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User:Xamad/sandbox

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.

Most of my work-in-progress pages. Feel free to edit and add to them if you want to.

Sub-pages

Formatting stuff

Font colours

#3850e0—Player units

#a83028—Enemy units

#089000—NPC units

#f8f840—Partner units

#58f870—GBA weapon triangle advantage

#f87058—GBA weapon triangle disadvantage

#00ff00—Dropped item

#ff8080—Dropped item (Tellius)

#45d0f0—Forged weapon

#66ff00—Capped stat

#60f038—Capped stat (GBA)

teal—Buffed stat (Fates)

scarlet—Debuffed stat (Fates)

Common notes section terms

Just a bit of a clarification of how I use various terms for enemy/NPC notes. I try to keep my terminology as consistent with the in-series terminology as I can, though some of this is just me being picky.

  • Provoke—Entering the enemy's attack range, or attacking them.
  • Immobile—Has a movement stat of 0 or -; can also been seen by having an attack range, but no movement range. In Fates, this also implies that the unit cannot be moved by things such as Entrap, Lunge, etc..
  • Does not <etc.>—The unit will never perform the specified action.
    • Does not move—Has a visible movement range, but is programmed to never move from their spot.
  • Will not <etc.> until <etc.>—The unit will perform the specified action if a specified condition is met, but will not do so otherwise.
    • Will not move until <etc.>—The unit will not move even if provoked, unless the specified condition is met.
    • Will not act until <etc.>—The unit will neither move, attack, or perform any kind of action even if provoked, unless the specified condition is met.
    • Will not act until revealed—The unit is in a hidden portion of the map, such as under the roof of a room, and will begin acting normally once the room has been reached, or the door to it has been opened.
  • Begins moving unprovoked on turn <etc.>—The unit will move if another unit is in their attack range, but they will also move once the specified turn is reached.
  • Begins moving if <etc.>—The unit will move if another unit is in their attack range, but they will also move on their if the specified condition is met.
  • Prioritizes <etc.>—If the unit has the option of attacking or getting closer to performing the specified action, the unit will always choose the specified action. If they have no choice, eg. they are surrounded, or the action has been done, then they may attack.
  • Leaves the map—The unit will no longer be in play. Does not necessarily imply the unit needs to reach a certain location to do so.
  • Escape—The unit will move to a designated escape point, upon reaching which they will leave the map.
  • Stands/Starts on <etc.>—Designates terrain that the unit is standing on, and may receive bonuses from. Stands is used if the unit does not move or is immobile, starts is used otherwise.

Generally speaking, if a unit does not have a set of notes, it is implied that they employ whatever the "default" AI of their game or objective type is. For most games, this means they will not move until provoked. For Gaiden and Shadows of Valentia, it is implied that generic enemies are aggressive and immediately begin moving. For "Defend" chapters and Genealogy of the Holy War, it is implied that generic enemies are aggressive and will attempt to seize whatever the defend point is if they are within reach of it. Reinforcements in most games are also implied to be aggressive.

Three Houses effective class bases

Class bases + class modifiers. Just here to compare stuff.

Effective class bases in Three Houses
Class HP Str Mag Dex Spd Lck Def Res Cha Mv
Commoner 0 0 0 0 0 0 0 0 0 4
Noble 0 0 0 0 0 0 0 0 0 4
Dancer 0 1 0 3 3 0 2 1 2 6
Enlightened One 29 19 11 13 15 11 14 12 1 6
Armored Lord 43 17 8 12 3 10 22 8 2 5
Emperor 46 17 8 12 2 11 25 8 2 5
High Lord 33 17 7 11 16 9 14 9 2 5
Great Lord 40 19 8 12 18 11 15 10 2 6
Wyvern Master 32 19 (18) 9 16 20 (19) 11 15 11 2 7 (4)
Barbarossa 38 21 10 19 22 (20) 12 17 12 2 8 (6)
Death Knight (player) 37 14 (13) 17 14 17 (19) 12 16 (15) 18 0 7 (5)
Myrmidon 20 7 3 6 7 4 5 2 0 4
Soldier 20 8 3 7 6 4 5 2 0 4
Fighter 20 9 3 6 6 4 5 2 0 4
Monk 20 4 8 6 6 4 3 5 0 4
Lord 26 9 6 10 11 9 6 3 2 5
Mercenary 26 10 6 10 11 8 6 2 0 5
Thief 25 9 6 13 13 8 6 2 0 5
Armored Knight 33 9 6 7 2 8 16 0 0 4
Cavalier 26 10 6 9 5 (7) 8 7 2 0 7 (4)
Brigand 30 12 6 7 7 8 6 2 0 5
Archer 25 8 6 10 7 10 5 2 0 5
Brawler 29 9 6 9 10 8 6 0 0 5
Mage 25 4 11 8 6 8 3 7 0 4
Dark Mage 25 4 12 8 6 8 3 6 0 4
Priest 25 4 9 8 6 8 3 8 0 4
Pegasus Knight 25 8 6 9 11 (9) 8 5 6 0 6 (4)
Hero 33 19 8 12 16 11 13 8 0 5
Swordmaster 31 19 8 13 18 10 13 8 0 5
Assassin 30 17 8 15 19 11 12 8 0 6
Fortress Knight 40 17 8 12 2 10 27 7 0 4
Fortress Knight (Chapter 5) 40 14 8 12 2 10 15 7 0 4
Paladin 34 19 8 14 13 (15) 10 14 10 0 8 (6)
Paladin (Prologue) 35 15 (13) 8 12 7 (9) 10 14 10 0 8 (6)
Pegasus Knight (enemy) 30 17 8 15 18 (16) 10 12 13 0 7 (5)
Wyvern Rider 31 21 (20) 8 13 17 (15) 10 14 8 0 7 (5)
Warrior 35 22 8 12 15 11 14 8 0 5
Sniper 30 18 8 17 14 13 12 8 0 5
Grappler 34 18 8 15 17 10 15 6 0 6
Warlock 30 8 20 13 15 10 12 19 0 4
Dark Bishop 30 8 21 14 14 10 10 18 0 4
Bishop 31 8 17 13 14 10 12 20 0 4
Falcon Knight 32 19 (18) 10 18 25 (23) 12 13 18 0 8 (6)
Wyvern Lord 34 22 (20) 10 15 24 (22) 12 18 12 0 8 (6)
Mortal Savant 33 18 19 15 17 12 16 14 0 6
Great Knight 39 19 10 14 6 (8) 12 25 (23) 10 0 7 (4)
Bow Knight 34 18 10 17 17 (19) 13 15 10 0 8 (6)
Dark Knight 33 11 19 16 15 (17) 12 15 (14) 18 0 7 (6)
Holy Knight 34 9 16 16 15 (17) 12 14 (13) 20 0 7 (6)
War Master 36 25 10 14 18 13 16 10 0 6
Gremory 32 8 22 16 17 12 13 20 2 5
Trickster 28 14 12 13 18 15 10 11 0 5
War Monk/War Cleric 35 19 10 11 10 10 15 12 0 6
Dark Flier 25 8 6 10 12 (10) 8 5 7 0 7 (5)
Valkyrie 21 5 14 10 6 (8) 9 9 15 (14) 0 6 (4)
Archbishop 36 19 10 14 14 12 15 12 2 5
Death Knight (enemy) 37 13 (12) 17 14 17 (19) 12 16 (15) 18 0 7 (4)
Flame Emperor 43 17 8 12 3 10 22 8 2 5
Agastya 33 8 22 14 16 12 15 21 2 4
King of Liberation 43 20 8 14 17 10 22 14 2 5
Saint 36 22 10 14 14 12 19 12 2 5

TearRing Saga final boss notes

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Def Res Cha Con Mov Inventory and Skills
Ma ps1 dragon zombie enemy.gif Monster Dragon Zombie 20 ? 50 12 7 9 8 6 20 3 5 Breath L
--
File:Ma ps1 sorcerer enemy.gif Dark Priest Sorcerer 30 ? 40 0 18 15 17 7 11 9 3 Death Bau Crash
--
Ma ps1 dark soldier enemy.gif Dark Soldier Dark Soldier 30 ? 40 14 0 10 10 8 11 0 4 Devil Spear
--
Ma ps1 dark bishop enemy.gif Dark Priest Dark Bishop 20 ? 40 0 18 12 13 9 11 9 4 Distant Healing Staff Black Hole
--
File:Ma ps1 witch karla enemy.gif Karla Witch 30 1 45 0 13 13 21 30 12 6 3 Meteor Earthquake Dragon Mail Healing Drop
See All Warp
--
Ma ps1 diabolist enemy.gif Guenchaos Diabolist 30 1 60 0 23 20 25 13 18 11 4 Zahhak Janura
Life and Death Warp
• Kills Katri before the start of turn 1, then Neyfa on turn 1, then Enteh on turn 2.
• Transforms into Gerxel at the end of turn 3.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Def Res Cha Con Mov Inventory and Skills
Ma ps1 dark dragon enemy.gif Gerxel Dark Dragon 30 1 60 10 30 30 25 0 30+40 15+40 0 Dark Breath Black Rain Holy Dragon's Scales Dragon Mail
Frontier Fighter
• Can only be killed if surrounded by Runan, Holmes, Tia, and Sennet; and if reduced to 0 HP by Holy Sword Canaan, Holy Sword Leda, Holy Sword Reeve, or Holy Sword Salia.
• If reduced to 0 HP by any other means, he recovers all HP.
• Casts Black Rain on turn 20, causing a Game Over.