Most of my work-in-progress pages. Feel free to edit and add to them if you want to.
- Three Houses skill goals
- Berwick Saga
- Buffs and debuffs
- Poison (status)
- Sleep (status)
- Tower of Valni
- Floor 1: WIP
#58f870—GBA weapon triangle advantage
#f87058—GBA weapon triangle disadvantage
#ff8080—Dropped item (Tellius)
#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|
TearRing Saga final boss notes