FEBW Terminology

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Terminology

Some words you might heard used in FEBW, here is their meanings!

Weapon Triangle - For those who play Fire Emblem this is obvious for those that don't:

Lances beat Swords, Swords beat Axes, and Axes beat Lances. If your using the 'winning' weapon you gain an advantage. Bows do not fall into the Triangle. There is a Magic Triangle too that goes: Anima beats Light, Light beats Dark, and Dark beats Anima I believe. Like Bows, Staves don't fall into this triangle.

Stats and explanations.

STR - Strength: How strong a character is with swords, axes, lances and bows. The higher the STR, the more damage a character can deal with weapons. (Each point of strength corresponds to one point of damage.)

DEF - Defense: How tough a character is against swords, axes, and spears. The higher the DEF, the less damage a character takes from weaponry. (Each point of defense takes away one point of physical damage.)

MAG - Magic: The strength stat of magic units. The higher the MGC, the more damage a character's spells deal, or with staves the amount of damage you heal. (Each point of magic corresponds to one point of damage or HP.)

RES - Resistance: How much a character can stand against magical attacks. The higher the RES, the less damage a character takes from magic. (Each point of resistance subtracts one point from magic attacks.)

SPD - Speed: How agile a character is. The higher a character's SPD is, the more likely it can dodge attacks. In addition, a character with 4 more attack speed than the opponent he or she is attacking will attack twice instead of once. (Each point of attack speed corresponds to two percentage points of evade.)

SKL - Skill: How skillful a character is with a given weapon or magic alignment; skill effects both hit chance and critical chance. (One point of skill adds two percentage points of hit chance and half a percentage point of critical chance.)

LCK - Luck: How lucky a character is; luck affects the chance to hit, the chance to evade an attack, and the chance to evade a critical attack. (One point of luck corresponds to half a percentage point of hit chance, one percentage point of evade, and one point of crit evade. Luck does not, in fact, affect the chance of a character to land a critical hit, only to avoid one.)

CON - Constitution: How heavy a character is. The more CON a character has, the harder it is to rescue that character. In addition, characters with high constitution can more easily wield heavy weaponry.

MOV - Movement: How many spaces a unit can move per turn on the map. Most unpromoted classes have five MOV; mounted units have seven, thieves have six, and knights have four. All classes, except thieves, gain another point of MOV upon promotion.


AS - Attack speed: A character's effective speed. Normally, it is simply equal to the character's speed; however, if he or she is wielding a weapon heavier than his or her constitution, it is equal to SPD + CON - the weapon's WT.

Crit - Critical Hit: A critical hit is an attack that deals triple damage! (I.E. If you would do 10 and Crit you would deal 30 instead.) The stat known as Crit is the chance of a successful critical hit. (Crit is equal to 2 * SKL + the weapon's critical chance + 5 if the character has an S Rank in the weapon type he or she is wielding.) The chance of a successful critical hit in combat is equal to the attacker's Crit minus the defender's Crit Evade.

Crit Evade - Critical Hit Evade: The chance to avoid being struck with a critical hit. Crit Evade is quite simply equal to a character's luck, and decreases the chance for the opponent to use a critical hit.

Evade - Evasion chance: Obviously, the chance for a character to evade any attack, incorporating attack speed, luck, and the terrain a character is standing on. Flying characters do not benefit from terrain. (Evade is equal to twice the character's speed plus his or her luck, plus the evade of the terrain he or she is standing on.)

Hit - Hit chance: The base chance to successfully hit the opponent; it incorporates skill, luck, and the weapon's hit chance. Swords are generally more accurate than lances, which are generally more accurate than axes. Light magic is generally more accurate than anima magic, which is generally more accurate than dark magic. (The chance to hit is equal to SKL + 0.5 * LCK + weapon's hit.) The actual chance to hit an opponent is equal to the attacker's hit minus the defender's evade (including terrain adjustments). Note that the chance for an offensive stave to work has nothing to do with this stat.

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