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# User:Thecornerman/Sandbox/Unit stats

## NES games

In both NES games—Shadow Dragon & the Blade of Light and Gaiden—an enemy of level n has stats equal to base + (n − 1) × growth, with normal stat caps applied and decimals truncated. Resistance and luck have growths of 0%, while all other stats have growths of 50%; the HP growth gain is tripled after truncation. This applies to all enemies, generic or otherwise.

## Thracia 776

Every unit in Fire Emblem: Thracia 776 has an HP value or a growth pattern ID in its place; every playable unit and most bosses have a fixed HP value. Units with a set HP value have stats equal to personal base + class base. Units with a growth pattern of level n instead gain (n − 1) level-ups and a random value 0–3 added to their class bases for each stat except movement, which instead is the class base with a 10% chance of being increased by 1; e.g. the level 10 Soldier in Chapter 1 makes ten rolls at 50% for HP plus a random number 0–3, ten rolls at 20% for strength plus a random number 0–3, etc. Effectively, enemies with growth patterns have stats that range from the class base to class base + (n − 1) + 3, or to the stat cap. Many enemies with growth patterns have other set personal stats or growth rates, but these are ignored.

## GBA games

The GBA games all use the same system, though there are some slight differences. In general, the stats of a unit of level n that is set to not auto-level will be the sum of:

• class bases
• personal bases
• (n − 1) × class growths
• promotion bonus × class growths
• difficulty bonus × class growths

Stats that involve class growths are varied; after the multiplication of class growths, the product is multiplied by a random number between 7/8 and 9/8—the decimal of this new product is then treated as a growth rate and is rolled to see if the product will increase by 1 before the stats are added together. The variance for each point listed above is calculated individually, decreasing the minimum and increasing the maximum.

In The Binding Blade, the promotion bonus is 19 in all cases. In The Blazing Blade and The Sacred Stones, the promotion bonus is 19 in Hard (or Difficult), and 9 in lower difficulties.

In The Binding Blade and The Sacred Stones, the difficulty bonus varies by chapter. In The Blazing Blade, the difficulty bonus is +5, and only applies in Hard Mode of Hector's tale. In each game, it only applies to enemy units. In The Binding Blade and The Blazing Blade, recruitable enemies that are present at the start of the map do not receive difficulty bonuses, but do receive them if they appear as an enemy after preparations. Recruitable enemies do not gain difficulty bonuses in any case in The Sacred Stones.

The Sacred Stones applies penalties to levels based on difficulty and chapter; these penalties are separate from the difficulty bonus and are applied directly to the (n − 1) levels, with an effective minimum of 0. If a penalty exists and reduces a unit's level to 0, that unit does not receive promotion bonuses if they otherwise would.

In The Binding Blade and The Blazing Blade, non-generic units auto-level like generic ones, but are rarely set to. In The Sacred Stones, non-generic units auto level uniquely—they level-up a number of times equal to the difference between the level they are loaded with and the level saved with their character data, and use their personal growth rates; they do not gain promotion levels, but can gain difficulty levels. Units that join in Chapter 15 do this, as do Cormag and Amelia in Chapter 13 of Eirika's route; Riev in Chapter 20; and the monster bosses in the Tower of Valni, Lagdou Ruins, and skirmishes.

In Shadow Dragon, a the stats of a unit of level n are the sum of:

• personal base
• class base
• (n − 1 + difficulty levels) × (class growth + personal growth)

The load base is a stat bonus applied to an individual unit when it is loaded; this is 0 for the vast majority of units. Difficulty levels are not applied for defense and resistance. If any growth rate is negative before being multiplied, it is treated as 0. Any decimal that exists after the sum is used as a percent chance to increase the stat by 1.

Recruitable enemies do not gain stats from their growth rates.

## New Mystery of the Emblem

In New Mystery of the Emblem, the stats of a unit of level n are the sum of:

• personal base
• class base
• Non-defense or -resistance stats gain:
• (n − 1) × class growth rate
• difficulty levels × (class growth + personal growth)
• Defense and resistance gain:
• (n − 1) × (class growth + personal growth)
• difficulty levels × personal growth

The load base is a stat bonus applied to an individual unit when it is loaded; this is 0 for the vast majority of units. Unlike Shadow Dragon, difficulty levels are applied for defense and resistance, but most units have a personal growth of 0%, resulting in no gain from difficulty levels. If any growth rate is negative before being multiplied, it is treated as 0. Any decimal that exists after the sum is used as a percent chance to increase the stat by 1.

Recruitable enemies do not gain stats from their growth rates.

## Other games

I believe Mystery of the Emblem and Genealogy of the Holy War use something like class base + (level − 1) × class growths for generics, and personal base + class base for non-generics.

I imagine Path of Radiance, Radiant Dawn, and Awakening do something similar to Shadow Dragon or New Mystery of the Emblem. I imagine Fates, Shadows of Valentia, and Three Houses also do something similar, but truncate decimals rather than vary by them.