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Seliph: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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:Stats to the left of the "~" are Seliph's minimum stats, those he will have if neither Sigurd nor Deirdre gain any stats and the random number used to generate luck is its lowest value. Stats to the right of the "~" are Seliph's average stats, calculated from his parents' average stats at level 30; this luck stat can vary by up to ±5.
:Stats to the left of the "~" are Seliph's minimum stats, those he will have if neither Sigurd nor Deirdre gain any stats and the random number used to generate luck is its lowest value. Stats to the right of the "~" are Seliph's average stats, calculated from his parents' average stats at level 30; this luck stat can vary by up to ±5.


===Promotion stat gains===
===Promotion stat gains===
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Seliph's inventory varies depending on his father's inventory in [[Doorway to Destiny|Chapter 5]], besides gold which he can inherit 12000 at most. The optimal setup for Seliph is considered to be a Brave Sword, Leg Ring, [[Paragon Ring]], [[Power Ring]], [[Speed Ring]] and [[Shield Ring]]. The reason why Seliph is considered the best inheritor of these items is because he is needed to seize castles, meaning that you can only progress as quickly as Seliph can. While this is mostly important for low-turn count playthroughs, ''Genealogy''{{'}}s level design greatly favors making several units as strong as possible to overpower the game's large groups of enemies. Other than inheriting their inventory, Seliph also inherits two useful skills and two types of [[Holy Blood]] from his parents: from his father, Major Baldr Blood and [[Follow-Up]], and minor Naga Blood and [[Nihil]] from his mother [[Deirdre]]. Both allow Seliph to double attack and block effects of dangerous enemies' sword skills and critical hits, respectively.
Seliph's inventory varies depending on his father's inventory in [[Doorway to Destiny|Chapter 5]], besides gold which he can inherit 12000 at most. The optimal setup for Seliph is considered to be a Brave Sword, Leg Ring, [[Paragon Ring]], [[Power Ring]], [[Speed Ring]] and [[Shield Ring]]. The reason why Seliph is considered the best inheritor of these items is because he is needed to seize castles, meaning that you can only progress as quickly as Seliph can. While this is mostly important for low-turn count playthroughs, ''Genealogy''{{'}}s level design greatly favors making several units as strong as possible to overpower the game's large groups of enemies. Other than inheriting their inventory, Seliph also inherits two useful skills and two types of [[Holy Blood]] from his parents: from his father, Major Baldr Blood and [[Follow-Up]], and minor Naga Blood and [[Nihil]] from his mother [[Deirdre]]. Both allow Seliph to double attack and block effects of dangerous enemies' sword skills and critical hits, respectively.


After reaching level 20, Seliph can promote into a [[Knight Lord]], giving him a mount and a B-rank in [[lance]]s. Lances are mostly useless to Seliph due to their higher [[weight (weapon)|weight]], but gaining a mount is very valuable in ''Genealogy'', as it improves his movement and gives him access to [[Canto]]. He also doesn't take bonus damage from Horseslayers thanks to Nihil. Though Seliph's [[speed]] cap is a bit low, it's still high enough for him to double most enemies, and this minor issue is remedied at the end of [[Light and Dark|Chapter 10]] when Seliph gains [[Tyrfing]], which gives him a huge increase in speed and resistance. With the legendary sword's bonuses, Seliph will easily one-round almost anyone he encounters, including bosses, and will have enough resistance to not get affected by enemy status staves.
After reaching level 20, Seliph can promote into a [[Knight Lord]], giving him a mount and a B-rank in [[lance]]s. Lances are mostly useless to Seliph due to their higher [[weight (weapon)|weight]], but gaining a mount is very valuable in ''Genealogy'', as it improves his movement and gives him access to [[Canto]]. He also doesn't take bonus damage from Horseslayers thanks to Nihil. Though Seliph's [[speed]] cap is a bit low, it's still high enough for him to double most enemies, and this minor issue is remedied at the end of [[Light and Dark|Chapter 10]] when Seliph gains [[Tyrfing]], which gives him a huge increase in speed and resistance. With the legendary sword's bonuses, Seliph will easily one-round almost anyone he encounters, including bosses, and will have enough resistance to not get affected by enemy status staves.


It should be noted that Seliph is somewhat dependent on the Tyrfing for his late game performance, and that the getting Tyrfing more or less requires having trained fliers; if [[Fee]]/[[Femina]] and [[Altena]] are dead/not recruited or otherwise cannot kill the five [[Dark Mage]]s sent to get rid of the Tyrfing, then the Tyrfing is basically a lost cause. If that happens, then Seliph's Endgame performance becomes a lot worse due to Knight Lord having bad stat caps and Endgame enemies being higher level and coming with good equipment; without rings to patch these stat problems, some, like [[Scipio]], [[Ishtar]] and [[Simia]], can double if not outright one-round him due to Seliph's caps being too low to compete with them. He's still capable of fighting generics somewhat well, but Seliph loses viability as a bosskiller without the Tyrfing.  
It should be noted that Seliph is somewhat dependent on the Tyrfing for his late game performance, and that the getting Tyrfing more or less requires having trained fliers; if [[Fee]]/[[Femina]] and [[Altena]] are dead/not recruited or otherwise cannot kill the five [[Dark Mage]]s sent to get rid of the Tyrfing, then the Tyrfing is basically a lost cause. If that happens, then Seliph's Endgame performance becomes a lot worse due to Knight Lord having bad stat caps and Endgame enemies being higher level and coming with good equipment; without rings to patch these stat problems, some, like [[Scipio]], [[Ishtar]] and [[Simia]], can double if not outright one-round him due to Seliph's caps being too low to compete with them. He's still capable of fighting generics somewhat well, but Seliph loses viability as a bosskiller without the Tyrfing.