto
Proficiencies: Lances
Skills: Relief Lvl 1, Darting Blow Lvl 10
Pirate Cutthroats who wield axes. Can travel on water
with their Waterwalk feature.
HP/Stats: 14+2d8 / HP Gain 7
+2 Str, +1 Skill -2 Defense, -2 Res
Move: Waterwalk 5
Proficiencies: Axes
Skills: Speed+2 Lvl 1, Gamble Lvl 10
14
Priest ♂ / Cleric ♀ Full support unit that utilizes staves to heal and
buff/debuff. Versatile upon Promotion.
HP/Stats: 10+2d6 / HP Gain 5
+1 Mag, +2 Res, -2 Def, -1 Speed
Move: 5
Proficiencies: Staves
Skills: Healtouch Lvl 1, Miracle Lvl 10
Shaman Spellcasters who utilize forbidden dark arts.
Sturdier than a Mage, but slower.
HP/Stats: 14+2d8 / HP Gain 6
+2 Mag, +1 Def, -2 Skill, -1 Speed
Move: 5
Proficiencies: Dark Tomes
Skills: Heartseeker Lvl 1, Malefic Aura Lvl 10
Soldier Standard infantry unit with no special talents .A
truly challenging class to play
HP/Stats: 14+2d6 / HP Gain 6
-1 Mag, -1 Res
Move: 5
Proficiencies: Lances
Skills: Swap Lvl 1, Aptitude Lvl 10
15
Tactician Versatile unit able to utilize both swords and
tomes. Can fight well from all ranges
HP/Stats: 14+2d8 / HP Gain 6
+1 Two Stats, -1 Two Stats
Move: 5
Proficiencies: Swords, Anima Tomes
Skills: Tactical Advice Lvl 1, Solidarity Lvl 10
Taguel A race of beast people who channel beaststones
to shift into large rabbits. Do not promote.*
HP/Stats: 14+2d6 / HP Gain 6
+2 Skl, +1 Spd, -2 Res, -1 Def
Move: 6
Proficiencies: Beaststones
Skills: Even Rythym Lvl 5, Beastbane Lvl 10
Thief Organized rogues with poor combat skills but
high Speed. Talented at picking open locks.
HP/Stats: 10+2d6 / HP Gain 5
+2 Spd, +1 Skl, -2 Def, -1 Str
Move: 6
Proficiencies: Choose Swords or Bows,
Lockpicks
Skills: Steal Lvl 1, Locktouch Lvl 10
16
Troubadour ♀ /Rod Knight♂ Staff wielding support unit that assists allies
from horseback. High Res but fragile.
HP/Stats: 12+2d8 / HP Gain 5
+1 Mag, +2 Res, -2 Def, -1 Speed
Move: Mounted 7, Canto
Proficiencies: Staves
Skills: Res+2 Lvl 1, Demoiselle or
Gentilhomme Lvl 10
Wyvern Rider Fearsome warriors who ride into battle atop
mighty wyverns. Weak to bows and wind
magic, but are very combat proficient.
HP/Stats: 14+2d8 / HP Gain 7
+1 Str, +2 Def, -1 Speed, -2 Res
Move: Flight 7, Canto
Proficiencies: Axes
Skills: Tantivy Lvl 1, Lunge Lvl 10
17
Base Classes of the Fates Fire Emblem: Fates has brought in many new classes that reflect the nature
of each rival nation of Hoshido and Nohr. Many of the Hoshido classes in
particular are mechanically similar to existing base classes but fall under a
different name. If wishing to make a unit based off of a Nohrian or Hoshidan class,
please check the following chart to determine what Base class to utilize. The Base
Classes that are unique enough to require an individual Class Information Block
will be listed after the table.
Fire Emblem: Fates Class Equivalency Table
Nohrian / Hoshidan Class Traditional Class
Samurai Myrmidon
Villager/Spear Fighter Soldier
Oni Savage Fighter
Priest/Priestess Priest/Cleric
Outlaw Thief
18
Apothecary A businessman specializing in many rare herbs.
Uses bows to protect their many wares.
HP/Stats: 14+2d6 / HP Gain 6
+1 Str, +2 Luck, -1 Def, -2 Res
Move: 5
Proficiencies: Bows
Skills: Potent Potion Lvl 1, Quick Salve Lvl 10
Kitsune A mischievous fox that enjoys toying with and
bewitching humans. High Spd and Skl.
HP/Stats: 14+2d6 / HP Gain 5
+2 Spd, +1 Skl, -1 Str, -2 Def
Move: 5
Proficiencies: Beaststones
Skills: Evenhanded Lvl 1, Beastbane Lvl 10
Ninja
Those who freely walk in the shadows and
strike opponents at their most vulnerable.
HP/Stats: 10+2d6 / HP Gain 5
+2 Skl, +2 Spd, -2 Str, -2 Def
Move: 5
Proficiencies: Daggers
Skills: Locktouch Lvl 1, Poison Strike Lvl 10
19
Nohr Prince ♂/Princess ♀ A noble with two fates. Can mysteriously
channel the power of Dragonstones.
HP/Stats: 14+2d8 / HP Gain 6
+1 Two Stats, -1 Two Stats
Move: 5
Proficiencies: Swords, Nohrian Dragonstones
Skills: Nobility Lvl 1, Dragon Fang Lvl 10
Wolfskin A lycanthrope said to feast on the flesh of
humans. Boasts high Str and Spd
HP/Stats: 14+2d8 / HP Gain 6
+2 Str, +1 Spd, -1 Skl, -2 Res
Move: 5
Proficiencies: Beaststones
Skills: Odd Shaped Lvl 1, Beastbane Lvl 10
20
Promoted Classes
Tier two classes, also referred to as Promoted Units, are the cream of the
crop. They are unrivaled warriors and adept spell weavers who move to the rhythm
of battle, the steps a familiar dance that need no special attention. Conflict has
conditioned them into unnaturally talented individuals, with the most gifted ones
having the honor of ascending into immortality through legends and folklore.
Every unit aspires to promote into a second tier class as upon promotion,
they receive numerous stat bonuses, gain access to new proficiencies, and have the
potential to learn terrifyingly powerful skills.
21
Promotion
When a unit reaches level 20, a unit stops gaining EXP! A level 20 character
needs to promote in order to wiggle out of their first tier class, but in order to do
that, they need a special promotional item. This item depends on your class, but
upon using it, you become a level 1 second tier unit and gain stat boosts and more
skills! You can use these items any time above level 10, so keep a look out for
your promotion item or you'll be cramped in your first tier class till you find one!
You'll find a list of promotional items in the Items chapter. Note that you cannot
change classes once you promote! If you decide to be a Sage, you're a Sage
forever, so make sure to look over your options before making a decision such as
this! To promote into a second tier unit:
1. Change your level back to one
2. Change your class into your chosen second tier class
3. Add your Promotion Bonuses onto only your Current Stats.
4. If a stat isn't listed in your Promotion Bonuses, it receives an automatic
+2. Constitution is included with this ruling.
5. Replace your move value with the Move value listed in Promotion Bonuses
6. Change your weapon proficiencies to the types listed in the Proficiencies
section. If your new promotion possesses the same weapon proficiencies,
your weapon rank keeps its ranking; otherwise, your new proficiencies start
out at Rank E.
7. Add any gained skills to your skills list. Note that you do not lose old skills;
your new skills are merely added onto your skill pool.
The following pages feature all class blocks for the promoted classes. The
layout is similar to first tier units and is meant to provide you as much information
as possible about your next potential class. Remember that in the Promotion Bonus
section, specific values are given to your stat bonuses. If it is not listed, it is an
automatic +2 to your current stats. Don't forget about this while leveling or
you'll miss out on a free +2 to your stats!
22
Assassin Enigmatic masters of the killing arts. Can fell
their target in a single strike.
Promotes From: Myrmidon, Thief
Promotion Bonuses: +4HP/ HP Gain 6
+3 Skl/Lck, Move 7
Proficiencies: Swords, Bows, Lockpicks
Skills: Pass Lvl 5, Silencer Lvl 10
Bride ♀/ Groom ♂ A lover blessed by the god of love and fortune.
Many proficiencies lend to strong versatility.
Promotes From: Any 1st tier class
Promotion Bonuses: +4HP/ HP Gain 7
+3Skl/Spd/Luck, Move 6
Proficiencies: Lance, Bow, Staff
Skills: Bond Lvl 5, Rally Heart Lvl 10
Berserker Seasoned pirates who specialize in Critical Hits.
Utilizes Waterwalk and Mountainwalk to
pursue foes.
Promotes From: Pirate
Promotion Bonuses: +5 HP/ HP Gain 8,
+3 Str/Skl, Waterwalk/Mountainwalk 6
Proficiencies: Axes
Skills: Crit+10 & Wrath Lvl 5, Axefaire Lvl 10
23
Bishop Seasoned Priests/Clerics or Monks chosen by
the gods to receive great blessings.
Promotes From: Monk, Priest
Promotion Bonuses: +4HP/ HP Gain 6
+3 Mag/Res, Move 6
Proficiencies: Light Tomes, Staves
Skills: Corona Lvl 5, Res Drain Lvl 10
Dark Falcon Black Pegasus Knights who haunt the
battlefields. Can wield both lances and tomes.
Promotes From: Pegasus Knight/Warrior
Promotion Bonuses: +4HP/ HP Gain 6
+4 Mag, +3Spd, Flight 9 Move, Canto
Proficiencies: Lances, Anima Tomes
Skills: Rally Move Lvl 5, Galeforce Lvl 10
Dark Knight Dark spellcasters who learn the ways of the
sword and take upon black steeds.
Promotes From: Mage, Shaman
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Str/Def, Mounted 8 Move, Canto
Proficiencies: Swords, Pick Dark or Anima
Tomes
Skills: Slow Burn Lvl 5, Lifetaker Lvl 10
24
Dread Fighter Oriental warriors who make pacts to with
demons to gain dominance against magic.
Promotes From: Any 1st tier Class
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Str/Mag, +6 Res, -3 Luck, Move 6
Proficiencies: Swords, Axes, Daggers
Skills: Aggressor Lvl 5, Tomebreaker Lvl 10
Druid Masters of terrifyingly powerful dark magics.
Higher Res/Def, but lower Spd/Skill than Sages
Promotes From: Shaman
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Def/Res, Move 6
Proficiencies: Dark Tomes, Staves
Skills: Vengeance Lvl ,1 Tomebreaker Lvl 10
Falcoknight The highest echelon of Pegasus Knights. Can
choose swords for offense or staves for support.
Promotes From: Pegasus Knight/ Warrior
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Skl/Spd, Flight 9 Move, Canto
Proficiencies: Lances, Pick Swords or Staves
Skills: Stun Lvl 5, Warding Blow Lvl 10
25
General Knights who easily wear the heaviest of armors.
Unmatched Str/Def, but low Spd/Res.
Promotes From: Knight
Promotion Bonuses: +6 HP/ HP Gain 8
+3 Str/Def, Move 5
Proficiencies: Lances, Axes
Skills:Wary Fighter Lvl 5, Pavise Lvl10
Grandmaster A gifted Tactician that uses their mastery of
might and magic to turn the tides of battle.
Promotes From: Tactician
Promotion Bonuses: +4HP/ HP Gain 7
+3 to two previously chosen Stats, Move 6
Proficiencies: Swords, Anima Tomes
Skills: Ignis Lvl 5, Rally Spectrum Lvl 10
Great Lord Distinguished Lords of the highest caliber. Can
opt for foot combat or a mount.
Promotes From: Lord
Promotion Bonuses: +4HP, HP Gain 7/ +3 to
two previously chosen stats, Move 6 (Or
Mounted 8 Move)
Proficiencies: One additional type of choice
Skills: Aether Lvl 5, Awakening Lvl 10
26
Great Knight A fearsome Knight or Cavalier who dominates
the battlefield on an armored mount.
Promotes From: Knight, Cavalier
Promotion Bonuses: +6 HP/ HP Gain 8
+3 Str/Def, Mounted 6 Move, Canto
Proficiencies: Swords, Axes, Lances
Skills: Armored Blow Lvl 5, Dual Guarder Lvl
10
Griffon Knight Wyvern Riders who trade their Wyverns for
mythical Griffons. Well rounded combatants.
Promotes From: Wyvern Rider
Promotion Bonuses: +4 HP/ HP Gain 8
+3 Skill/Luck, Flight Move 8, Canto
Proficiencies: Axes
Skills: Deliverer Lvl 5, Nihil Lvl 10
Halberdier Skilled Soldiers who've survived against all
odds. Fast and fearsome with lances.
Promotes From: Soldier
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Str/Def/Speed/Skill, Move 6
Proficiencies: Lances
Skills: Luna Lvl 5, Lancefaire Lvl 10
27
Hero
A season veteran of the battlefield. Their well-
roundedness makes for a formidable opponent.
Promotes From: Mercenary, Fighter
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Skl/Def, Move 6
Proficiencies: Axes, Swords
Skills: Sol Lvl 5, Axebreaker Lvl 10
Mage Knight Mages who choose to cast hurt and heal from
horseback for maximum mobility.
Promotes From: Mage, Troubadour
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Mag/Res, Mounted 8 Move, Canto
Proficiencies: Anima Tomes, Staves
Skills: Cancel Lvl 5, Magictaker Lvl 10
Nomad Mounted archers that learn swordplay to
become deadly foes at all ranges.
Promotes From: Mercenary, Archer
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Str/Speed, Mounted 8 Move, Canto
Proficiencies: Bows, Swords
Skills: Adept Lvl 5, Bowbreaker Lvl 10
28
Paladin The most skilled of Cavaliers. Possess superior
mobility and defenses from ranged weaponry.
Promotes From: Cavalier
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Def/Res, Mounted 8 Move
Proficiencies: Swords, Lances
Skills: Defender Lvl 5, Aegis Lvl 10
Rogue
Honey-tounged adventure-thieves that can dart
between the smallest cracks in defenses.
Promotes From: Thief
Promotion Bonuses: +4HP/ HP Gain 6
+3 Speed/Skill, Move 7
Proficiencies: Swords
Skills: Pass Lvl 5, Bargain Lvl 10
Sage Undisputed masters of magic and arcane
versatility. Extremely high Mag and Skl.
Promotes From: Monk, Mage
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Mag/Skill Move 6
Proficiencies: Anima Tomes, Staves
Skills: Flare Lvl 5, Tomefaire Lvl 10
29
Sniper Masters of archery and ballistics. High skill and
the ability to operate Ballistae.
Promotes From: Archer
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Skl/Spd Move 6
Proficiencies: Bows, Ballistae
Skills: Crit+10 & DeadeyeLvl 5,BowfaireLvl10
Summoner Masters of conjuring and necromancy, a
Summoner prefers to let his minions fight.
Promotes From: Shaman
Promotion Bonuses: +4HP/ HP Gain 7
+3 Skill/Res, Move 6
Proficiencies: Dark Tomes
Skills: Summon Lvl 5, Rally Move Lvl 10
Swordmaster A storming typhoon of deadly sword strokes.
Low Str offset by blazingly high Spd and Skill.
Promotes From: Myrmidon
Promotion Bonuses: +4HP/ HP Gain 6
+3 Skill/Spd, Move 6
Proficiencies: Swords
Skills: Crit+15 & AstraLvl 5, SwordfaireLvl 10
30
Trickster Glamorous thieves that effortlessly utilize
magical weapons and staves.
Promotes From: Thief
Promotion Bonuses: +4 HP/ HP Gain 6
+4 Mag, +3 Skl, Move 7
Proficiencies: Staves, Pick Swords or Bows
Skills: Lucky 7 Lvl 5, Acrobat Lvl 10
Valkyrie ♀ / Strategist ♂ Clerics who support allies by horseback with
Staves. Uses Light Magic to assist allies.
Promotes From: Cleric, Troubadour
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Mag/Res, Mounted 8 Move, Canto
Proficiencies: Light Tomes, Staves
Skills: Bond Lvl 5, Inspiration Lvl 10
War Monk ♂/War Cleric ♀
Seasoned Priests and Clerics who heal allies
with Staves and defend them with weaponry.
Promotes From: Priest/Cleric, Monk
Promotion Bonuses: +4 HP/ HP Gain 7
+4 Str/Def, Move 6
Proficiencies: Staves, Choose Axes, Lances, or
Bows
Skills: Renewal Lvl 5, Countermagic Lvl 10
31
Warrior Axe wielders that savagely counterattack foes,
making for a devastatingly powerful combatant.
Promotes From: Fighter, Pirate
Promotion Bonuses: +6HP/ HP Gain 9
+3 Str/Def, Move 6
Proficiencies: Axes, Bows
Skills: Axefaire Lvl5, Counter Lvl 10
Wyvern Lord Stern warriors who command savage wyverns.
Has the ability to crush an enemy in its place.
Promotes From: Wyvern Rider
Promotion Bonuses: +4 HP/ HP Gain 8
+3 Str/Def, Flight 8 Move, Canto
Proficiencies: Axes, Lances
Skills: Stun Lvl 5, Swordbreaker Lvl 10
32
Promoted Classes of the Fates Fire Emblem: Fates has brought in many new classes that reflect the nature
of each rival nation of Hoshido and Nohr. Many of the Hoshido classes in
particular are mechanically similar to existing base classes but fall under a
different name. If wishing to make a unit based off of a Nohrian or Hoshidan class,
please check the following chart to determine what Promoted Class to utilize. The
Promoted Classes that are unique enough to require an individual Class
Information Block will be listed after the table.
Fire Emblem: Fates Class Equivalency Table
Nohrian / Hoshidan Class Traditional Class
Spear Master Halberdier
Onmyoji Sage
Great Master War Monk
Priestess War Cleric
Sorcerer Druid
Adventurer Trickster
33
Basara Eccentric folk who love to live free. Utilize both
lances and tomes in combat.
Promotes From: Soldier/Lance Fighter
Promotion Bonuses: +4 HP/ HP Gain 7
+5Mag, +3 Luck, Move 6
Proficiencies: Lances, Anima Tomes
Skills: Rend Heaven Lvl 5, Quixotic Lvl 10
Blacksmith Artisans with exceptional Strength. Able to craft
a myriad of powerful weapons.
Promotes From: Fighter
Promotion Bonuses: +4 HP/ HP Gain 8
+3 Str/Skil, Move 6
Proficiencies: Swords, Axes
Skills: Salvage Blow Lvl 5, Lancebreaker Lvl
10
Hoshido Noble A Nohrian noble who has chosen the fate of
their birthright. Gains the use of staves.
Promotes From: Nohr Prince/Princess
Promotion Bonuses: +4 HP/ HP Gain 7
+3 to two previously chosen Stats, Move 6
Proficiencies: Swords, Staves, Nohrian
Dragonstones
Skills: Dragon Ward Lvl 5, Hoshidan Unity Lvl
10
34
Kinshi Knight Pegasus riders that soar above all as a gleaming,
golden sun atop a mythical golden kite.
Promotes From: Pegasus Knight, Archer
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Skl/Spd, Flight 8 Move Canto
Proficiencies: Lances, Bows
Skills: Air Superiority Lvl 5, Amaterasu Lvl 10
Maid ♀ / Butler ♂ Loyal vassals who serve their masters. They
heal with staves and protect with daggers..
Promotes From: Troubadour/Rod Knight
Promotion Bonuses: +5 HP/ HP Gain 7
+3 Skl/Spd, move 6
Proficiencies: Staff, Daggers
Skills: Live to Serve Lvl 5, Shurikenbreaker Lvl
10
Malig Knight Knights who wield dark energies to control
horrible Mage Dragons.
Promotes From: Wyvern Rider
Promotion Bonuses: +4 HP/ HP Gain 8
+4 Mag, +3 Str, Flight 8 Move Canto
Proficiencies: Axes, Dark Tomes
Skills: Savage Blow Lvl 5, Trample Lvl 10
35
Master Ninja
Legendary ninjas that move like ghosts. Can fell
a target in a single stroke.
Promotes From: Ninja
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Spd/Skl, Move 6
Proficiencies: Swords, Daggers
Skills: Silencer Lvl 5, Shurikenfaire Lvl 10
Master of Arms Hardened warriors who have mastered many
weapon types for unmatched martial versatility.
Promotes From: Myrmidon, Soldier
Promotion Bonuses: +5 HP/ HP Gain 8
+3Str/Def, Move 6
Proficiencies: Swords, Axes, Lances
Skills: Strength Seal Lvl 5,Life and Death Lvl
10
Mechanist Unrivaled craftsmen who have the ability to
create unsettling mannequins.
Promotes From: Merchant, Ninja
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Skl/Def, Move 6
Proficiencies: Bows, Daggers
Skills: Golembane Lvl 1, Replicate Lvl 10
36
Merchant Merchants with excellent business skills. Their
mass fortunes are guarded by lances and bows.
Promotes From: Merchant
Promotion Bonuses: +5 HP/ HP Gain 7
+3 Str/Spd, Move 6
Proficiencies: Lances, Bows
Skills: Profiteer Lvl 5, Spendthrift Lvl 10
Nine-Tails A high ranking Kitsune capable of channeling
immense spiritual powers.
Promotes From: Kitsune
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Spd/Res, Move 6
Proficiencies: Beaststones
Skills: Even Better Lvl 5, Grisly Wound Lvl 10
Nohr Noble
A Nohrian noble who has chosen the fate of
their conquest. Gains the use of tomes.
Promotes From: Nohr Prince/Princess
Promotion Bonuses: +4 HP/ HP Gain 7
+3 to two previously chosen Stats, Move 6
Proficiencies: Swords, Dark Tomes, Nohrian
Dragonstones
Skills: Draconic Hex Lvl 5, Nohrian Trust Lvl
10
37
Oni Chieftain A skilled Fighter who has learned to channel the
destructive power of anima tomes.
Promotes From: Fighter
Promotion Bonuses: +5 HP / HP Gain 7
+4 Mag/Res, Move 6
Proficiencies: Axes, Anima Tomes
Skills: Death Blow Lvl 5, Counter Lvl 10
Wolfssegner
An extremely powerful lycanthrope with
fearsome melee prowess.
Promotes From: Wolfskin
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Str/Def, Move 6
Proficiencies: Beaststones
Skills: Better Odds Lvl 5, Grisly Wound Lvl 10
38
Stat Caps
Tier One classes are still young warriors with much knowledge and
experience not yet gained. Therefore, their stat caps, or their maximum value, are
always 20. The only exception is Luck. Luck caps at 30 since it is a value that
can't be bound by such a small limitations.
Promoted units have varying stats caps across the board that reflects their
combat styles and any proficiencies/skills they gain upon promotion. After all, a
Sage will certainly be more adept at Magic than a Druid, but a Druid will also have
much better defenses. While their primary stats will all vary accordingly, Luck
will always cap at 30 as previously stated. The following table lists the stat caps
for each second tier class.
*Dancers, Bards, and Singers are first tier classes that DO NOT promote normally.
However, they have a maximum level of 30 and second tier class stat caps to make
up for it. Their stat caps are as follows:
Strength: 22 / Magic: 24
Skill: 22 / Speed: 26
Defense: 22 / Resistance: 26
A Dancer/Bard/Singer may still Reclass into other classes, but cannot Reclass into
a promoted unit until after level 20.
**Grandmasters and Great Lords stat caps are as followed: 26 in 2 chosen
increased stats, 22 in chosen decreased stats, and 24 in all other stats.
***The Taguel are a first tier class that DO NOT promote. However, they have a
maximum level of 40 and second tier class stat caps to make up for it. Their stat
caps are as follows:
Strength: 24 / Magic: 20
Skill: 26 / Speed: 26
Defense: 24 / Resistance 22
39
Promoted Units Stat Caps Table Class HP Strength Magic Skill Speed Defense Resistance
Assassin 55 24 22 28 30 22 22
Bride/Groom 55 24 22 26 24 24 22
Berserker 65 28 20 26 26 22 22
Bishop 45 22 26 26 24 22 30
Dark Falcon 45 26 26 26 26 24 28
Dark Knight 55 24 24 26 24 24 24
Dancer/Bard 45 *Special: See Footnote*
Dread
Fighter 55 26 24 24 26 24 30
Druid 50 22 28 24 22 26 28
Falcoknight 55 24 24 28 28 22 28
General 70 26 20 24 20 30 22
Grandmaster 55 **Special: See Footnote**
Great Knight 65 28 20 24 24 26 22
Great Lord 60 **Special. See Footnote**
Griffon
Knight 55 26 22 28 26 26 26
Halberdier 60 26 20 26 26 26 22
Hero 60 26 22 30 26 26 22
Mage Knight 50 22 26 26 26 22 24
Nomad 55 26 24 26 26 24 22
Paladin 60 26 20 24 24 28 28
Rogue 45 26 20 26 28 24 24
Sage 45 20 30 28 26 20 24
Sniper 55 26 22 30 26 22 20
Summoner 45 22 26 24 26 24 24
40
Class HP Strength Magic Skill Speed Defense Resistance
Swordmaster 55 24 20 30 28 22 20
Taguel 55 ***Special: See Footnote***
Trickster 50 22 24 26 26 22 28
Valkyrie /
Strategist 45 20 26 24 24 22 28
War
Monk/Cleric 55 24 26 26 24 24 26
Warrior 70 30 22 24 26 26 20
Wyvern
Lord 60 28 18 26 24 28 24
Promoted Units of the Fates Stat Caps Class HP Strength Magic Skill Speed Defense Resistance
Basara 65 24 24 24 24 24 24
Blacksmith 65 26 22 24 24 24 24
Nohr Noble 60 26 26 24 26 24 26
Master Ninja 55 24 22 30 28 22 22
Kinshi
Knight
50 24 22 24 26 22 28
Merchant 65 26 20 22 24 24 22
Maid/Butler 50 22 24 28 28 24 24
Wolfssegner 65 28 20 24 26 28 22
Nine-Tails 55 22 22 26 28 24 28
Mechanist 60 24 24 26 24 24 24
Malig
Knight
55 26 26 24 24 26 26
Oni
Chieftain
60 26 26 24 24 24 24
Master of
Arms
65 26 22 24 24 26 22
Hoshido
Noble
60 26 26 26 24 26 24
41
The Manaketes In the past, the Dragon Tribes roamed the lands alongside humanity. A
massive imbalance in the world’s energy caused the dragons to begin to erode,
losing their fertility and eventually their sanity. The Manakete elected to seal their
draconic essence into Dragonstones and live amongst men in humanoid forms,
drawing power from the Dragonstones when needed, in an effort to preserve their
bodies and minds. While restricted to lesser forms, the Manakete still held the
power of the apocalyptic dragons close, making them valuable allies and terrifying
foes.
Due to their dependency on their Dragonstones, Manakete are only effective
when wielding such rare and powerful items, yet are nearly insurmountable foes
when wielding one. Due to differentiations in settings over the series, a Game
Master may elect to use both Laguz and Manaketes freely but finding both races in
the same setting is rare. Unless intended, the Game Master should use one race
while excluding the other.
42
General Manakete Information A Manakete is a Dragon who has elected to seal their draconic powers into a
large gem called their Dragonstone. A Manakete may only draw power from their
unique Dragonstone, yet may transfer the energies of a fallen Manakete’s
Dragonstone to theirs, extending their lie spans and the length of time their energy
is preserved for. A Manakete that goes a long period of time without drawing their
dragon energies may become restless or eventually erode entirely, making an
occasional exercise in their original forms a necessity. Conversely, Manaketes that
spend too much time in their true forms age faster, putting their overall stability at
risk.
The Manaketes are divided into Tribes, usually based on various elements
found in nature. Fire Dragons, Ice Dragons, and Earth Dragons are the most
common Tribes, although Manaketes as a whole are almost legendary in existence.
The rarest of Manaketes, however, are the Dark Dragons and Divine Dragons. Two
types of Manakete called Mage Dragons and War Dragons also exist, but these two
breeds are formed through reviled magics that pervert a Divine Dragon into a
soulless engine of destruction. Wind Dragons also exist, but have fully degraded
into feral beings, becoming the Wyverns utilized by Wyvern Riders and Wyvern
Lords.
When in humanoid form, a Manakete resembles a regular human with large,
draconic wings sprouting from their backs. These wings cannot be dismissed or
retracted in any way, making blending in to normal human society difficult. Many
Manakete prefer to live in smaller villages or amongst the few of their own tribe
who have survived as long as them without losing their sanity.
A Manakete is able to put themselves into a state of suspended animation,
remaining semi-aware of their surroundings but otherwise hibernating until they
feel it appropriate to remerge into the world. This suspended animation causes their
aging and mental degradation to halt, enabling a sleeping Manakete to live for
thousands of years longer.
A normal human and a Manakete can mate with a Manakete and produce
fertile, hybrid children with dragon and human blood. Even rarer than the
extremely rare Manaketes, A hybrid usually lives longer than their human parents
43
but not as long as their Manakete parent. They also exhibit the ability to keep their
destructive urges under more control than a pureblood Manakete. A hybrid usually
use normal human Classes as their diminished draconic energies leave them unable
to shape shift via Dragonstones; however, hybrids that retain the ability to channel
Dragonstones take the Manakete class and are unable to take normal Classes used
by regular humans.
Manakete Transformation Mechanics A Manakete is unable to fight in their human form, rendering extremely
vulnerable if engaged without their Dragonstone. However, a Manakete in
possession of their Dragonstone may transform freely at the start of an attack or
counterattack. A Manakete may also elect to transform once at the beginning of a
skirmish and have their transformation last until the end of the battle as this has the
same effect as transforming before every attack.
A Manakete that has transformed has access to their devastating breath
weapons, which use the Might indicated on their particular Tribe’s Dragonstones.
Using a Dragonstone to transform also confers additional stat bonuses to the
Manakete, which offset their lower starting stats. Ever attack made with their
breath weapon uses Durability from their Dragonstone like a regular weapon;
however, if their Dragonstone reaches 0 Durability, it shatters, rendering a
Manakete unable to transform into their dragon form. A new Dragonstone must be
constructed using a gemstone of a minimum of 10,000 gold in value by
transferring their dragon essence into the new gemstone which acts as the new
vessel. A Manakete that cannot construct a Dragonstone within one week begins to
slowly decay mentally, becoming mindless and feral in a month. A Manakete does
not suffer from this decay if separated from their Dragonstone for any length of
time but will experience their natural and growing desire for destruction until they
can be satiated.
44
Making a Manakete A Manakete is generated similarly to a normal human character with a vew
variations. When a Manakete character rolls for their Current Stats, they do
not roll 1d8 for each stat. Instead, they roll 1d6 for each stat. This is because
Manaketes gain powerful stat bonuses when transformed but are weaker than
Beorcs in their humanoid forms. All other aspects of character generation are the
same. Instead of choosing a Class, they take the Manakete class detailed in this
section. A Manakete may belong to a single Manakete Tribe and utilize their
Tribe’s indicated variation of Dragonstones. The Manakete class has a maximum
level of 20. All Tribes also acquire a class skill at level 15 and 20. The skill they
obtain is listed in their Tribe entry. The following is a legend for use with the
Manakete Tribe entries. Once selected, a Manakete cannot change their Tribe,
as this is the form they were born with. Additionally, they cannot utilize
Second Seals to Reclass unless they are a Manakete/Human hybrid child.
Tribe Name: The name of their Tribe and the form they take on upon
transformation
Description: Brief flavor text about the tribe
HP/Stats: The Tribe’s HP value at level one and any change in base stats caused
by tribe selection. The HP of the class comes before the forward slash, so don’t get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation
Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk
Proficiencies: The type of Dragonstone your tribe may channel in combat and
what gemstone you must use as a vessel for your Dragonstone
Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start
with one or two skills and gain a new skill at Level 15 which is differentiated here
in parentheses. Skill effects are shown in the Skills chapter.
45
The Fire Tribe
Mostly resembling the archetypical dragon, the Fire Tribe consists of mighty
red dragon warriors, sometimes green, that can channel the powers of fire to
incinerate their foes. A Fire Dragon sports red hair and large dragon wings in their
human forms, but in their dragon forms, may or may not have wings made of pure
flame and fire burning through the cracks of their scales.
HP/Stats: 16+3d6 / HP Gain 8, +2 Strength, +1 Speed, -1 Skill, -2 Res
Move: 6
Proficiencies: Fire Dragonstone made with a large Ruby that, when imbued, shows
a burning inferno inside of the stone and is warm to the touch
Skills: HP+5 Lvl 1, Counter Lvl 15, Life and Death Lvl 20
46
The Ice Tribe
Finned dragons covered in ice, the Ice Dragon Tribe is known for their
prismatic scales that can reflect magics. Adept with their breath weapons, their
frigid blasts of air bypass even the toughest armors, freezing opponents from
within. An Ice Dragon usually sports hair in a shade of blue and possesses cold
eyes in their human forms and flowing fins or whiskers in their draconic forms.
HP/Stats: 14+3d6 / HP Gain 8, +2 Res, +1 Magic, -1 Def, -2 Speed
Move: 6
Proficiencies: Ice Dragonstones made with a large Sapphire that, when imbued,
possessed a blue glow and is chilled to the touch
Skills: Resistance +2 Lvl 1, Aegis Lvl 15, Countermagic Lvl 20
47
The Earth Tribe
Possessing awe-inspiring strength, Earth Dragons easily shrug off the most
powerful blows from the mightiest blows. Earth Dragons may or may not possess
wings, which reflect in their human forms, but all Earth Dragons sport powerful
builds and hair of an earthen tone. Their draconic forms are extremely muscled and
utilize roars that shape the earth to assault their foes with shards of stone.
HP/Stats: 16+3d6 / HP Gain 9, +2 Defense, +1 Strength, -2 Speed, -1 Res
Move: 6
Proficiencies: Earth Dragonstones made with a large Topaz that, when imbued,
possesses a soft amber glow and becomes about 10 pounds in weight.
Skills: Defense +2 Lvl 1, Pavise Lvl 15, Armored Blow Lvl 20
48
The Dark Tribe
A Tribe not aligned to a worldly element, Dark Dragons are empowered by
the natural shadows of the world. Also called Shadow Dragons, the Dark Dragons
can vary greatly in physiology, ranging from black serpents to more traditional
dragons. A Dark Dragon’s humanoid form has jet black hair, deep, purple eyes,
and utilize dark flames to send their foes into the grasp of the abyss.
HP/Stats: 14+3d6 / HP Gain 8, +2 Strength, +1 Skill, -1 Speed, -2 Res
Move: 6
Proficiencies: Dark Dragonstones made with a large Onyx that, when imbued,
possesses a dark purple glow and extinguishes all light sources within 5feet of it.
Skills: Focus Lvl 1, Lifetaker Lvl 15, Savage Blow Lvl 20
49
The Divine Tribe
Just as the Dark Tribe channels the darkness of the world, the Divine Tribe
harness the world’s light to assume their dragon forms. Their draconic forms vary
greatly as they may possess fur, feathers, or large, leafy wings alongside yellow,
white, or light green scales. Their humanoid forms have either green or purple eyes
and hair and attack by breathing holy light onto their foes.
HP/Stats: 14+3d6 / HP Gain 8, +2 Magic, +1 Res, -2 Def, -1 Skill
Move: 6
Proficiencies: Divine Dragonstones made with a large Diamond that, when
imbued, possesses a shining white glow and heals minor injuries of the holder.
Skills: Charm Lvl 1, Amaterasu Lvl 15, Corona Lvl 20
50
Manakete Stat Caps As for all Manakete dragon tribes, Luck will always cap at 30. The following
table lists the stat caps for each individual Manakete Tribe. Note that these stat
caps do not include the passive stat bonuses from one’s Dragonstone.
Tribe HP Strength Magic Skill Speed Defense Resistance
Fire
Manakete 65 22 20 20 20 20 16
Ice
Manakete 55 20 20 18 20 18 22
Earth
Manakete 70 20 20 20 18 22 18
Dark
Manakete 60 20 20 18 22 20 20
Divine
Manakete 60 20 22 20 20 16 20
51
The Laguz
When the world was young, the Goddess of Dawn, Ashunera, made the first
people, the Zunanma. These beings split into two forms: the Beorc, blessed with
the gift of wisdom, and the Laguz, blessed with the gift of primal strength. While
Beorc wield weapons of all shapes into battle, Laguz channel their powers and
shift into fearsome animal forms to run like a swift wind, take to the skies, or even
breathe fire that melts steel and stone.
Being mighty beasts sealed within human forms, a Laguz unit must position
themselves carefully when untransformed, as they are very vulnerable in this state.
However, when they harness enough energy and transform into their bestial forms,
their combat prowess is terrifying and legendary. A Game Master may elect to use
both Laguz and Manaketes freely but finding both races in the same setting is rare.
Unless intended, the Game Master should use one race while excluding the other.
52
Reading The Laguz Information Block
General Laguz Information A Laguz stays in a humanoid form when not in combat, turning into their
animal form when enough of their inner power has been stockpiled. This humanoid
form is similar to a normal human, yet possesses animalistic traits that reflect their
animal nature. These traits are ever-present and will always require some kind of
concealment if attempting to pass off as a Beorc. A Beast Tribe Laguz may have
feline ears or a large, bushy head of hair with a beard resembling a lion while a
Bird Tribe Laguz might have sharp eyes alongside their large, avian wings. A
player cannot opt to not have these features, as they are present on all Laguz.
By default, Laguz only appear in the Tellius series of Fire Emblem games,
and as such, your Game Master may opt to place the racial tension between Beorc
and Laguz found in the games onto you and other Laguz in the setting or disallow
the Laguz race entirely if the Game Master’s setting doesn’t support their presence.
On the other side, if a player wants to be a Laguz, try to work with them to include
Laguz in your setting if possible.
A normal human, formally known as a Beorc, can mate with a Laguz and
produce a child known as a Branded. A Branded always have a birthmark
somewhere on their body that labels them as a half-breed. Not quite human and
unable to harness energy into an animal form, Branded are usually social outcasts,
living in secret or in isolated Branded villages. If attempting to create a Branded
character, then refer back to the Class section as Branded are unable to transform
into their inherited Laguz Tribe, forcing them to take a Class instead of a Tribe.
Note that a Laguz lacks the ability to promote but has a maximum level cap
of 25. Laguz also acquire class skills at levels 10 and 20. The skills they obtain are
listed in their Tribe entry. A player may also wish to play a Laguz of a different
breed of animal or different color. Work with the Game Master to select the Tribe
entry that best matches what the player wants.
53
The Transformation Bar In combat, a Laguz has what is called a Transformation Bar that represent
the energy a Laguz channels to shift into their true forms. This gauge has a
minimum of zero and has a maximum of 30 Laguz Points. When your Laguz
Points reaches or exceeds 30 points, you may choose to Transform on your
respective Phase as a Free Action. If you choose not to shift when your
Transformation Bar becomes full, your Laguz Points begin to degrade normally as
if you had shifted. A Laguz may shift into their Laguz form any time before their
Transformation Bar becomes empty as a Free Action, shifting back to their
humanoid form when the bar empties as normal.
At the beginning of your turn, you passively gain or lose Laguz Point
depending on your current form. In-battle events can also affect the gain of your
Laguz Points for the turn, such as being attacked or using special items. The points
you gain and lose per turn or event are different for every tribe and listed in their
own entries in the following section.
A Laguz gains proficiency ranks as normal. When certain weapon ranks
have been reached, a Laguz’s natural weapons upgrade from repeated use. When a
Laguz’s weapon rank increases, the Laguz’s natural weapons are swapped out for
the natural weapon with a higher rank. A Laguz cannot possess more than one
natural Laguz weapon and must always use the highest ranking weapon available.
54
The Humanoid Form Mechanics Listed below are the three main properties of a Laguz in their humanoid form.
Aside from these two rules, Laguz function as normal characters.
1. A humanoid Laguz may not use standard weapons or tomes. Additionally,
they may not attack with their natural weapons while in Humanoid Form. To
do so is dishonorable and highly taboo.
2. A humanoid Laguz gains a number of Laguz Points at the start of their turn
and after being attacked depending on their chosen Laguz Tribe.
3. Once the Laguz Transformation Bar has been maxed out, the unit may
choose the Transform action on their respective Phase (this is a Free Action).
The Laguz Form Mechanics This section details the special mechanics that come from being in a Laguz form.
1. A transformed Laguz gain a bonus to their stats that persist until the Laguz
reverts to their humanoid form.
2. A transformed Laguz gains the ability to use their natural weapons, which
are determined by their selected Tribe. These weapons cannot be used in
humanoid form in any way.
3. A transformed Laguz loses a number of Laguz Points at the start of their turn
and after being attacked depending on their chosen Laguz Tribe.
55
Making a Laguz Unlike a Beorc, or regular human, Laguz do not follow the same formula for
character creation. When a Laguz character rolls for their Current Stats, they
do not roll 1d8 for each stat. Instead, they roll 1d6 for each stat. This is
because Laguz gain powerful stat bonuses when transformed but are weaker than
Beorcs in their humanoid forms. All other aspects of character generation are the
same.
They also roll for a stat called their Laguz Initiative. A character’s Laguz
Initiative determines the number of Laguz Points they naturally begin with in a
battle. To determine Laguz Initiative, roll 3d6. The result of this roll is a
character’s Laguz Initiative and cannot be changed upon leveling up.
Laguz Initiative can represent how much inner power a Laguz passively
channels or how quick to act they can be, so lower Initiatives may represent a
level-headed or cautious Laguz while a high Initiative may represent a much more
hot-headed Laguz.
The following is a legend for use with the Laguz Tribe entries. Once selected, a
Laguz cannot change their Tribe, as this is the form they were born with.
Tribe Name: The name of their Tribe and the form they take on upon
transformation
Description: Brief flavor text about the tribe
HP/Stats: The Tribe’s HP value at level one and any change in base stats caused
by tribe selection. The HP of the class comes before the forward slash, so don’t get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation
Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk
56
Proficiencies: The animal weapon you use upon transformation. Note that your
animal weaponry cannot be used while in your humanoid form.
Laguz Form Bonuses: The stat bonuses you receive for transforming into your
Laguz form.
Laguz Point Influences: How many Laguz Points you passively gain or lose at the
beginning of a turn and how many you gain or lose after an attack.
Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start
with one or two skills and gain a new skill at Level 15 which is differentiated here
in parentheses. Skill effects are shown in the Skills chapter.
57
The Beast Tribes
Tiger
Capable of inhuman endurance, Tiger Laguz boast formidable Strength and
Defense, making them hardy warriors. Those of the Tiger Tribe usually sport
striped skin, large frames, and tails, which may reflect on their savage natures or
juxtapose with a gentler personality.
HP/Stats: 26+2d6 / HP Gain 9, +2 Defense, +1 Strength, -2 Speed, -1 Resistance
Move: 7
Proficiencies: Tiger Fangs Rank D
Laguz Form Bonuses: +5 Str/ Def, +3 Skl/Spd/Res, +15 Con, +2 Move
Laguz Point Influences:
Tiger
Humanoid Form Laguz Form
Turn Battle Turn Battle
+8 +15 -4 -3
Skills: Defense+2 Lvl 1, Good Fortune Lvl 10, Howl Lvl 15, Aegis Lvl 20
58
Cat
Lithe and cunning, Cat Laguz boast unrivaled speed and easily weave
through the battlefield to strike their enemies. Those of the Cat Tribe sport fit,
athletic bodies, a pair of feline ears atop their heads, and a tail in their humanoid
form, making for an agile but sometimes hot-headed and close-minded Tribe.
HP/Stats: 22+2d6 / HP Gain 7, +2 Speed, +1 Skill, -2 Defense, -1 Resistance
Move: 7
Proficiencies: Cat Claws Rank D
Laguz Form Bonuses: +5 Skill/Speed, +3 Str/Def/Res, +15 Con, +2 Move
Laguz Point Influences:
Cat
Humanoid Form Laguz Form
Turn Battle Turn Battle
+10 +15 -5 -4
Skills: Duelist’s Blow Lvl 1, Lunge Lvl 10, Quickclaw Lvl 15, Adept Lvl 20
59
Lion
The strongest of the Beast Tribe, the royal Lion Laguz use their indomitable
might to tear through steel and command respect from their fallen foes. Those who
represent the Lion Tribe are extremely muscled and boast long, bushy hair
resembling a mane adorned with a thick beard and are naturally proud, sometimes
becoming blindly arrogant due to their overconfidence in their abilities.
HP/Stats: 22+2d6 / HP Gain 8, +2 Strength, +1 Skill, -1 Speed, -2 Resistance
Move: 7
Proficiencies: Lion Claws Rank D
Laguz Form Bonuses: +7 Str, +3 Def/Spd/Skl/Res, +15 Con, +2 Move
Laguz Point Influences:
Lion
Humanoid Form Laguz Form
Turn Battle Turn Battle
+5 +10 -3 -2
Skills: HP+5 Lvl 1, Roundhouse Lvl 10, Quickclaw Lvl 15, Trample Lvl 20
60
Wolf
Toughened by harsh desert climates, the Wolf Tribe is a Tribe of swift,
efficient hunters that strike with precision and ferocity. The Wolf Tribe sports
large, bushy tails and canine ears atop their heads, their sharp fangs adorned with
cold, hungry eyes that never lose track of their prey.
HP/Stats: 20+2d6 / HP Gain 7, +2 Skill, +1 Speed, -1 Defense, -2 Resistance
Move: 7
Proficiencies: Wolf Fangs Rank D
Laguz Form Bonuses: +5 Strength/Skill, +3 Spd/Def/Res, +15 Con, +2 Move
Laguz Point Influences:
Wolf
Humanoid Form Laguz Form
Turn Battle Turn Battle
+6 +10 -3 -4
Skills: Swap Lvl 1, Quick Draw Lvl 10, Howl Lvl 15, Silencer Lvl 20
61
The Bird Tribes
Hawk
The Hawk Tribe is a Tribe of Laguz blessed with the gift of flight. With
pointed ears and massive wings, these Laguz are confident and hardy foes that can
hold their own in battle and easily retreat when needed. A Hawk Laguz has a solid,
muscular body that proves useful in flying great distances.
HP/Stats: 22+2d8 / HP Gain 7, +2 Strength , +1 Skill, -1 Defense, -2 Resistance
Move: Flight 7, Canto
Proficiencies: Hawk Talons Rank D
Laguz Form Bonuses: +4 Strength/Skill, +3 Spd/Def/Res, +10 Con, +2 Move
Laguz Point Influences:
Hawk
Humanoid Form Laguz Form
Turn Battle Turn Battle
+8 +15 -4 -3
Skills: Tantivy Lvl 1, Deliverer Lvl 10, Maelstrom Lvl 15, Cancel Lvl 20
62
Raven
The Raven Tribe is one of treachery and deceit, swearing hollow vows
with honeyed tongues and exploiting weaknesses in their victims. Raven Laguz
bear sharp eyes, charming appearances, and swift, black wings on their backs,
which many travelers have come to fear. Not all Ravens thrive in chaos, but the
peace-loving Raven is a true rarity.
HP/Stats: 20+2d6 / HP Gain 7, +2 Speed, +1 Skill, -1 Strength, -2 Defense
Move: Flight 7, Canto
Proficiencies: Raven Talons Rank D
Laguz Form Bonuses: +4 Speed/Skill, +3 Str/Def/Res, +9 Con, +2 Move
Laguz Point Influences:
Raven
Humanoid Form Laguz Form
Turn Battle Turn Battle
+6 +10 -4 -3
Skills: Steal Lvl 1, Darting Blow Lvl 10, Shriek Lvl 15, Galceforce Lvl 20
63
Heron
The Heron Tribe are of the smallest population of Laguz. Their rarity
combined with their legendary beauty lead some who pass a Heron to believe
they’ve seen an angel. While the royal herons sport white wings, non-noble Herons
range from dark blue to brown. Herons utilize ancient songs called the Galdr to
revitalize allies in combat, yet lack any capacity for combat due to their sensitivity
to the chaotic energies battles produce and their natural fragility.
HP/Stats: 16+2d6 / HP Gain 6, +2 Luck, +1 Speed, -1 Magic, -2Defense
Move: Flight 7, Canto
Proficiencies: None
Laguz Form Bonuses: +5 Magic/Speed/Resistance, +2 Skl/Def, +6 Con, +2 Move
Laguz Point Influences:
Heron
Humanoid Form Laguz Form
Turn Battle Turn Battle
+3 +6 -5 -6
Skills: Galdr of Vigor Lvl 1, Voice of Peace Lvl 5, Inspiration Lvl 10
Galdr of Recovery Lvl 20
64
The Dragon Tribes Laguz of world sundering might, those of the Dragon Tribe are few in
number and naturally recluses, preferring to stay neutral in world affairs. Their
longevity has numbed them to the affairs of man, with the oldest Dragons even
walking alongside the goddess who created the world. The Dragon Laguz are split
into three main Tribes: Red Dragons, White Dragons, and Black Dragons. These
rare tribes may crossbreed, producing even rarer Pink, Grey, and Burgundy
Dragons. Regardless of color, a Black Dragon always rules the Dragon Tribes. All
Dragons possess a sigil on their foreheads denoting their Tribe.Consult with the
Game Master before selecting a Dragon Tribe Laguz as they are extremely
powerful, which may or may not prove problematic for them.
Red Dragons are the most numerous of the Dragon Tribes. These warriors
boast near impenetrable scales and superhuman endurance, making a Red Dragon a
terrifying opponent.
White Dragons are beings of immense magical power whose Dragonfire
manifests as searing rays of light, making even the toughest of metals melt when
exposed to their power.
Black Dragons are some of the most powerful creatures in the mortal realm,
capable of leveling entire castles with their powerful Dragonfire. Their undisputed
power is only held in check by their cautious nature and scarce numbers.
65
The three Dragon Tribes differ in some stat adjustments and transformation
bonuses and will be separately listed in the appropriate sections. Pink, Grey, and
Burgundy crossbred Dragons freely select a single Tribe of either of their parents’
colors.
HP/Stats:
Red: 18+2d8 / HP Gain 8, +2 Defense, +1 Strength, -1 Resistance, -2 Speed
White: 16+2d6 / HP Gain 8, +2 Magic, +1 Skill, -1 Speed, -2 Defense
Black: 18+2d8 / HP Gain 10, +2 Strength, +1 Defense, -1 Speed, -2 Magic
Move: 5
Proficiencies: Red, White, or Black Dragonbreath Rank D
Laguz Form Bonuses:
Red: +6 Defense, +5 Strength, +4 Skl/Spd/Res, +26 Con, +1 Move
White: +6 Magic, +5 Skill, +4 Spd/Def/Res, +24 Con, +1 Move
Black: +7 Strength, +6 Defense, +5 Skl/Spd/Res, +30 Con, +1 Move
Laguz Point Influences:
Dragon
Humanoid Form Laguz Form
Turn Battle Turn Battle
+5 +6 -2 -3
Skills:
Red: Blood Tide Lvl 1, Nihil Lvl 10, Counter Lvl 15, Ire Lvl 20
White: White Pool Lvl 1, Nihil Lvll 10, Countermagic Lvl 15, Ire Lvl 20
Black: Night Tide Lvl 1, Nihil Lvl 10, Draconic Hex Lvl 15, Ire Lvl 20
66
Laguz Tribe Stat Caps Laguz units do not promote like normal characters, but all Tribes have a
maximum level of 30. While their primary stats will all vary accordingly, Luck
will always cap at 30 as a normal character. The following table lists the stat
caps for each Laguz Tribe, with each Dragon Tribe listed separately due to their
varied nature. Note that these tables only apply to a unit’s Current Stats, meaning
the Transformation Bonus from a unit’s Laguz Form may push them over their
indicated stat caps while in their true forms.
Tribe HP Strength Magic Skill Speed Defense Resistance
Tiger 55 22 16 22 20 24 22
Cat 50 20 16 24 24 20 16
Lion 60 24 16 20 22 22 18
Wolf 50 22 16 22 22 18 18
Hawk 50 24 16 20 20 22 18
Raven 45 22 16 24 24 18 20
Heron 45 16 22 22 20 16 24
Red
Dragon
65 22 20 22 22 26 20
White
Dragon
60 24 26 22 24 22 24
Black
Dragon
70 26 20 22 20 24 22
67
Leveling Up
Through fierce combat and intelligent strategies, you gain experience points,
or EXP. Whenever you gain over 100 EXP, your cumulative EXP resets back to
zero and you gain a level. Any excess EXP you gain rolls over to your next level.
Gaining levels is how you become grow and become stronger in the Fire Emblem
series. You gain EXP for various actions as shown by the following table.
Experience Gain Table
Action EXP
Gained Action
EXP
Gained
Attacking an
enemy 15 Attacking a boss 25
Defeating an
enemy 25 Defeating a boss 80
Being attacked by
an enemy and
counterattacking
15
Being attacked by an
enemy but unable to
counterattack
1
Completing an
objective 30 Using a Staff Varies*
The experience you get from using a Staff varies on the type of staff you
use. The experience gain for each type of staff is listed In the Staves table in the
Item chapter.
A unit will only receive half of the indicated EXP if their target was more
than 4 levels lower than them. Additionally, a promoted unit that engaged in battle
with an unpromoted unit will only receive half of the indicated EXP.
68
So which stats increase and which stats don't? Well, in the games, stat gains
were determined by growth rates, and after much tinkering, the best possible
representation of starting level values and growth rates are presented here. When
you level up, your base stat determines your growth rate, which is simply how
likely that stat is to receive a +1 upon leveling up. Having a high base stat value
means that that stat will have an easier time growing into a larger value than a
small Base Stat value.
To begin leveling, add 1 to your current level to signify your level up.
Then, roll 1d10 for each stat and compare your result to the value of your Base
Stat. If you roll under your Base Stat number or match it, that stat gains a +1 to
its Current Stat value. For your HP, you roll 1d10 to match or get a lower number
than your class’s indicated HP Gain number. Remember that the 0 on the d10 is a
ten, not a zero.
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Reclassing A unit may decide to utilize an item called a Second Seal to undergo a process
called Reclassing. Through Reclassing, a unit can change their class while
retaining their previously possessed skills. This allows units to gain the skills of
another class or switch into a class they feel would better suit them. The rules for
Reclassing are as follows:
When a unit Reclasses, their class changes into the chosen class. Their Level
and current Experience do not change.
A first tier unit may only Reclass into another first tier class. A promoted
unit may only Reclass into another promoted class.
Manaketes and Laguz cannot use a Second Seal to Reclass (with the
exception of Manakete/Human hybrid children).
All Class Stat Adjustments the unit received are removed and replaced with
the Stat Adjustments of the class they are moving into. If switching into a
promoted class, the Class Stat Adjustments of the chosen base class relating
to the class the unit is moving into is used.
A unit loses its current weapon and magic proficiencies and gains the
proficiencies of the new class. If the classes share a proficiency, the unit
retains its weapon rank; otherwise, the new proficiencies begin at Rank E.
A unit retains the skills it possesses before it Reclasses and learns the skills
of the class they Reclass into at their appropriate levels.
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Supports: The Bonds of Friendship
One of the best assets to have on the battlefield is a skilled ally to watch
your back. Through grueling journeys, units have the ability to grow closer on a
personal level, forging loves and friendships in the process. These bonds manifest
as Support Bonuses in combat, representing an ally’s assistance on the battlefield.
.
Every unit has an Affinity described in the “Determining Base Stats”
chapter. Your Affinity is the natural element your spiritual energy most aligns to.
Your unit’s unique Affinity governs what passive bonuses you grant to your
closest allies and what bonuses they in turn grant to you.
To determine your character’s Affinity, roll 1d8 and consult the following table.
Once determined, a character’s Affinity cannot be changed in any way short of
direct Game Master Intervention.
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Affinity Table
Result of 1d8 Roll Corresponding Affinity
1 Earth
2 Dark
3 Fire
4 Ice
5 Light
6 Thunder
7 Wind
8 Heaven
Forging the Bond A Support, once created, starts at Rank C and climbs to Rank A over time,
with the bonuses between units becoming more potent as the Support Rank rises.
To build a Support between two units, the two units must be adjacent to one
another for a certain amount of turns depending on their current Support Rank.
Every turn a unit spends next to another unit grants them a Support Point, which
upgrades their Support Rank. Consult the following table
Support Rank Progression
Rank To Next Rank Total Support Points
No Rank 25 25
Rank C 30 55
Rank B 35 85
Rank A - 85
A character may not have more than one A Rank and B Rank Support and
more than 3 Supports in total. An example Support list of A, B, and C or B, C, and
C is fine, yet A, A, and B or C, B, B, are prohibited.
A Support Bonus can only rise in rank once per battle. When improving a
Support Bonus’s rank, the two characters involved are highly encouraged to
roleplay the interaction, revealing character quirks, background information,
aspirations, or other character details through a two-way interaction.
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Utilizing the Bond When two units with a Support Rank of C or higher are within 3 spaces of
one another, both units gain a bonus to their stats corresponding to their
partner’s Affinity, not their own. A unit may never benefit from their own
Affinity at any time.
The following tables detail each Affinity’s specific bonuses.
Earth Affinity
Rank - Avoid
Rank C - 5
Rank B - 10
Rank A - 15
Dark Affinity
Rank Attack Avoid
Rank C 2 -
Rank B 3 5
Rank A 4 10
Fire Affinity
Rank Hit Crit
Rank C 5 -
Rank B 7 5
Rank A 10 10
Ice Affinity
Rank Hit Avo
Rank C 5 -
Rank B 7 5
Rank A 10 10
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Light Affinity
Rank Defense Hit
Rank C 2 -
Rank B 3 5
Rank A 4 10
Thunder Affinity
Rank Defense Avoid
Rank C 1 -
Rank B 2 5
Rank A 3 10
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Wind Affinity
Rank Attack Hit
Rank C 1 -
Rank B 2 5
Rank A 3 10
Heaven Affinity
Rank - Hit
Rank C - 5
Rank B - 10
Rank A - 15
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Character Finalization So, you've rolled your Base Stats, chose a class, and learned how to level up. You
must be itching to get on the battlefield already, eh? Well, before you get on the
battlefield, skim over this part for any final instructions applicable to your
character.
If you're aiming to make a character above level one, roll xd10 for each stat
with x equaling the number of levels past 1 you want. For example: if one were to
want to make a level 7 character, you would roll 6d10 for each stat with each roll
being compared to your Base Stats like a standard level up. An electronic dice
roller does wonders here, but feel free to do it manually if you like rolling dice.
Now on the character sheet, you might notice a few more stats that haven't been
mentioned yet. These are essential to combat, but aren't defined as stats. These
essential values are Rescue, Hit, Avoid, and Critical.
Rescue:
Equivalent to your Con score. Can be used to rescue units with a
smaller Con than yours. A Rescued unit can be carried by the Rescuer during their
movement and be placed back onto the field adjacent to the Rescuer as a standard
action. While holding a Rescued unit, the Rescuer’s Skill and Speed are halved.
Hit: Your base attack accuracy with no weapon, terrain, or other bonuses
factored in. Calculated by (Skill x2) + Luck. . Your Hit is rounded to the nearest
number divisible by five (A Hit of 47 would round to 50 and so forth) to speed up
gameplay.
Avoid (Avo): Your base agility and dodging capabilities. Calculated by
Speed+Luck. If you outspeed your opponent by having a Speed of four or
more, your Avoid is doubled! Like Hit, your Avo is rounded in the same
fashion in the interest of avoiding bogging down the game with excessive math.
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Attack/Damage The raw power behind your blows. Damage, which may also be called
Attack, is calculated by your Strength + the Might of your equipped weapon. If
utilizing a magical weapon that uses Mag or a tome of any variety, your Damage is
calculated by your Magic + the Might of your equipped weapon/tome. All
weaponry uses Strength to calculated damage unless explicitly stated or is a magic
tome.
Critical (Crit): Your base chances of scoring a Critical Hit. When you score a Critical
Hit, your damage is TRIPLED. Yeah, you read that right. Your base Critical is
calculated by (Skill + Luck) / 2 plus any bonuses from weapons or other sources.
Crit Avoid (CrtAv) Your passive defenses against a critical hit. This number is subtracted from
your opponent’s Critical during a fight. Your Crit Avoid is equal to your Luck
stat.
Inventory A single character can hold five weapons or items. By default, you start with
one weapon of every p roficiency you have. Laguz start with a Laguz weapon of
the highest rank their Tribe grants them proficiency in and Manaketes begin with a
Dragonstone of their Tribe. Depending on your proficiency rank, you may get a
different type of starting weapon than other ranks. These given weapons cannot
have any special properties. If there are no standard weapons that match a unit's
proficiency, they are given standard weapons of the next lowest proficiency.
Starting with a different weapon that the unit is able to wield is at the discretion of
the GM, but don't beg! No one likes beggars and whiners!
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Faceless Numbers: The Importance of Identity Your unit is all ready to go. All of your stats and numbers are worked out,
your inventory is full of your trade tools, and you're anxious to get on the
battlefield.
But who are you? Why do you fight? Are you just a nameless rank and file
soldier living in the shadows of real heroes? Well don't be! Fire Emblem is famous
for a gargantuan selection of fun and loveable characters of all degrees, so giving
your unit some personality helps give them a defining feature. Maybe you're a
cunning noble who got swept up in elaborate schemes and ruthless warfare?
Maybe you're a small village kid who really likes traveling and meeting new
people? Or are you sticking around for the extra money to put food on the table?
Kids aren't cheap y'know!
Your personality and backstory help define your unit from the waves of
other soldiers and can create plenty of role-playing opportunities with your fellow
soldiers-at-arms. It may even help bring your character to life even more in the
midst of battle, where their backstories and preferences may determine your tactics
in combat. Don't be shy, be creative, and have fun with your character!
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On the Battlefield The sound of thunderous footsteps resonates from the hills. You look to your
squadron; some unable to cope with pressure, and some as steady as rock under the
impending waves of man and steel. The enemy comes into sight and your weapons
shakes violently. "Will this be my last battle? Am I going to...?" No, you mustn't
think like that. Your training will keep you safe. It has to. The thundering footsteps
turn into a fierce storm as the enemy charges you, weapons sharp and eyes blood
red. Your grip tightens. This is it; your moment of glory!
The following section will detail everything about the meat of Fire Emblem:
The Tides of War: combat and all associated battlefield mechanics and systems.
Stay attentive, as failure to master combat is a quick way to end up six feet under.
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The Flow of Combat
Fire Emblem is a turn-based strategy series. The player (or in the case of
Fire Emblem: The Tides of War, the players) take turns maneuvering and
strategizing against one another in hopes of conquering the other side with as little
resources spent as possible. After all, what good is a victory when most of your
men die? And since there is no way to revive a lost character in Fire Emblem,
having a unit fall can turn the tide of battle in a flash.
Objectives The most common objectives in the Fire Emblem series are usually the ones
that need the least explaining. Routing the enemy team means no survivors; for
whatever reason, the enemy team must fall, and fall hard. For when a less offensive
take on the battle is needed, Defending the designated target is optimal. This could
be an entrance into a sensitive area or a VIP of some sort. For when fighting is
unwise, a Reach Target objective is what you're most likely looking at. This could
be anything from sneaking into an encampment to escaping an unstable area.
If no one feels like being the Game Master, try pitting your armies against
one another! Two or more players can fight on a mutually agreed on battlefield to
see who has the sharpest tactical mind. While competitive and fun, keep in mind
that more players and larger armies make the game last longer!
Player and Enemy Phases As Fire Emblem: The Tides of War aims to seamlessly transfer the world of
Fire Emblem into traditional pen and paper gaming, combat is not handled like
something along the lines of Dungeons and Dragons or Shadowrun. There's no
initiative for individual units and tracking turn orders. Combat is divided into
phases and shifts into the next phase when every unit on the selected team
completes their actions. The Player Phase is when the players get to act. Each unit
is able to take a Move Action, Standard Action, and Minor Action once per Player
Phase. These actions comprise a single set of actions for units. Some actions
discussed later are able to be performed freely within a unit's turn, but those will be
mentioned as they come along.
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Once each unit either passes their actions or exhausts them, the next phase,
which is usually the Enemy Phase, begins. This is where any hostile units on the
map get to enact their turns using the same restrictions as every other unit. Players
must be careful of the enemy offensive or risk losing a teammate. After the Enemy
phase, the cycle returns to the Player Phase and the cycle continues. If an Objective
is sensitive to Turn count, like "Reach x in 6 turns", the beginning of the Player
Phase counts as adding one turn to the count.
Some other phases exist in the cycle, but might not be used depending on the
battle. The Ally Phase is when friendly units who aren't controlled by players get
to act. This phase follows the Player Phase. Unaligned units on the field act during
the Other Phase, which follows the Enemy Phase.
For an easy visual reference, the Phase Cycle goes as shown here:
Player Phase > Ally Phase > Enemy Phase > Other Phase > +1 Turn >Repeat
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Lay of the Land: The Map
Before learning about Phases, Actions, and Combat, you should familiarize
yourself with the terrain featured in Fire Emblem: The Tides of War. There are
many different types of terrain and each one grants different bonuses depending on
what terrain you position yourself onto. Note that flying units receive no
penalties or bonuses from all terrain as they can fly over all terrain with no
move penalties.
Plains/Floor
The basic terrain type. Offers no special bonuses
Forest/Pillar (+1 Defense, +20 Avo, x2 Move to traverse)
Thick forestry or sturdy support pillars.
Fort (+2 Defense, +40 Avo, HP Regen 10% per turn)
A small bunker or outpost. Offers healing by spending a turn on it.
Mountain (+2 Defense, +30 Avo, x2 move to traverse)
Large hills and steep inclines. Cannot be entered by Mounted units.
Peak (+2 Defense, +40 Avo, x2 Move to traverse)
The summit of a large mountain. Requires Mountainwalk to enter.
Lake/Sea (+10 Avo. x2 Move to traverse)
Any body of water. Requires Waterwalk to traverse.
Desert/Sandy Beach (+5 Avo, x2 Move to traverse)
Harsh, sandy areas. Magical units are unaffected by the Move penalty.
Gate/Throne (+2 Defense, +40 Avo, Hp Regen 10% per turn)
A noble throne or a mighty gate. Usually guarded by a powerful enemy
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Weather Effects Sadly, not all battles are fought in nice weather. Nature can be very
unpredictable and can drastically change the battlefield depending on what the
weather patterns bring about. While not a direct influence on every battle, knowing
what could be ahead and how to react to the changing climate can be the different
between victory and defeat.
Rain and Snow
Rain or snow makes the ground hard to traverse and forces all units on the
map to move at half movement (rounded down). If attempting to walk across
terrain that requires additional movement to cross per space while rain or snow is
in effect, it takes four times the normal movement to traverse the terrain. Note that
while these effects may stack, a unit is allowed to move at least one space per turn
under these conditions. Entering a building or other enclosed structure allows a
unit to move at normal speed.
Fog of War
The more intimidating of the inclement weather, Fog of War blocks the
vision of your units, forcing them to proceed slowly into areas they cannot see into.
A unit within the fog of war can only see units within 3 spaces of it.
However, a unit who currently belongs to the Thief, Rogue, Assassin, Ninja, or
Master Ninja classes may see 6 spaces away. Vision ranges can also be increased
by the use of the Torch item or the Torch staff.
Depending on what the Game Master wants, he may elect to use either light
fog or heavy fog. Light fog is the more common of the two types of fog and allows
players to see the entirety of the map as they would in normal weather conditions.
However, enemy units are not placed on the map until it comes into view of a
player unit’s vision range. Heavy fog, also called darkness, is a truly challenging
weather condition to tackle as both the map and enemy units are not seen until it
comes into view of a player unit’s vision range. Units walking through heavy fog
are near blind to the rest of the map, making walking into uncharted territory a
potentially deadly hazard.
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Aspects of Combat
As mentioned, a unit gets to take a certain amount of actions during their
turn. For simplicity's sake, actions have been classified as Movement, Standard, or
Minor actions. Movement Actions are used for moving a unit into position for
their next action. Standard Actions are most major actions, such as attacking or
visiting a shop. Minor Actions are actions that are not too engaging, such as
trading an item, and as such can be completed within a short amount of time.
Movement (Movement Action) A unit is allowed to move as many spaces on the game mat as
designated by their Move found in their class information block. Movement cannot
be performed after a Standard or Minor Action unless under a special circumstance
by a movement property such as Canto. Movement is also affected by terrain types.
There are also different types of Movement actions depending on your class.
Normal/Unspecified: No special properties.
Mounted: Usually greater distances, but cannot enter Mountain/Peak tiles
Flight: Can fly over any terrain, but do not gain bonuses from them as well
Waterwalk: Enables foot units to walk on water tiles. Affected by terrain
penalties.
Mountainwalk: Enables foot units to walk on Peak tiles and with no penalty
on Mountain tiles. Affected by terrain penalties.
Canto: A unit that performs may move the remainder of their movement
distance at the end of their turn if they have not used all of their movement.
Note that unless the unit possesses the Pass skill, a unit cannot move through
the tile of a hostile unit.
Attacking (Standard Action) Use the equipped weapon to attack the enemy. Details on combat are
detailed in the section labeled “Bearing Your Fangs: How to Fight.”
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Using Items (Standard) Actions such as using a lock pick on a locked chest, utilizing a Staff, or
using a healing item fall under Standard Actions. Note that you can't attack and use
an item in the same turn, so weigh the pros and cons of each option before
committing!
Visiting (Standard Action) Visiting a local home to gather information or browsing the wares of the
nearby armory.
Using an Active Skill (Standard Action) Using a skill classified as an Active skill, such as Gamble or Special Dance.
Pair Up (Standard Action) Move into an allied unit’s space, moving along with their leading unit as
they move. Also initiates the Guard Stance detailed in the Dual System chapter.
Talking (Minor Action) If you wish to speak to a unit of interest, it can be done with a minor action.
Note that talking to a unit can possibly influence their behavior in battle. Some
may become angry at you, or some may join you in your fight. Chat up a storm!
Trading (Minor Action) Trading items to and from a comrade. This is only usable if the units are
adjacent to one another and unaffected by effects that prevent actions from being
taken (Sleep, Paralysis, etc).
Wait (Free Action) Choosing to wait is manually ending your turn. You will automatically wait
after expending all other actions. For example, a unit could move its Movement,
talk to a teammate, and then proceed to attack a nearby enemy. After exhausting all
of their actions, they are forced to Wait until the next phase they are allowed to act.
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Bearing Your Fangs: How to Fight
You've already chosen to attack your enemy, but how does one actually
attack? Well this is the section for showing how actual combat takes place in a neat
step-by-step process.
1) The Attacker moves into Range
You can't hit an opponent if you can't reach them! All weapons generally
follow these generalizations. Melee weapons can attack from one adjacent space,
bows attack from two spaces away (a gap between attacker and defender), and
tomes can attack from melee or range. There are always exceptions, like a Javelin
or the Bolting tome, so be sure to look at the weapon's range before charging in!
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2) The Defender announces his Avoid
Just as it says, the defending unit announces his total Avoid (remembering to
round it as previously stated during Hit and Avoid calculations). This takes into
account their base Avoid, terrain, Weapon Trinity bonuses, and any other kind of
bonuses.
3) The Attacker reduces his total Hit by the Defender's total
Avoid.
The formula Total Hit-Total Avoid gives the attacker's accuracy. The
attacker rolls a d100, and if the rolled number is lower or equals it, the attack is
considered a success, or a Hit.
4) Check for a Critical Hit
The range of critical hits is smaller than your overall accuracy, but can be a
serious game changer when activated. When you roll a d100 for attacking, if your
roll falls under or matches (Your Critical - Defender's CrtAv), you score a
critical hit, or a crit. A critical hit does triple damage!
5) Check for a Skill activation
This applies to both units at once. If the Attacker has a combat skill, flip the
results of your d100 around. If you roll under or match the number set by
your skill's activation, it activates. For example, if one rolls a 49 on their attack
roll, their roll for skill activations would be a 94. If 94 fell under your activation
range, it'd activate. For more details on skill activations, see the Skills section on
page 62.
6) The attacker deals damage to the defender
Upon a successful Hit, the attacker deals damage to a unit, determined by
their Strength + the Might of their equipped weapon. If using a magical weapon
or a magical tome, it is instead Magic + the Might of the equipped
weapon/tome.
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7) The Defender reduces damage by their Defense/Resistance
When receiving damage, take care to use the right defense stat to reduce
damage. Defense reduces physical damage from weapons and bows, and
Resistance reduces damage from magical attacks from tomes or magic weapons.
8) The Defender takes their Counterattack if possible
After receiving damage, the Defender makes an attack roll against the
Attacker. This does not happen if a unit is unable to counterattack. Such
situations include not being in range, having no weapons, or being under a Status
Effect.
9) A second attack is made if possible
If either the Attacker or the Defender has four or more Speed than the other
unit, they are allowed an additional attack! Roll an attack roll as normal.
10) Combat Ends
The combat cycle finishes and the attacker's turn ends.
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And to compress combat into an easier to read list format for quick reference:
1. Move into range
2. Defender announces Avoid
3. Attacker's Hit is reduced by Defender's Avoid
4. Attacker makes a d100 attack roll and checks for a hit/critical hit
5. Check for any Skill activations
6. The Attacker deals Str + Might or Mag + Might damage
7. Defender reduces damage with Defense/Resistance as appropriate
8. Defender initiates counterattack if possible
9. Second attack by faster party is made
10. Combat Ends
Keep in mind that if either unit is reduced to 0 HP at any point in the cycle,
combat automatically ends and the unit is considered dead. The unit is removed
from the field and the current phase continues.
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The Dual System: Attack / Guard
Stances A battle is rarely a one versus one affair for soldiers as fierce encounters
rage on all around them. Many soldiers feel better fighting with a partner, allowing
them to take advantage of offensive openings or to protect one another from an
overpowering force. These fighting styles manifest in the Dual System, a group
fighting system that had its debut in Fire Emblem: Awakening as the Pair Up
system but has received major revisions for Fire Emblem: Fates.
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Both stances have different mechanics for each unit involved in the stance.
In each stance, the corresponding mechanics will be matched to what will be
referred to as the Lead Unit, the unit that initiates battles or leads a Paired Up
formation, or the Support Unit, the backline unit that confers bonuses and
assistance to the Lead Unit.
The Attack Stance The Attack Stances utilizes two units for offensive might. It is utilized by
two unpaired units in adjacent spaces with the unit initiating the attack becoming
the Lead Unit. Units in Attack Stance who initiate combat cancel out the Dual
Strikes of the defending target.
After the Lead Unit makes their attack as normal, the Support Unit is
allowed an attack immediately after, which is called a Dual Strike. Any damage
dealt by this attack only deals ½ damage on a successful strike. Only one attack
from the Support Unit is allowed unless they wield a Brave Weapon or similar
item.
The Support Unit’s normal weapon range is disregarded and will be able to
strike at any distance the Lead Unit can normally counterattack from.
The Support Unit may not activate attack-based skill (Astra, Lethality, etc)
but may still perform a Critical Hit. Conversely, the Support Unit’s attack does not
activate defensive combat skills (Aegis, Pavise, etc) but are still affected by
passive skills (Swordbreaker, Heartseeker, etc).
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The Guard Stance The Guard Stance utilizes two units fighting as a single unit that emphasizes
defense. A unit may use the Pair Up command to attach themselves to another unit.
The unit that initiated the Pair Up becomes the Support Unit and shares the space
of the unit it has paired with, who becomes the Lead Unit. The Support Unit moves
as the Lead Unit moves.
The Support Unit grants stat bonuses to the Lead Unit corresponding to the
Support Unit’s Class Stat Adjustments from their first tier class with positive
values. For example, A Mercenary acting as support would grant +2 Skill and +2
Luck to their Lead Unit.
The bonuses granted by a Support Unit become stronger if the two units
share a Support Rank. If the units have a Support Rank, an additional +1 is granted
to the bonuses granted by the Support Unit for each Support Rank they possess For
example; two units with an A Rank would be an additional +3 to the stats indicated
by the Support Unit’s first tier class in addition to the default bonuses. (ex A
Mercenary with an A Rank Support with the Lead Unit would grant +5 Skill and
+5 Speed to the Lead Unit).
When two units Pair Up, they share a Shield Gauge, which begins at zero
and caps at ten. Each attack by the Lead Unit or an enemy unit fills the Shield
Gauge by 2 points. When the Shield gauge fills to 10 points, the next incoming
attack will always be blocked, negating all damage to the Lead Unit. The Shield
Gauge resets to zero after a blocked attack or if the units separate.
While lending itself to more advanced tactics, be wary that enemy units can
also utilize the Dual System. Consider your choices before you attempt to engage
a group of enemies as they may prove to be overwhelming due to the Dual System.
NOTE: The Dual System is only found in Fire Emblem: Fates and may be
undesirable to groups looking to play a more classic style of Fire Emblem. As
such, the Game Master can include or exclude the system at will to match the
group’s desired aesthetics.
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The Weapon Trinities
When attacking units, your choice of weapons can give you a slight edge in
battle against your opponent. For example, a Cavalier using an unwieldy lance has
a disadvantage against a Fighter's axe, but when they switch to the more nimble
Sword, the Cavalier gains the advantage against the Fighter.
For weapons, the Weapon Trinity is:
Swords are effective against Axes
Axes are effective against Lances
Lances are effective against Swords
Bows and Ballistae sit in a neutral slot in the middle of the trinity. They
neither gain nor grant advantage to any weapon type, but still do their bonus
damage to flying units.
There also exists a trinity for magical tomes.
Anima is effective against Light
Light is effective against Dark
Dark is effective against Anima
Note that staves are not included in the magical trinity as they function more
as items than weapons, but are still closely associated with magic users.
When a unit attacks another unit and one has advantage due to the weapon
trinity, the unit with advantage gets a +10 to Hit and the unit with disadvantage
takes a -10 to their Hit. The Swordsman's swift blade outmaneuvers the Warrior's
axe, granting the Swordsman +10 to Hit and imposing a -10 Hit penalty to the
Warrior. Try attacking lance users next time, Warrior!
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For those wishing to utilize more complex magic interactions, a Game
Master may elect to use the dual magic trinity. This builds upon the existing
magical trinity of Anima, Dark, and Light by breaking Anima magics down into
three separate types of magic as seen in the Tellius and Jugdral series of games.
Fire is effective against Wind
Wind is effective against Thunder
Thunder is effective against Fire
Fire, Wind, and Thunder are treated as Anima magic effective against Light
and ineffective against Dark.
Additionally, the weapon triangle has further evolved in Fire Emblem: Fates.
For those wishing to use the new Weapon Trinity, it is listed below; otherwise, feel
free to utilize the classic Trinities.
Swords and Magic are effective against Axes and Bows
Axes and Bows are effective against Lances and Daggers
Lances and Daggers are effective against Swords and Magic
The Weapon Trinity and the Trinity of Magic of older fire Emblem titles are
now combined into a single Trinity, opening newer tactical options to strategists.
In Fire Emblem: The Tides of War, this new hybrid trinity further separates into
the normal Trinity of Magic.
Note that Staves still exist outside of the Trinity as they are not used in
combat.
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Weapon Ranks and Increasing Ranks
In the Fire Emblem series, the more a unit fights with a particular weapon
type, the more advanced versions of that weapon they can utilize. If a unit
successfully lands a hit in combat, they gain 1 point for each hit that landed. These
points, or weapon experience (WEXP), go into the weapon proficiency of the
weapon you used in combat, and when you get enough points, your rank increases.
Raising your weapon rank is important in growing out of novice weapons and into
more effective armaments. The following table shows how many points are needed
to rank up at each level of proficiency.
Weapon Rank Required WEXP Total WEXP
E to D 20 20
D to C 30 50
C to B 40 90
B to A 50 140
A to S 65 205
A unit may only have a single weapon proficiency rank of S at a single time
unless the Game Master directly intervenes and permits a unit to possess multiple S
Ranked weapon proficiencies
Weapon Ranks of the Fates Fire Emblem: Fates changes the pattern established by the previous entries
in the series. Being that only one game in the series has implemented this system,
Game Masters can choose to use the weapon ranking system of Fire Emblem:
Fates or continue to use the above system for weapon proficiencies.
A unit gains weapon experience as usual, gaining one point of WEXP per hit
by default. However, every class in Fire Emblem: Fates can only have pre-
established maximum weapon proficiency ranks. This new system incentivizes
choosing a class with less weapon proficiencies by allowing them access to more
powerful weaponry a unit with more proficiencies may not have access to. The
following table lists every maximum weapon rank for each promoted class.
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Note that classes that depend on Beaststone proficiency are not listed, as
well as any stone proficiency a class might possess (Nohr Nobles, Hoshido
Nobles). If a unit may choose a proficiency upon promotion, the proficiencies that
were not selected are instead removed from the table for your unit. You do not
gain proficiency with the weapons you did not select upon promotion.
**A Bishop promoting from a Monk has an S in Tomes and B in Staves. A
Bishop promoting from a Priest/Cleric has an S in staves and a B in tomes.
Promoted Unit Maximum Weapon Rank Table
Maximum Weapon Proficiency Rank
Class Sword Lance Axe Bow Dagger Tome Staff
Assassin - - - - - - -
Bride / Groom - B - B - - A
Berserker - - S - - - -
Bishop** - - - - - Special Special
Dark Falcon - B - - - A -
Dark Knight B - - - - A -
Dancer/ Bard/
Singer - - - - - - -
Dread Fighter A - B - B - -
Druid - - - - - S -
Falcoknight B A - - - - B
General - A B - - - -
Grandmaster B - - - - A -
Great Knight B A B - - - -
Great Lord A in one proficiency, B in all others
Griffon Knight - - A - - - -
Halberdier - S - - - - -
Hero A - B - - - -
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Maximum Weapon Proficiency Rank
Class Sword Lance Axe Bow Dagger Tome Staff
Mage Knight - - - - - A B
Nomad B - - A - - -
Paladin A A - - - - -
Rogue A - - - - - -
Sage - - - - - S B
Sniper - - - S - - -
Summoner - - - - - A -
Swordmaster S - - - - - -
Trickster A - - A - - B
Valkyrie - - - - - - -
War Monk/
Cleric - B B B - - A
Warrior - - S B - - -
Wyvern Lord - B A - - - -
Basara - A - - - B -
Blacksmith B - A - - - -
Nohr Noble A - - - - B -
Master Ninja B - - - S - -
Kinshi Knight - B - A - - -
Merchant - B - A - - -
Maid / Butler - - - - B - S
Mechanist - - - B A - -
Malig Knight - - A - - B -
Oni Chieftain - - A - - B -
Master of Arms A B B - - - -
Hoshido Noble A - - - - - B
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Weapons List
Seeing as how Fire Emblem is primarily focused on combat, it'd be kind of
hard to fight back armies without a weapon. The following pages will detail every
weapon currently implemented into Fire Emblem: The Tides of War.
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Name: Name of the weapon.
Rank: The weapon rank required to wield the weapon.
Range (Rng): The weapon's range. Ranges of 1 mean the unit must be adjacent to
the target
Might (Mt): The weapon's destructive power. Added to a unit's Str/Mag to
determine their total Attack.
Hit: The weapon's innate accuracy. Added to a unit's base Hit
Critical (Crt): A weapon's innate ability to score critical hits. Added to a unit's
base Crit
Use: How many times the weapon can be used before it breaks
In Fire Emblem: Fates, weapon durability is removed in favor of limiting the
number of specialty weapons an army receives. If choosing to invoke this rule, a
Game Master and his players ignore this column. The Game Master is then
encouraged to make specialty weapons like Killer or Brave weaponry harder to
obtain.
Worth (Wrth): The price of buying this weapon from a vendor. A weapon sold at
any durability nets ½ of its listed Worth.
Effect: Any additional effects a weapon might have.
If a weapon is listed as “effective” against something, the weapon is treated as
having the weapon trinity advantage against the target.
If a weapons is listed as “Bonus vs” against something, the weapons gains a
damage bonus equal to (2*Weapon's Mt) in addition to the normal damage of the
attack
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Sword / Katana List Any listed sword may be converted into a katana at the Game Master’s
discretion. A katana passively grants its wielder +1 Speed, -1 Defense, and -1
Resistance as long as they continue to wield it.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Iron Sword E 1 5 90 - 40 460
Slim Sword E 1 3 100 - 30 480
Armorslayer D 1 8 80 - 18 1260
Bonus vs
Knights,
Generals, and
Great Knights
Iron Blade D 1 9 70 - 35 980 +1 WEXP
Poison Sword D 1 3 70 - 40 - Poisons on a hit
Steel Sword D 1 8 75 - 30 600
Wo Dao D 1 8 75 35 20 1200
Zanbato D 1 6 85 - 18 1260 Bonus vs Mounts
Killing Edge C 1 9 75 30 20 1300
Laguzslayer C 1 9 75 - 15 1800 Bonus vs all
Laguz Tribes
Lancereaver C 1 9 75 5 15 1800 Reverses weapon
trinity
Levin Sword C 1-2 8 80 - 20 1400 Uses Mag and
targets Res
Light Brand C 1-2 9 70 - 25 1600 Uses Mag and
targets Res
Steel Blade C 1 11 65 - 25 1250 +1 WEXP per
attack
Wyrmslayer C 1 7 75 - 20 3000
Bonus vs Dragon
Tribe Laguz and
Wyvern Riders
Brave Sword B 1 9 75 - 30 3000
Grants immediate
extra attack after
an attack
Wind Edge B 1-2 9 70 - 40 3300 Uses Mag and
targets Res
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Name Rank Rng Mt Hit Crt Use Wrth Effect
Runesword A 1-2 12 65 - 12 8000 Uses Mag and
targets Res
Silver Blade A 1 14 60 - 15 1800 +1 WEXP per
attack
Silver Sword A 1 13 80 - 20 1500
Audhulma S 1 15 85 - 30 - Res + 5 while
equipped
Balmung S 1 13 90 10 20 - Speed + 3 while
equipped
Vague Katti S 1 12 80 35 25 - Def + 3 while
equipped
Lance / Naginata List Any listed lance may be converted into a naginata at the Game Master’s
discretion. A naginata has its Might lowered by 1 but passively grants its wielder
+1 Defense and +1 Resistance as long as they continue to wield it.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Iron Lance E 1 7 80 - 40 360
Javelin E 1-2 7 65 - 20 400
Poison Lance E 1 4 65 - 40 - Poisons on a hit
Slim Lance E 1 4 85 - 30 450
Steel Lance D 1 10 70 - 30 480
Heavy Spear D 1 10 70 - 18 1200
Bonus vs Knights,
Generals, and Great
Knights
Horseslayer D 1 9 70 - 18 1040 Bonus vs Mounts
Axereaver C 1 10 70 - Reverses weapon
trinity
Dragonspear C 1 10 70 - 30 4500
Bonus vs Dragon
Tribe Laguz and
Wyvern Riders
Iron C 1 11 75 - 40 640 +1 WEXP per
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Name Rank Rng Mt Hit Crt Use Wrth Effect
Greatlance attack
Killer Lance C 1 10 70 30 20 1200
Laguz Lance C 1 12 70 - 15 1620 Bonus vs all Laguz
Tribes
Shockstick C 1-2 11 85 - 20 2400 Uses Mag and
targets Res
Short Spear C 1-2 7 60 - 20 2000
Brave Lance B 1 10 70 - 10 5700
Grants immediate
extra attack after an
attack
Flame Lance B 1-2 14 70 - 12 7500 Uses Mag and
targets Res
Spear B 1-2 12 70 - 15 3000
Steel
Greatlance B 1 14 70 - 35 1120
+1 WEXP per
attack
Silver
Greatlance A 1 17 50 - 30 2880
+1 WEXP per
attack
Silver Lance A 1 14 75 - 25 1200
Gae Bolg S 1 14 75 10 25 - Speed + 5 while
equipped
Gungnir S 1 16 70 10 25 - Str + 5 while
equipped
Axe / Club List Any listed axe may be converted into a club at the Game Master’s
discretion. A club has its Might lowered by 2 but gains +5 Crit and +5 Hit.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Hand Axe E 1-2 7 60 - 20 300
Iron Axe E 1 8 75 - 40 270
Devil Axe E 1 18 55 - 20 900
(21-Luck)% to dmg
self instead of target
on each attack
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Name Rank Rng Mt Hit Crt Use Wrth Effect
Steel Axe D 1 11 65 - 30 360
Poison Axe D 1 4 60 - 40 - Poisons on a hit
Halberd D 1 10 60 - 18 800 Bonus vs Mounts
Hammer D 1 10 55 - 20 800
Bonus vs Knights,
Generals, and Great
Knights
Dragon Axe C 1 10 60 - 30 6000
Bonus vs Dragon
Tribe Laguz and
Wyvern Riders
Killer Axe C 1 11 65 30 20 1000
Laguz Axe C 1 13 65 - 15 5250 Bonus vs all Laguz
Tribes
Swordreaver C 1 11 65 - 15 2000 Reverses weapon
trinity
Iron Poleaxe C 1 12 65 - 40 800 +1 WEXP
Brave Axe B 1 10 65 - 30 2250
Grants immediate
extra attack after an
attack
Tomahawk B 1-2 13 65 - 15 3000
Steel
Poleaxe B 1 15 60 - 35 1400 +1 WEXP per attack
Bolt Axe B 1-2 12 70 - 25 2500 Uses Mag and
targets Res
Silver Axe A 1 15 70 - 20 1700
Silver
Poleaxe A 1 18 60 - 30 3600 +1 WEXP per attack
Garm S 1 20 75 - 25 - Str + 5 while
equipped
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Bow / Yumi List
Note that all bows receive the effect of “Bonus vs flying units” but have
been omitted in the weapon descriptions in an effort to save space and to avoid
redundancy.
Any listed bow may be converted into a yumi at the Game Master’s
discretion. A yumi has its Hit lowered by 10 but gains +1 Might. A yumi also
passively grants its wielder +2 Resistance as long as they continue to wield it.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Iron Bow E 2 6 85 - 40 540
Poison Bow D 2 4 65 - 40 - Poisons on a hit
Longbow D 2-3 6 65 5 20 2000
Shortbow D 2 5 85 15 22 1760
Steel Bow D 2 9 70 - 30 720
Killer Bow C 2 9 75 30 20 1400
Laguz Bow C 2 10 75 - 15 1950 Bonus vs all Laguz
Tribes
Brave Bow B 2 9 70 - 30 7500
Grants immediate
extra attack after an
attack
Silver Bow A 2 13 75 - 20 1600
Nidhogg S 2 16 80 - 30 - Luck + 5 while
equipped
Double Bow S 1-4 14 65 - 25 - Str + 3 while
equipped
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Ballistae List
Name Rng Mt Hit Crt Use Effect
Ballista 3-10 7 50 - 5 Bonus vs flying units
Killer Ballista 3-10 12 55 30 5 Bonus vs flying units
Stonehoist 3-10 15 40 - 5 Bonus vs flying units
Pachyderm 3-10 18 50 - 5 Bonus vs flying units
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Daggers List All Daggers inflict a Debuff upon a successful hit. These debuffs are shown
within brackets in each individual entry and last until the beginning of the user’s
respective Phase. A unit cannot be affected by a unit’s debuff more than once in a
turn but may be under the effects of the debuffs of multiple Dagger users.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Iron
Dagger E 1-2 4 85 - 40 1000 [Mag-2, Def/Res-3]
Steel
Dagger D 1-2 7 80 - 30 2000 [Str-3, Def/Res-4]
Barb
Shuriken C 1-2 4 80 25 20 2500 [Luck/Def/Res-4]
Dual
Shuriken C 1-2 6 70 5 15 4000
[Str/Mag-2,Def/Res-4]
Reverses weapon trinity
Flame
Shuriken C 1-2 9 75 0 20 3300
[Mag/Def/Res-4]Uses
Mag and targets Res
Sacrificial
Knife C 1-2 11 110 0 20 3000
[Luck-8,Def/Res-5] After
battle, user’s HP is
reduced by 30%
Caltrop B 1-2 5 95 5 20 3000 [Speed/Def/Res-8]
Silver
Shuriken B 1-2 10 85 0 20 4000 [Speed/Def/Res-4]
Soldier’s
Knife A 1-2 4 75 0 20 8000
[Str/Mag/Skl/Spd/Luck-2,
Def/Res-5] Grants
immediate extra attack
after an attack but deal
half damage in the next
round of combat
Spy’s
Shuriken A 1-2 1 70 0 20 8000
[Str/Mag/Skl/Spd/Luck-2,
Def/Res-5]
Chakram S 1-2 11 95 10 25 - [Str/Mag/Def/Res-6] Def
and Res+3 while equipped
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Anima Tomes Anima magic is split into three elements when utilizing the Dual Magic
Trinities found in the Weapon Trinities chapter. While Fire, Wind, and Thunder
interact differently when utilizing this expanded Magic Trinity, any unit with
anima tome proficiency can wield any element whether the Standard or Dual
Magic Trinities is used.
Fire Anima Tomes
Note that all Fire anima magics receive the effect of “Bonus vs Beast units”
but have been omitted in the weapon descriptions in an effort to save space and to
avoid redundancy.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Fire E 1-2 6 80 - 40 560
Elfire D 1-2 8 75 - 30 1200
Meteor C 3-10 13 70 - 5 2200
Cannot double attack or
counter attack while
equipped
Arcfire B 1-2 10 80 5 25 2200
Bolganone A 1-2 12 70 - 20 2400
Rexflame S 1-2 15 85 - 20 - Speed +3 while equipped
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Wind Anima Tomes
Note that all Wind anima magics receive the effect of “Bonus vs Flying
Units” but have been omitted in the weapon descriptions in an effort to save space
and to avoid redundancy.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Wind E 1-2 3 90 - 40 520
Elwind D 1-2 5 85 5 30 1400
Blizzard C 3-10 10 80 - 5 2400
Cannot double attack or
counter attack while
equipped
Arcwind B 1-2 7 90 5 25 2400
Tornado A 1-2 9 80 5 20 2500
Rexcalibur S 1-2 12 95 5 20 - Luck +3 while equipped
Thunder Anima Tomes
Note that all Thunder anima magics receive the effect of “Bonus vs Dragon
units” but have been omitted in the weapon descriptions in an effort to save space
and to avoid redundancy.
Name Rank Rng Mt Hit Crt Use Wrth Effect
Thunder E 1-2 4 85 5 40 600
Elthunder D 1-2 6 80 10 30 1500
Bolting C 3-10 11 75 5 5 2500
Cannot double attack or
counter attack while
equipped
Arcthunder B 1-2 8 85 10 25 2500
Thoron A 1-2 10 75 10 20 2600
Rexbolt S 1-2 13 90 10 20 - Skill +3 while equipped
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Light Tomes
Name Rank Rng Mt Hit Crt Use Wrth Effect
Lightning E 1-2 4 85 5 40 640
Shine D 1-2 6 80 8 30 900
Divine C 1-2 8 75 10 25 2500
Purge B 3-10 10 60 5 5 3500
Aura A 1-2 12 75 15 20 8000
Rexaura S 1-2 16 80 10 20 - Res + 5 when
equipped
Dark Tomes
Name Rank Rng Mt Hit Crt Use Wrth Effect
Flux E 1-2 7 70 - 40 900
Worm D 1-2 9 60 - 30 1200
Nosferatu C 1-2 10 55 - 20 3000 Converts dmg
dealt into HP
Eclipse B 3-10 - 35 - 5 4000 Reduces target
HP to 1 on hit
Fenrir A 1-2 15 60 - 20 9000
Gleipnir S 1-2 23 65 - 20 - Skill + 5 when
equipped
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Stones A Manakete or beast unit holding a stone corresponding to their proficiency
gain passive stat bonuses that persist as long as the unit holds the Dragonstone or
Beaststone. Note that a stone held by a person who lacks the proficiency does not
confer the passive bonuses listed in the effect column..
Name Rank Rng Mt Hit Crt Use Wrth Effect
Beaststone - 1 4 80 - 50 2000
Grants +3 Str, +5
Skl, , +5 Spd, +4
Luck, and +1 Def
while equipped
Beaststone+ - 1 8 70 0 35 3220
Grants +5 Str, +8
Skl, +8 Spd, +6
Luck, +4 Def, and
+2 Res while
equipped
Fire
Dragonstone - 1 11 85 - 30 10000
Grants +5 Str, +4
Spd, +3 Def, +3 Skl,
+2 Res while
equipped
Ice
Dragonstone - 1 11 85 - 30 10000
Uses Mag and
targets Res ,Grants
+5 Res, +4 Mag, +3
Skl, +3 Skl, +2 Def
while equipped
Earth
Dragonstone - 1 11 85 - 30 10000
Grants +5 Def, +4
Str, +4 Res, +3 Skl,
+2 Spd while
equipped
Dark
Dragonstone - 1 11 85 - 30 10000
Grants +5 Str, +4
Skl, +4 Def, +3 Spd,
+2 Res while
equipped
Divine
Dragonstone - 1 11 85 - 30 10000
Uses Mag and
targets Res, Grants
+5 Mag, +4 Spd, +3
Spd, +3 Res, +2 Def
while equipped
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Name Rank Rng Mt Hit Crt Use Wrth Effect
Nohrian
Dragonstone - 1 13 85 - 30 2000
Uses Mag and
targets Res, Cannot
double attack,
Grants +10 CrtAv,
+4 Def, +3 Res, -3
Skill, -2 Spd while
equipped
Nohrian
Dragonstone
+
- 1 25 75 - 20 25000
Uses Mag and
targets Res, Cannot
double attack,
Grants +9 Def, +7
Res, -5 Skll, -4
Speed while
equipped, reduces
stats after battle*
*Footnote on Nohrian Dragonstone+:
After a battle where the unit utilizes a Nohrian Dragonstone successfully,
their Strength, Magic, and Skill are temporarily reduced by 3. This penalty applies
for every attack that hits a target, imposing a cumulative penalty. For every Player
Phase that passes, the stat penalty is reduced by 1.
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Laguz Weapons Laguz weaponry can only be used when a Laguz unit has shifted into their
Laguz form and automatically wield the highest ranking weapon they can. Laguz
weapons cannot be unequipped, disarmed, or sold to vendors.
Name Rank Rng Mt Hit Crt Use Effect
Tiger Fangs E 1 10 90 - -
A 1 12 90 - -
S 1 16 90 - -
Cat Claws E 1 8 95 - -
A 1 10 95 - -
S 1 14 95 - -
Lion Claws E 1 11 85 - -
A 1 13 85 - -
S 1 17 85 - -
Wolf Fangs E 1 9 90 - -
A 1 11 90 - -
S 1 15 90 - -
Hawk Talon E 1 8 90 - -
A 1 10 90 - -
S 1 14 90 - -
Raven Talon E 1 7 90 - -
A 1 9 90 - -
S 1 13 90 - -
Red
Dragonbreath
E 1-2 13 75 - -
A 1-2 16 85 - -
S 1-2 19 95 - -
White
Dragonbreath
E 1-2 11 80 - - Uses Mag and targets Res
A 1-2 13 90 - - Uses Mag and targets Res
S 1-2 17 100 - - Uses Mag and targets Res
Black
Dragonbreath
E 1-2 12 85 - -
A 1-2 14 95 - -
S 1-2 18 105 - -
114
Staves / Baton List All staves grant EXP upon use, but the amount varies on which staff you're
using. The amount of given EXP for each variety of staff is listed in the EXP
column. Any healing staff may be converted into a baton at the Game Master’s
discretion. A baton has its healing power reduced by 3 but gains +1 Range.
Name Rank Rng EXP Dur Wrth Effect
Heal E 1 11 30 600 Restores (10+Mag) HP to target
Mend D 1 12 20 1000 Restores (20+Mag) HP to target
Torch D 1 15 10 1000 Increases Fog of War vision by
4 tiles (-1 rng per turn)
Unlock D 1-2 17 10 1500 Unlocks target Door
Barrier C 1 17 15 2250 Grants Res+7 to target (-1 Res
per turn)
Hammerne C 1 40 3 - Restores weapon Uses to max
Physic C Mag/2 22 15 3750 Restores (15+Mag) HP to target
Berserk B Mag/2 40 3 1800
Inflicts Berserk on target (5
turns, Hit = 30+(Mag*5) –
(Target’s Res*5)
Catharsis B Mag/2 5 4200 Restores (25+Mag) HP to target
Rescue B Mag/2 40 3 2800 Teleports any ally in rng to
adjacent tile
Silence B Mag/2 30 3 1800
Inflicts Silence on target (5
turns, Hit = 30+(Mag*5) –
(Target’s Res*5)
Sleep B Mag/2 35 3 1500
Inflicts Sleep on target (5 turns,
Hit = 30+(Mag*5) – (Target’s
Res*5)
Fortify A 1 60 8 8000 Restores all HP to target
Warp A Mag/2 65 5 7500 Teleports target to any tile
within rng
Saint's
Staff S All 85 3 -
Restores all HP and cures
ailments
Valkyrie
Staff /
Bifrost
S - 100 1 -
Revives one fallen ally
(Restored unit returns at same
class, level, and with the items
they died with)
115
Forging: Creating Custom Weapons Units who have access to a skilled blacksmith may be able to forge a
customized weapon. Creating a specialty weapon does not run cheap, however, as
each individual alteration requires its own payment.
A weapon may be forged, increasing or decreasing certain aspects of the
weapon, as long as it fits the following criteria
1. The weapon is not an S Rank weapon
2. The weapon is not a Beaststone, Dragonstone, or Laguz Weapon
3. The weapon has a non-zero Worth
A weapon can receive 8 alterations in total. For example, you may choose to raise
Might by five intervals and Critical by three intervals, but no more than that. For
example, a Steel Sword is worth 600 gold. Forging it for +2 Might, +15 Hit, and
+3 Critical would cost ([1.5 + 3.0 + 0.5] * 600) = 3000 gold.
Forging Costs
Interval Might Hit Crit Cost
1 +1 +5 +3 +0.5 * Worth
2 +2 +10 +6 +1.5 * Worth
3 +3 +15 +9 +3.0 * Worth
4 +4 +20 +12 +5.0 * Worth
5 +5 +25 +15 +7.5 * Worth
After forging, a player may alter the aesthetics or color of the weapon as
they desire. Forging a weapon allows a unit to possess a customized weapon that
may play to their strengths. For example, a Berserker may wield a forged Killer
Axe to maximize their critical hit potential. As long as players have the money and
the resources, forging weapons may prove to be worthwhile investments invaluable
assets.
116
Items This section is dedicated to all items found in Fire Emblem: The Tides of
War. There are a plethora of items that aren't directly used in chopping heads and
burning flesh that fall into separate categories. The following table will be your
legend for reading the incoming pages. The tables aren't anything complex, but for
the sake of being thorough, here's an extra two minutes of effort for you all.
Name: The name of the item
Uses: How many times the item can be used before it disappears
Effect: The item’s effect upon use or while it is in your possession
Worth: The price of selling this item. If an item possesses multiple uses, any
missing use takes a fraction of the Worth out of the worth.
Recovery Items
Name Uses Effect
Herb 8 Restores 5 HP Vulnerary 3 Restores 10 HP
Concoction 3 Restores 20 HP
Elixir 3 Restores all HP
Antitoxin 3 Cures unit of status ailments
Class Change Items Class Change items may be used to promote a unit into a second tier class
any time after the unit reaches Level 10 in their first tier class. Has no effect on
Laguz.
Name Uses Effect
Beast Seal 1 Promotes Kitsunes and Wolfskins
Dread Scroll 1 Promotes any unit into Dread Fighters
Elysian Whip 1 Promotes Pegasus and Wyvern Riders
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Name Uses Effect
Guiding Ring 1 Promotes Mages, Priests/Clerics, Monks, Shamans, and
Troubadours
Heaven Seal 1 Promotes Lords, Tacticians, and Nohr Princes/Princesses
Hero Crest 1 Promotes Myrmidons, Fighters, and Mercenaries
Knight Crest 1 Promotes Cavaliers and Knights
Master Seal 1 Promotes any unit except Lords, Tacticians, and Nohr
Prince/Princesses
Ocean Seal 1 Promotes Pirates, Thieves, and Ninjas
Orion's Bolt 1 Promotes Archers and Apothecaries
Second Seal 1 Allows a unit to Reclass
Wedding
Bouquet 1 Promotes any unit into a Bride or Groom
Stat Boosting Items
Name Uses Effect
Seraph Robe 1 Permanent +7 to maximum HP
Energy Drop 1 Permanent +2 to current Strength
Spirit Dust 1 Permanent +2 to current Magic
Secret Book 1 Permanent +2 to current Skill
Speedwing 1 Permanent +2 to current Speed
Goddess Icon 1 Permanent +2 to current Luck
Dracoshield 1 Permanent +2 to current Defense
Talisman 1 Permanent +2 to current Resistance
Statue Frag 1 Permanent +1 to current Con
Boots 1 Permanent +2 to Move
Metis's Tome 1 Permanent +1 to all base stats
118
Gems/Gold Bags Name Uses Effect
Red Gem 1 Can be sold for 2,500 gold
Blue Gem 1 Can be sold for 5,000 gold
White Gem 1 Can be sold for 10,000 gold
Black Gem 1 Can be sold for 15,000 gold
Gold Gem 1 Can be sold for 20,000 gold
Bullion (S) 1 Can be sold for 1,000 gold
Bullion (M) 1 Can be sold for 5,000 gold
Bullion (L) 1 Can be sold for 10,000 gold
Other Items
Items listed in this table with no Uses can be held in a unit’s inventory to
gain their passive bonuses.
Name Uses Worth Effect
Beorcguard - 8000 Negates Bonus damage from Laguz weapons
and tomes
Chest Key 2 300 Opens locked chests
Crusader
Scroll: Baldur - - +1 to Base Skill, Speed, Luck, and Constitution
when held
Crusader
Scroll: Blaggi - - +1 to Base Magic, +2 to Base Speed, -1 to Base
Strength when held
Crusader
Scroll: Dain - - +1 to Base Strength, +2 to Base Defense, +1 to
Move when held
Crusader
Scroll: Fala - - +1 to Base Strength, Magic, Skill, and Speed
when held
Crusader
Scroll: Heim - - +1 to Base Luck and Defense, +2 to Base Magic
when held
119
Name Uses Worth Effect
Crusader
Scroll: Hezul - - +1 to Base Strength, +2 to Constitution, -1 to
Base Luck when held
Crusader
Scroll: Neir - - +1 to Base Strength, Defense, and Constitution,
-1 to Base Skill when held
Crusader
Scroll: Noba - - +1 to Base Speed, Luck, and Defense, +2 to
Base Strength, -1 to Base Magic when held
Crusader
Scroll: Odo
- - +1 to Constitution, +2 to Base Skill when held
Crusader
Scroll: Sety - - +1 to Base Magic, +2 to Base Skill, -1 to
Constitution when held
Crusader
Scroll: Tordo - - +1 to Base Strength, Magic, Skill, and Luck
when held
Crusader
Scroll: Ulir - - +1 to Base Skill, Speed, and Luck when held
Delphi Shield - 10000 Prevents extra damage from Bows/Aircalibur
when held by a flying unit
Demi Band - 4000 Allows a Laguz to stay shifted while held but
only receives half of their Laguz
Transformation Bonuses (rounded down)
Door Key 2 300 Opens locked doors
Eternal Seal 1 12000 Increases a unit’s maximum level by 5.
Emblem Seal - - Grants Hit/Avo+10 when held by unit
Full Guard - 10000 Prevents all extra damage from bonus effects
when held by unit (ex: will negate a Hawk
Laguz’s vulnerability to bows and Aircalibur)
Gold Coin - 1 A mundane but mysterious coin. Can be used in
the forging process
Iote's Shield - - Prevents Bonus damage to flying units
Iron Rune - - Prevent enemy Critical Hits while held by unit
Knight Ward - 4000 Increases Def/Res by 2 when held by Knights,
Cavaliers, Soldiers, and their promoted classes
120
Name Uses Worth Effect
Laguz Band - - Allows a Laguz unit to stay shifted with no
penalties
Laguz Gem 5 7500 Enables a Laguz to stay shifted for one entire
skirmish
Laguzguard - 8000 Halves all damage received from Laguz attacks
Laguz Stone 2 4000 Fills a Laguz’s Transformation Bar to maximum
Light Rune 3 800 Permanently blocks adjacent space with a
barrier of light
Lockpick 15 1200 Unlocks any lock. Only usable by
Thieves/Assassins
Olivi Grass 4 1600 Adds 15 Laguz Points to a Laguz’s
Transformation Bar
Repair
Hammer 1 8000 Repairs one selected weapon to maximum
durability
Master Key 5 2400 Unlocks any lock
Member Card - - Allows access to Secret Shops when held by
unit
Mine 1 500 Places a traversable trap that deals 10 damage to
the first unit to walk or fly over it
Seed of Trust 1 1000 Can be used to improve one Support Bonus to
the next Rank
Silver Card - - Buy items for 1/2 price from all stores when
held by unit
Torch 3 500 Increases Fog of War visibility by 4 (-1 Rng per
turn)
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Skills Skills truly showcase how fearsome a single unit can be. Sages tap into the
depths of their arcane knowledge to split the skies and make the earth growl with
rage while Generals stand under the crashing waves of man and steel with
unwavering adamancy. Warriors display unmatched melee prowess through
powerful counterattacks and the crafty Summoners weave dark rituals to summon
the deceased to do their bidding. The swift Swordmaster's strokes can only be
described as a mighty cyclone of ravenous fangs tearing into flesh and stone alike.
Skill activation can turn the tide of battle in a flash, so knowing how skills
work and what they do can make or break a victory for you and your teammates.
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Skill Activation
Skills fall under certain categories depending on their use.
Active Skills:
Skills that require a Standard Action to initiate
Combat Skills:
Effects that activate in combat, such as negating a defense or allowing
multiple attacks
Passive Skills
Skills that are always activated in and out of battle, such as a stat boosting
skill.
For a Passive skill, no rolls have to be made since they are always active. If
you have a Combat skill, however, your activation rate is dependent on your Skill
stat. Each combat skill has an activation rate; the higher the rate, the more often the
combat skill activates. Your activation rate varies by skill, but for this example,
we'll use a common activation rate of (Skill/2). If a unit with this skill were to
attack, each attack would have a (Skill/2) % chance of being skill activation.
To check when a skill activates, simply flip the results of your d100 attack
roll. If a unit rolled a 19 on their attack roll, their roll for activating their skill
would be 91. If the 91 fell under the unit's skill activation range. A unit's skill
activation rate is always counted backwards from 100, so if a skill has a 15%
chance to activate, one would need to roll an 85 or above to activate the skill. In
this case, 91 falls under the range of (100-15=85), so the skill would activate.
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Class Skill List While skills are normally learned through entering different classes, at the
GM's discretion, skills can be learned through manuals. These manuals would let a
unit learn a skill it doesn't normally have access to. There also a few skills that can
only be learned through manuals, as no class would learn them normally. Such
skills will be listed towards the end of the list in their own table.
The maximum amount of skills a unit can possess is five. Any skills learned
after that overwrites a chosen skill. Skill activation only occurs on a single
attack unless stated.
Name: Name of the skill
P/C/A: Whether the skill is a Passive (P) skill, Combat (C) skill, or an Activated
(A) skill you choose to use out of combat. Activated skills are classified as
Standard actions unless noted.
Class: Indicates classes that learn this skill naturally
%: The formula for the skill's activation percentage. Remember that skills are
rolled backwards from 100, so subtract the number you obtain through the formula
from 100 to learn the skill's range.
Effect: Anything from what the skill does in battle, the passive effect it grants, or
the effect it has once it is manually activated
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Name P/C/
A
Class % Effect
(Stat)+x P Varies -
Increases indicated Current
stat by the value of x (Ex
Strength+2)
Acrobat P Trickster -
Allows the unit to move over
any normally traversable
terrain for the cost of 1
Movement.
Adept C Nomad, Cat
Laguz Skill/2 Immediately grants another
attack
Aegis P Paladin, Tiger
Laguz, Ice
Manaketes
Skill Halves damage received from
bows, daggers, tomes, and
dragonstones
Aether C Great Lord Skill/2 Consecutively activate Sol and
Luna in a single attack
Aggressor C Dread Fighter - +7 damage when unit initiates
combat
Air Superiority P Kinshi Knight - +30 Hit/Avo when enemy is a
flying unit
Amaterasu P Kinshi Knight,
Divine
Manaketes
- Restores 20% of allied units’
max HP within 2 spaces at the
start of the Player Phase
Aptitude P Soldier - +1 to all Base Stats while
equipped
Armored Blow P Great Knight,
Earth
Manaketes
- When user triggers battle,
physical damage received -10
Astra C Swordmaster Skill/2 Grants five consecutive
attacks, dealing half damage
on each hit
Awakening P Great Lord - +20 Hit, Avo, Crit, and
CrtAvo when unit is under ½
HP
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Name P/C/
A
Class % Effect
Axebreaker P Hero - +50 Hit and Avo when target
is wielding an axe
Axefaire P Berserker - +5 damage when equipped
with an axe
Bargain P Rogue -
Can purchase goods from
vendors at ½ price (or ¼ of
original price with the Silver
Card item). Detection of
Secret Shops becomes easier
Beastbane P Wolfskin,
Kitsune -
User’s attacks on Wolfskins,
Kitsunes, Wolfssegner, Nine-
Tails, Taguel, Laguz, and
mounted units deal Bonus
damage
Blood Tide P Red Dragon
Laguz -
Grants +5 Str and Skill to all
allies adjacent to the user
Bond P Valkyrie - Restores 10 HP to all allies
within 3 tiles at beginning of
unit's turn
Bowbreaker P Nomad - +50 Hit and Avo when target
is wielding a bow
Bowfaire P Sniper - +5 damage when equipped
with an bow
Cancel C Mage Knight,
Hawk Laguz Skill
Negates the enemy's next
attack when activated
Charm P Lord, Divine
Manaketes - Hit/Avo+5 to all allies within
3 tiles
Corona C Bishop,
Divine
Manaketes
Skill/2 Negates enemy Res and
reduces enemy Hit by 50%
until end of phase
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Name P/C/
A
Class % Effect
Counter P
Warrior, Red
Dragon Tribe
Laguz, Fire
Manaketes
-
Returns 100% of damage
when attacked by an adjacent
enemy (unless damage
received is fatal)
Countermagic P
War Monk /
War Cleric,
White Dragon
Tribe Laguz,
Ice Manaketes
-
Returns 100% of magical
damage when attacked by
enemy (unless damage
received is fatal)
Crit+x P Varies - Increases Crit by value of x.
Does not occupy a Skill slot
Darting Blow P Pegasus
Knight, Raven
Laguz
- When user triggers battle,
Speed+5
Deadeye C Sniper Skill/2 Inflicts Sleep on target (5
turns)
Death Blow P Oni Chieftain - When user triggers battle, +20
Crit
Deliverer P Griffon
Knight, Hawk
Laguz
- +2 Movement when Paired Up
or Rescuing an ally
Demoiselle P Troubadour - Male allies within 2 spaces
receive 2 less damage from
battles
Discipline P Cavalier - Doubles gained weapon EXP
per hit
Draconic Hex P
Nohr Noble,
Black Dragon
Tribe Laguz
-
After battle, -4 all stats to
target until next Player Phase
(or enemy Phase if attack
occurred on enemy Phase)
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Name P/C/
A
Class % Effect
Dragon Fang P Nohr Prince /
Princess
Skill *
.75%
+50% damage on an attack
upon activation
Dragon Ward P Hoshido
Noble
Luck /
2
Adjacent allies receive half
damage upon activation
Dual Striker P Lord - When supporting a unit in
Attack Stance, Dual Strike
damage+3
Duelist’s Blow P Myrmidon,
Cat Laguz - When user triggers battle, +30
Avo
Elbow Room P Cavalier - When user fights on terrain
with no terrain bonuses, +3
damage during battles
Even Better P Nine-Tails - Recover 40% of max HP at the
start of even numbered Player
Phases
Evenhanded P Kitsune +4 damage on even numbered
Player Phases
Flare C Sage Skill/2 Negates Enemy Res during an
attack
Focus P Mage, Dark
Manaketes - Crit+10 when no allies within
3 tiles
Galdr of Vigor A Heron Tribe
Laguz Active
Allows adjacent target have a
full extra turn. If shifted into
Laguz form, may target all
adjacent allies.
Galdr of
Recovery A
Heron Tribe
Laguz Active
Fully recovers an adjacent
ally’s HP and removes any
negative status conditions they
have.
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Name P/C/
A
Class % Effect
Galeforce P Dark Flier,
Raven Laguz -
Grants an additional full turn
after a successful kill. Only
activates once per turn.
Gamble A Pirate Active Initiate combat this turn with
½ Hit and x2 Crit
Gentilhomme P Rod Knight - Female allies within 2 spaces
receive 2 less damage from
battles
Golembane P Mechanist -
The user’s attacks deal Bonus
damage to Mechanists,
Puppets, Golems, and
breakable terrain
Good Fortune P Mercenary,
Tiger Laguz Luck
Chance of recovering 20% of
max HP at the start of the
user’s turn
Grisly Wound P Nine-Tails,
Wolfssegner -
After battle with the user, the
enemy has their HP reduced
by 20% of their max HP
(cannot kill units)
Dual Guarder P Great Knight - When supporting a unit in
Guard Stance, extra shield
gauge gain +1
Heartseeker P Shaman - Avo-20 to all adjacent enemies
Hoshidan Unity P Hoshido
Noble -
Increase skill activation rates
by 10% in addition to normal
activation rates
Howl P Tiger and
Wolf Laguz Str/2
Inflicts Paralysis for one turn
on a unit that attacks the user
from range
Ignis C Grandmaster Skill/2 Adds (Str/2) to magical attacks
or (Mag/2) to physical attacks
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Name P/C/
A
Class % Effect
Inspiration P
Valkyrie,
Strategist,
Heron Tribe
Laguz
-
Allies within 2 spaces deal an
extra 2 damage and receive 2
less damage during battles
Ire P Dragon Laguz Skill/2 Attack deals triple damage.
Stacks with normal critical hits
Shurikenbreaker P Maid/Butler - Hit/Avo+50 when target is
wielding daggers
Lancebreaker P Blacksmith - +50 Hit and Avo when target
is wielding a lance
Lancefaire P Halberdier - +5 damage when equipped
with a lance
Life and Death P
Master of
Arms, Fire
Manaketes
- +10 damage and +10 damage
received
Lifetaker P Dark Knight,
Dark
Manaketes
- Restores 1/2 of max HP after a
successful kill during the
Player Phase
Live to Serve P Maid / Butler - When user heals an ally, the
user regains the same amount
of HP
Locktouch A Thief Active Unlock adjacent chest or door
without the need of a
Lockpick/Key
Lucky 7 P Trickster - +20 Hit/Avo during the first 7
Player Phases of a skirmish.
Luna C Halberdier Skill/2 Negates enemy Def during an
attack
Lunge A Wyvern Rider,
Cat Laguz Active
Upon use, the user and the
target will switch places after
the attack
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Name P/C/
A
Class % Effect
Maelstrom P Hawk Laguz Skl/2
Deals damage equal to user’s
Strength to enemy when
attacked from range
Magictaker P Mage Knight -
When user defeats enemy,
Magic+2 (up to Magic+10).
Expires at the end of the
skirmish
Malefic Aura P Shaman - Enemies within 2 spaces
receive 2 extra damage from
magic attacks
Miracle P Priest/Cleric Luck Reduces lethal damage to 1/2
damage. Will not activate at
1HP
Natural Cover P Knight -
When user fights on terrain
with terrain bonuses, -3
damage received
Night Tide P Black Dragon
Laguz -
Grants +5 Def and Res to all
allies adjacent to the user
Nihil P Griffon
Knight,
Dragon Laguz
- Negates enemy skills during
an attack
Nobility P Nohr Prince /
Princess - x1.2 Experience gained
Nohrian Trust P Nohr Noble -
During Attack/Guard Stance,
user gains use of Support
Unit’s combat skills that
utilize a trigger %
Odd Shaped P Wolfskin - +4 damage on odd numbered
Player Phases
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Name P/C/
A
Class % Effect
Pass P Rogue,
Assassin -
Allows unit to move through
any unit’s space. Cannot end
their turn sharing a space with
another unit
Pavise P General, Earth
Manaketes Skill
Halves damage received from
swords, axes, lances, monster
weapons, Beaststones, and
Replica attacks
Poison Strike P Ninja -
When user triggers battle and
the enemy survives, their HP
reduced by 20% of their max
HP (cannot kill units)
Potent Potion P Apothecary - x1.5 efficacy of healing items
and stat-boosting items
Profiteer P Merchant Luck Chance of obtaining a Gold
Coin after movement
Quick Draw P Archer, Wolf
Laguz - +4 damage when unit initiates
combat
Quick Salve P Apothecary - Changed the Use Item action
to a Minor Action if the item
used is a HP restorative item
Quickclaw P Lion and Cat
Laguz Speed
Deals damage equal to user’s
Strength to enemy when
attacked from range
Quixotic P Basara - + 30 Hit and +15 to skill
activations to both user and
enemy
Rally Heart A Bride, Groom,
Heron Tribe
Laguz
- Grants +2 to all stats and +2
Move to all units within 3
spaces for one turn
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Name P/C/
A
Class % Effect
Relief P Pegasus Rider -
Restore 1/10th of max HP at
start of Player phase when no
allies within 3 tiles
Rend Heaven P Basara Skill *
1.5
Adds (Str/2) to magical attacks
or (Mag/2) to physical attacks
Renewal P War
Monk/War
Cleric
- Restores 1/4 of unit’s max HP
at beginning of the Player
Phase
Replicate** A Mechanist Active Creates a clone of a target
adjacent ally. See Notes
Res Drain P Bishop - When user defeats enemy,
Res+2 (up to 10). Expires at
the end of the skirmish
Revitalize A Dancer, Bard,
Singer Active
Allows adjacent target have a
full extra turn
Roundhouse P Fighter, Lion
Laguz - -10 Hit, +10 Crit
Salvage Blow P Blacksmith Luck
After user defeats an enemy,
chance of receiving a random
sword, axe, lance, bow, or
dagger
Savage Blow P
Malig Knight,
Dark
Manaketes
-
When user triggers battle,
enemies within 2 spaces have
their HP reduced by 20%
(cannot kill units)
Shriek P Raven Laguz Luck Reduces attacking enemy’s
Luck to zero for one turn when
attacked from range
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Name P/C/
A
Class % Effect
Shurikenfaire P Master Ninja - +5 damage when equipped
with a Dagger/Shuriken
Silencer C Assassin,
Wolf Laguz Skill/4 Instantly kill the target. Does
not work on bosses
Slow Burn P Dark Knight - Cumulative +1 Hit/Avo every
passing Player Phase up to
turn 15
Sol C Hero Skill/2 Restores HP equal to damage
dealt
Solidarity P Tactician - Crit+10/CrtAv+10 to adjacent
allies
Special Dance A Dancer / Bard
/ Singer Active
Gives Str/Mag/Def/Res+2 to
adjacent targets for one turn
Spendthrift A Merchant Active
Initiate battle this turn with
+10 damage and -10 damage
received if user spends a Gold
Coin
Steal A Thief, Raven
Laguz Active
Steal one unequipped item
from adjacent target if (User’s
Speed) > (Target’s Speed)
Strength Seal P Master of
Arms -
After battle, -6 to target’s
Strength until next Player
Phase (or enemy Phase if
attack occurred on enemy
Phase)
Strong Riposte P Mercenary - +3 damage when enemy
initiates combat
Stun C Falcoknight,
Wyvern Lord Skill/2
Inflicts Paralysis on target (2
turns)
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Name P/C/
A
Class % Effect
Summon* A Summoner Active Summons a skeleton in
adjacent tile (See footnote at
end of table)
Swap A Soldier, Wolf
Laguz Active Swap places with an adjacent
ally on the map
Swordbreaker P Wyvern Lord - +50 Hit and Avo when target
is wielding a sword
Swordfaire P Swordmaster - +5 damage when equipped
with a sword
Tactical Advice P Tactician - When supporting a unit in
Guard Stance, the user grants
+10 Hit to lead unit
Tantivy P Wyvern Rider,
Hawk Laguz - Hit/Avo+10 when no allies
within 3 tiles
Tomebreaker P Dread Fighter,
Druid - +50 Hit and Avo when target
is wielding a tome
Tomefaire P Sage - +5 damage when equipped
with a tome
Trample P Malig Knight,
Lion Laguz -
+5 damage unless enemy is on
a mount
Vantage P Myrmidon - Always attack first when unit
is below 1/2 of max HP
Vengeance C Druid Skill/2 Add ½ of accrued damage to
next attack
Voice of Peace P Dancer/Bard/
Singer, Heron
Tribe Laguz
- Enemies within 2 spaces deal
2 less damage
Warding Blow P Falcoknight - When user triggers battle,
magical damage received -20
135
Name P/C/
A
Class % Effect
Wary Fighter P General - During battles, neither the user
or the enemy can double attack
White Pool P White Dragon
Laguz - Grants +5 Mag and Speed to
all allies adjacent to the user
Wrath P Berserker - +50 Crit when unit is below
1/2 of max HP
*Footnotes on Summon
Summon is a standard action that conjures a phantom skeleton under your
control. It acts like a regular unit, but does not gain EXP and lasts until destroyed
in battle or until combat ends. A Summoner can summon (Current Skill/4)
Phantoms per skirmish. Phantoms have 15 Str, 30 Base Hit, and wield different
weapons depending on a d4 roll. All Phantoms vanish once damaged.
1. Iron Sword (Mt 5, Hit 90)
2. Iron Lance (Mt 7, Hit 70)
3. Steel Axe (Mt 11, Hit 65)
4. Iron Bow (Mt 6, Hit 85)
A phantom that attacks or kills an enemy unit grants its Summoner 1/2 of the
EXP it would have normally gained from combat.
**Footnotes on Replicate
Creating a Replica requires a standard action. It is conjured in a space
adjacent to you and physically resembles the target, save for wispy strands of blue
string that form a ghostly connection with the Mechanist. You can create a Replica
of yourself or any allied unit but may only have one Replica summoned at any
time. The rules for a Replica are as follows
1. The Replica gains the stats, level, skills, current and maximum Hit Points,
and inventory of the targeted unit
136
2. The Replica and the original unit share Hit Points. If one were to gain or lose
HP, the other does as well. Additionally, the copycat does not gain
experience and cannot level up
3. The Replica cannot utilize any aura-like skills that passively affect units
around them but use activation auras like the Rally skills. Additionally, the
Replica cannot use the Revitalize skill.
137
Personal Skill List A Personal Skill is a skill a unit possesses naturally, usually stemming off of
a talent, a quirk or a personality trait of some kind your character as learned to
utilize in combat. Upon character generation, a unit chooses a single Personal Skill
to keep throughout their lifetime. These skills cannot be unequipped or overwritten
by any other skill as they are a major aspect of your character. While one is freely
chosen upon character generation, players are highly encouraged to select a
Personal Skill that reflects the individuality of their created character or to choose
one at random.
Besides being unable to unequip or override them, Personal Skills follow the
same rules as Class Skills.
Name P/C/A % Effect
Aching Blood P - +10 when wielding a forged weapon
with 8 letters
Bibliophile P - +10 Crit if user is carrying 3 or more
tomes
Bloodthirst C -
When user triggers battle and defeats
target, +4 Str/Mag/Skl/Spd till end of
next turn.
Born Steward P -
Hit/Avo +20, +2 damage and -2
damage received when fighting in a
castle positively affiliated with the
user
Bushido C -
When leading in Attack/Guard
Stance, +10 Crit, +2 damage, and -2
damage received if user’s Level is
higher than their supporting unit
Calmness P - +4 Skill and Res if unit chooses to
Wait
Chivalry C -
When enemy is at max HP, +2
damage and -2 damage received to
user
Collector P Luck% Luck% chance of obtaining random
items after moving (only up to Turn 7)
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Name P/C/A % Effect
Competitive P -
When leading in Attack/Guard
Stance, +10 Crit, +3 damage, and -1
damage received if user’s Level is
lower than their supporting unit
Countercurse C -
When enemy triggers battle and
inflicts magical damage, enemy
receives ½ damage
Daydream C -
+2 damage and -2 damage received
when adjacent to two units of the
opposite gender
Devoted Partner C -
When supporting a unit in
Attack/Guard Stance+2 damage and -2
damage received to lead unit (Must
have Support Rank of C+ to activate)
Divine Retribution C -
When user has no weapon equipped
and they receive damage, the enemy
receives half of that damage
Draconic Heir P - +15% of max HP at the start of the
Player Phase is holding a Dragonstone
Evasive Partner C -
When supporting a unit in
Attack/Guard Stance, +15 Avo and -3
damage received to lead unit (Must
have Support Rank of C+ to activate)
Fancy Footwork A - +1 Str/Spd to all allies within 2 spaces
for one turn
Fearsome Blow C -
When user triggers battle and defeats
target, -20% HP to all adjacent
enemies
Fierce Counter C -
When leading in Attack/Guard Stance,
-2 damage received. When not in a
Stance, +2 damage received
Fierce Mien P - -10 Avo to all enemies within 2 spaces
Fierce Rival C -
When supporting a unit in
Attack/Guard Stance, if lead unit
triggers a critical hit, the user also
performs a critical hit
139
Name P/C/A % Effect
Fiery Blood P - +4 damage when user is below
maximum HP
Forager P -
Unit regain 20% of max HP at the
start of the turn if standing in
Mountain, Forest, or Field terrains
Forceful Partner C -
When supporting a unit in
Attack/Guard Stance, +15 Hit and +3
damage to lead unit (Must have a
Support Rank of C+ to activate)
Fortunate Son P - +15 CrtAvo to allies within 2 spaces,
+5 CrtAv to the user
Gallant C -
When supporting a female unit in
Attack/Guard Stance, +2 damage to
lead unit
Goody Basket P Luck At beginning of Player Phase, Luck%
chance to regain 10% of max HP
Gratitude P -
When user receives healing from a
staff, the healer receives ½ of the HP
recovered
Guarded Bravery C - +2 damage to user when male unit
triggers the battle
Haiku P -
If allies are above and below user at
the start of the Player Phase, +5 Hp to
allies and +7 HP to user
Healing Descant P -
Allies within 2 spaces regain 10% of
their max HP at the start of the Player
Phase
Highwayman C -
When user triggers battle and target
cannot counterattack, -3 to their
Str/Spd after battle (penalties lessen
by 1 each turn)
Icy Blood C -
When user’s HP is not full and they
take damage, the enemy receives the
same damage and -3 Skl/Spd for one
turn
In Extremis C - +30 Crit when user’s HP is under ¼ of
their maximum HP
140
Name P/C/A % Effect
Lily’s Poise P - +1 damage and -3 damage received to
adjacent allies
Lucky Charm P - +20 to skill activation rates based on
Luck
Make a Killing P Luck Obtain a random Bullion or Gem after
defeating an enemy
Miraculous Save C Luck%
If supporting a unit, lead unit has
(Your Luck%) of surviving a fatal
blow with 1 HP
Mischievous C Luck
When triggered, target’s weapon
becomes unequipped until the next
Player Phase
Misfortunate P - -15 CrtAvo to enemies within 2
spaces, -5 to user’s CrtAvo
Morbid Celebration C - When user triggers battle, +20% HP if
user defeats target
Noble Cause P -
When user is the Lead Unit, +3
damage and +1 damage received if
Rear Unit does not have full HP
Nohr Enmity C - +3 damage when attacking an enemy
belonging to Nohr
Opportunist C - When user triggers battle and target
cannot counterattack, +4 damage
Optimist P - x1.5 healing received from staves
Optimistic P - +4 Speed and +8 Luck if unit chooses
to Wait on their turn
Peacebringer/Queen P - Allies and enemies within 2 spaces
take 2 less damage in battles
Perfect Pitch A Active
When used, units within 2 spaces who
have lower HP than the user regain
+10% of their max HP
Perfectionist C - +15 Hit/Avo when user is at full HP
Perspicacious P - +5 Hit for all allies currently on the
battlefield
Playthings P - -5 HP to all adjacent enemies at the
start of the Player Phase
141
Name P/C/A % Effect
Pragmatic P -
When target’s HP is not full, +3
damage and -1 damage received to the
user
Pride C -
+3 damage when user’s level <
enemy’s level (promoted units count
as Level+20)
Prodigy P - +4 Str or Mag if user’s Str or Mag is
higher than the user’s
Puissance P - +3 damage when (User’s Str >
Target’s Str)
Pyrotechnics C -
When user triggers battle at under ½
HP, -20% HP to user and enemies
within 2 spaces
Quiet Strength P - -2 damage received to allies within 2
spaces
Rallying Cry P - +2 damage to allies within 2 spaces
Rose’s Thorns P - +3 damage and -1 damage received to
adjacent allies
Shuriken Mastery P -
When user receives damage from a
dagger attack, enemy receives ½ of
that damage
Sisterhood C -
When leading in Attack/Guard
Stance,, +2 damage and -2 damage
received if supporting unit is female
Supportive P -
When supporting a unit in
Attack/Guard Stance, +10 hit, +2
Attack, -2 Dmg received to lead unit
(Must have a Support Bonus rank of
C+ to activate)
Sweet Tooth P - +4 HP if unit chooses to Wait
Triple Threat C -
When user is under ½ HP, ½ damage
received from swords/axes/lances
dealt back to attacker
Unmask P - +4 damage and Crit+20 when fighting
a female unit
142
Name P/C/A % Effect
Vendetta P -
+4 damage if user has already engaged
target in combat in this skirmish
previously
Vow of Friendship P -
When a unit you share a Support Rank
with is below 1/2 HP, you gain +3
damage and -3 damage received
Wind Blood P - +10 Hit/Avo when user’s HP is not
full
143
Manual Only Skills The following is a listing of skills a unit does not normally have access to
unless they acquire a skill manual. Note that some of these skills are much more
powerful than standard class skills. As such, they are expected to be very rare, if
any corresponding manual are rewarded to players at all.
Name P/C/
A
Class % Effect
All Stats +2 P Any - Grants +2
Str/Mag/Skl/Spd/Luck/Def/Res
Blossom P Any - +1 to all Base Stats while equipped but
only receive 2/3rds of regular
experience gain
Boon P Any - Removes all status conditions at the
beginning of the Player Phase
Celerity P
Any Non-
Mounted
or Flying
Unit
- +2 Movement. Negates the movement
penalty from Desert and Forest terrains
Charge C Any -
If (User’s Speed+HP > Target’s
Speed+HP) at the end of combat, the
combat round repeats itself until
(User’s Speed+HP < Target’s
Speed+HP)
Conquest P Any - Unit does not take bonus damage from
weapon effectiveness
Corrosion P Any Skill Reduces target’s equipped weapon
durability by (User’s Level/2).
Promoted units count as (Level+20)
Darkness
Sword C Any Skill/2
Rol1 a d4. Multiply damage dealt on
this hit by number rolled. If a 1, take
damage equal to damage dealt
Daunt P Any - -5 Hit/Crit to all enemies within 3
spaces
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Name P/C/
A
Class % Effect
Demigod P Any - Increase skill activation rates by 30%
in addition to normal activation rates
Disarm C Any Skill/2 Immediately unequips target's weapon
until the end of their next turn
Eclipse C Any Skill Negates the target’s Def and multiplies
the user’s Str by 5 for one attack. Will
not trigger on ranged attacks
Flourish A
Any
physical
weapon
using unit
-
When activating, user deals half
damage with all attacks during the
initiated combat.
Formshift A
Any
Laguz
Royalty
-
User can transform regardless of
transformation gauge. Transformation
gauge does not go down
Future Sight P Any - Negates Critical Hits against the user
Glare A Any
Laguz
Unit
Skill/2 When successful, petrifies target until
the end of the skirmish
Great Shield C Any Skill Negates all damage for all incoming
attacks from an enemy when activated
Holy Sword C Any Skill/2 Add 20 to a single attack's damage
Imbue P Any Non-
magic unit -
Regain HP at the beginning of your
turn equal to your Magic
Insight P Any - +20 Hit, +5 sight range in Fog of War
Limit Breaker P Any - Increase all stat caps by 5
Lumina P Any - Gain proficiency with Dark Tomes
(starting at Rank E or Rank equal to
user’s Staff proficiency)
Mercy P Any - User’s attacks will leave targets at
1HP. User cannot kill targets
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Name P/C/
A
Class % Effect
Nullify P Any - Negates weapon effectiveness on
attacks against the user
Paragon P Any - Doubles gained experience points
Parity P Any - Negates both battle participant's skills,
terrain bonuses and supports
Provoke P Any - Increases chances of being attacked
Point Blank P Any - Allows bows to attack adjacent units
Resolve C Any - When under 1/2 of max HP, Str, Mag,
Skill, and Speed are doubled
Sacrifice A Any -
Transfer HP from user to target and
removes any status conditions on
target. Skill cannot be used at 1HP and
cannot reduce the user to 0HP
Savior P Any
Mounted
Unit
P Ignore penalties to Skill and Speed
when Rescuing a unit
Scion P Any - Increase skill activation rates by 10%
in addition to normal activation rates
Slayer P Any - Deal Bonus damage to monsters and
undead
Shade P Any - Decreases chances of being attacked
Shadowgift P Any - Gain proficiency with Dark Tomes
(starting at Rank E or Rank equal to
user’s Staff proficiency)
Vigilance P Any - +20 Avoid
Vortex A Any Active Allows the user to attack with razor
winds. Mt 5, Hit 80, Rng 1-2, Bonus vs
flying units and Bird Tribe Laguz
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Name P/C/
A
Class % Effect
Wildheart P Any
Laguz -
Enables a half-shift while in humanoid
form, adding half of a Laguz’s
Transformation Bonus to the unit’s
Humanoid stats. The Laguz may still
transform normally
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Gamemaster Notes
This section is for the Gamemaster, the one who sets out the adventure and
controls the world around the heroes. Those uninterested in running the game can
ignore this section.
As the Gamemaster, it's your job to lay out the world and the people in it for
your players to explore and, of course, fight in. Having played a Fire Emblem
game before will greatly increase your insight as to how to balance encounters and
other aspects of the game, but you can make do without previous experience with
the games. Here are some tips for GMs of all experience levels to try out in their
games.
1) Keep the population under control!
Fire Emblem: The Tides of War is designed for the average group size of 3-
5 players and so that every player controls a single unit and face off against 11-16
enemies on average. If your group wants a smaller scaled game, then one active
character per player with opportunities to switch to back up characters will be fine,
but for those craving large scale tactics, try giving control of two or three units per
players and bumping up the enemy count to an average of 16-25. Keep in mind
that the more enemies that are on the field, the individual strength of each unit
should be lessened. Fighting 25 boss leveled enemies just isn't fair! On the other
hand, 8 paper-thin enemies won't be a challenge. Find a balance!
2) Combat too much? Simplify!
The default mechanics in Fire Emblem: The Tides of War are set for those
who want to experience the Fire Emblem games' deadly mechanics for themselves
in pen and paper form, but that doesn't mean that combat can't be modified to suit
your needs. If combat seems a bit too bloated or long-winded for your tastes, try
ignoring mechanics like terrain and weapon ranks until relevant, reducing the
number of enemies, weaken existing enemies, or removing minor mechanics like
CrtAvid. Tweak and prod at the game until you and your group find something that
you all enjoy.
148
3) Keep it harsh but fair!
Players like to be challenged, but not unfairly. On average, a standard player
unit should be able to have a fairly high chance of survival against a single enemy,
but two units at a time should be something to keep an eye out for. Squad-based
tactics should be relied on by players, so lone wolves don't fair too well against a
group of two or three enemies at a time without a terrain advantage.
Keep the reinforcements under control as well. I've learned that it's easy to
go overboard with extra enemy units, so find the right balance between fair and
threatening.
4) Don't leave the players high and dry!
Item and equipment management should be a priority for the players, so give
them just enough to keep going for a few battles until they can find chests or
enemies to loot or a local armory to buy cheap weapons from.
5) Stumped on the storyline? Try bandits!
Seriously! Anyone who has played a Fire Emblem game before knows how
much the writers love throwing out bandits and stragglers from enemy armies
around like candy. At this point, bandits are a Fire Emblem staple, so don't be
afraid to throw them out when you need to stall for time on the storyline. If humans
aren't your thing in your setting, read the next tip.
6) Try out monsters!
For the fans of Awakening and Sacred Stones, monster classes can be easily
recreated either in great depth of on the fly. If you're interested in using monsters
for your campaign, here are some tips for quickly and easily reskinning enemy
units into monster units:
Reskin Soldiers into Bonewalkers with different weapons for diversity!
Make a Tarvos out of a Cavalier with an axe and beefed up Strength!
Turn a Fighter into a Revenant and refluff his axe into deadly claws!
Convert a Druid into a Gorgon with a long range Stone Gaze spell that
petrifies!
149
The stats of monsters should be a point or two higher than the standard enemy
you're basing the class off of to reflect their deadlier nature. For larger monsters
like dragons, starting from scratch would be better than converting an existing
class. Keep it harsh but fair!
7) Keep enemy stat blocks simple!
You're going to be keeping track of a small army worth of units and multiple
types of each unit every battle, so keep your stat blocks simple and easy to read.
Units should be of equal or lesser power than a player unless they are a boss unit,
in which case they should overpower them. For instance, here's an example stat
block for a level 1 enemy Cavalier as an example.
Cavalier
HP: 22
Hit: 80
Avo: 15
Atk: Iron Sword 12 / Iron Lance 14
Def/Res: 5/2
Speed: 7
See? It's easy to refer to and easy to keep track of. I recommend using a single
stat block for each enemy of a single class, as making eight different blocks with
eight sets of numbers for your eight Cavaliers will get tiring after a while.
Speaking of numbers...
8) Don't be afraid to fudge numbers a little!
If your player's General would have left the enemy at 2 HP after an attack,
don't be afraid to just kill the enemy off in the interest of saving time. However, if
the General left him at 2 HP on purpose for a teammate to gain EXP or is a boss
unit, then don't jump the gun there. Play it by ear and move around numbers if it
means saving time or making things more dramatic
150
Name:
Class: Lvl:
Hit Points /
HP Gain Value
Stat Base Current +/- EXP: XP
Character Portrait / Notes
Strength
Atk
Magic
Move
Skill
Resc
Speed
Hit
Luck
Avo
Defense
Crit
Resistance
CrtAv
Constitution
Shield
Gauge /10
Supports Affinity:
Proficiency Rank WEXP
Unit Name Rank Affinity Bonuses:
Weapon/Item Rank Uses Mt Hit Crt Rng Effect and Worth
Skill Activation Rate Effect
151
Name:
Tribe:
Lvl:
Hit Points: /
HP Gain Val Stat Base Current +/- EXP: XP
Strength
Atk
Character Portrait / Notes
Magic
Move
Skill
Resc
Speed
Hit
Luck
Avo
Defense
Crit
Resistance
CrtAv
Constitution
Shield
Gauge /10
Supports Affinity:
Proficiency Rank WEXP
Unit Name Rank Affinity Bonuses:
Laguz Transformation Bar
Lagus Initiative: Current: Max
Laguz Point Influences
Humanoid Form
Laguz Form Bonuses
Turn Battle
Laguz Form
Turn Battle
Weapon/Item Rank Uses Mt Crt Rng
Effect and Worth
Skill Activation Rate Effect
152
Credits
Personal thanks go out to:
Nintendo and Intelligent Systems for making a great video game series
My tabletop group for helping me play test and for helping me flesh out concepts
4chan's /tg/ board for bringing up the idea of a Fire Emblem pen and paper game to
me. I know there's another system out there but multiple systems mean more ways
to enjoy Fire Emblem.
Random anon from 4chan's /tg/ board for suggesting the flipped 1d100 method for
skill activations. Seriously, thank you.
And myself for actually finishing a project even though it took a few tries
Fire Emblem: The Tides of War was not meant for profit, so if you bought this
rulebook I suggest getting your money back.
If you have any experiences with the game you'd like to share or if you see any
errors within the rulebook, feel free to contact me at [email protected] or on
my blog at www.obelion13.wordpress.com. I check my blog more often, so I'd
start there on the "Comments" page. If you’re desperate, try me on Skype. Just
make sure to state you have a question about this game when you do or I might just
pass off your invite as spam.
I hope you enjoy the game as much as I had making it.
-John "Obelion13" Frey