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The Tides of War Tabletop Strategy Core Rulebook and Player's Handbook Version 2/Fates.1

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The Tides of War

Tabletop Strategy Core Rulebook and

Player's Handbook

Version 2/Fates.1

Fire Emblem: The Tides of War is a fan-made tabletop adaptation of the popular

video game series, Fire Emblem made by Johnathan Frey, also known as

Obelion13, a loser who browses 4chan’s /tg/ board and wanted to make a game

system for Fire Emblem. Fire Emblem: The Tides of War is in no way associated

with Nintendo and was not made for profit, although a little recognition for the

hard work I put into typing all of this is always nice to hear.

If you want to contact me, you can reach me on Skype at obelion13 or at the

"Comments" section of www.obelion13.wordpress.com if you’re desperate.

Changelog

v1.0.0

October 24, 2014

Fire Emblem: The Tides of War Core Rulebook and Player's Handbook is

released. Awaiting feedback.

v1.1

November 24, 2015

A massive formatting renovation to make future updates less of a headache

than this one was. Includes revamped Table of Contents

Core Rulebook now features more art in an attempt to look nicer

Weapon Experience gain adjusted to a more reasonable scale

Implementation of Support Bonuses and Affinity

Implementation of Manakete and Manakete Dragonstones Needs testing

Implementation of Laguz, Laguz Items, and Laguz Weaponry. Subject to

balance testing like the Manaketes

New classes added (because I forgot to add them last time)

o Tactician base class, Grandmaster, Bride

New skills added

o Boon, Charge, Eclipse, Great Shield, Point Blank, Rally Heart,

Solidarity, Vortex, Wildheart

New weapons added

o Laguzslayer, Laguz Lance, Laguz Axe, Laguz Bow, Dragonstones

Added a metric shit ton of new items

o Beorcguard, Crusader Scrolls, Demi Band, Laguz Band, Laguz Gem,

Laguzguard, Laguz Stone, Olivi Grass, Repair Hammer,, Mine Seed

of Trust, Dragonstones

Wyvern Rider base HP buffed from 12+3d4 to 14+3d4

Skeletons summoned by a Summoner now grant 1/2 experience to their

summoner instead of 1/3 experience

o Summon limit changed from 4 to (Current Skill/4)

v1.2

December 2, 2015

Archer stat penalties modified from -2 Defense to -2 Magic

Fighter stat penalties modified from -2 Defense to -2 Resistance

Fighter skill changed from Zeal to HP+5

Pirate stat penalties modified from -2 Speed to -2 Skill

Soldier base stat penalties modified from -2 Str/Mag/Skl/Def/Res to -1

Str/Mag/Skl/Def/Res

Druid promotion bonuses modified from +3Mag/Res to +3Def/Res

Manakete and Laguz level cap lowered from 25 to 20

Growth Rate generation methods revised to prevent unusably low growth

rates and regulate abnormally high growth rates

Growth Rate Table removed due to revised growth rate generation

procedures

Support Bonuses rebalanced to provide useful bonuses at each rank

Weapon Experience readjusted to prevent weapon ranks from improving too

quickly

Implementation of Reclassing mechanics

Added new item: Second Seal

v1.3

December 9, 2015

Added the Status Condition page I can’t believe has been missing since v1.0

Edited formulas on items that induce status effects

Singular Level 10 promotional skill restriction lifted to appeal to those who

like to reclass a lot like Awakening but kept as an optional rule in the form

of Second Seal availability restriction via Game Master manipulation

Fixed Steel Lance weapon rank from E to D

Made the formula for Damage more prominent for easier reference

The table reference used in the Leveling Up page has been edited

v2/Fates

December 23, 2015

Added three classes from Fire Emblem: Awakening I forgot to implement

o Taguel, Trickster, Dark Knight

Added a ton of classes featured in Fire Emblem: Fates

o Some classes merged with existing classes to avoid uninspired overlap

(ie Holy Lancer and Halberdier)

o New Base Classes: Kitsune, Wolfskin, Apothecary, Ninja, Nohr

Prince/Princess

o New Promoted Classes: Basara, Blacksmith, Nohr Noble, Master

Ninja, Kinshi Knight, Merchant, Maid/Butler, Wolfssegner, Nine-

Tails, Mechanist, Malig Knight, Master of Arms, Hoshido Noble

Due to not needing a promotional item in Fire Emblem: Fates, a new item,

Beast Seals, allows a Kitsune or Wolfskin to promote as a unit would do in

previous games.

o Apothecaries require an Orion’s Bolt to promote, Ninjas require an

Ocean Seal to promote, and Nohr Princees/Princesses require a

Heaven Seal to promote.

Removed the gender restrictions on the Pegasus Knight, Pirate, Fighter,

Dread Fighter, and Bride classes due to removal of gender locked classes in

Fire Emblem: Fates

Rebalanced many base classes’ Class Stat Adjustments to better work with

the Standard Array

Added the Forging mechanic found in Path of Radiance, Radiant Dawn,

Shadow Dragon, Awakening, and Fates.

Added new skills featured in Fire Emblem Fates

o Elbow Room, Voice of Peace, Roundhouse, Natural Cover, Dual

Striker, Stubborness, Duelist’s Blow, Darting Blow, Heartseeker,

Malefic Aura, Tactical Advice, Locktouch, Gentilhomme, Lunge,

Warding Blow, Wary Fighter, Awakening, Armored Blow, Dual

Guarder, Magic Drain, Shurikenbreaker, Inspiration, Odd Shaped,

Beastbane, Potent Potion, Quick Salve, Poison Strike, Song of Peace,

Evenhanded, Nobility, Dragon Fang, Live to Serve, Death Blow,

Dragon Ward, Hoshido, Draconic Hex, Nohrian Trust, Strength Seal,

Life and Death, Salvage Blow, Profiteer, Spendthrift, Golembane,

Copycat Puppet, Shurikenfaire, Rend Heaven, Quixotic, Air

Superiority, Amaterasu, Savage Blow, Trample, Even Better, Grisly

Wound, Better Odds

Added the personal skill feature found in Fire Emblem: Fates as an optional

rule for Game Masters to use as they desire

o Optimistic, Forceful Partner, Evasive Partner, Devoted Partner,

Opportunist, Pride, Fancy Footwork, Lily’s Poise, Peacebringer,

Rose’s Thorns, Aching Blood, Bibliophile, Born Steward, Calm,

Pragmatic, Fierce Rival, Countercurse, Triple Threat, Highwayman,

Divine Retribution, Draconic Heir, Rallying Cry, Pyrotechnics,

Forager, Fiery Blood, Guarded Bravery, Vow of Friendship, Make a

Killing, Sisterhood, Gratitude, Haiku, Healing Descant, Icy Blood,

Fierce Mien, Bloodthirst, Gallant, Quiet Strength, Fortunate Son,

Supportive, Shuriken Mastery, Nohr Enmity, Perfectionist, Collector,

Playthings, Optimist, Miraculous Save, Noble Cause, Puissance,

Competitive, Goody Basket, Sweet Tooth, Perspicacious, Vendetta,

Fierce Counter, Fearsome Blow, Perfect Pitch, Misfortunate, Morbid

Celebration, In Extremis, Chivalry, Bushido, Daydream, Wind Blood,

Unmask, Mischievous, Prodigy,

Added new items

o Nohrian Dragonstones, Beaststones, Beaststones+, Gold Coin

v2/Fates.1

August 31, 2016

All Japanese translated named for Classes, Skills, and Items now translated

to match their localized names

Base Stat generation changed from an array plus a pool to a larger pool to

avoid confusion

HP Gain Rates for most of the first tier classes adjusted

HP Caps for all Promoted. Laguz, and Manaketes implemented

The Dual Magic Trinity from the Jugdral and Tellius series have been

implemented as an optional rule

Anima Tomes now broken down into Fire, Wind, and Thunder elements to

utilize the new optional Dual Magic Trinity

New Anima Tomes implemented to fill the gaps created from expanding the

previous singular Anima Tome selection

Manaketes now acquire three skills as opposed to two (See entries)

Laguz Maximum Level changed from 20 to 25

Laguz now roll 1d6 instead of 1d8 to determine their Current Stats at

character generation

Laguz now acquire four skills in total as opposed to two (See entries)

Heron Tribe Laguz now acquire appropriate Galdr skills (See Skills section)

Pirates now gain Speed+2 at level 1instead of Strength+2

Falcoknights now gain Stun at level 5 instead of Adept

Nomads now gain Bowbreaker at level 10 instead of Shurikenbreaker

Warriors now gain Axefaire at level 5 instead of Death Blow

Dark Knights now choose between Dark and Anima Tome proficiency

Sages lose Light Tome proficiency

Dancers/Bards/Singers now choose between Sword or Lance proficiency

Author Notes Hey everyone!

Been a long time since I put work into this project of mine. Things haven’t

been too stable in my life as I just left a nice security job for health reasons this

past June. While it was steady pay with nice benefits, the job had me in very

unclean locations full of cigarette smoke, which surprisingly affected me more

severely than I expected.

With job hunting and wedding planning simultaneously eating up my life,

it’s been hard to find the time to get this done. Nevertheless, translations, balances,

changes, and edits galore came out in full force in the v2Fates.1 update for Fire

Emblem: The Tides of War.

My main concern this time around was shockingly not the full translation

overhaul to the game but reworking underpowered classes and the nonhuman

character options to make them more appealing and balanced. Laguz and Manakete

are now more viable at end game difficulties as they receive more skills and other

balance changes to keep them on par with normal units who have access to the

Reclassing mechanic normally prohibited to the shape shifting races.

I put many long nights into this update, so if you find any errors or would

just like to voice anything about the game, please do not hesitate to contact me

using the information found in the previous section. I hope that people who play

the game find it to be everything they expect and more, so please enjoy this labor

of love.

-John

Table of Contents The Tides of War .................................................................................................................. 0

Author Notes ........................................................................................................................ 7

Introduction ......................................................................................................................... 1

Character Generation.......................................................................................................... 2

Determining Base Stats ............................................................................................ 3

Determining Growth Rates and Rolling for Stats .................................................... 5

Base Classes: Choosing a Combat Style ............................................................................. 8

Reading the Base Class Information Block .............................................................. 9

Archer ..................................................................................................................... 10

Cavalier .................................................................................................................. 10

Dancer / Bard / Singer ........................................................................................... 10

Fighter .................................................................................................................... 11

Knight ..................................................................................................................... 11

Lord ........................................................................................................................ 11

Mage ....................................................................................................................... 12

Mercenary ............................................................................................................... 12

Monk ....................................................................................................................... 12

Myrmidon ............................................................................................................... 13

Pegasus Knight ♀/ Warrior ♂ ................................................................................ 13

Pirate ...................................................................................................................... 13

Priest ♂ / Cleric ♀ ................................................................................................. 14

Shaman ................................................................................................................... 14

Soldier ..................................................................................................................... 14

Tactician ................................................................................................................. 15

Taguel ..................................................................................................................... 15

Thief ........................................................................................................................ 15

Troubadour ♀ /Rod Knight♂ ................................................................................. 16

Wyvern Rider .......................................................................................................... 16

Base Classes of the Fates .................................................................................................. 17

Apothecary .............................................................................................................. 18

Kitsune .................................................................................................................... 18

Nohr Prince ♂/Princess ♀ ..................................................................................... 19

Wolfskin .................................................................................................................. 19

Promoted Classes .............................................................................................................. 20

Promotion .......................................................................................................................... 21

Assassin .................................................................................................................. 22

Bride ♀/ Groom ♂ .................................................................................................. 22

Berserker ................................................................................................................ 22

Bishop ..................................................................................................................... 23

Dark Falcon ............................................................................................................ 23

Dark Knight ............................................................................................................ 23

Dread Fighter ......................................................................................................... 24

Druid ....................................................................................................................... 24

Falcoknight ............................................................................................................. 24

General ................................................................................................................... 25

Grandmaster ........................................................................................................... 25

Great Lord .............................................................................................................. 25

Great Knight ........................................................................................................... 26

Griffon Knight ........................................................................................................ 26

Halberdier .............................................................................................................. 26

Hero ........................................................................................................................ 27

Mage Knight ........................................................................................................... 27

Nomad ..................................................................................................................... 27

Paladin ................................................................................................................... 28

Rogue ...................................................................................................................... 28

Sage ........................................................................................................................ 28

Sniper ...................................................................................................................... 29

Summoner ............................................................................................................... 29

Swordmaster ........................................................................................................... 29

Trickster .................................................................................................................. 30

Valkyrie ♀ / Strategist ♂ ........................................................................................ 30

Warrior ................................................................................................................... 31

Wyvern Lord ........................................................................................................... 31

Promoted Classes of the Fates .......................................................................................... 32

Basara ..................................................................................................................... 33

Blacksmith .............................................................................................................. 33

Hoshido Noble ........................................................................................................ 33

Kinshi Knight .......................................................................................................... 34

Maid ♀ / Butler ♂ ................................................................................................... 34

Malig Knight ........................................................................................................... 34

Master Ninja ........................................................................................................... 35

Master of Arms ....................................................................................................... 35

Mechanist ............................................................................................................... 35

Merchant ................................................................................................................. 36

Nine-Tails ............................................................................................................... 36

Oni Chieftain .......................................................................................................... 37

Wolfssegner ............................................................................................................ 37

Stat Caps ............................................................................................................................ 38

Promoted Units Stat Caps Table ....................................................................................... 39

Promoted Units of the Fates Stat Caps ............................................................................. 40

The Manaketes ................................................................................................................... 41

General Manakete Information .............................................................................. 42

Manakete Transformation Mechanics .................................................................... 43

Making a Manakete ................................................................................................ 44

Manakete Stat Caps ........................................................................................................... 50

The Laguz .......................................................................................................................... 51

Reading The Laguz Information Block ................................................................... 52

General Laguz Information .................................................................................... 52

The Transformation Bar ......................................................................................... 53

The Humanoid Form Mechanics ............................................................................ 54

The Laguz Form Mechanics ................................................................................... 54

Making a Laguz ...................................................................................................... 55

The Beast Tribes ................................................................................................................ 57

The Bird Tribes .................................................................................................................. 61

The Dragon Tribes............................................................................................................. 64

Laguz Tribe Stat Caps ....................................................................................................... 66

Leveling Up ........................................................................................................................ 67

Reclassing .......................................................................................................................... 69

Supports: The Bonds of Friendship ................................................................................... 70

Forging the Bond .................................................................................................... 71

Utilizing the Bond ................................................................................................... 72

Character Finalization ...................................................................................................... 75

Rescue: ................................................................................................................... 75

Hit: .......................................................................................................................... 75

Avoid (Avo): ............................................................................................................ 75

Attack/Damage ....................................................................................................... 76

Critical (Crit): ........................................................................................................ 76

Crit Avoid (CrtAv) .................................................................................................. 76

Inventory ................................................................................................................. 76

Faceless Numbers: The Importance of Identity ..................................................... 77

On the Battlefield ............................................................................................................... 78

The Flow of Combat ............................................................................................... 79

Objectives ............................................................................................................... 79

Player and Enemy Phases ...................................................................................... 79

Lay of the Land: The Map ...................................................................................... 81

Weather Effects ....................................................................................................... 82

Aspects of Combat ............................................................................................................. 83

Movement (Movement Action) ................................................................................ 83

Attacking (Standard Action) ................................................................................... 83

Using Items (Standard)........................................................................................... 84

Visiting (Standard Action) ...................................................................................... 84

Using an Active Skill (Standard Action) ................................................................. 84

Pair Up (Standard Action) ..................................................................................... 84

Talking (Minor Action) ........................................................................................... 84

Trading (Minor Action) .......................................................................................... 84

Wait (Free Action) .................................................................................................. 84

Bearing Your Fangs: How to Fight ................................................................................... 85

The Dual System: Attack /Guard Stances .......................................................................... 89

The Attack Stance ................................................................................................... 90

The Guard Stance ................................................................................................... 91

The Weapon Trinities......................................................................................................... 92

Weapon Ranks and Increasing Ranks ............................................................................... 95

Weapon Ranks of the Fates ............................................................................................... 95

Promoted Unit Maximum Weapon Rank Table ...................................................... 96

Weapons List ...................................................................................................................... 98

Sword / Katana List .............................................................................................. 100

Lance / Naginata List ........................................................................................... 101

Axe / Club List ...................................................................................................... 102

Bow / Yumi List ..................................................................................................... 104

Ballistae List ......................................................................................................... 105

Daggers List ......................................................................................................... 106

Anima Tomes ........................................................................................................ 107

Light Tomes .......................................................................................................... 109

Dark Tomes .......................................................................................................... 109

Stones .................................................................................................................... 111

Laguz Weapons ..................................................................................................... 113

Staves / Baton List ................................................................................................ 114

Forging: Creating Custom Weapons ............................................................................... 115

Items ................................................................................................................................. 116

Recovery Items ...................................................................................................... 116

Class Change Items .............................................................................................. 116

Stat Boosting Items ............................................................................................... 117

Gems/Gold Bags ................................................................................................... 118

Other Items ........................................................................................................... 118

Skills ................................................................................................................................. 121

Skill Activation ...................................................................................................... 122

Class Skill List ...................................................................................................... 123

Personal Skill List................................................................................................. 137

Manual Only Skills ............................................................................................... 143

Gamemaster Notes ........................................................................................................... 147

Standard Character Sheets .................................................. Error! Bookmark not defined.

Future Implementations ....................................................... Error! Bookmark not defined.

Credits ............................................................................................................................. 152

0

1

Introduction

What is Fire Emblem: The Tides of War?

Fire Emblem: The Tides of War is an adaptation of the Fire Emblem video

game series for tabletop gaming. While knowledge of the Fire Emblem games will

make it easier to enjoy the game, no knowledge of the game is required in order to

play. This game focuses on a ragtag group of heroes completing their objectives

through tactical turn-based combat. Teamwork will be necessary, for once a

character dies, there's no coming back! The series signature threat of permanent

death is ever present!

In this tabletop strategy system, roleplaying is at a minimum in favor of

focusing on combat mechanics translated directly from the video games for the

tabletop gaming format, although roleplaying is highly encouraged and even

rewarding at times.

What will I need to play?

A standard dice consisting of a four, six, eight, twelve, twenty, and two ten

sided dice are easy to get a hold of and come with every dice you'll need to play

the game. While twelve and twenty sided die are rarely used in Fire Emblem: The

Tides of War, they come in a standard tabletop dice set anyways, so it won't hurt to

have around. If you can't get your hands on a set for some reason, free dice rolling

programs are available online with a bit of Google magic.

Here are a few more things you'll need:

A pencil

Character sheet(s) and a generated character

Easy access to this handbook

Scratch paper (optional)

People to play with (1 Gamemaster and 2-3 players)

A game mat with square tiles to place miniatures

Miniatures or tokens of some kind to place on the game mat

2

Character Generation Before you can enter the Fire Emblem universe, you need a character! Your

personal character's combat prowess and fighting style can be seen as a reflection

of the person controlling then, making this character your means of inserting

yourself into the wondrous world of Fire Emblem.

Whether you choose to be the courageous cavalier who bravely charges into

battle to protect your comrades, the studious mage who strives to master the arcane

secrets of the world, or the cunning thief who lies in wait for the prime opportunity

to strike at your foe's gold pouches, your character's attributes and combat role are

your ticket into fame and fortune, or possibly even the grandiose halls of legend.

3

Determining Base Stats Every Fire Emblem game has the common theme of assembling your army

with a colorful assortment of loveable and memorable individuals. Each of these

characters, or units as they're called, are all proficient in different things. For

example, Feena from Fire Emblem: Mystery of the Emblem is a very cheery girl

who happens to be a very skilled dancer; however, her cheery disposition and

energetic attitude gets on the nerves of Nabarl, a distant but highly skilled

swordsman who has the misfortune of being the target of Feena's romantic

advances.

While a chosen class determines your talents on the battlefield, the key in a

unit's efficacy in combat lies in their stats. The higher a stat is the more effective

the unit is in using the stat with their appropriate actions. A Fighter with high

Strength can hold heavier weapons and deal more damaging blows, while a

Myrmidon with high Speed can dance around a foe's offenses and possibly attack

twice in one turn. The following section will proceed to explain what each stat

does mechanically.

Health Points (HP)

Possibly the most important stat in the game, Health Points are what

keep your unit on their feet. You don't roll for HP like the following stats;

instead, you refer to your class' "Starting HP" section to determine how

much HP you start with. If your HP ever drops to zero, your unit is

considered dead, and since this is Fire Emblem, there are no second chances

on the battlefield! Play strategically or your units will be lost forever!

Level

When a unit participates in combat or uses a staff, they earn

experience points. When a unit gains 100 experience points, they level up

and get stronger! See page 22 on details on leveling up.

Strength (Str)

This stat represents your unit's physical ability to swing their preferred

weapon. Having a high Strength makes your physical attacks more powerful.

4

Magic (Mag)

Your unit's control and affinity for the arcane arts is represented by

their Magic stat. Having a higher Magic makes your spells stronger and your

healing arts more efficient.

Skill (Skl)

Skill is the unit's culmination of proficiency and combat maneuvers.

Having a high Skill enables your unit's attacks to be more accurate and also

determines your chance to score a devastating Critical Hit.

Speed (Spd)

Your unit's agility and reflexes are represented by Speed. With a high

Speed, attacks are easier to evade. If you're attacking a slower target, you

may even be able to attack twice in a single turn!

Defense (Def)

Defense is your unit's ability to shrug off a physical attack. When

being attacked by a weapon, this stat will determine how much damage is

reduced per attack. When you get swarmed by a pack of Fighters and

Myrmidons and walk away from it alive, you'll be glad you had the Defense

to withstand the onslaught.

Resistance (Res)

Your Resistance functions as your Defense against magical attacks.

When being attacked by a spell, you'd use your Resistance as damage

reduction per attack just as Defense reduces physical damage. Given the

powerful nature of spell casting, having a high Resistance can pay off very

quickly.

Luck (Lck)

A person's mysterious affinity for good fortune is their luck. While no one

knows what luck really is or how it works, it plays a role in many key stats,

including your Hit, Crit, and CrtAvo, or your ability to evade critical hits.

5

Constitution (Con)

Constitution is simply your body size. This is the main factor for rescuing, as

you can only rescue units who have a smaller Constitution than you. Note that

Mounted units have a separate Constitution called "Aid" that is much higher than

theirs that is used for rescuing other units. Aid is calculated by (Conx2) +2.

Constitution CANNOT be increased through normal level ups, so roll well!

Affinity

The natural element your spiritual energy most aligns to. This is used in the

Support system and governs what passive bonuses you grant to your closest allies.

Determining Growth Rates and Rolling for Stats Stats in the Fire Emblem games function off of hidden growth rates, class

growth rates, and random number selection, which can lead to a unit with abilities

to varying degrees. Anything ranging from a walking avatar of destruction to a

complete pushover is possible due to the erratic nature of random number

generation. To help with those balancing issues and to simplify stat growths, base

stats are determined using a predetermined array of numbers that help prevent a

unit from being too weak, effectively becoming the weak link on the chain.

A character’s standard base stat array consists of a pool of 15 Base Stat

Bonus Points that can be added to any of these stats. These numbers are

rearranged and assigned to your stats according to your liking. A stat with a higher

Base Stat number will be more likely to receive a bonus upon leveling up. Your

Base Stats are also affected by the class you choose, but only once upon character

generation.

The maximum value of a Base Stat is nine. The minimum value of a

Base Stat is one.

A unit’s Base Stats are independent of a unit’s Current Stats, which are the

stats a unit utilizes in combat. Unlike Base Stats that determine how well a unit

grows in a stat, a Current Stat is the stat that actually determines a unit’s efficacy in

that area.

6

To determine a character’s starting Current Stats, roll 1d8 for each of the

seven stats. These rolls can be rearranged among your stats as desired. When you

choose a class detailed in the next chapter, these stats will receive bonuses and

penalties to reflect upon the nature of the class you select. For example, a Fighter

will receive a bonus to his Strength due to their immense physical power.

If you are making a Laguz or Manakete character, you roll 1d6 for their

Current Stats instead of 1d8. This is because Laguz and Manakete have methods

of obtaining large stat boosts from transforming.

Constitution does not receive an assignable number due to its varying and

individual nature. To determine a unit’s Constitution, roll 1d12. Constitution will

never change throughout a unit’s career except at Promotion.

7

Summary

For a level one character:

1. Select a Base Class

2. Add your Class Stat Adjustments to your Base Stats and Current

Stats

3. Rearrange the numbers in the Standard Array to your Strength,

Magic, Skill, Speed, Luck, Defense, and Resistance as desired.

4. Add your Base Stat Bonus Points to your assigned Base Stat

numbers.

5. Roll 1d8 to determine your Current Strength, Magic, Skill, Speed,

Luck, Defense, and Resistance stats.

6. Roll 1d12 for Constitution.

7. Choose a Personal Skill from the Skills chapter

8. Roll 1d8 and consult the following table to determine your

Affinity used in determining Support Bonuses. Affinity will never

change after character creation.

Affinity Table

Result of 1d8 Roll Corresponding Affinity

1 Anima

2 Dark

3 Fire

4 Ice

5 Light

6 Thunder

7 Wind

8 Heaven

Note that you cannot have a negative number in a stat! The minimum value

you can have in a single Current Stat is zero, so don't screw up and put negatives in

or you'll be in some serious trouble!

8

Base Classes: Choosing a Combat

Style Part of what makes Fire Emblem tactically engaging is the plethora of

classes that can potentially join you in your quest. Each class has a defining feature

that helps them craft an identity and specialization in your army. Maybe you're the

type of person that favors heavily armored Knights, powerful Fighters and stout

Cavaliers for a formidable melee offensive? Or maybe you prefer the swift spears

of Pegasus Knights? There are plenty of classes and one is bound to be your style.

While you can't always choose the class of the latest person to join your

ragtag army, having knowledge of their abilities and proficiencies will enable you

to take advantage of their strengths and ensure that your fellow soldiers live to see

another sunrise. The following section will alphabetically list every detail about the

classes featured in Fire Emblem: The Tides of War

9

Reading the Base Class Information Block

Every Base Class has different starting HP values, base and current stat

modifications, and weapon proficiencies. To start generating a character, select

your desired class, roll your class' Starting HP value, and add its listed Class Stat

Adjustment to both your Base Stats and Current Stats! Note that you can add

your Class Stat Adjustment after you've rearranged your Base Stats if you desire.

All starting classes (which may also be called first tier classes) and their respective

features are presented in the upcoming pages. To help you read the stat blocks,

refer to the legend below.

Note that all stat caps for a first tier unit are 20 unless specified (such as

with the Dancer/Bard/Singer or Taguel classes).

Class Name: The name of the Base Class. If a class name is gender specific,

it will be denoted with a ♂for Male and ♀for Female.

Description: Brief flavor text about the class

HP/Stats: The class' HP value at level one and any change in base stats caused by

class selection. The base HP of the class comes before the forward slash and the

class’ HP Gain value, or the value one must roll under or match upon leveling to

gain +1HP, is listed after the forward slash.

Move: How many spaces a unit may travel in one turn and any special movement

types they may possess, such as Flight or Waterwalk. If a unit possesses the Canto

innate skill, it will be marked here.

Proficiencies: The weapon types the class can use. Proficiency for new characters

starts at Rank E.

Skills: Any special skills or class bonuses will be listed here along with the level

you gain them at. You do not lose your previous class' skill when promoting; you

simply gain the listed skill(s) on top of what you have now. Skill effects are shown

in the Skills chapter.

10

Archer Foot soldiers who wield bows. Can attack from

a range, but are vulnerable in melee combat.

HP/Stats: 12+2d6 / HP Gain 5

+2 Skl, +1 Lck, -2 Res, -1 Mag

Move: 5

Proficiencies: Bows

Skills: Movement+1 Lvl 1, Quick Draw Lvl 10

Cavalier Mounted knights who wield swords and lances

on horseback for versatility and mobility.

HP/Stats: 16+2d6 / HP Gain 6

+1 Skl, +1 Def, -1 Res

Move: Mounted 7, Canto

Proficiencies: Swords, Lances

Skills: Discipline Lvl 1, Elbow Room Lvl 10

Dancer / Bard / Singer Support units that use song and/or dance to

revitalize allies. Do not promote.*

HP/Stats: 12+2d6 / HP Gain 5

+2 Luck, +2 Spd, -2 Str, -1 Skill

Move: 5

Proficiencies: Choose Lances or Swords

Skills: Revitalize & Special Dance Lvl 1, Voice

of Peace Lvl 10

11

Fighter Robust combatants specializing in high HP and

Strength. Uses axes to devastating effect.

HP/Stats: 16+2d8 / HP Gain 7

+2 Str, +1 Def, -2 Res, -1 Skl

Move: 5

Proficiencies: Axes

Skills: HP+5 Lvl 1, Roundhouse Lvl 10

Knight Heavily armored foot units. Excels at all melee

combat, but suffers from low Speed and

Resistance.

HP/Stats: 14+2d8 / HP Gain 7

+1 Str, +2 Def, -2 Spd, -1 Res

Move: 4

Proficiencies: Lances

Skills: Defense+2 Lvl 1, Natural Cover Lvl 10

Lord One of noble birth. Has great flexibility and

potential. Funny hat highly encouraged.

HP/Stats: 14+2d8 / HP Gain 6

+1 Two Stats, -1 Two Stats

Move: 5

Proficiencies: Choose 1 weapon or magic type

Skills: Charm Lvl 1, Dual Striker Lvl 10

12

Mage

Units who harness the power of anima magic to

attack. Low physical combat potential

HP/Stats: 10+2d8 / HP Gain 5

+2 Mag, +1 Skl, -2 Def, -1 Str

Move: 5

Proficiencies: Anima Tomes

Skills: Magic+2 Lvl 1, Focus Lvl 10

Mercenary Well rounded swordsmen with no prominent

flaws. Slower but hardier than Myrmidons.

HP/Stats: 14+2d8 / HP Gain 6

+1 Skill, +1 Luck -2 Res

Move: 5

Proficiencies: Swords

Skills: Strong Riposte Lvl 1, Good Fortune Lvl

10

Monk Holy wielders of light magic with many

Promotion options.

HP/Stats: 12+2d8 / HP Gain 5

+1 Mag, +2 Res, -1 Speed, -2 Def

Move: 5

Proficiencies: Light Tomes

Skills: Res+2 Lvl 1, Focus Lvl 10

13

Myrmidon Swift swordsmen with high Skill and Speed.

Faster but more fragile than Mercenaries.

HP/Stats: 14+2d8 / HP Gain 5

+2 Skill, +1 Speed, -2 Defense, -1 Res

Move: 5

Proficiencies: Swords

Skills: Duelist’s Blow Lvl 1, Vantage Lvl 10

Pegasus Knight ♀/ Warrior ♂ Beautiful warriors who fight on pegasi. Weak to

bows and wind magic, but have high Spd/Res. HP/Stats: 14+2d8 / HP Gain 5

+2 Speed, +1 Res -2 Def, -1 Str

Move: Flight 8, Canto

Proficiencies: Lances

Skills: Relief Lvl 1, Darting Blow Lvl 10

Pirate Cutthroats who wield axes. Can travel on water

with their Waterwalk feature.

HP/Stats: 14+2d8 / HP Gain 7

+2 Str, +1 Skill -2 Defense, -2 Res

Move: Waterwalk 5

Proficiencies: Axes

Skills: Speed+2 Lvl 1, Gamble Lvl 10

14

Priest ♂ / Cleric ♀ Full support unit that utilizes staves to heal and

buff/debuff. Versatile upon Promotion.

HP/Stats: 10+2d6 / HP Gain 5

+1 Mag, +2 Res, -2 Def, -1 Speed

Move: 5

Proficiencies: Staves

Skills: Healtouch Lvl 1, Miracle Lvl 10

Shaman Spellcasters who utilize forbidden dark arts.

Sturdier than a Mage, but slower.

HP/Stats: 14+2d8 / HP Gain 6

+2 Mag, +1 Def, -2 Skill, -1 Speed

Move: 5

Proficiencies: Dark Tomes

Skills: Heartseeker Lvl 1, Malefic Aura Lvl 10

Soldier Standard infantry unit with no special talents .A

truly challenging class to play

HP/Stats: 14+2d6 / HP Gain 6

-1 Mag, -1 Res

Move: 5

Proficiencies: Lances

Skills: Swap Lvl 1, Aptitude Lvl 10

15

Tactician Versatile unit able to utilize both swords and

tomes. Can fight well from all ranges

HP/Stats: 14+2d8 / HP Gain 6

+1 Two Stats, -1 Two Stats

Move: 5

Proficiencies: Swords, Anima Tomes

Skills: Tactical Advice Lvl 1, Solidarity Lvl 10

Taguel A race of beast people who channel beaststones

to shift into large rabbits. Do not promote.*

HP/Stats: 14+2d6 / HP Gain 6

+2 Skl, +1 Spd, -2 Res, -1 Def

Move: 6

Proficiencies: Beaststones

Skills: Even Rythym Lvl 5, Beastbane Lvl 10

Thief Organized rogues with poor combat skills but

high Speed. Talented at picking open locks.

HP/Stats: 10+2d6 / HP Gain 5

+2 Spd, +1 Skl, -2 Def, -1 Str

Move: 6

Proficiencies: Choose Swords or Bows,

Lockpicks

Skills: Steal Lvl 1, Locktouch Lvl 10

16

Troubadour ♀ /Rod Knight♂ Staff wielding support unit that assists allies

from horseback. High Res but fragile.

HP/Stats: 12+2d8 / HP Gain 5

+1 Mag, +2 Res, -2 Def, -1 Speed

Move: Mounted 7, Canto

Proficiencies: Staves

Skills: Res+2 Lvl 1, Demoiselle or

Gentilhomme Lvl 10

Wyvern Rider Fearsome warriors who ride into battle atop

mighty wyverns. Weak to bows and wind

magic, but are very combat proficient.

HP/Stats: 14+2d8 / HP Gain 7

+1 Str, +2 Def, -1 Speed, -2 Res

Move: Flight 7, Canto

Proficiencies: Axes

Skills: Tantivy Lvl 1, Lunge Lvl 10

17

Base Classes of the Fates Fire Emblem: Fates has brought in many new classes that reflect the nature

of each rival nation of Hoshido and Nohr. Many of the Hoshido classes in

particular are mechanically similar to existing base classes but fall under a

different name. If wishing to make a unit based off of a Nohrian or Hoshidan class,

please check the following chart to determine what Base class to utilize. The Base

Classes that are unique enough to require an individual Class Information Block

will be listed after the table.

Fire Emblem: Fates Class Equivalency Table

Nohrian / Hoshidan Class Traditional Class

Samurai Myrmidon

Villager/Spear Fighter Soldier

Oni Savage Fighter

Priest/Priestess Priest/Cleric

Outlaw Thief

18

Apothecary A businessman specializing in many rare herbs.

Uses bows to protect their many wares.

HP/Stats: 14+2d6 / HP Gain 6

+1 Str, +2 Luck, -1 Def, -2 Res

Move: 5

Proficiencies: Bows

Skills: Potent Potion Lvl 1, Quick Salve Lvl 10

Kitsune A mischievous fox that enjoys toying with and

bewitching humans. High Spd and Skl.

HP/Stats: 14+2d6 / HP Gain 5

+2 Spd, +1 Skl, -1 Str, -2 Def

Move: 5

Proficiencies: Beaststones

Skills: Evenhanded Lvl 1, Beastbane Lvl 10

Ninja

Those who freely walk in the shadows and

strike opponents at their most vulnerable.

HP/Stats: 10+2d6 / HP Gain 5

+2 Skl, +2 Spd, -2 Str, -2 Def

Move: 5

Proficiencies: Daggers

Skills: Locktouch Lvl 1, Poison Strike Lvl 10

19

Nohr Prince ♂/Princess ♀ A noble with two fates. Can mysteriously

channel the power of Dragonstones.

HP/Stats: 14+2d8 / HP Gain 6

+1 Two Stats, -1 Two Stats

Move: 5

Proficiencies: Swords, Nohrian Dragonstones

Skills: Nobility Lvl 1, Dragon Fang Lvl 10

Wolfskin A lycanthrope said to feast on the flesh of

humans. Boasts high Str and Spd

HP/Stats: 14+2d8 / HP Gain 6

+2 Str, +1 Spd, -1 Skl, -2 Res

Move: 5

Proficiencies: Beaststones

Skills: Odd Shaped Lvl 1, Beastbane Lvl 10

20

Promoted Classes

Tier two classes, also referred to as Promoted Units, are the cream of the

crop. They are unrivaled warriors and adept spell weavers who move to the rhythm

of battle, the steps a familiar dance that need no special attention. Conflict has

conditioned them into unnaturally talented individuals, with the most gifted ones

having the honor of ascending into immortality through legends and folklore.

Every unit aspires to promote into a second tier class as upon promotion,

they receive numerous stat bonuses, gain access to new proficiencies, and have the

potential to learn terrifyingly powerful skills.

21

Promotion

When a unit reaches level 20, a unit stops gaining EXP! A level 20 character

needs to promote in order to wiggle out of their first tier class, but in order to do

that, they need a special promotional item. This item depends on your class, but

upon using it, you become a level 1 second tier unit and gain stat boosts and more

skills! You can use these items any time above level 10, so keep a look out for

your promotion item or you'll be cramped in your first tier class till you find one!

You'll find a list of promotional items in the Items chapter. Note that you cannot

change classes once you promote! If you decide to be a Sage, you're a Sage

forever, so make sure to look over your options before making a decision such as

this! To promote into a second tier unit:

1. Change your level back to one

2. Change your class into your chosen second tier class

3. Add your Promotion Bonuses onto only your Current Stats.

4. If a stat isn't listed in your Promotion Bonuses, it receives an automatic

+2. Constitution is included with this ruling.

5. Replace your move value with the Move value listed in Promotion Bonuses

6. Change your weapon proficiencies to the types listed in the Proficiencies

section. If your new promotion possesses the same weapon proficiencies,

your weapon rank keeps its ranking; otherwise, your new proficiencies start

out at Rank E.

7. Add any gained skills to your skills list. Note that you do not lose old skills;

your new skills are merely added onto your skill pool.

The following pages feature all class blocks for the promoted classes. The

layout is similar to first tier units and is meant to provide you as much information

as possible about your next potential class. Remember that in the Promotion Bonus

section, specific values are given to your stat bonuses. If it is not listed, it is an

automatic +2 to your current stats. Don't forget about this while leveling or

you'll miss out on a free +2 to your stats!

22

Assassin Enigmatic masters of the killing arts. Can fell

their target in a single strike.

Promotes From: Myrmidon, Thief

Promotion Bonuses: +4HP/ HP Gain 6

+3 Skl/Lck, Move 7

Proficiencies: Swords, Bows, Lockpicks

Skills: Pass Lvl 5, Silencer Lvl 10

Bride ♀/ Groom ♂ A lover blessed by the god of love and fortune.

Many proficiencies lend to strong versatility.

Promotes From: Any 1st tier class

Promotion Bonuses: +4HP/ HP Gain 7

+3Skl/Spd/Luck, Move 6

Proficiencies: Lance, Bow, Staff

Skills: Bond Lvl 5, Rally Heart Lvl 10

Berserker Seasoned pirates who specialize in Critical Hits.

Utilizes Waterwalk and Mountainwalk to

pursue foes.

Promotes From: Pirate

Promotion Bonuses: +5 HP/ HP Gain 8,

+3 Str/Skl, Waterwalk/Mountainwalk 6

Proficiencies: Axes

Skills: Crit+10 & Wrath Lvl 5, Axefaire Lvl 10

23

Bishop Seasoned Priests/Clerics or Monks chosen by

the gods to receive great blessings.

Promotes From: Monk, Priest

Promotion Bonuses: +4HP/ HP Gain 6

+3 Mag/Res, Move 6

Proficiencies: Light Tomes, Staves

Skills: Corona Lvl 5, Res Drain Lvl 10

Dark Falcon Black Pegasus Knights who haunt the

battlefields. Can wield both lances and tomes.

Promotes From: Pegasus Knight/Warrior

Promotion Bonuses: +4HP/ HP Gain 6

+4 Mag, +3Spd, Flight 9 Move, Canto

Proficiencies: Lances, Anima Tomes

Skills: Rally Move Lvl 5, Galeforce Lvl 10

Dark Knight Dark spellcasters who learn the ways of the

sword and take upon black steeds.

Promotes From: Mage, Shaman

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Str/Def, Mounted 8 Move, Canto

Proficiencies: Swords, Pick Dark or Anima

Tomes

Skills: Slow Burn Lvl 5, Lifetaker Lvl 10

24

Dread Fighter Oriental warriors who make pacts to with

demons to gain dominance against magic.

Promotes From: Any 1st tier Class

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Str/Mag, +6 Res, -3 Luck, Move 6

Proficiencies: Swords, Axes, Daggers

Skills: Aggressor Lvl 5, Tomebreaker Lvl 10

Druid Masters of terrifyingly powerful dark magics.

Higher Res/Def, but lower Spd/Skill than Sages

Promotes From: Shaman

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Def/Res, Move 6

Proficiencies: Dark Tomes, Staves

Skills: Vengeance Lvl ,1 Tomebreaker Lvl 10

Falcoknight The highest echelon of Pegasus Knights. Can

choose swords for offense or staves for support.

Promotes From: Pegasus Knight/ Warrior

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Skl/Spd, Flight 9 Move, Canto

Proficiencies: Lances, Pick Swords or Staves

Skills: Stun Lvl 5, Warding Blow Lvl 10

25

General Knights who easily wear the heaviest of armors.

Unmatched Str/Def, but low Spd/Res.

Promotes From: Knight

Promotion Bonuses: +6 HP/ HP Gain 8

+3 Str/Def, Move 5

Proficiencies: Lances, Axes

Skills:Wary Fighter Lvl 5, Pavise Lvl10

Grandmaster A gifted Tactician that uses their mastery of

might and magic to turn the tides of battle.

Promotes From: Tactician

Promotion Bonuses: +4HP/ HP Gain 7

+3 to two previously chosen Stats, Move 6

Proficiencies: Swords, Anima Tomes

Skills: Ignis Lvl 5, Rally Spectrum Lvl 10

Great Lord Distinguished Lords of the highest caliber. Can

opt for foot combat or a mount.

Promotes From: Lord

Promotion Bonuses: +4HP, HP Gain 7/ +3 to

two previously chosen stats, Move 6 (Or

Mounted 8 Move)

Proficiencies: One additional type of choice

Skills: Aether Lvl 5, Awakening Lvl 10

26

Great Knight A fearsome Knight or Cavalier who dominates

the battlefield on an armored mount.

Promotes From: Knight, Cavalier

Promotion Bonuses: +6 HP/ HP Gain 8

+3 Str/Def, Mounted 6 Move, Canto

Proficiencies: Swords, Axes, Lances

Skills: Armored Blow Lvl 5, Dual Guarder Lvl

10

Griffon Knight Wyvern Riders who trade their Wyverns for

mythical Griffons. Well rounded combatants.

Promotes From: Wyvern Rider

Promotion Bonuses: +4 HP/ HP Gain 8

+3 Skill/Luck, Flight Move 8, Canto

Proficiencies: Axes

Skills: Deliverer Lvl 5, Nihil Lvl 10

Halberdier Skilled Soldiers who've survived against all

odds. Fast and fearsome with lances.

Promotes From: Soldier

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Str/Def/Speed/Skill, Move 6

Proficiencies: Lances

Skills: Luna Lvl 5, Lancefaire Lvl 10

27

Hero

A season veteran of the battlefield. Their well-

roundedness makes for a formidable opponent.

Promotes From: Mercenary, Fighter

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Skl/Def, Move 6

Proficiencies: Axes, Swords

Skills: Sol Lvl 5, Axebreaker Lvl 10

Mage Knight Mages who choose to cast hurt and heal from

horseback for maximum mobility.

Promotes From: Mage, Troubadour

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Mag/Res, Mounted 8 Move, Canto

Proficiencies: Anima Tomes, Staves

Skills: Cancel Lvl 5, Magictaker Lvl 10

Nomad Mounted archers that learn swordplay to

become deadly foes at all ranges.

Promotes From: Mercenary, Archer

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Str/Speed, Mounted 8 Move, Canto

Proficiencies: Bows, Swords

Skills: Adept Lvl 5, Bowbreaker Lvl 10

28

Paladin The most skilled of Cavaliers. Possess superior

mobility and defenses from ranged weaponry.

Promotes From: Cavalier

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Def/Res, Mounted 8 Move

Proficiencies: Swords, Lances

Skills: Defender Lvl 5, Aegis Lvl 10

Rogue

Honey-tounged adventure-thieves that can dart

between the smallest cracks in defenses.

Promotes From: Thief

Promotion Bonuses: +4HP/ HP Gain 6

+3 Speed/Skill, Move 7

Proficiencies: Swords

Skills: Pass Lvl 5, Bargain Lvl 10

Sage Undisputed masters of magic and arcane

versatility. Extremely high Mag and Skl.

Promotes From: Monk, Mage

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Mag/Skill Move 6

Proficiencies: Anima Tomes, Staves

Skills: Flare Lvl 5, Tomefaire Lvl 10

29

Sniper Masters of archery and ballistics. High skill and

the ability to operate Ballistae.

Promotes From: Archer

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Skl/Spd Move 6

Proficiencies: Bows, Ballistae

Skills: Crit+10 & DeadeyeLvl 5,BowfaireLvl10

Summoner Masters of conjuring and necromancy, a

Summoner prefers to let his minions fight.

Promotes From: Shaman

Promotion Bonuses: +4HP/ HP Gain 7

+3 Skill/Res, Move 6

Proficiencies: Dark Tomes

Skills: Summon Lvl 5, Rally Move Lvl 10

Swordmaster A storming typhoon of deadly sword strokes.

Low Str offset by blazingly high Spd and Skill.

Promotes From: Myrmidon

Promotion Bonuses: +4HP/ HP Gain 6

+3 Skill/Spd, Move 6

Proficiencies: Swords

Skills: Crit+15 & AstraLvl 5, SwordfaireLvl 10

30

Trickster Glamorous thieves that effortlessly utilize

magical weapons and staves.

Promotes From: Thief

Promotion Bonuses: +4 HP/ HP Gain 6

+4 Mag, +3 Skl, Move 7

Proficiencies: Staves, Pick Swords or Bows

Skills: Lucky 7 Lvl 5, Acrobat Lvl 10

Valkyrie ♀ / Strategist ♂ Clerics who support allies by horseback with

Staves. Uses Light Magic to assist allies.

Promotes From: Cleric, Troubadour

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Mag/Res, Mounted 8 Move, Canto

Proficiencies: Light Tomes, Staves

Skills: Bond Lvl 5, Inspiration Lvl 10

War Monk ♂/War Cleric ♀

Seasoned Priests and Clerics who heal allies

with Staves and defend them with weaponry.

Promotes From: Priest/Cleric, Monk

Promotion Bonuses: +4 HP/ HP Gain 7

+4 Str/Def, Move 6

Proficiencies: Staves, Choose Axes, Lances, or

Bows

Skills: Renewal Lvl 5, Countermagic Lvl 10

31

Warrior Axe wielders that savagely counterattack foes,

making for a devastatingly powerful combatant.

Promotes From: Fighter, Pirate

Promotion Bonuses: +6HP/ HP Gain 9

+3 Str/Def, Move 6

Proficiencies: Axes, Bows

Skills: Axefaire Lvl5, Counter Lvl 10

Wyvern Lord Stern warriors who command savage wyverns.

Has the ability to crush an enemy in its place.

Promotes From: Wyvern Rider

Promotion Bonuses: +4 HP/ HP Gain 8

+3 Str/Def, Flight 8 Move, Canto

Proficiencies: Axes, Lances

Skills: Stun Lvl 5, Swordbreaker Lvl 10

32

Promoted Classes of the Fates Fire Emblem: Fates has brought in many new classes that reflect the nature

of each rival nation of Hoshido and Nohr. Many of the Hoshido classes in

particular are mechanically similar to existing base classes but fall under a

different name. If wishing to make a unit based off of a Nohrian or Hoshidan class,

please check the following chart to determine what Promoted Class to utilize. The

Promoted Classes that are unique enough to require an individual Class

Information Block will be listed after the table.

Fire Emblem: Fates Class Equivalency Table

Nohrian / Hoshidan Class Traditional Class

Spear Master Halberdier

Onmyoji Sage

Great Master War Monk

Priestess War Cleric

Sorcerer Druid

Adventurer Trickster

33

Basara Eccentric folk who love to live free. Utilize both

lances and tomes in combat.

Promotes From: Soldier/Lance Fighter

Promotion Bonuses: +4 HP/ HP Gain 7

+5Mag, +3 Luck, Move 6

Proficiencies: Lances, Anima Tomes

Skills: Rend Heaven Lvl 5, Quixotic Lvl 10

Blacksmith Artisans with exceptional Strength. Able to craft

a myriad of powerful weapons.

Promotes From: Fighter

Promotion Bonuses: +4 HP/ HP Gain 8

+3 Str/Skil, Move 6

Proficiencies: Swords, Axes

Skills: Salvage Blow Lvl 5, Lancebreaker Lvl

10

Hoshido Noble A Nohrian noble who has chosen the fate of

their birthright. Gains the use of staves.

Promotes From: Nohr Prince/Princess

Promotion Bonuses: +4 HP/ HP Gain 7

+3 to two previously chosen Stats, Move 6

Proficiencies: Swords, Staves, Nohrian

Dragonstones

Skills: Dragon Ward Lvl 5, Hoshidan Unity Lvl

10

34

Kinshi Knight Pegasus riders that soar above all as a gleaming,

golden sun atop a mythical golden kite.

Promotes From: Pegasus Knight, Archer

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Skl/Spd, Flight 8 Move Canto

Proficiencies: Lances, Bows

Skills: Air Superiority Lvl 5, Amaterasu Lvl 10

Maid ♀ / Butler ♂ Loyal vassals who serve their masters. They

heal with staves and protect with daggers..

Promotes From: Troubadour/Rod Knight

Promotion Bonuses: +5 HP/ HP Gain 7

+3 Skl/Spd, move 6

Proficiencies: Staff, Daggers

Skills: Live to Serve Lvl 5, Shurikenbreaker Lvl

10

Malig Knight Knights who wield dark energies to control

horrible Mage Dragons.

Promotes From: Wyvern Rider

Promotion Bonuses: +4 HP/ HP Gain 8

+4 Mag, +3 Str, Flight 8 Move Canto

Proficiencies: Axes, Dark Tomes

Skills: Savage Blow Lvl 5, Trample Lvl 10

35

Master Ninja

Legendary ninjas that move like ghosts. Can fell

a target in a single stroke.

Promotes From: Ninja

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Spd/Skl, Move 6

Proficiencies: Swords, Daggers

Skills: Silencer Lvl 5, Shurikenfaire Lvl 10

Master of Arms Hardened warriors who have mastered many

weapon types for unmatched martial versatility.

Promotes From: Myrmidon, Soldier

Promotion Bonuses: +5 HP/ HP Gain 8

+3Str/Def, Move 6

Proficiencies: Swords, Axes, Lances

Skills: Strength Seal Lvl 5,Life and Death Lvl

10

Mechanist Unrivaled craftsmen who have the ability to

create unsettling mannequins.

Promotes From: Merchant, Ninja

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Skl/Def, Move 6

Proficiencies: Bows, Daggers

Skills: Golembane Lvl 1, Replicate Lvl 10

36

Merchant Merchants with excellent business skills. Their

mass fortunes are guarded by lances and bows.

Promotes From: Merchant

Promotion Bonuses: +5 HP/ HP Gain 7

+3 Str/Spd, Move 6

Proficiencies: Lances, Bows

Skills: Profiteer Lvl 5, Spendthrift Lvl 10

Nine-Tails A high ranking Kitsune capable of channeling

immense spiritual powers.

Promotes From: Kitsune

Promotion Bonuses: +4 HP/ HP Gain 6

+3 Spd/Res, Move 6

Proficiencies: Beaststones

Skills: Even Better Lvl 5, Grisly Wound Lvl 10

Nohr Noble

A Nohrian noble who has chosen the fate of

their conquest. Gains the use of tomes.

Promotes From: Nohr Prince/Princess

Promotion Bonuses: +4 HP/ HP Gain 7

+3 to two previously chosen Stats, Move 6

Proficiencies: Swords, Dark Tomes, Nohrian

Dragonstones

Skills: Draconic Hex Lvl 5, Nohrian Trust Lvl

10

37

Oni Chieftain A skilled Fighter who has learned to channel the

destructive power of anima tomes.

Promotes From: Fighter

Promotion Bonuses: +5 HP / HP Gain 7

+4 Mag/Res, Move 6

Proficiencies: Axes, Anima Tomes

Skills: Death Blow Lvl 5, Counter Lvl 10

Wolfssegner

An extremely powerful lycanthrope with

fearsome melee prowess.

Promotes From: Wolfskin

Promotion Bonuses: +4 HP/ HP Gain 7

+3 Str/Def, Move 6

Proficiencies: Beaststones

Skills: Better Odds Lvl 5, Grisly Wound Lvl 10

38

Stat Caps

Tier One classes are still young warriors with much knowledge and

experience not yet gained. Therefore, their stat caps, or their maximum value, are

always 20. The only exception is Luck. Luck caps at 30 since it is a value that

can't be bound by such a small limitations.

Promoted units have varying stats caps across the board that reflects their

combat styles and any proficiencies/skills they gain upon promotion. After all, a

Sage will certainly be more adept at Magic than a Druid, but a Druid will also have

much better defenses. While their primary stats will all vary accordingly, Luck

will always cap at 30 as previously stated. The following table lists the stat caps

for each second tier class.

*Dancers, Bards, and Singers are first tier classes that DO NOT promote normally.

However, they have a maximum level of 30 and second tier class stat caps to make

up for it. Their stat caps are as follows:

Strength: 22 / Magic: 24

Skill: 22 / Speed: 26

Defense: 22 / Resistance: 26

A Dancer/Bard/Singer may still Reclass into other classes, but cannot Reclass into

a promoted unit until after level 20.

**Grandmasters and Great Lords stat caps are as followed: 26 in 2 chosen

increased stats, 22 in chosen decreased stats, and 24 in all other stats.

***The Taguel are a first tier class that DO NOT promote. However, they have a

maximum level of 40 and second tier class stat caps to make up for it. Their stat

caps are as follows:

Strength: 24 / Magic: 20

Skill: 26 / Speed: 26

Defense: 24 / Resistance 22

39

Promoted Units Stat Caps Table Class HP Strength Magic Skill Speed Defense Resistance

Assassin 55 24 22 28 30 22 22

Bride/Groom 55 24 22 26 24 24 22

Berserker 65 28 20 26 26 22 22

Bishop 45 22 26 26 24 22 30

Dark Falcon 45 26 26 26 26 24 28

Dark Knight 55 24 24 26 24 24 24

Dancer/Bard 45 *Special: See Footnote*

Dread

Fighter 55 26 24 24 26 24 30

Druid 50 22 28 24 22 26 28

Falcoknight 55 24 24 28 28 22 28

General 70 26 20 24 20 30 22

Grandmaster 55 **Special: See Footnote**

Great Knight 65 28 20 24 24 26 22

Great Lord 60 **Special. See Footnote**

Griffon

Knight 55 26 22 28 26 26 26

Halberdier 60 26 20 26 26 26 22

Hero 60 26 22 30 26 26 22

Mage Knight 50 22 26 26 26 22 24

Nomad 55 26 24 26 26 24 22

Paladin 60 26 20 24 24 28 28

Rogue 45 26 20 26 28 24 24

Sage 45 20 30 28 26 20 24

Sniper 55 26 22 30 26 22 20

Summoner 45 22 26 24 26 24 24

40

Class HP Strength Magic Skill Speed Defense Resistance

Swordmaster 55 24 20 30 28 22 20

Taguel 55 ***Special: See Footnote***

Trickster 50 22 24 26 26 22 28

Valkyrie /

Strategist 45 20 26 24 24 22 28

War

Monk/Cleric 55 24 26 26 24 24 26

Warrior 70 30 22 24 26 26 20

Wyvern

Lord 60 28 18 26 24 28 24

Promoted Units of the Fates Stat Caps Class HP Strength Magic Skill Speed Defense Resistance

Basara 65 24 24 24 24 24 24

Blacksmith 65 26 22 24 24 24 24

Nohr Noble 60 26 26 24 26 24 26

Master Ninja 55 24 22 30 28 22 22

Kinshi

Knight

50 24 22 24 26 22 28

Merchant 65 26 20 22 24 24 22

Maid/Butler 50 22 24 28 28 24 24

Wolfssegner 65 28 20 24 26 28 22

Nine-Tails 55 22 22 26 28 24 28

Mechanist 60 24 24 26 24 24 24

Malig

Knight

55 26 26 24 24 26 26

Oni

Chieftain

60 26 26 24 24 24 24

Master of

Arms

65 26 22 24 24 26 22

Hoshido

Noble

60 26 26 26 24 26 24

41

The Manaketes In the past, the Dragon Tribes roamed the lands alongside humanity. A

massive imbalance in the world’s energy caused the dragons to begin to erode,

losing their fertility and eventually their sanity. The Manakete elected to seal their

draconic essence into Dragonstones and live amongst men in humanoid forms,

drawing power from the Dragonstones when needed, in an effort to preserve their

bodies and minds. While restricted to lesser forms, the Manakete still held the

power of the apocalyptic dragons close, making them valuable allies and terrifying

foes.

Due to their dependency on their Dragonstones, Manakete are only effective

when wielding such rare and powerful items, yet are nearly insurmountable foes

when wielding one. Due to differentiations in settings over the series, a Game

Master may elect to use both Laguz and Manaketes freely but finding both races in

the same setting is rare. Unless intended, the Game Master should use one race

while excluding the other.

42

General Manakete Information A Manakete is a Dragon who has elected to seal their draconic powers into a

large gem called their Dragonstone. A Manakete may only draw power from their

unique Dragonstone, yet may transfer the energies of a fallen Manakete’s

Dragonstone to theirs, extending their lie spans and the length of time their energy

is preserved for. A Manakete that goes a long period of time without drawing their

dragon energies may become restless or eventually erode entirely, making an

occasional exercise in their original forms a necessity. Conversely, Manaketes that

spend too much time in their true forms age faster, putting their overall stability at

risk.

The Manaketes are divided into Tribes, usually based on various elements

found in nature. Fire Dragons, Ice Dragons, and Earth Dragons are the most

common Tribes, although Manaketes as a whole are almost legendary in existence.

The rarest of Manaketes, however, are the Dark Dragons and Divine Dragons. Two

types of Manakete called Mage Dragons and War Dragons also exist, but these two

breeds are formed through reviled magics that pervert a Divine Dragon into a

soulless engine of destruction. Wind Dragons also exist, but have fully degraded

into feral beings, becoming the Wyverns utilized by Wyvern Riders and Wyvern

Lords.

When in humanoid form, a Manakete resembles a regular human with large,

draconic wings sprouting from their backs. These wings cannot be dismissed or

retracted in any way, making blending in to normal human society difficult. Many

Manakete prefer to live in smaller villages or amongst the few of their own tribe

who have survived as long as them without losing their sanity.

A Manakete is able to put themselves into a state of suspended animation,

remaining semi-aware of their surroundings but otherwise hibernating until they

feel it appropriate to remerge into the world. This suspended animation causes their

aging and mental degradation to halt, enabling a sleeping Manakete to live for

thousands of years longer.

A normal human and a Manakete can mate with a Manakete and produce

fertile, hybrid children with dragon and human blood. Even rarer than the

extremely rare Manaketes, A hybrid usually lives longer than their human parents

43

but not as long as their Manakete parent. They also exhibit the ability to keep their

destructive urges under more control than a pureblood Manakete. A hybrid usually

use normal human Classes as their diminished draconic energies leave them unable

to shape shift via Dragonstones; however, hybrids that retain the ability to channel

Dragonstones take the Manakete class and are unable to take normal Classes used

by regular humans.

Manakete Transformation Mechanics A Manakete is unable to fight in their human form, rendering extremely

vulnerable if engaged without their Dragonstone. However, a Manakete in

possession of their Dragonstone may transform freely at the start of an attack or

counterattack. A Manakete may also elect to transform once at the beginning of a

skirmish and have their transformation last until the end of the battle as this has the

same effect as transforming before every attack.

A Manakete that has transformed has access to their devastating breath

weapons, which use the Might indicated on their particular Tribe’s Dragonstones.

Using a Dragonstone to transform also confers additional stat bonuses to the

Manakete, which offset their lower starting stats. Ever attack made with their

breath weapon uses Durability from their Dragonstone like a regular weapon;

however, if their Dragonstone reaches 0 Durability, it shatters, rendering a

Manakete unable to transform into their dragon form. A new Dragonstone must be

constructed using a gemstone of a minimum of 10,000 gold in value by

transferring their dragon essence into the new gemstone which acts as the new

vessel. A Manakete that cannot construct a Dragonstone within one week begins to

slowly decay mentally, becoming mindless and feral in a month. A Manakete does

not suffer from this decay if separated from their Dragonstone for any length of

time but will experience their natural and growing desire for destruction until they

can be satiated.

44

Making a Manakete A Manakete is generated similarly to a normal human character with a vew

variations. When a Manakete character rolls for their Current Stats, they do

not roll 1d8 for each stat. Instead, they roll 1d6 for each stat. This is because

Manaketes gain powerful stat bonuses when transformed but are weaker than

Beorcs in their humanoid forms. All other aspects of character generation are the

same. Instead of choosing a Class, they take the Manakete class detailed in this

section. A Manakete may belong to a single Manakete Tribe and utilize their

Tribe’s indicated variation of Dragonstones. The Manakete class has a maximum

level of 20. All Tribes also acquire a class skill at level 15 and 20. The skill they

obtain is listed in their Tribe entry. The following is a legend for use with the

Manakete Tribe entries. Once selected, a Manakete cannot change their Tribe,

as this is the form they were born with. Additionally, they cannot utilize

Second Seals to Reclass unless they are a Manakete/Human hybrid child.

Tribe Name: The name of their Tribe and the form they take on upon

transformation

Description: Brief flavor text about the tribe

HP/Stats: The Tribe’s HP value at level one and any change in base stats caused

by tribe selection. The HP of the class comes before the forward slash, so don’t get

mixed up on anything. Stat adjustments are applied to both a character’s Base and

Current stats as previously mentioned in normal character creation. Note that these

only apply once at character generation

Move: How many spaces a unit may travel in one turn and any special movement

types they may possess, such as Flight or Waterwalk

Proficiencies: The type of Dragonstone your tribe may channel in combat and

what gemstone you must use as a vessel for your Dragonstone

Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start

with one or two skills and gain a new skill at Level 15 which is differentiated here

in parentheses. Skill effects are shown in the Skills chapter.

45

The Fire Tribe

Mostly resembling the archetypical dragon, the Fire Tribe consists of mighty

red dragon warriors, sometimes green, that can channel the powers of fire to

incinerate their foes. A Fire Dragon sports red hair and large dragon wings in their

human forms, but in their dragon forms, may or may not have wings made of pure

flame and fire burning through the cracks of their scales.

HP/Stats: 16+3d6 / HP Gain 8, +2 Strength, +1 Speed, -1 Skill, -2 Res

Move: 6

Proficiencies: Fire Dragonstone made with a large Ruby that, when imbued, shows

a burning inferno inside of the stone and is warm to the touch

Skills: HP+5 Lvl 1, Counter Lvl 15, Life and Death Lvl 20

46

The Ice Tribe

Finned dragons covered in ice, the Ice Dragon Tribe is known for their

prismatic scales that can reflect magics. Adept with their breath weapons, their

frigid blasts of air bypass even the toughest armors, freezing opponents from

within. An Ice Dragon usually sports hair in a shade of blue and possesses cold

eyes in their human forms and flowing fins or whiskers in their draconic forms.

HP/Stats: 14+3d6 / HP Gain 8, +2 Res, +1 Magic, -1 Def, -2 Speed

Move: 6

Proficiencies: Ice Dragonstones made with a large Sapphire that, when imbued,

possessed a blue glow and is chilled to the touch

Skills: Resistance +2 Lvl 1, Aegis Lvl 15, Countermagic Lvl 20

47

The Earth Tribe

Possessing awe-inspiring strength, Earth Dragons easily shrug off the most

powerful blows from the mightiest blows. Earth Dragons may or may not possess

wings, which reflect in their human forms, but all Earth Dragons sport powerful

builds and hair of an earthen tone. Their draconic forms are extremely muscled and

utilize roars that shape the earth to assault their foes with shards of stone.

HP/Stats: 16+3d6 / HP Gain 9, +2 Defense, +1 Strength, -2 Speed, -1 Res

Move: 6

Proficiencies: Earth Dragonstones made with a large Topaz that, when imbued,

possesses a soft amber glow and becomes about 10 pounds in weight.

Skills: Defense +2 Lvl 1, Pavise Lvl 15, Armored Blow Lvl 20

48

The Dark Tribe

A Tribe not aligned to a worldly element, Dark Dragons are empowered by

the natural shadows of the world. Also called Shadow Dragons, the Dark Dragons

can vary greatly in physiology, ranging from black serpents to more traditional

dragons. A Dark Dragon’s humanoid form has jet black hair, deep, purple eyes,

and utilize dark flames to send their foes into the grasp of the abyss.

HP/Stats: 14+3d6 / HP Gain 8, +2 Strength, +1 Skill, -1 Speed, -2 Res

Move: 6

Proficiencies: Dark Dragonstones made with a large Onyx that, when imbued,

possesses a dark purple glow and extinguishes all light sources within 5feet of it.

Skills: Focus Lvl 1, Lifetaker Lvl 15, Savage Blow Lvl 20

49

The Divine Tribe

Just as the Dark Tribe channels the darkness of the world, the Divine Tribe

harness the world’s light to assume their dragon forms. Their draconic forms vary

greatly as they may possess fur, feathers, or large, leafy wings alongside yellow,

white, or light green scales. Their humanoid forms have either green or purple eyes

and hair and attack by breathing holy light onto their foes.

HP/Stats: 14+3d6 / HP Gain 8, +2 Magic, +1 Res, -2 Def, -1 Skill

Move: 6

Proficiencies: Divine Dragonstones made with a large Diamond that, when

imbued, possesses a shining white glow and heals minor injuries of the holder.

Skills: Charm Lvl 1, Amaterasu Lvl 15, Corona Lvl 20

50

Manakete Stat Caps As for all Manakete dragon tribes, Luck will always cap at 30. The following

table lists the stat caps for each individual Manakete Tribe. Note that these stat

caps do not include the passive stat bonuses from one’s Dragonstone.

Tribe HP Strength Magic Skill Speed Defense Resistance

Fire

Manakete 65 22 20 20 20 20 16

Ice

Manakete 55 20 20 18 20 18 22

Earth

Manakete 70 20 20 20 18 22 18

Dark

Manakete 60 20 20 18 22 20 20

Divine

Manakete 60 20 22 20 20 16 20

51

The Laguz

When the world was young, the Goddess of Dawn, Ashunera, made the first

people, the Zunanma. These beings split into two forms: the Beorc, blessed with

the gift of wisdom, and the Laguz, blessed with the gift of primal strength. While

Beorc wield weapons of all shapes into battle, Laguz channel their powers and

shift into fearsome animal forms to run like a swift wind, take to the skies, or even

breathe fire that melts steel and stone.

Being mighty beasts sealed within human forms, a Laguz unit must position

themselves carefully when untransformed, as they are very vulnerable in this state.

However, when they harness enough energy and transform into their bestial forms,

their combat prowess is terrifying and legendary. A Game Master may elect to use

both Laguz and Manaketes freely but finding both races in the same setting is rare.

Unless intended, the Game Master should use one race while excluding the other.

52

Reading The Laguz Information Block

General Laguz Information A Laguz stays in a humanoid form when not in combat, turning into their

animal form when enough of their inner power has been stockpiled. This humanoid

form is similar to a normal human, yet possesses animalistic traits that reflect their

animal nature. These traits are ever-present and will always require some kind of

concealment if attempting to pass off as a Beorc. A Beast Tribe Laguz may have

feline ears or a large, bushy head of hair with a beard resembling a lion while a

Bird Tribe Laguz might have sharp eyes alongside their large, avian wings. A

player cannot opt to not have these features, as they are present on all Laguz.

By default, Laguz only appear in the Tellius series of Fire Emblem games,

and as such, your Game Master may opt to place the racial tension between Beorc

and Laguz found in the games onto you and other Laguz in the setting or disallow

the Laguz race entirely if the Game Master’s setting doesn’t support their presence.

On the other side, if a player wants to be a Laguz, try to work with them to include

Laguz in your setting if possible.

A normal human, formally known as a Beorc, can mate with a Laguz and

produce a child known as a Branded. A Branded always have a birthmark

somewhere on their body that labels them as a half-breed. Not quite human and

unable to harness energy into an animal form, Branded are usually social outcasts,

living in secret or in isolated Branded villages. If attempting to create a Branded

character, then refer back to the Class section as Branded are unable to transform

into their inherited Laguz Tribe, forcing them to take a Class instead of a Tribe.

Note that a Laguz lacks the ability to promote but has a maximum level cap

of 25. Laguz also acquire class skills at levels 10 and 20. The skills they obtain are

listed in their Tribe entry. A player may also wish to play a Laguz of a different

breed of animal or different color. Work with the Game Master to select the Tribe

entry that best matches what the player wants.

53

The Transformation Bar In combat, a Laguz has what is called a Transformation Bar that represent

the energy a Laguz channels to shift into their true forms. This gauge has a

minimum of zero and has a maximum of 30 Laguz Points. When your Laguz

Points reaches or exceeds 30 points, you may choose to Transform on your

respective Phase as a Free Action. If you choose not to shift when your

Transformation Bar becomes full, your Laguz Points begin to degrade normally as

if you had shifted. A Laguz may shift into their Laguz form any time before their

Transformation Bar becomes empty as a Free Action, shifting back to their

humanoid form when the bar empties as normal.

At the beginning of your turn, you passively gain or lose Laguz Point

depending on your current form. In-battle events can also affect the gain of your

Laguz Points for the turn, such as being attacked or using special items. The points

you gain and lose per turn or event are different for every tribe and listed in their

own entries in the following section.

A Laguz gains proficiency ranks as normal. When certain weapon ranks

have been reached, a Laguz’s natural weapons upgrade from repeated use. When a

Laguz’s weapon rank increases, the Laguz’s natural weapons are swapped out for

the natural weapon with a higher rank. A Laguz cannot possess more than one

natural Laguz weapon and must always use the highest ranking weapon available.

54

The Humanoid Form Mechanics Listed below are the three main properties of a Laguz in their humanoid form.

Aside from these two rules, Laguz function as normal characters.

1. A humanoid Laguz may not use standard weapons or tomes. Additionally,

they may not attack with their natural weapons while in Humanoid Form. To

do so is dishonorable and highly taboo.

2. A humanoid Laguz gains a number of Laguz Points at the start of their turn

and after being attacked depending on their chosen Laguz Tribe.

3. Once the Laguz Transformation Bar has been maxed out, the unit may

choose the Transform action on their respective Phase (this is a Free Action).

The Laguz Form Mechanics This section details the special mechanics that come from being in a Laguz form.

1. A transformed Laguz gain a bonus to their stats that persist until the Laguz

reverts to their humanoid form.

2. A transformed Laguz gains the ability to use their natural weapons, which

are determined by their selected Tribe. These weapons cannot be used in

humanoid form in any way.

3. A transformed Laguz loses a number of Laguz Points at the start of their turn

and after being attacked depending on their chosen Laguz Tribe.

55

Making a Laguz Unlike a Beorc, or regular human, Laguz do not follow the same formula for

character creation. When a Laguz character rolls for their Current Stats, they

do not roll 1d8 for each stat. Instead, they roll 1d6 for each stat. This is

because Laguz gain powerful stat bonuses when transformed but are weaker than

Beorcs in their humanoid forms. All other aspects of character generation are the

same.

They also roll for a stat called their Laguz Initiative. A character’s Laguz

Initiative determines the number of Laguz Points they naturally begin with in a

battle. To determine Laguz Initiative, roll 3d6. The result of this roll is a

character’s Laguz Initiative and cannot be changed upon leveling up.

Laguz Initiative can represent how much inner power a Laguz passively

channels or how quick to act they can be, so lower Initiatives may represent a

level-headed or cautious Laguz while a high Initiative may represent a much more

hot-headed Laguz.

The following is a legend for use with the Laguz Tribe entries. Once selected, a

Laguz cannot change their Tribe, as this is the form they were born with.

Tribe Name: The name of their Tribe and the form they take on upon

transformation

Description: Brief flavor text about the tribe

HP/Stats: The Tribe’s HP value at level one and any change in base stats caused

by tribe selection. The HP of the class comes before the forward slash, so don’t get

mixed up on anything. Stat adjustments are applied to both a character’s Base and

Current stats as previously mentioned in normal character creation. Note that these

only apply once at character generation

Move: How many spaces a unit may travel in one turn and any special movement

types they may possess, such as Flight or Waterwalk

56

Proficiencies: The animal weapon you use upon transformation. Note that your

animal weaponry cannot be used while in your humanoid form.

Laguz Form Bonuses: The stat bonuses you receive for transforming into your

Laguz form.

Laguz Point Influences: How many Laguz Points you passively gain or lose at the

beginning of a turn and how many you gain or lose after an attack.

Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start

with one or two skills and gain a new skill at Level 15 which is differentiated here

in parentheses. Skill effects are shown in the Skills chapter.

57

The Beast Tribes

Tiger

Capable of inhuman endurance, Tiger Laguz boast formidable Strength and

Defense, making them hardy warriors. Those of the Tiger Tribe usually sport

striped skin, large frames, and tails, which may reflect on their savage natures or

juxtapose with a gentler personality.

HP/Stats: 26+2d6 / HP Gain 9, +2 Defense, +1 Strength, -2 Speed, -1 Resistance

Move: 7

Proficiencies: Tiger Fangs Rank D

Laguz Form Bonuses: +5 Str/ Def, +3 Skl/Spd/Res, +15 Con, +2 Move

Laguz Point Influences:

Tiger

Humanoid Form Laguz Form

Turn Battle Turn Battle

+8 +15 -4 -3

Skills: Defense+2 Lvl 1, Good Fortune Lvl 10, Howl Lvl 15, Aegis Lvl 20

58

Cat

Lithe and cunning, Cat Laguz boast unrivaled speed and easily weave

through the battlefield to strike their enemies. Those of the Cat Tribe sport fit,

athletic bodies, a pair of feline ears atop their heads, and a tail in their humanoid

form, making for an agile but sometimes hot-headed and close-minded Tribe.

HP/Stats: 22+2d6 / HP Gain 7, +2 Speed, +1 Skill, -2 Defense, -1 Resistance

Move: 7

Proficiencies: Cat Claws Rank D

Laguz Form Bonuses: +5 Skill/Speed, +3 Str/Def/Res, +15 Con, +2 Move

Laguz Point Influences:

Cat

Humanoid Form Laguz Form

Turn Battle Turn Battle

+10 +15 -5 -4

Skills: Duelist’s Blow Lvl 1, Lunge Lvl 10, Quickclaw Lvl 15, Adept Lvl 20

59

Lion

The strongest of the Beast Tribe, the royal Lion Laguz use their indomitable

might to tear through steel and command respect from their fallen foes. Those who

represent the Lion Tribe are extremely muscled and boast long, bushy hair

resembling a mane adorned with a thick beard and are naturally proud, sometimes

becoming blindly arrogant due to their overconfidence in their abilities.

HP/Stats: 22+2d6 / HP Gain 8, +2 Strength, +1 Skill, -1 Speed, -2 Resistance

Move: 7

Proficiencies: Lion Claws Rank D

Laguz Form Bonuses: +7 Str, +3 Def/Spd/Skl/Res, +15 Con, +2 Move

Laguz Point Influences:

Lion

Humanoid Form Laguz Form

Turn Battle Turn Battle

+5 +10 -3 -2

Skills: HP+5 Lvl 1, Roundhouse Lvl 10, Quickclaw Lvl 15, Trample Lvl 20

60

Wolf

Toughened by harsh desert climates, the Wolf Tribe is a Tribe of swift,

efficient hunters that strike with precision and ferocity. The Wolf Tribe sports

large, bushy tails and canine ears atop their heads, their sharp fangs adorned with

cold, hungry eyes that never lose track of their prey.

HP/Stats: 20+2d6 / HP Gain 7, +2 Skill, +1 Speed, -1 Defense, -2 Resistance

Move: 7

Proficiencies: Wolf Fangs Rank D

Laguz Form Bonuses: +5 Strength/Skill, +3 Spd/Def/Res, +15 Con, +2 Move

Laguz Point Influences:

Wolf

Humanoid Form Laguz Form

Turn Battle Turn Battle

+6 +10 -3 -4

Skills: Swap Lvl 1, Quick Draw Lvl 10, Howl Lvl 15, Silencer Lvl 20

61

The Bird Tribes

Hawk

The Hawk Tribe is a Tribe of Laguz blessed with the gift of flight. With

pointed ears and massive wings, these Laguz are confident and hardy foes that can

hold their own in battle and easily retreat when needed. A Hawk Laguz has a solid,

muscular body that proves useful in flying great distances.

HP/Stats: 22+2d8 / HP Gain 7, +2 Strength , +1 Skill, -1 Defense, -2 Resistance

Move: Flight 7, Canto

Proficiencies: Hawk Talons Rank D

Laguz Form Bonuses: +4 Strength/Skill, +3 Spd/Def/Res, +10 Con, +2 Move

Laguz Point Influences:

Hawk

Humanoid Form Laguz Form

Turn Battle Turn Battle

+8 +15 -4 -3

Skills: Tantivy Lvl 1, Deliverer Lvl 10, Maelstrom Lvl 15, Cancel Lvl 20

62

Raven

The Raven Tribe is one of treachery and deceit, swearing hollow vows

with honeyed tongues and exploiting weaknesses in their victims. Raven Laguz

bear sharp eyes, charming appearances, and swift, black wings on their backs,

which many travelers have come to fear. Not all Ravens thrive in chaos, but the

peace-loving Raven is a true rarity.

HP/Stats: 20+2d6 / HP Gain 7, +2 Speed, +1 Skill, -1 Strength, -2 Defense

Move: Flight 7, Canto

Proficiencies: Raven Talons Rank D

Laguz Form Bonuses: +4 Speed/Skill, +3 Str/Def/Res, +9 Con, +2 Move

Laguz Point Influences:

Raven

Humanoid Form Laguz Form

Turn Battle Turn Battle

+6 +10 -4 -3

Skills: Steal Lvl 1, Darting Blow Lvl 10, Shriek Lvl 15, Galceforce Lvl 20

63

Heron

The Heron Tribe are of the smallest population of Laguz. Their rarity

combined with their legendary beauty lead some who pass a Heron to believe

they’ve seen an angel. While the royal herons sport white wings, non-noble Herons

range from dark blue to brown. Herons utilize ancient songs called the Galdr to

revitalize allies in combat, yet lack any capacity for combat due to their sensitivity

to the chaotic energies battles produce and their natural fragility.

HP/Stats: 16+2d6 / HP Gain 6, +2 Luck, +1 Speed, -1 Magic, -2Defense

Move: Flight 7, Canto

Proficiencies: None

Laguz Form Bonuses: +5 Magic/Speed/Resistance, +2 Skl/Def, +6 Con, +2 Move

Laguz Point Influences:

Heron

Humanoid Form Laguz Form

Turn Battle Turn Battle

+3 +6 -5 -6

Skills: Galdr of Vigor Lvl 1, Voice of Peace Lvl 5, Inspiration Lvl 10

Galdr of Recovery Lvl 20

64

The Dragon Tribes Laguz of world sundering might, those of the Dragon Tribe are few in

number and naturally recluses, preferring to stay neutral in world affairs. Their

longevity has numbed them to the affairs of man, with the oldest Dragons even

walking alongside the goddess who created the world. The Dragon Laguz are split

into three main Tribes: Red Dragons, White Dragons, and Black Dragons. These

rare tribes may crossbreed, producing even rarer Pink, Grey, and Burgundy

Dragons. Regardless of color, a Black Dragon always rules the Dragon Tribes. All

Dragons possess a sigil on their foreheads denoting their Tribe.Consult with the

Game Master before selecting a Dragon Tribe Laguz as they are extremely

powerful, which may or may not prove problematic for them.

Red Dragons are the most numerous of the Dragon Tribes. These warriors

boast near impenetrable scales and superhuman endurance, making a Red Dragon a

terrifying opponent.

White Dragons are beings of immense magical power whose Dragonfire

manifests as searing rays of light, making even the toughest of metals melt when

exposed to their power.

Black Dragons are some of the most powerful creatures in the mortal realm,

capable of leveling entire castles with their powerful Dragonfire. Their undisputed

power is only held in check by their cautious nature and scarce numbers.

65

The three Dragon Tribes differ in some stat adjustments and transformation

bonuses and will be separately listed in the appropriate sections. Pink, Grey, and

Burgundy crossbred Dragons freely select a single Tribe of either of their parents’

colors.

HP/Stats:

Red: 18+2d8 / HP Gain 8, +2 Defense, +1 Strength, -1 Resistance, -2 Speed

White: 16+2d6 / HP Gain 8, +2 Magic, +1 Skill, -1 Speed, -2 Defense

Black: 18+2d8 / HP Gain 10, +2 Strength, +1 Defense, -1 Speed, -2 Magic

Move: 5

Proficiencies: Red, White, or Black Dragonbreath Rank D

Laguz Form Bonuses:

Red: +6 Defense, +5 Strength, +4 Skl/Spd/Res, +26 Con, +1 Move

White: +6 Magic, +5 Skill, +4 Spd/Def/Res, +24 Con, +1 Move

Black: +7 Strength, +6 Defense, +5 Skl/Spd/Res, +30 Con, +1 Move

Laguz Point Influences:

Dragon

Humanoid Form Laguz Form

Turn Battle Turn Battle

+5 +6 -2 -3

Skills:

Red: Blood Tide Lvl 1, Nihil Lvl 10, Counter Lvl 15, Ire Lvl 20

White: White Pool Lvl 1, Nihil Lvll 10, Countermagic Lvl 15, Ire Lvl 20

Black: Night Tide Lvl 1, Nihil Lvl 10, Draconic Hex Lvl 15, Ire Lvl 20

66

Laguz Tribe Stat Caps Laguz units do not promote like normal characters, but all Tribes have a

maximum level of 30. While their primary stats will all vary accordingly, Luck

will always cap at 30 as a normal character. The following table lists the stat

caps for each Laguz Tribe, with each Dragon Tribe listed separately due to their

varied nature. Note that these tables only apply to a unit’s Current Stats, meaning

the Transformation Bonus from a unit’s Laguz Form may push them over their

indicated stat caps while in their true forms.

Tribe HP Strength Magic Skill Speed Defense Resistance

Tiger 55 22 16 22 20 24 22

Cat 50 20 16 24 24 20 16

Lion 60 24 16 20 22 22 18

Wolf 50 22 16 22 22 18 18

Hawk 50 24 16 20 20 22 18

Raven 45 22 16 24 24 18 20

Heron 45 16 22 22 20 16 24

Red

Dragon

65 22 20 22 22 26 20

White

Dragon

60 24 26 22 24 22 24

Black

Dragon

70 26 20 22 20 24 22

67

Leveling Up

Through fierce combat and intelligent strategies, you gain experience points,

or EXP. Whenever you gain over 100 EXP, your cumulative EXP resets back to

zero and you gain a level. Any excess EXP you gain rolls over to your next level.

Gaining levels is how you become grow and become stronger in the Fire Emblem

series. You gain EXP for various actions as shown by the following table.

Experience Gain Table

Action EXP

Gained Action

EXP

Gained

Attacking an

enemy 15 Attacking a boss 25

Defeating an

enemy 25 Defeating a boss 80

Being attacked by

an enemy and

counterattacking

15

Being attacked by an

enemy but unable to

counterattack

1

Completing an

objective 30 Using a Staff Varies*

The experience you get from using a Staff varies on the type of staff you

use. The experience gain for each type of staff is listed In the Staves table in the

Item chapter.

A unit will only receive half of the indicated EXP if their target was more

than 4 levels lower than them. Additionally, a promoted unit that engaged in battle

with an unpromoted unit will only receive half of the indicated EXP.

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So which stats increase and which stats don't? Well, in the games, stat gains

were determined by growth rates, and after much tinkering, the best possible

representation of starting level values and growth rates are presented here. When

you level up, your base stat determines your growth rate, which is simply how

likely that stat is to receive a +1 upon leveling up. Having a high base stat value

means that that stat will have an easier time growing into a larger value than a

small Base Stat value.

To begin leveling, add 1 to your current level to signify your level up.

Then, roll 1d10 for each stat and compare your result to the value of your Base

Stat. If you roll under your Base Stat number or match it, that stat gains a +1 to

its Current Stat value. For your HP, you roll 1d10 to match or get a lower number

than your class’s indicated HP Gain number. Remember that the 0 on the d10 is a

ten, not a zero.

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Reclassing A unit may decide to utilize an item called a Second Seal to undergo a process

called Reclassing. Through Reclassing, a unit can change their class while

retaining their previously possessed skills. This allows units to gain the skills of

another class or switch into a class they feel would better suit them. The rules for

Reclassing are as follows:

When a unit Reclasses, their class changes into the chosen class. Their Level

and current Experience do not change.

A first tier unit may only Reclass into another first tier class. A promoted

unit may only Reclass into another promoted class.

Manaketes and Laguz cannot use a Second Seal to Reclass (with the

exception of Manakete/Human hybrid children).

All Class Stat Adjustments the unit received are removed and replaced with

the Stat Adjustments of the class they are moving into. If switching into a

promoted class, the Class Stat Adjustments of the chosen base class relating

to the class the unit is moving into is used.

A unit loses its current weapon and magic proficiencies and gains the

proficiencies of the new class. If the classes share a proficiency, the unit

retains its weapon rank; otherwise, the new proficiencies begin at Rank E.

A unit retains the skills it possesses before it Reclasses and learns the skills

of the class they Reclass into at their appropriate levels.

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Supports: The Bonds of Friendship

One of the best assets to have on the battlefield is a skilled ally to watch

your back. Through grueling journeys, units have the ability to grow closer on a

personal level, forging loves and friendships in the process. These bonds manifest

as Support Bonuses in combat, representing an ally’s assistance on the battlefield.

.

Every unit has an Affinity described in the “Determining Base Stats”

chapter. Your Affinity is the natural element your spiritual energy most aligns to.

Your unit’s unique Affinity governs what passive bonuses you grant to your

closest allies and what bonuses they in turn grant to you.

To determine your character’s Affinity, roll 1d8 and consult the following table.

Once determined, a character’s Affinity cannot be changed in any way short of

direct Game Master Intervention.

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Affinity Table

Result of 1d8 Roll Corresponding Affinity

1 Earth

2 Dark

3 Fire

4 Ice

5 Light

6 Thunder

7 Wind

8 Heaven

Forging the Bond A Support, once created, starts at Rank C and climbs to Rank A over time,

with the bonuses between units becoming more potent as the Support Rank rises.

To build a Support between two units, the two units must be adjacent to one

another for a certain amount of turns depending on their current Support Rank.

Every turn a unit spends next to another unit grants them a Support Point, which

upgrades their Support Rank. Consult the following table

Support Rank Progression

Rank To Next Rank Total Support Points

No Rank 25 25

Rank C 30 55

Rank B 35 85

Rank A - 85

A character may not have more than one A Rank and B Rank Support and

more than 3 Supports in total. An example Support list of A, B, and C or B, C, and

C is fine, yet A, A, and B or C, B, B, are prohibited.

A Support Bonus can only rise in rank once per battle. When improving a

Support Bonus’s rank, the two characters involved are highly encouraged to

roleplay the interaction, revealing character quirks, background information,

aspirations, or other character details through a two-way interaction.

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Utilizing the Bond When two units with a Support Rank of C or higher are within 3 spaces of

one another, both units gain a bonus to their stats corresponding to their

partner’s Affinity, not their own. A unit may never benefit from their own

Affinity at any time.

The following tables detail each Affinity’s specific bonuses.

Earth Affinity

Rank - Avoid

Rank C - 5

Rank B - 10

Rank A - 15

Dark Affinity

Rank Attack Avoid

Rank C 2 -

Rank B 3 5

Rank A 4 10

Fire Affinity

Rank Hit Crit

Rank C 5 -

Rank B 7 5

Rank A 10 10

Ice Affinity

Rank Hit Avo

Rank C 5 -

Rank B 7 5

Rank A 10 10

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Light Affinity

Rank Defense Hit

Rank C 2 -

Rank B 3 5

Rank A 4 10

Thunder Affinity

Rank Defense Avoid

Rank C 1 -

Rank B 2 5

Rank A 3 10

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Wind Affinity

Rank Attack Hit

Rank C 1 -

Rank B 2 5

Rank A 3 10

Heaven Affinity

Rank - Hit

Rank C - 5

Rank B - 10

Rank A - 15

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Character Finalization So, you've rolled your Base Stats, chose a class, and learned how to level up. You

must be itching to get on the battlefield already, eh? Well, before you get on the

battlefield, skim over this part for any final instructions applicable to your

character.

If you're aiming to make a character above level one, roll xd10 for each stat

with x equaling the number of levels past 1 you want. For example: if one were to

want to make a level 7 character, you would roll 6d10 for each stat with each roll

being compared to your Base Stats like a standard level up. An electronic dice

roller does wonders here, but feel free to do it manually if you like rolling dice.

Now on the character sheet, you might notice a few more stats that haven't been

mentioned yet. These are essential to combat, but aren't defined as stats. These

essential values are Rescue, Hit, Avoid, and Critical.

Rescue:

Equivalent to your Con score. Can be used to rescue units with a

smaller Con than yours. A Rescued unit can be carried by the Rescuer during their

movement and be placed back onto the field adjacent to the Rescuer as a standard

action. While holding a Rescued unit, the Rescuer’s Skill and Speed are halved.

Hit: Your base attack accuracy with no weapon, terrain, or other bonuses

factored in. Calculated by (Skill x2) + Luck. . Your Hit is rounded to the nearest

number divisible by five (A Hit of 47 would round to 50 and so forth) to speed up

gameplay.

Avoid (Avo): Your base agility and dodging capabilities. Calculated by

Speed+Luck. If you outspeed your opponent by having a Speed of four or

more, your Avoid is doubled! Like Hit, your Avo is rounded in the same

fashion in the interest of avoiding bogging down the game with excessive math.

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Attack/Damage The raw power behind your blows. Damage, which may also be called

Attack, is calculated by your Strength + the Might of your equipped weapon. If

utilizing a magical weapon that uses Mag or a tome of any variety, your Damage is

calculated by your Magic + the Might of your equipped weapon/tome. All

weaponry uses Strength to calculated damage unless explicitly stated or is a magic

tome.

Critical (Crit): Your base chances of scoring a Critical Hit. When you score a Critical

Hit, your damage is TRIPLED. Yeah, you read that right. Your base Critical is

calculated by (Skill + Luck) / 2 plus any bonuses from weapons or other sources.

Crit Avoid (CrtAv) Your passive defenses against a critical hit. This number is subtracted from

your opponent’s Critical during a fight. Your Crit Avoid is equal to your Luck

stat.

Inventory A single character can hold five weapons or items. By default, you start with

one weapon of every p roficiency you have. Laguz start with a Laguz weapon of

the highest rank their Tribe grants them proficiency in and Manaketes begin with a

Dragonstone of their Tribe. Depending on your proficiency rank, you may get a

different type of starting weapon than other ranks. These given weapons cannot

have any special properties. If there are no standard weapons that match a unit's

proficiency, they are given standard weapons of the next lowest proficiency.

Starting with a different weapon that the unit is able to wield is at the discretion of

the GM, but don't beg! No one likes beggars and whiners!

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Faceless Numbers: The Importance of Identity Your unit is all ready to go. All of your stats and numbers are worked out,

your inventory is full of your trade tools, and you're anxious to get on the

battlefield.

But who are you? Why do you fight? Are you just a nameless rank and file

soldier living in the shadows of real heroes? Well don't be! Fire Emblem is famous

for a gargantuan selection of fun and loveable characters of all degrees, so giving

your unit some personality helps give them a defining feature. Maybe you're a

cunning noble who got swept up in elaborate schemes and ruthless warfare?

Maybe you're a small village kid who really likes traveling and meeting new

people? Or are you sticking around for the extra money to put food on the table?

Kids aren't cheap y'know!

Your personality and backstory help define your unit from the waves of

other soldiers and can create plenty of role-playing opportunities with your fellow

soldiers-at-arms. It may even help bring your character to life even more in the

midst of battle, where their backstories and preferences may determine your tactics

in combat. Don't be shy, be creative, and have fun with your character!

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On the Battlefield The sound of thunderous footsteps resonates from the hills. You look to your

squadron; some unable to cope with pressure, and some as steady as rock under the

impending waves of man and steel. The enemy comes into sight and your weapons

shakes violently. "Will this be my last battle? Am I going to...?" No, you mustn't

think like that. Your training will keep you safe. It has to. The thundering footsteps

turn into a fierce storm as the enemy charges you, weapons sharp and eyes blood

red. Your grip tightens. This is it; your moment of glory!

The following section will detail everything about the meat of Fire Emblem:

The Tides of War: combat and all associated battlefield mechanics and systems.

Stay attentive, as failure to master combat is a quick way to end up six feet under.

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The Flow of Combat

Fire Emblem is a turn-based strategy series. The player (or in the case of

Fire Emblem: The Tides of War, the players) take turns maneuvering and

strategizing against one another in hopes of conquering the other side with as little

resources spent as possible. After all, what good is a victory when most of your

men die? And since there is no way to revive a lost character in Fire Emblem,

having a unit fall can turn the tide of battle in a flash.

Objectives The most common objectives in the Fire Emblem series are usually the ones

that need the least explaining. Routing the enemy team means no survivors; for

whatever reason, the enemy team must fall, and fall hard. For when a less offensive

take on the battle is needed, Defending the designated target is optimal. This could

be an entrance into a sensitive area or a VIP of some sort. For when fighting is

unwise, a Reach Target objective is what you're most likely looking at. This could

be anything from sneaking into an encampment to escaping an unstable area.

If no one feels like being the Game Master, try pitting your armies against

one another! Two or more players can fight on a mutually agreed on battlefield to

see who has the sharpest tactical mind. While competitive and fun, keep in mind

that more players and larger armies make the game last longer!

Player and Enemy Phases As Fire Emblem: The Tides of War aims to seamlessly transfer the world of

Fire Emblem into traditional pen and paper gaming, combat is not handled like

something along the lines of Dungeons and Dragons or Shadowrun. There's no

initiative for individual units and tracking turn orders. Combat is divided into

phases and shifts into the next phase when every unit on the selected team

completes their actions. The Player Phase is when the players get to act. Each unit

is able to take a Move Action, Standard Action, and Minor Action once per Player

Phase. These actions comprise a single set of actions for units. Some actions

discussed later are able to be performed freely within a unit's turn, but those will be

mentioned as they come along.

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Once each unit either passes their actions or exhausts them, the next phase,

which is usually the Enemy Phase, begins. This is where any hostile units on the

map get to enact their turns using the same restrictions as every other unit. Players

must be careful of the enemy offensive or risk losing a teammate. After the Enemy

phase, the cycle returns to the Player Phase and the cycle continues. If an Objective

is sensitive to Turn count, like "Reach x in 6 turns", the beginning of the Player

Phase counts as adding one turn to the count.

Some other phases exist in the cycle, but might not be used depending on the

battle. The Ally Phase is when friendly units who aren't controlled by players get

to act. This phase follows the Player Phase. Unaligned units on the field act during

the Other Phase, which follows the Enemy Phase.

For an easy visual reference, the Phase Cycle goes as shown here:

Player Phase > Ally Phase > Enemy Phase > Other Phase > +1 Turn >Repeat

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Lay of the Land: The Map

Before learning about Phases, Actions, and Combat, you should familiarize

yourself with the terrain featured in Fire Emblem: The Tides of War. There are

many different types of terrain and each one grants different bonuses depending on

what terrain you position yourself onto. Note that flying units receive no

penalties or bonuses from all terrain as they can fly over all terrain with no

move penalties.

Plains/Floor

The basic terrain type. Offers no special bonuses

Forest/Pillar (+1 Defense, +20 Avo, x2 Move to traverse)

Thick forestry or sturdy support pillars.

Fort (+2 Defense, +40 Avo, HP Regen 10% per turn)

A small bunker or outpost. Offers healing by spending a turn on it.

Mountain (+2 Defense, +30 Avo, x2 move to traverse)

Large hills and steep inclines. Cannot be entered by Mounted units.

Peak (+2 Defense, +40 Avo, x2 Move to traverse)

The summit of a large mountain. Requires Mountainwalk to enter.

Lake/Sea (+10 Avo. x2 Move to traverse)

Any body of water. Requires Waterwalk to traverse.

Desert/Sandy Beach (+5 Avo, x2 Move to traverse)

Harsh, sandy areas. Magical units are unaffected by the Move penalty.

Gate/Throne (+2 Defense, +40 Avo, Hp Regen 10% per turn)

A noble throne or a mighty gate. Usually guarded by a powerful enemy

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Weather Effects Sadly, not all battles are fought in nice weather. Nature can be very

unpredictable and can drastically change the battlefield depending on what the

weather patterns bring about. While not a direct influence on every battle, knowing

what could be ahead and how to react to the changing climate can be the different

between victory and defeat.

Rain and Snow

Rain or snow makes the ground hard to traverse and forces all units on the

map to move at half movement (rounded down). If attempting to walk across

terrain that requires additional movement to cross per space while rain or snow is

in effect, it takes four times the normal movement to traverse the terrain. Note that

while these effects may stack, a unit is allowed to move at least one space per turn

under these conditions. Entering a building or other enclosed structure allows a

unit to move at normal speed.

Fog of War

The more intimidating of the inclement weather, Fog of War blocks the

vision of your units, forcing them to proceed slowly into areas they cannot see into.

A unit within the fog of war can only see units within 3 spaces of it.

However, a unit who currently belongs to the Thief, Rogue, Assassin, Ninja, or

Master Ninja classes may see 6 spaces away. Vision ranges can also be increased

by the use of the Torch item or the Torch staff.

Depending on what the Game Master wants, he may elect to use either light

fog or heavy fog. Light fog is the more common of the two types of fog and allows

players to see the entirety of the map as they would in normal weather conditions.

However, enemy units are not placed on the map until it comes into view of a

player unit’s vision range. Heavy fog, also called darkness, is a truly challenging

weather condition to tackle as both the map and enemy units are not seen until it

comes into view of a player unit’s vision range. Units walking through heavy fog

are near blind to the rest of the map, making walking into uncharted territory a

potentially deadly hazard.

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Aspects of Combat

As mentioned, a unit gets to take a certain amount of actions during their

turn. For simplicity's sake, actions have been classified as Movement, Standard, or

Minor actions. Movement Actions are used for moving a unit into position for

their next action. Standard Actions are most major actions, such as attacking or

visiting a shop. Minor Actions are actions that are not too engaging, such as

trading an item, and as such can be completed within a short amount of time.

Movement (Movement Action) A unit is allowed to move as many spaces on the game mat as

designated by their Move found in their class information block. Movement cannot

be performed after a Standard or Minor Action unless under a special circumstance

by a movement property such as Canto. Movement is also affected by terrain types.

There are also different types of Movement actions depending on your class.

Normal/Unspecified: No special properties.

Mounted: Usually greater distances, but cannot enter Mountain/Peak tiles

Flight: Can fly over any terrain, but do not gain bonuses from them as well

Waterwalk: Enables foot units to walk on water tiles. Affected by terrain

penalties.

Mountainwalk: Enables foot units to walk on Peak tiles and with no penalty

on Mountain tiles. Affected by terrain penalties.

Canto: A unit that performs may move the remainder of their movement

distance at the end of their turn if they have not used all of their movement.

Note that unless the unit possesses the Pass skill, a unit cannot move through

the tile of a hostile unit.

Attacking (Standard Action) Use the equipped weapon to attack the enemy. Details on combat are

detailed in the section labeled “Bearing Your Fangs: How to Fight.”

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Using Items (Standard) Actions such as using a lock pick on a locked chest, utilizing a Staff, or

using a healing item fall under Standard Actions. Note that you can't attack and use

an item in the same turn, so weigh the pros and cons of each option before

committing!

Visiting (Standard Action) Visiting a local home to gather information or browsing the wares of the

nearby armory.

Using an Active Skill (Standard Action) Using a skill classified as an Active skill, such as Gamble or Special Dance.

Pair Up (Standard Action) Move into an allied unit’s space, moving along with their leading unit as

they move. Also initiates the Guard Stance detailed in the Dual System chapter.

Talking (Minor Action) If you wish to speak to a unit of interest, it can be done with a minor action.

Note that talking to a unit can possibly influence their behavior in battle. Some

may become angry at you, or some may join you in your fight. Chat up a storm!

Trading (Minor Action) Trading items to and from a comrade. This is only usable if the units are

adjacent to one another and unaffected by effects that prevent actions from being

taken (Sleep, Paralysis, etc).

Wait (Free Action) Choosing to wait is manually ending your turn. You will automatically wait

after expending all other actions. For example, a unit could move its Movement,

talk to a teammate, and then proceed to attack a nearby enemy. After exhausting all

of their actions, they are forced to Wait until the next phase they are allowed to act.

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Bearing Your Fangs: How to Fight

You've already chosen to attack your enemy, but how does one actually

attack? Well this is the section for showing how actual combat takes place in a neat

step-by-step process.

1) The Attacker moves into Range

You can't hit an opponent if you can't reach them! All weapons generally

follow these generalizations. Melee weapons can attack from one adjacent space,

bows attack from two spaces away (a gap between attacker and defender), and

tomes can attack from melee or range. There are always exceptions, like a Javelin

or the Bolting tome, so be sure to look at the weapon's range before charging in!

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2) The Defender announces his Avoid

Just as it says, the defending unit announces his total Avoid (remembering to

round it as previously stated during Hit and Avoid calculations). This takes into

account their base Avoid, terrain, Weapon Trinity bonuses, and any other kind of

bonuses.

3) The Attacker reduces his total Hit by the Defender's total

Avoid.

The formula Total Hit-Total Avoid gives the attacker's accuracy. The

attacker rolls a d100, and if the rolled number is lower or equals it, the attack is

considered a success, or a Hit.

4) Check for a Critical Hit

The range of critical hits is smaller than your overall accuracy, but can be a

serious game changer when activated. When you roll a d100 for attacking, if your

roll falls under or matches (Your Critical - Defender's CrtAv), you score a

critical hit, or a crit. A critical hit does triple damage!

5) Check for a Skill activation

This applies to both units at once. If the Attacker has a combat skill, flip the

results of your d100 around. If you roll under or match the number set by

your skill's activation, it activates. For example, if one rolls a 49 on their attack

roll, their roll for skill activations would be a 94. If 94 fell under your activation

range, it'd activate. For more details on skill activations, see the Skills section on

page 62.

6) The attacker deals damage to the defender

Upon a successful Hit, the attacker deals damage to a unit, determined by

their Strength + the Might of their equipped weapon. If using a magical weapon

or a magical tome, it is instead Magic + the Might of the equipped

weapon/tome.

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7) The Defender reduces damage by their Defense/Resistance

When receiving damage, take care to use the right defense stat to reduce

damage. Defense reduces physical damage from weapons and bows, and

Resistance reduces damage from magical attacks from tomes or magic weapons.

8) The Defender takes their Counterattack if possible

After receiving damage, the Defender makes an attack roll against the

Attacker. This does not happen if a unit is unable to counterattack. Such

situations include not being in range, having no weapons, or being under a Status

Effect.

9) A second attack is made if possible

If either the Attacker or the Defender has four or more Speed than the other

unit, they are allowed an additional attack! Roll an attack roll as normal.

10) Combat Ends

The combat cycle finishes and the attacker's turn ends.

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And to compress combat into an easier to read list format for quick reference:

1. Move into range

2. Defender announces Avoid

3. Attacker's Hit is reduced by Defender's Avoid

4. Attacker makes a d100 attack roll and checks for a hit/critical hit

5. Check for any Skill activations

6. The Attacker deals Str + Might or Mag + Might damage

7. Defender reduces damage with Defense/Resistance as appropriate

8. Defender initiates counterattack if possible

9. Second attack by faster party is made

10. Combat Ends

Keep in mind that if either unit is reduced to 0 HP at any point in the cycle,

combat automatically ends and the unit is considered dead. The unit is removed

from the field and the current phase continues.

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The Dual System: Attack / Guard

Stances A battle is rarely a one versus one affair for soldiers as fierce encounters

rage on all around them. Many soldiers feel better fighting with a partner, allowing

them to take advantage of offensive openings or to protect one another from an

overpowering force. These fighting styles manifest in the Dual System, a group

fighting system that had its debut in Fire Emblem: Awakening as the Pair Up

system but has received major revisions for Fire Emblem: Fates.

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Both stances have different mechanics for each unit involved in the stance.

In each stance, the corresponding mechanics will be matched to what will be

referred to as the Lead Unit, the unit that initiates battles or leads a Paired Up

formation, or the Support Unit, the backline unit that confers bonuses and

assistance to the Lead Unit.

The Attack Stance The Attack Stances utilizes two units for offensive might. It is utilized by

two unpaired units in adjacent spaces with the unit initiating the attack becoming

the Lead Unit. Units in Attack Stance who initiate combat cancel out the Dual

Strikes of the defending target.

After the Lead Unit makes their attack as normal, the Support Unit is

allowed an attack immediately after, which is called a Dual Strike. Any damage

dealt by this attack only deals ½ damage on a successful strike. Only one attack

from the Support Unit is allowed unless they wield a Brave Weapon or similar

item.

The Support Unit’s normal weapon range is disregarded and will be able to

strike at any distance the Lead Unit can normally counterattack from.

The Support Unit may not activate attack-based skill (Astra, Lethality, etc)

but may still perform a Critical Hit. Conversely, the Support Unit’s attack does not

activate defensive combat skills (Aegis, Pavise, etc) but are still affected by

passive skills (Swordbreaker, Heartseeker, etc).

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The Guard Stance The Guard Stance utilizes two units fighting as a single unit that emphasizes

defense. A unit may use the Pair Up command to attach themselves to another unit.

The unit that initiated the Pair Up becomes the Support Unit and shares the space

of the unit it has paired with, who becomes the Lead Unit. The Support Unit moves

as the Lead Unit moves.

The Support Unit grants stat bonuses to the Lead Unit corresponding to the

Support Unit’s Class Stat Adjustments from their first tier class with positive

values. For example, A Mercenary acting as support would grant +2 Skill and +2

Luck to their Lead Unit.

The bonuses granted by a Support Unit become stronger if the two units

share a Support Rank. If the units have a Support Rank, an additional +1 is granted

to the bonuses granted by the Support Unit for each Support Rank they possess For

example; two units with an A Rank would be an additional +3 to the stats indicated

by the Support Unit’s first tier class in addition to the default bonuses. (ex A

Mercenary with an A Rank Support with the Lead Unit would grant +5 Skill and

+5 Speed to the Lead Unit).

When two units Pair Up, they share a Shield Gauge, which begins at zero

and caps at ten. Each attack by the Lead Unit or an enemy unit fills the Shield

Gauge by 2 points. When the Shield gauge fills to 10 points, the next incoming

attack will always be blocked, negating all damage to the Lead Unit. The Shield

Gauge resets to zero after a blocked attack or if the units separate.

While lending itself to more advanced tactics, be wary that enemy units can

also utilize the Dual System. Consider your choices before you attempt to engage

a group of enemies as they may prove to be overwhelming due to the Dual System.

NOTE: The Dual System is only found in Fire Emblem: Fates and may be

undesirable to groups looking to play a more classic style of Fire Emblem. As

such, the Game Master can include or exclude the system at will to match the

group’s desired aesthetics.

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The Weapon Trinities

When attacking units, your choice of weapons can give you a slight edge in

battle against your opponent. For example, a Cavalier using an unwieldy lance has

a disadvantage against a Fighter's axe, but when they switch to the more nimble

Sword, the Cavalier gains the advantage against the Fighter.

For weapons, the Weapon Trinity is:

Swords are effective against Axes

Axes are effective against Lances

Lances are effective against Swords

Bows and Ballistae sit in a neutral slot in the middle of the trinity. They

neither gain nor grant advantage to any weapon type, but still do their bonus

damage to flying units.

There also exists a trinity for magical tomes.

Anima is effective against Light

Light is effective against Dark

Dark is effective against Anima

Note that staves are not included in the magical trinity as they function more

as items than weapons, but are still closely associated with magic users.

When a unit attacks another unit and one has advantage due to the weapon

trinity, the unit with advantage gets a +10 to Hit and the unit with disadvantage

takes a -10 to their Hit. The Swordsman's swift blade outmaneuvers the Warrior's

axe, granting the Swordsman +10 to Hit and imposing a -10 Hit penalty to the

Warrior. Try attacking lance users next time, Warrior!

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For those wishing to utilize more complex magic interactions, a Game

Master may elect to use the dual magic trinity. This builds upon the existing

magical trinity of Anima, Dark, and Light by breaking Anima magics down into

three separate types of magic as seen in the Tellius and Jugdral series of games.

Fire is effective against Wind

Wind is effective against Thunder

Thunder is effective against Fire

Fire, Wind, and Thunder are treated as Anima magic effective against Light

and ineffective against Dark.

Additionally, the weapon triangle has further evolved in Fire Emblem: Fates.

For those wishing to use the new Weapon Trinity, it is listed below; otherwise, feel

free to utilize the classic Trinities.

Swords and Magic are effective against Axes and Bows

Axes and Bows are effective against Lances and Daggers

Lances and Daggers are effective against Swords and Magic

The Weapon Trinity and the Trinity of Magic of older fire Emblem titles are

now combined into a single Trinity, opening newer tactical options to strategists.

In Fire Emblem: The Tides of War, this new hybrid trinity further separates into

the normal Trinity of Magic.

Note that Staves still exist outside of the Trinity as they are not used in

combat.

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Weapon Ranks and Increasing Ranks

In the Fire Emblem series, the more a unit fights with a particular weapon

type, the more advanced versions of that weapon they can utilize. If a unit

successfully lands a hit in combat, they gain 1 point for each hit that landed. These

points, or weapon experience (WEXP), go into the weapon proficiency of the

weapon you used in combat, and when you get enough points, your rank increases.

Raising your weapon rank is important in growing out of novice weapons and into

more effective armaments. The following table shows how many points are needed

to rank up at each level of proficiency.

Weapon Rank Required WEXP Total WEXP

E to D 20 20

D to C 30 50

C to B 40 90

B to A 50 140

A to S 65 205

A unit may only have a single weapon proficiency rank of S at a single time

unless the Game Master directly intervenes and permits a unit to possess multiple S

Ranked weapon proficiencies

Weapon Ranks of the Fates Fire Emblem: Fates changes the pattern established by the previous entries

in the series. Being that only one game in the series has implemented this system,

Game Masters can choose to use the weapon ranking system of Fire Emblem:

Fates or continue to use the above system for weapon proficiencies.

A unit gains weapon experience as usual, gaining one point of WEXP per hit

by default. However, every class in Fire Emblem: Fates can only have pre-

established maximum weapon proficiency ranks. This new system incentivizes

choosing a class with less weapon proficiencies by allowing them access to more

powerful weaponry a unit with more proficiencies may not have access to. The

following table lists every maximum weapon rank for each promoted class.

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Note that classes that depend on Beaststone proficiency are not listed, as

well as any stone proficiency a class might possess (Nohr Nobles, Hoshido

Nobles). If a unit may choose a proficiency upon promotion, the proficiencies that

were not selected are instead removed from the table for your unit. You do not

gain proficiency with the weapons you did not select upon promotion.

**A Bishop promoting from a Monk has an S in Tomes and B in Staves. A

Bishop promoting from a Priest/Cleric has an S in staves and a B in tomes.

Promoted Unit Maximum Weapon Rank Table

Maximum Weapon Proficiency Rank

Class Sword Lance Axe Bow Dagger Tome Staff

Assassin - - - - - - -

Bride / Groom - B - B - - A

Berserker - - S - - - -

Bishop** - - - - - Special Special

Dark Falcon - B - - - A -

Dark Knight B - - - - A -

Dancer/ Bard/

Singer - - - - - - -

Dread Fighter A - B - B - -

Druid - - - - - S -

Falcoknight B A - - - - B

General - A B - - - -

Grandmaster B - - - - A -

Great Knight B A B - - - -

Great Lord A in one proficiency, B in all others

Griffon Knight - - A - - - -

Halberdier - S - - - - -

Hero A - B - - - -

97

Maximum Weapon Proficiency Rank

Class Sword Lance Axe Bow Dagger Tome Staff

Mage Knight - - - - - A B

Nomad B - - A - - -

Paladin A A - - - - -

Rogue A - - - - - -

Sage - - - - - S B

Sniper - - - S - - -

Summoner - - - - - A -

Swordmaster S - - - - - -

Trickster A - - A - - B

Valkyrie - - - - - - -

War Monk/

Cleric - B B B - - A

Warrior - - S B - - -

Wyvern Lord - B A - - - -

Basara - A - - - B -

Blacksmith B - A - - - -

Nohr Noble A - - - - B -

Master Ninja B - - - S - -

Kinshi Knight - B - A - - -

Merchant - B - A - - -

Maid / Butler - - - - B - S

Mechanist - - - B A - -

Malig Knight - - A - - B -

Oni Chieftain - - A - - B -

Master of Arms A B B - - - -

Hoshido Noble A - - - - - B

98

Weapons List

Seeing as how Fire Emblem is primarily focused on combat, it'd be kind of

hard to fight back armies without a weapon. The following pages will detail every

weapon currently implemented into Fire Emblem: The Tides of War.

99

Name: Name of the weapon.

Rank: The weapon rank required to wield the weapon.

Range (Rng): The weapon's range. Ranges of 1 mean the unit must be adjacent to

the target

Might (Mt): The weapon's destructive power. Added to a unit's Str/Mag to

determine their total Attack.

Hit: The weapon's innate accuracy. Added to a unit's base Hit

Critical (Crt): A weapon's innate ability to score critical hits. Added to a unit's

base Crit

Use: How many times the weapon can be used before it breaks

In Fire Emblem: Fates, weapon durability is removed in favor of limiting the

number of specialty weapons an army receives. If choosing to invoke this rule, a

Game Master and his players ignore this column. The Game Master is then

encouraged to make specialty weapons like Killer or Brave weaponry harder to

obtain.

Worth (Wrth): The price of buying this weapon from a vendor. A weapon sold at

any durability nets ½ of its listed Worth.

Effect: Any additional effects a weapon might have.

If a weapon is listed as “effective” against something, the weapon is treated as

having the weapon trinity advantage against the target.

If a weapons is listed as “Bonus vs” against something, the weapons gains a

damage bonus equal to (2*Weapon's Mt) in addition to the normal damage of the

attack

100

Sword / Katana List Any listed sword may be converted into a katana at the Game Master’s

discretion. A katana passively grants its wielder +1 Speed, -1 Defense, and -1

Resistance as long as they continue to wield it.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Iron Sword E 1 5 90 - 40 460

Slim Sword E 1 3 100 - 30 480

Armorslayer D 1 8 80 - 18 1260

Bonus vs

Knights,

Generals, and

Great Knights

Iron Blade D 1 9 70 - 35 980 +1 WEXP

Poison Sword D 1 3 70 - 40 - Poisons on a hit

Steel Sword D 1 8 75 - 30 600

Wo Dao D 1 8 75 35 20 1200

Zanbato D 1 6 85 - 18 1260 Bonus vs Mounts

Killing Edge C 1 9 75 30 20 1300

Laguzslayer C 1 9 75 - 15 1800 Bonus vs all

Laguz Tribes

Lancereaver C 1 9 75 5 15 1800 Reverses weapon

trinity

Levin Sword C 1-2 8 80 - 20 1400 Uses Mag and

targets Res

Light Brand C 1-2 9 70 - 25 1600 Uses Mag and

targets Res

Steel Blade C 1 11 65 - 25 1250 +1 WEXP per

attack

Wyrmslayer C 1 7 75 - 20 3000

Bonus vs Dragon

Tribe Laguz and

Wyvern Riders

Brave Sword B 1 9 75 - 30 3000

Grants immediate

extra attack after

an attack

Wind Edge B 1-2 9 70 - 40 3300 Uses Mag and

targets Res

101

Name Rank Rng Mt Hit Crt Use Wrth Effect

Runesword A 1-2 12 65 - 12 8000 Uses Mag and

targets Res

Silver Blade A 1 14 60 - 15 1800 +1 WEXP per

attack

Silver Sword A 1 13 80 - 20 1500

Audhulma S 1 15 85 - 30 - Res + 5 while

equipped

Balmung S 1 13 90 10 20 - Speed + 3 while

equipped

Vague Katti S 1 12 80 35 25 - Def + 3 while

equipped

Lance / Naginata List Any listed lance may be converted into a naginata at the Game Master’s

discretion. A naginata has its Might lowered by 1 but passively grants its wielder

+1 Defense and +1 Resistance as long as they continue to wield it.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Iron Lance E 1 7 80 - 40 360

Javelin E 1-2 7 65 - 20 400

Poison Lance E 1 4 65 - 40 - Poisons on a hit

Slim Lance E 1 4 85 - 30 450

Steel Lance D 1 10 70 - 30 480

Heavy Spear D 1 10 70 - 18 1200

Bonus vs Knights,

Generals, and Great

Knights

Horseslayer D 1 9 70 - 18 1040 Bonus vs Mounts

Axereaver C 1 10 70 - Reverses weapon

trinity

Dragonspear C 1 10 70 - 30 4500

Bonus vs Dragon

Tribe Laguz and

Wyvern Riders

Iron C 1 11 75 - 40 640 +1 WEXP per

102

Name Rank Rng Mt Hit Crt Use Wrth Effect

Greatlance attack

Killer Lance C 1 10 70 30 20 1200

Laguz Lance C 1 12 70 - 15 1620 Bonus vs all Laguz

Tribes

Shockstick C 1-2 11 85 - 20 2400 Uses Mag and

targets Res

Short Spear C 1-2 7 60 - 20 2000

Brave Lance B 1 10 70 - 10 5700

Grants immediate

extra attack after an

attack

Flame Lance B 1-2 14 70 - 12 7500 Uses Mag and

targets Res

Spear B 1-2 12 70 - 15 3000

Steel

Greatlance B 1 14 70 - 35 1120

+1 WEXP per

attack

Silver

Greatlance A 1 17 50 - 30 2880

+1 WEXP per

attack

Silver Lance A 1 14 75 - 25 1200

Gae Bolg S 1 14 75 10 25 - Speed + 5 while

equipped

Gungnir S 1 16 70 10 25 - Str + 5 while

equipped

Axe / Club List Any listed axe may be converted into a club at the Game Master’s

discretion. A club has its Might lowered by 2 but gains +5 Crit and +5 Hit.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Hand Axe E 1-2 7 60 - 20 300

Iron Axe E 1 8 75 - 40 270

Devil Axe E 1 18 55 - 20 900

(21-Luck)% to dmg

self instead of target

on each attack

103

Name Rank Rng Mt Hit Crt Use Wrth Effect

Steel Axe D 1 11 65 - 30 360

Poison Axe D 1 4 60 - 40 - Poisons on a hit

Halberd D 1 10 60 - 18 800 Bonus vs Mounts

Hammer D 1 10 55 - 20 800

Bonus vs Knights,

Generals, and Great

Knights

Dragon Axe C 1 10 60 - 30 6000

Bonus vs Dragon

Tribe Laguz and

Wyvern Riders

Killer Axe C 1 11 65 30 20 1000

Laguz Axe C 1 13 65 - 15 5250 Bonus vs all Laguz

Tribes

Swordreaver C 1 11 65 - 15 2000 Reverses weapon

trinity

Iron Poleaxe C 1 12 65 - 40 800 +1 WEXP

Brave Axe B 1 10 65 - 30 2250

Grants immediate

extra attack after an

attack

Tomahawk B 1-2 13 65 - 15 3000

Steel

Poleaxe B 1 15 60 - 35 1400 +1 WEXP per attack

Bolt Axe B 1-2 12 70 - 25 2500 Uses Mag and

targets Res

Silver Axe A 1 15 70 - 20 1700

Silver

Poleaxe A 1 18 60 - 30 3600 +1 WEXP per attack

Garm S 1 20 75 - 25 - Str + 5 while

equipped

104

Bow / Yumi List

Note that all bows receive the effect of “Bonus vs flying units” but have

been omitted in the weapon descriptions in an effort to save space and to avoid

redundancy.

Any listed bow may be converted into a yumi at the Game Master’s

discretion. A yumi has its Hit lowered by 10 but gains +1 Might. A yumi also

passively grants its wielder +2 Resistance as long as they continue to wield it.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Iron Bow E 2 6 85 - 40 540

Poison Bow D 2 4 65 - 40 - Poisons on a hit

Longbow D 2-3 6 65 5 20 2000

Shortbow D 2 5 85 15 22 1760

Steel Bow D 2 9 70 - 30 720

Killer Bow C 2 9 75 30 20 1400

Laguz Bow C 2 10 75 - 15 1950 Bonus vs all Laguz

Tribes

Brave Bow B 2 9 70 - 30 7500

Grants immediate

extra attack after an

attack

Silver Bow A 2 13 75 - 20 1600

Nidhogg S 2 16 80 - 30 - Luck + 5 while

equipped

Double Bow S 1-4 14 65 - 25 - Str + 3 while

equipped

105

Ballistae List

Name Rng Mt Hit Crt Use Effect

Ballista 3-10 7 50 - 5 Bonus vs flying units

Killer Ballista 3-10 12 55 30 5 Bonus vs flying units

Stonehoist 3-10 15 40 - 5 Bonus vs flying units

Pachyderm 3-10 18 50 - 5 Bonus vs flying units

106

Daggers List All Daggers inflict a Debuff upon a successful hit. These debuffs are shown

within brackets in each individual entry and last until the beginning of the user’s

respective Phase. A unit cannot be affected by a unit’s debuff more than once in a

turn but may be under the effects of the debuffs of multiple Dagger users.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Iron

Dagger E 1-2 4 85 - 40 1000 [Mag-2, Def/Res-3]

Steel

Dagger D 1-2 7 80 - 30 2000 [Str-3, Def/Res-4]

Barb

Shuriken C 1-2 4 80 25 20 2500 [Luck/Def/Res-4]

Dual

Shuriken C 1-2 6 70 5 15 4000

[Str/Mag-2,Def/Res-4]

Reverses weapon trinity

Flame

Shuriken C 1-2 9 75 0 20 3300

[Mag/Def/Res-4]Uses

Mag and targets Res

Sacrificial

Knife C 1-2 11 110 0 20 3000

[Luck-8,Def/Res-5] After

battle, user’s HP is

reduced by 30%

Caltrop B 1-2 5 95 5 20 3000 [Speed/Def/Res-8]

Silver

Shuriken B 1-2 10 85 0 20 4000 [Speed/Def/Res-4]

Soldier’s

Knife A 1-2 4 75 0 20 8000

[Str/Mag/Skl/Spd/Luck-2,

Def/Res-5] Grants

immediate extra attack

after an attack but deal

half damage in the next

round of combat

Spy’s

Shuriken A 1-2 1 70 0 20 8000

[Str/Mag/Skl/Spd/Luck-2,

Def/Res-5]

Chakram S 1-2 11 95 10 25 - [Str/Mag/Def/Res-6] Def

and Res+3 while equipped

107

Anima Tomes Anima magic is split into three elements when utilizing the Dual Magic

Trinities found in the Weapon Trinities chapter. While Fire, Wind, and Thunder

interact differently when utilizing this expanded Magic Trinity, any unit with

anima tome proficiency can wield any element whether the Standard or Dual

Magic Trinities is used.

Fire Anima Tomes

Note that all Fire anima magics receive the effect of “Bonus vs Beast units”

but have been omitted in the weapon descriptions in an effort to save space and to

avoid redundancy.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Fire E 1-2 6 80 - 40 560

Elfire D 1-2 8 75 - 30 1200

Meteor C 3-10 13 70 - 5 2200

Cannot double attack or

counter attack while

equipped

Arcfire B 1-2 10 80 5 25 2200

Bolganone A 1-2 12 70 - 20 2400

Rexflame S 1-2 15 85 - 20 - Speed +3 while equipped

108

Wind Anima Tomes

Note that all Wind anima magics receive the effect of “Bonus vs Flying

Units” but have been omitted in the weapon descriptions in an effort to save space

and to avoid redundancy.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Wind E 1-2 3 90 - 40 520

Elwind D 1-2 5 85 5 30 1400

Blizzard C 3-10 10 80 - 5 2400

Cannot double attack or

counter attack while

equipped

Arcwind B 1-2 7 90 5 25 2400

Tornado A 1-2 9 80 5 20 2500

Rexcalibur S 1-2 12 95 5 20 - Luck +3 while equipped

Thunder Anima Tomes

Note that all Thunder anima magics receive the effect of “Bonus vs Dragon

units” but have been omitted in the weapon descriptions in an effort to save space

and to avoid redundancy.

Name Rank Rng Mt Hit Crt Use Wrth Effect

Thunder E 1-2 4 85 5 40 600

Elthunder D 1-2 6 80 10 30 1500

Bolting C 3-10 11 75 5 5 2500

Cannot double attack or

counter attack while

equipped

Arcthunder B 1-2 8 85 10 25 2500

Thoron A 1-2 10 75 10 20 2600

Rexbolt S 1-2 13 90 10 20 - Skill +3 while equipped

109

Light Tomes

Name Rank Rng Mt Hit Crt Use Wrth Effect

Lightning E 1-2 4 85 5 40 640

Shine D 1-2 6 80 8 30 900

Divine C 1-2 8 75 10 25 2500

Purge B 3-10 10 60 5 5 3500

Aura A 1-2 12 75 15 20 8000

Rexaura S 1-2 16 80 10 20 - Res + 5 when

equipped

Dark Tomes

Name Rank Rng Mt Hit Crt Use Wrth Effect

Flux E 1-2 7 70 - 40 900

Worm D 1-2 9 60 - 30 1200

Nosferatu C 1-2 10 55 - 20 3000 Converts dmg

dealt into HP

Eclipse B 3-10 - 35 - 5 4000 Reduces target

HP to 1 on hit

Fenrir A 1-2 15 60 - 20 9000

Gleipnir S 1-2 23 65 - 20 - Skill + 5 when

equipped

110

111

Stones A Manakete or beast unit holding a stone corresponding to their proficiency

gain passive stat bonuses that persist as long as the unit holds the Dragonstone or

Beaststone. Note that a stone held by a person who lacks the proficiency does not

confer the passive bonuses listed in the effect column..

Name Rank Rng Mt Hit Crt Use Wrth Effect

Beaststone - 1 4 80 - 50 2000

Grants +3 Str, +5

Skl, , +5 Spd, +4

Luck, and +1 Def

while equipped

Beaststone+ - 1 8 70 0 35 3220

Grants +5 Str, +8

Skl, +8 Spd, +6

Luck, +4 Def, and

+2 Res while

equipped

Fire

Dragonstone - 1 11 85 - 30 10000

Grants +5 Str, +4

Spd, +3 Def, +3 Skl,

+2 Res while

equipped

Ice

Dragonstone - 1 11 85 - 30 10000

Uses Mag and

targets Res ,Grants

+5 Res, +4 Mag, +3

Skl, +3 Skl, +2 Def

while equipped

Earth

Dragonstone - 1 11 85 - 30 10000

Grants +5 Def, +4

Str, +4 Res, +3 Skl,

+2 Spd while

equipped

Dark

Dragonstone - 1 11 85 - 30 10000

Grants +5 Str, +4

Skl, +4 Def, +3 Spd,

+2 Res while

equipped

Divine

Dragonstone - 1 11 85 - 30 10000

Uses Mag and

targets Res, Grants

+5 Mag, +4 Spd, +3

Spd, +3 Res, +2 Def

while equipped

112

Name Rank Rng Mt Hit Crt Use Wrth Effect

Nohrian

Dragonstone - 1 13 85 - 30 2000

Uses Mag and

targets Res, Cannot

double attack,

Grants +10 CrtAv,

+4 Def, +3 Res, -3

Skill, -2 Spd while

equipped

Nohrian

Dragonstone

+

- 1 25 75 - 20 25000

Uses Mag and

targets Res, Cannot

double attack,

Grants +9 Def, +7

Res, -5 Skll, -4

Speed while

equipped, reduces

stats after battle*

*Footnote on Nohrian Dragonstone+:

After a battle where the unit utilizes a Nohrian Dragonstone successfully,

their Strength, Magic, and Skill are temporarily reduced by 3. This penalty applies

for every attack that hits a target, imposing a cumulative penalty. For every Player

Phase that passes, the stat penalty is reduced by 1.

113

Laguz Weapons Laguz weaponry can only be used when a Laguz unit has shifted into their

Laguz form and automatically wield the highest ranking weapon they can. Laguz

weapons cannot be unequipped, disarmed, or sold to vendors.

Name Rank Rng Mt Hit Crt Use Effect

Tiger Fangs E 1 10 90 - -

A 1 12 90 - -

S 1 16 90 - -

Cat Claws E 1 8 95 - -

A 1 10 95 - -

S 1 14 95 - -

Lion Claws E 1 11 85 - -

A 1 13 85 - -

S 1 17 85 - -

Wolf Fangs E 1 9 90 - -

A 1 11 90 - -

S 1 15 90 - -

Hawk Talon E 1 8 90 - -

A 1 10 90 - -

S 1 14 90 - -

Raven Talon E 1 7 90 - -

A 1 9 90 - -

S 1 13 90 - -

Red

Dragonbreath

E 1-2 13 75 - -

A 1-2 16 85 - -

S 1-2 19 95 - -

White

Dragonbreath

E 1-2 11 80 - - Uses Mag and targets Res

A 1-2 13 90 - - Uses Mag and targets Res

S 1-2 17 100 - - Uses Mag and targets Res

Black

Dragonbreath

E 1-2 12 85 - -

A 1-2 14 95 - -

S 1-2 18 105 - -

114

Staves / Baton List All staves grant EXP upon use, but the amount varies on which staff you're

using. The amount of given EXP for each variety of staff is listed in the EXP

column. Any healing staff may be converted into a baton at the Game Master’s

discretion. A baton has its healing power reduced by 3 but gains +1 Range.

Name Rank Rng EXP Dur Wrth Effect

Heal E 1 11 30 600 Restores (10+Mag) HP to target

Mend D 1 12 20 1000 Restores (20+Mag) HP to target

Torch D 1 15 10 1000 Increases Fog of War vision by

4 tiles (-1 rng per turn)

Unlock D 1-2 17 10 1500 Unlocks target Door

Barrier C 1 17 15 2250 Grants Res+7 to target (-1 Res

per turn)

Hammerne C 1 40 3 - Restores weapon Uses to max

Physic C Mag/2 22 15 3750 Restores (15+Mag) HP to target

Berserk B Mag/2 40 3 1800

Inflicts Berserk on target (5

turns, Hit = 30+(Mag*5) –

(Target’s Res*5)

Catharsis B Mag/2 5 4200 Restores (25+Mag) HP to target

Rescue B Mag/2 40 3 2800 Teleports any ally in rng to

adjacent tile

Silence B Mag/2 30 3 1800

Inflicts Silence on target (5

turns, Hit = 30+(Mag*5) –

(Target’s Res*5)

Sleep B Mag/2 35 3 1500

Inflicts Sleep on target (5 turns,

Hit = 30+(Mag*5) – (Target’s

Res*5)

Fortify A 1 60 8 8000 Restores all HP to target

Warp A Mag/2 65 5 7500 Teleports target to any tile

within rng

Saint's

Staff S All 85 3 -

Restores all HP and cures

ailments

Valkyrie

Staff /

Bifrost

S - 100 1 -

Revives one fallen ally

(Restored unit returns at same

class, level, and with the items

they died with)

115

Forging: Creating Custom Weapons Units who have access to a skilled blacksmith may be able to forge a

customized weapon. Creating a specialty weapon does not run cheap, however, as

each individual alteration requires its own payment.

A weapon may be forged, increasing or decreasing certain aspects of the

weapon, as long as it fits the following criteria

1. The weapon is not an S Rank weapon

2. The weapon is not a Beaststone, Dragonstone, or Laguz Weapon

3. The weapon has a non-zero Worth

A weapon can receive 8 alterations in total. For example, you may choose to raise

Might by five intervals and Critical by three intervals, but no more than that. For

example, a Steel Sword is worth 600 gold. Forging it for +2 Might, +15 Hit, and

+3 Critical would cost ([1.5 + 3.0 + 0.5] * 600) = 3000 gold.

Forging Costs

Interval Might Hit Crit Cost

1 +1 +5 +3 +0.5 * Worth

2 +2 +10 +6 +1.5 * Worth

3 +3 +15 +9 +3.0 * Worth

4 +4 +20 +12 +5.0 * Worth

5 +5 +25 +15 +7.5 * Worth

After forging, a player may alter the aesthetics or color of the weapon as

they desire. Forging a weapon allows a unit to possess a customized weapon that

may play to their strengths. For example, a Berserker may wield a forged Killer

Axe to maximize their critical hit potential. As long as players have the money and

the resources, forging weapons may prove to be worthwhile investments invaluable

assets.

116

Items This section is dedicated to all items found in Fire Emblem: The Tides of

War. There are a plethora of items that aren't directly used in chopping heads and

burning flesh that fall into separate categories. The following table will be your

legend for reading the incoming pages. The tables aren't anything complex, but for

the sake of being thorough, here's an extra two minutes of effort for you all.

Name: The name of the item

Uses: How many times the item can be used before it disappears

Effect: The item’s effect upon use or while it is in your possession

Worth: The price of selling this item. If an item possesses multiple uses, any

missing use takes a fraction of the Worth out of the worth.

Recovery Items

Name Uses Effect

Herb 8 Restores 5 HP Vulnerary 3 Restores 10 HP

Concoction 3 Restores 20 HP

Elixir 3 Restores all HP

Antitoxin 3 Cures unit of status ailments

Class Change Items Class Change items may be used to promote a unit into a second tier class

any time after the unit reaches Level 10 in their first tier class. Has no effect on

Laguz.

Name Uses Effect

Beast Seal 1 Promotes Kitsunes and Wolfskins

Dread Scroll 1 Promotes any unit into Dread Fighters

Elysian Whip 1 Promotes Pegasus and Wyvern Riders

117

Name Uses Effect

Guiding Ring 1 Promotes Mages, Priests/Clerics, Monks, Shamans, and

Troubadours

Heaven Seal 1 Promotes Lords, Tacticians, and Nohr Princes/Princesses

Hero Crest 1 Promotes Myrmidons, Fighters, and Mercenaries

Knight Crest 1 Promotes Cavaliers and Knights

Master Seal 1 Promotes any unit except Lords, Tacticians, and Nohr

Prince/Princesses

Ocean Seal 1 Promotes Pirates, Thieves, and Ninjas

Orion's Bolt 1 Promotes Archers and Apothecaries

Second Seal 1 Allows a unit to Reclass

Wedding

Bouquet 1 Promotes any unit into a Bride or Groom

Stat Boosting Items

Name Uses Effect

Seraph Robe 1 Permanent +7 to maximum HP

Energy Drop 1 Permanent +2 to current Strength

Spirit Dust 1 Permanent +2 to current Magic

Secret Book 1 Permanent +2 to current Skill

Speedwing 1 Permanent +2 to current Speed

Goddess Icon 1 Permanent +2 to current Luck

Dracoshield 1 Permanent +2 to current Defense

Talisman 1 Permanent +2 to current Resistance

Statue Frag 1 Permanent +1 to current Con

Boots 1 Permanent +2 to Move

Metis's Tome 1 Permanent +1 to all base stats

118

Gems/Gold Bags Name Uses Effect

Red Gem 1 Can be sold for 2,500 gold

Blue Gem 1 Can be sold for 5,000 gold

White Gem 1 Can be sold for 10,000 gold

Black Gem 1 Can be sold for 15,000 gold

Gold Gem 1 Can be sold for 20,000 gold

Bullion (S) 1 Can be sold for 1,000 gold

Bullion (M) 1 Can be sold for 5,000 gold

Bullion (L) 1 Can be sold for 10,000 gold

Other Items

Items listed in this table with no Uses can be held in a unit’s inventory to

gain their passive bonuses.

Name Uses Worth Effect

Beorcguard - 8000 Negates Bonus damage from Laguz weapons

and tomes

Chest Key 2 300 Opens locked chests

Crusader

Scroll: Baldur - - +1 to Base Skill, Speed, Luck, and Constitution

when held

Crusader

Scroll: Blaggi - - +1 to Base Magic, +2 to Base Speed, -1 to Base

Strength when held

Crusader

Scroll: Dain - - +1 to Base Strength, +2 to Base Defense, +1 to

Move when held

Crusader

Scroll: Fala - - +1 to Base Strength, Magic, Skill, and Speed

when held

Crusader

Scroll: Heim - - +1 to Base Luck and Defense, +2 to Base Magic

when held

119

Name Uses Worth Effect

Crusader

Scroll: Hezul - - +1 to Base Strength, +2 to Constitution, -1 to

Base Luck when held

Crusader

Scroll: Neir - - +1 to Base Strength, Defense, and Constitution,

-1 to Base Skill when held

Crusader

Scroll: Noba - - +1 to Base Speed, Luck, and Defense, +2 to

Base Strength, -1 to Base Magic when held

Crusader

Scroll: Odo

- - +1 to Constitution, +2 to Base Skill when held

Crusader

Scroll: Sety - - +1 to Base Magic, +2 to Base Skill, -1 to

Constitution when held

Crusader

Scroll: Tordo - - +1 to Base Strength, Magic, Skill, and Luck

when held

Crusader

Scroll: Ulir - - +1 to Base Skill, Speed, and Luck when held

Delphi Shield - 10000 Prevents extra damage from Bows/Aircalibur

when held by a flying unit

Demi Band - 4000 Allows a Laguz to stay shifted while held but

only receives half of their Laguz

Transformation Bonuses (rounded down)

Door Key 2 300 Opens locked doors

Eternal Seal 1 12000 Increases a unit’s maximum level by 5.

Emblem Seal - - Grants Hit/Avo+10 when held by unit

Full Guard - 10000 Prevents all extra damage from bonus effects

when held by unit (ex: will negate a Hawk

Laguz’s vulnerability to bows and Aircalibur)

Gold Coin - 1 A mundane but mysterious coin. Can be used in

the forging process

Iote's Shield - - Prevents Bonus damage to flying units

Iron Rune - - Prevent enemy Critical Hits while held by unit

Knight Ward - 4000 Increases Def/Res by 2 when held by Knights,

Cavaliers, Soldiers, and their promoted classes

120

Name Uses Worth Effect

Laguz Band - - Allows a Laguz unit to stay shifted with no

penalties

Laguz Gem 5 7500 Enables a Laguz to stay shifted for one entire

skirmish

Laguzguard - 8000 Halves all damage received from Laguz attacks

Laguz Stone 2 4000 Fills a Laguz’s Transformation Bar to maximum

Light Rune 3 800 Permanently blocks adjacent space with a

barrier of light

Lockpick 15 1200 Unlocks any lock. Only usable by

Thieves/Assassins

Olivi Grass 4 1600 Adds 15 Laguz Points to a Laguz’s

Transformation Bar

Repair

Hammer 1 8000 Repairs one selected weapon to maximum

durability

Master Key 5 2400 Unlocks any lock

Member Card - - Allows access to Secret Shops when held by

unit

Mine 1 500 Places a traversable trap that deals 10 damage to

the first unit to walk or fly over it

Seed of Trust 1 1000 Can be used to improve one Support Bonus to

the next Rank

Silver Card - - Buy items for 1/2 price from all stores when

held by unit

Torch 3 500 Increases Fog of War visibility by 4 (-1 Rng per

turn)

121

Skills Skills truly showcase how fearsome a single unit can be. Sages tap into the

depths of their arcane knowledge to split the skies and make the earth growl with

rage while Generals stand under the crashing waves of man and steel with

unwavering adamancy. Warriors display unmatched melee prowess through

powerful counterattacks and the crafty Summoners weave dark rituals to summon

the deceased to do their bidding. The swift Swordmaster's strokes can only be

described as a mighty cyclone of ravenous fangs tearing into flesh and stone alike.

Skill activation can turn the tide of battle in a flash, so knowing how skills

work and what they do can make or break a victory for you and your teammates.

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Skill Activation

Skills fall under certain categories depending on their use.

Active Skills:

Skills that require a Standard Action to initiate

Combat Skills:

Effects that activate in combat, such as negating a defense or allowing

multiple attacks

Passive Skills

Skills that are always activated in and out of battle, such as a stat boosting

skill.

For a Passive skill, no rolls have to be made since they are always active. If

you have a Combat skill, however, your activation rate is dependent on your Skill

stat. Each combat skill has an activation rate; the higher the rate, the more often the

combat skill activates. Your activation rate varies by skill, but for this example,

we'll use a common activation rate of (Skill/2). If a unit with this skill were to

attack, each attack would have a (Skill/2) % chance of being skill activation.

To check when a skill activates, simply flip the results of your d100 attack

roll. If a unit rolled a 19 on their attack roll, their roll for activating their skill

would be 91. If the 91 fell under the unit's skill activation range. A unit's skill

activation rate is always counted backwards from 100, so if a skill has a 15%

chance to activate, one would need to roll an 85 or above to activate the skill. In

this case, 91 falls under the range of (100-15=85), so the skill would activate.

123

Class Skill List While skills are normally learned through entering different classes, at the

GM's discretion, skills can be learned through manuals. These manuals would let a

unit learn a skill it doesn't normally have access to. There also a few skills that can

only be learned through manuals, as no class would learn them normally. Such

skills will be listed towards the end of the list in their own table.

The maximum amount of skills a unit can possess is five. Any skills learned

after that overwrites a chosen skill. Skill activation only occurs on a single

attack unless stated.

Name: Name of the skill

P/C/A: Whether the skill is a Passive (P) skill, Combat (C) skill, or an Activated

(A) skill you choose to use out of combat. Activated skills are classified as

Standard actions unless noted.

Class: Indicates classes that learn this skill naturally

%: The formula for the skill's activation percentage. Remember that skills are

rolled backwards from 100, so subtract the number you obtain through the formula

from 100 to learn the skill's range.

Effect: Anything from what the skill does in battle, the passive effect it grants, or

the effect it has once it is manually activated

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Name P/C/

A

Class % Effect

(Stat)+x P Varies -

Increases indicated Current

stat by the value of x (Ex

Strength+2)

Acrobat P Trickster -

Allows the unit to move over

any normally traversable

terrain for the cost of 1

Movement.

Adept C Nomad, Cat

Laguz Skill/2 Immediately grants another

attack

Aegis P Paladin, Tiger

Laguz, Ice

Manaketes

Skill Halves damage received from

bows, daggers, tomes, and

dragonstones

Aether C Great Lord Skill/2 Consecutively activate Sol and

Luna in a single attack

Aggressor C Dread Fighter - +7 damage when unit initiates

combat

Air Superiority P Kinshi Knight - +30 Hit/Avo when enemy is a

flying unit

Amaterasu P Kinshi Knight,

Divine

Manaketes

- Restores 20% of allied units’

max HP within 2 spaces at the

start of the Player Phase

Aptitude P Soldier - +1 to all Base Stats while

equipped

Armored Blow P Great Knight,

Earth

Manaketes

- When user triggers battle,

physical damage received -10

Astra C Swordmaster Skill/2 Grants five consecutive

attacks, dealing half damage

on each hit

Awakening P Great Lord - +20 Hit, Avo, Crit, and

CrtAvo when unit is under ½

HP

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Name P/C/

A

Class % Effect

Axebreaker P Hero - +50 Hit and Avo when target

is wielding an axe

Axefaire P Berserker - +5 damage when equipped

with an axe

Bargain P Rogue -

Can purchase goods from

vendors at ½ price (or ¼ of

original price with the Silver

Card item). Detection of

Secret Shops becomes easier

Beastbane P Wolfskin,

Kitsune -

User’s attacks on Wolfskins,

Kitsunes, Wolfssegner, Nine-

Tails, Taguel, Laguz, and

mounted units deal Bonus

damage

Blood Tide P Red Dragon

Laguz -

Grants +5 Str and Skill to all

allies adjacent to the user

Bond P Valkyrie - Restores 10 HP to all allies

within 3 tiles at beginning of

unit's turn

Bowbreaker P Nomad - +50 Hit and Avo when target

is wielding a bow

Bowfaire P Sniper - +5 damage when equipped

with an bow

Cancel C Mage Knight,

Hawk Laguz Skill

Negates the enemy's next

attack when activated

Charm P Lord, Divine

Manaketes - Hit/Avo+5 to all allies within

3 tiles

Corona C Bishop,

Divine

Manaketes

Skill/2 Negates enemy Res and

reduces enemy Hit by 50%

until end of phase

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Name P/C/

A

Class % Effect

Counter P

Warrior, Red

Dragon Tribe

Laguz, Fire

Manaketes

-

Returns 100% of damage

when attacked by an adjacent

enemy (unless damage

received is fatal)

Countermagic P

War Monk /

War Cleric,

White Dragon

Tribe Laguz,

Ice Manaketes

-

Returns 100% of magical

damage when attacked by

enemy (unless damage

received is fatal)

Crit+x P Varies - Increases Crit by value of x.

Does not occupy a Skill slot

Darting Blow P Pegasus

Knight, Raven

Laguz

- When user triggers battle,

Speed+5

Deadeye C Sniper Skill/2 Inflicts Sleep on target (5

turns)

Death Blow P Oni Chieftain - When user triggers battle, +20

Crit

Deliverer P Griffon

Knight, Hawk

Laguz

- +2 Movement when Paired Up

or Rescuing an ally

Demoiselle P Troubadour - Male allies within 2 spaces

receive 2 less damage from

battles

Discipline P Cavalier - Doubles gained weapon EXP

per hit

Draconic Hex P

Nohr Noble,

Black Dragon

Tribe Laguz

-

After battle, -4 all stats to

target until next Player Phase

(or enemy Phase if attack

occurred on enemy Phase)

127

Name P/C/

A

Class % Effect

Dragon Fang P Nohr Prince /

Princess

Skill *

.75%

+50% damage on an attack

upon activation

Dragon Ward P Hoshido

Noble

Luck /

2

Adjacent allies receive half

damage upon activation

Dual Striker P Lord - When supporting a unit in

Attack Stance, Dual Strike

damage+3

Duelist’s Blow P Myrmidon,

Cat Laguz - When user triggers battle, +30

Avo

Elbow Room P Cavalier - When user fights on terrain

with no terrain bonuses, +3

damage during battles

Even Better P Nine-Tails - Recover 40% of max HP at the

start of even numbered Player

Phases

Evenhanded P Kitsune +4 damage on even numbered

Player Phases

Flare C Sage Skill/2 Negates Enemy Res during an

attack

Focus P Mage, Dark

Manaketes - Crit+10 when no allies within

3 tiles

Galdr of Vigor A Heron Tribe

Laguz Active

Allows adjacent target have a

full extra turn. If shifted into

Laguz form, may target all

adjacent allies.

Galdr of

Recovery A

Heron Tribe

Laguz Active

Fully recovers an adjacent

ally’s HP and removes any

negative status conditions they

have.

128

Name P/C/

A

Class % Effect

Galeforce P Dark Flier,

Raven Laguz -

Grants an additional full turn

after a successful kill. Only

activates once per turn.

Gamble A Pirate Active Initiate combat this turn with

½ Hit and x2 Crit

Gentilhomme P Rod Knight - Female allies within 2 spaces

receive 2 less damage from

battles

Golembane P Mechanist -

The user’s attacks deal Bonus

damage to Mechanists,

Puppets, Golems, and

breakable terrain

Good Fortune P Mercenary,

Tiger Laguz Luck

Chance of recovering 20% of

max HP at the start of the

user’s turn

Grisly Wound P Nine-Tails,

Wolfssegner -

After battle with the user, the

enemy has their HP reduced

by 20% of their max HP

(cannot kill units)

Dual Guarder P Great Knight - When supporting a unit in

Guard Stance, extra shield

gauge gain +1

Heartseeker P Shaman - Avo-20 to all adjacent enemies

Hoshidan Unity P Hoshido

Noble -

Increase skill activation rates

by 10% in addition to normal

activation rates

Howl P Tiger and

Wolf Laguz Str/2

Inflicts Paralysis for one turn

on a unit that attacks the user

from range

Ignis C Grandmaster Skill/2 Adds (Str/2) to magical attacks

or (Mag/2) to physical attacks

129

Name P/C/

A

Class % Effect

Inspiration P

Valkyrie,

Strategist,

Heron Tribe

Laguz

-

Allies within 2 spaces deal an

extra 2 damage and receive 2

less damage during battles

Ire P Dragon Laguz Skill/2 Attack deals triple damage.

Stacks with normal critical hits

Shurikenbreaker P Maid/Butler - Hit/Avo+50 when target is

wielding daggers

Lancebreaker P Blacksmith - +50 Hit and Avo when target

is wielding a lance

Lancefaire P Halberdier - +5 damage when equipped

with a lance

Life and Death P

Master of

Arms, Fire

Manaketes

- +10 damage and +10 damage

received

Lifetaker P Dark Knight,

Dark

Manaketes

- Restores 1/2 of max HP after a

successful kill during the

Player Phase

Live to Serve P Maid / Butler - When user heals an ally, the

user regains the same amount

of HP

Locktouch A Thief Active Unlock adjacent chest or door

without the need of a

Lockpick/Key

Lucky 7 P Trickster - +20 Hit/Avo during the first 7

Player Phases of a skirmish.

Luna C Halberdier Skill/2 Negates enemy Def during an

attack

Lunge A Wyvern Rider,

Cat Laguz Active

Upon use, the user and the

target will switch places after

the attack

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Name P/C/

A

Class % Effect

Maelstrom P Hawk Laguz Skl/2

Deals damage equal to user’s

Strength to enemy when

attacked from range

Magictaker P Mage Knight -

When user defeats enemy,

Magic+2 (up to Magic+10).

Expires at the end of the

skirmish

Malefic Aura P Shaman - Enemies within 2 spaces

receive 2 extra damage from

magic attacks

Miracle P Priest/Cleric Luck Reduces lethal damage to 1/2

damage. Will not activate at

1HP

Natural Cover P Knight -

When user fights on terrain

with terrain bonuses, -3

damage received

Night Tide P Black Dragon

Laguz -

Grants +5 Def and Res to all

allies adjacent to the user

Nihil P Griffon

Knight,

Dragon Laguz

- Negates enemy skills during

an attack

Nobility P Nohr Prince /

Princess - x1.2 Experience gained

Nohrian Trust P Nohr Noble -

During Attack/Guard Stance,

user gains use of Support

Unit’s combat skills that

utilize a trigger %

Odd Shaped P Wolfskin - +4 damage on odd numbered

Player Phases

131

Name P/C/

A

Class % Effect

Pass P Rogue,

Assassin -

Allows unit to move through

any unit’s space. Cannot end

their turn sharing a space with

another unit

Pavise P General, Earth

Manaketes Skill

Halves damage received from

swords, axes, lances, monster

weapons, Beaststones, and

Replica attacks

Poison Strike P Ninja -

When user triggers battle and

the enemy survives, their HP

reduced by 20% of their max

HP (cannot kill units)

Potent Potion P Apothecary - x1.5 efficacy of healing items

and stat-boosting items

Profiteer P Merchant Luck Chance of obtaining a Gold

Coin after movement

Quick Draw P Archer, Wolf

Laguz - +4 damage when unit initiates

combat

Quick Salve P Apothecary - Changed the Use Item action

to a Minor Action if the item

used is a HP restorative item

Quickclaw P Lion and Cat

Laguz Speed

Deals damage equal to user’s

Strength to enemy when

attacked from range

Quixotic P Basara - + 30 Hit and +15 to skill

activations to both user and

enemy

Rally Heart A Bride, Groom,

Heron Tribe

Laguz

- Grants +2 to all stats and +2

Move to all units within 3

spaces for one turn

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Name P/C/

A

Class % Effect

Relief P Pegasus Rider -

Restore 1/10th of max HP at

start of Player phase when no

allies within 3 tiles

Rend Heaven P Basara Skill *

1.5

Adds (Str/2) to magical attacks

or (Mag/2) to physical attacks

Renewal P War

Monk/War

Cleric

- Restores 1/4 of unit’s max HP

at beginning of the Player

Phase

Replicate** A Mechanist Active Creates a clone of a target

adjacent ally. See Notes

Res Drain P Bishop - When user defeats enemy,

Res+2 (up to 10). Expires at

the end of the skirmish

Revitalize A Dancer, Bard,

Singer Active

Allows adjacent target have a

full extra turn

Roundhouse P Fighter, Lion

Laguz - -10 Hit, +10 Crit

Salvage Blow P Blacksmith Luck

After user defeats an enemy,

chance of receiving a random

sword, axe, lance, bow, or

dagger

Savage Blow P

Malig Knight,

Dark

Manaketes

-

When user triggers battle,

enemies within 2 spaces have

their HP reduced by 20%

(cannot kill units)

Shriek P Raven Laguz Luck Reduces attacking enemy’s

Luck to zero for one turn when

attacked from range

133

Name P/C/

A

Class % Effect

Shurikenfaire P Master Ninja - +5 damage when equipped

with a Dagger/Shuriken

Silencer C Assassin,

Wolf Laguz Skill/4 Instantly kill the target. Does

not work on bosses

Slow Burn P Dark Knight - Cumulative +1 Hit/Avo every

passing Player Phase up to

turn 15

Sol C Hero Skill/2 Restores HP equal to damage

dealt

Solidarity P Tactician - Crit+10/CrtAv+10 to adjacent

allies

Special Dance A Dancer / Bard

/ Singer Active

Gives Str/Mag/Def/Res+2 to

adjacent targets for one turn

Spendthrift A Merchant Active

Initiate battle this turn with

+10 damage and -10 damage

received if user spends a Gold

Coin

Steal A Thief, Raven

Laguz Active

Steal one unequipped item

from adjacent target if (User’s

Speed) > (Target’s Speed)

Strength Seal P Master of

Arms -

After battle, -6 to target’s

Strength until next Player

Phase (or enemy Phase if

attack occurred on enemy

Phase)

Strong Riposte P Mercenary - +3 damage when enemy

initiates combat

Stun C Falcoknight,

Wyvern Lord Skill/2

Inflicts Paralysis on target (2

turns)

134

Name P/C/

A

Class % Effect

Summon* A Summoner Active Summons a skeleton in

adjacent tile (See footnote at

end of table)

Swap A Soldier, Wolf

Laguz Active Swap places with an adjacent

ally on the map

Swordbreaker P Wyvern Lord - +50 Hit and Avo when target

is wielding a sword

Swordfaire P Swordmaster - +5 damage when equipped

with a sword

Tactical Advice P Tactician - When supporting a unit in

Guard Stance, the user grants

+10 Hit to lead unit

Tantivy P Wyvern Rider,

Hawk Laguz - Hit/Avo+10 when no allies

within 3 tiles

Tomebreaker P Dread Fighter,

Druid - +50 Hit and Avo when target

is wielding a tome

Tomefaire P Sage - +5 damage when equipped

with a tome

Trample P Malig Knight,

Lion Laguz -

+5 damage unless enemy is on

a mount

Vantage P Myrmidon - Always attack first when unit

is below 1/2 of max HP

Vengeance C Druid Skill/2 Add ½ of accrued damage to

next attack

Voice of Peace P Dancer/Bard/

Singer, Heron

Tribe Laguz

- Enemies within 2 spaces deal

2 less damage

Warding Blow P Falcoknight - When user triggers battle,

magical damage received -20

135

Name P/C/

A

Class % Effect

Wary Fighter P General - During battles, neither the user

or the enemy can double attack

White Pool P White Dragon

Laguz - Grants +5 Mag and Speed to

all allies adjacent to the user

Wrath P Berserker - +50 Crit when unit is below

1/2 of max HP

*Footnotes on Summon

Summon is a standard action that conjures a phantom skeleton under your

control. It acts like a regular unit, but does not gain EXP and lasts until destroyed

in battle or until combat ends. A Summoner can summon (Current Skill/4)

Phantoms per skirmish. Phantoms have 15 Str, 30 Base Hit, and wield different

weapons depending on a d4 roll. All Phantoms vanish once damaged.

1. Iron Sword (Mt 5, Hit 90)

2. Iron Lance (Mt 7, Hit 70)

3. Steel Axe (Mt 11, Hit 65)

4. Iron Bow (Mt 6, Hit 85)

A phantom that attacks or kills an enemy unit grants its Summoner 1/2 of the

EXP it would have normally gained from combat.

**Footnotes on Replicate

Creating a Replica requires a standard action. It is conjured in a space

adjacent to you and physically resembles the target, save for wispy strands of blue

string that form a ghostly connection with the Mechanist. You can create a Replica

of yourself or any allied unit but may only have one Replica summoned at any

time. The rules for a Replica are as follows

1. The Replica gains the stats, level, skills, current and maximum Hit Points,

and inventory of the targeted unit

136

2. The Replica and the original unit share Hit Points. If one were to gain or lose

HP, the other does as well. Additionally, the copycat does not gain

experience and cannot level up

3. The Replica cannot utilize any aura-like skills that passively affect units

around them but use activation auras like the Rally skills. Additionally, the

Replica cannot use the Revitalize skill.

137

Personal Skill List A Personal Skill is a skill a unit possesses naturally, usually stemming off of

a talent, a quirk or a personality trait of some kind your character as learned to

utilize in combat. Upon character generation, a unit chooses a single Personal Skill

to keep throughout their lifetime. These skills cannot be unequipped or overwritten

by any other skill as they are a major aspect of your character. While one is freely

chosen upon character generation, players are highly encouraged to select a

Personal Skill that reflects the individuality of their created character or to choose

one at random.

Besides being unable to unequip or override them, Personal Skills follow the

same rules as Class Skills.

Name P/C/A % Effect

Aching Blood P - +10 when wielding a forged weapon

with 8 letters

Bibliophile P - +10 Crit if user is carrying 3 or more

tomes

Bloodthirst C -

When user triggers battle and defeats

target, +4 Str/Mag/Skl/Spd till end of

next turn.

Born Steward P -

Hit/Avo +20, +2 damage and -2

damage received when fighting in a

castle positively affiliated with the

user

Bushido C -

When leading in Attack/Guard

Stance, +10 Crit, +2 damage, and -2

damage received if user’s Level is

higher than their supporting unit

Calmness P - +4 Skill and Res if unit chooses to

Wait

Chivalry C -

When enemy is at max HP, +2

damage and -2 damage received to

user

Collector P Luck% Luck% chance of obtaining random

items after moving (only up to Turn 7)

138

Name P/C/A % Effect

Competitive P -

When leading in Attack/Guard

Stance, +10 Crit, +3 damage, and -1

damage received if user’s Level is

lower than their supporting unit

Countercurse C -

When enemy triggers battle and

inflicts magical damage, enemy

receives ½ damage

Daydream C -

+2 damage and -2 damage received

when adjacent to two units of the

opposite gender

Devoted Partner C -

When supporting a unit in

Attack/Guard Stance+2 damage and -2

damage received to lead unit (Must

have Support Rank of C+ to activate)

Divine Retribution C -

When user has no weapon equipped

and they receive damage, the enemy

receives half of that damage

Draconic Heir P - +15% of max HP at the start of the

Player Phase is holding a Dragonstone

Evasive Partner C -

When supporting a unit in

Attack/Guard Stance, +15 Avo and -3

damage received to lead unit (Must

have Support Rank of C+ to activate)

Fancy Footwork A - +1 Str/Spd to all allies within 2 spaces

for one turn

Fearsome Blow C -

When user triggers battle and defeats

target, -20% HP to all adjacent

enemies

Fierce Counter C -

When leading in Attack/Guard Stance,

-2 damage received. When not in a

Stance, +2 damage received

Fierce Mien P - -10 Avo to all enemies within 2 spaces

Fierce Rival C -

When supporting a unit in

Attack/Guard Stance, if lead unit

triggers a critical hit, the user also

performs a critical hit

139

Name P/C/A % Effect

Fiery Blood P - +4 damage when user is below

maximum HP

Forager P -

Unit regain 20% of max HP at the

start of the turn if standing in

Mountain, Forest, or Field terrains

Forceful Partner C -

When supporting a unit in

Attack/Guard Stance, +15 Hit and +3

damage to lead unit (Must have a

Support Rank of C+ to activate)

Fortunate Son P - +15 CrtAvo to allies within 2 spaces,

+5 CrtAv to the user

Gallant C -

When supporting a female unit in

Attack/Guard Stance, +2 damage to

lead unit

Goody Basket P Luck At beginning of Player Phase, Luck%

chance to regain 10% of max HP

Gratitude P -

When user receives healing from a

staff, the healer receives ½ of the HP

recovered

Guarded Bravery C - +2 damage to user when male unit

triggers the battle

Haiku P -

If allies are above and below user at

the start of the Player Phase, +5 Hp to

allies and +7 HP to user

Healing Descant P -

Allies within 2 spaces regain 10% of

their max HP at the start of the Player

Phase

Highwayman C -

When user triggers battle and target

cannot counterattack, -3 to their

Str/Spd after battle (penalties lessen

by 1 each turn)

Icy Blood C -

When user’s HP is not full and they

take damage, the enemy receives the

same damage and -3 Skl/Spd for one

turn

In Extremis C - +30 Crit when user’s HP is under ¼ of

their maximum HP

140

Name P/C/A % Effect

Lily’s Poise P - +1 damage and -3 damage received to

adjacent allies

Lucky Charm P - +20 to skill activation rates based on

Luck

Make a Killing P Luck Obtain a random Bullion or Gem after

defeating an enemy

Miraculous Save C Luck%

If supporting a unit, lead unit has

(Your Luck%) of surviving a fatal

blow with 1 HP

Mischievous C Luck

When triggered, target’s weapon

becomes unequipped until the next

Player Phase

Misfortunate P - -15 CrtAvo to enemies within 2

spaces, -5 to user’s CrtAvo

Morbid Celebration C - When user triggers battle, +20% HP if

user defeats target

Noble Cause P -

When user is the Lead Unit, +3

damage and +1 damage received if

Rear Unit does not have full HP

Nohr Enmity C - +3 damage when attacking an enemy

belonging to Nohr

Opportunist C - When user triggers battle and target

cannot counterattack, +4 damage

Optimist P - x1.5 healing received from staves

Optimistic P - +4 Speed and +8 Luck if unit chooses

to Wait on their turn

Peacebringer/Queen P - Allies and enemies within 2 spaces

take 2 less damage in battles

Perfect Pitch A Active

When used, units within 2 spaces who

have lower HP than the user regain

+10% of their max HP

Perfectionist C - +15 Hit/Avo when user is at full HP

Perspicacious P - +5 Hit for all allies currently on the

battlefield

Playthings P - -5 HP to all adjacent enemies at the

start of the Player Phase

141

Name P/C/A % Effect

Pragmatic P -

When target’s HP is not full, +3

damage and -1 damage received to the

user

Pride C -

+3 damage when user’s level <

enemy’s level (promoted units count

as Level+20)

Prodigy P - +4 Str or Mag if user’s Str or Mag is

higher than the user’s

Puissance P - +3 damage when (User’s Str >

Target’s Str)

Pyrotechnics C -

When user triggers battle at under ½

HP, -20% HP to user and enemies

within 2 spaces

Quiet Strength P - -2 damage received to allies within 2

spaces

Rallying Cry P - +2 damage to allies within 2 spaces

Rose’s Thorns P - +3 damage and -1 damage received to

adjacent allies

Shuriken Mastery P -

When user receives damage from a

dagger attack, enemy receives ½ of

that damage

Sisterhood C -

When leading in Attack/Guard

Stance,, +2 damage and -2 damage

received if supporting unit is female

Supportive P -

When supporting a unit in

Attack/Guard Stance, +10 hit, +2

Attack, -2 Dmg received to lead unit

(Must have a Support Bonus rank of

C+ to activate)

Sweet Tooth P - +4 HP if unit chooses to Wait

Triple Threat C -

When user is under ½ HP, ½ damage

received from swords/axes/lances

dealt back to attacker

Unmask P - +4 damage and Crit+20 when fighting

a female unit

142

Name P/C/A % Effect

Vendetta P -

+4 damage if user has already engaged

target in combat in this skirmish

previously

Vow of Friendship P -

When a unit you share a Support Rank

with is below 1/2 HP, you gain +3

damage and -3 damage received

Wind Blood P - +10 Hit/Avo when user’s HP is not

full

143

Manual Only Skills The following is a listing of skills a unit does not normally have access to

unless they acquire a skill manual. Note that some of these skills are much more

powerful than standard class skills. As such, they are expected to be very rare, if

any corresponding manual are rewarded to players at all.

Name P/C/

A

Class % Effect

All Stats +2 P Any - Grants +2

Str/Mag/Skl/Spd/Luck/Def/Res

Blossom P Any - +1 to all Base Stats while equipped but

only receive 2/3rds of regular

experience gain

Boon P Any - Removes all status conditions at the

beginning of the Player Phase

Celerity P

Any Non-

Mounted

or Flying

Unit

- +2 Movement. Negates the movement

penalty from Desert and Forest terrains

Charge C Any -

If (User’s Speed+HP > Target’s

Speed+HP) at the end of combat, the

combat round repeats itself until

(User’s Speed+HP < Target’s

Speed+HP)

Conquest P Any - Unit does not take bonus damage from

weapon effectiveness

Corrosion P Any Skill Reduces target’s equipped weapon

durability by (User’s Level/2).

Promoted units count as (Level+20)

Darkness

Sword C Any Skill/2

Rol1 a d4. Multiply damage dealt on

this hit by number rolled. If a 1, take

damage equal to damage dealt

Daunt P Any - -5 Hit/Crit to all enemies within 3

spaces

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Name P/C/

A

Class % Effect

Demigod P Any - Increase skill activation rates by 30%

in addition to normal activation rates

Disarm C Any Skill/2 Immediately unequips target's weapon

until the end of their next turn

Eclipse C Any Skill Negates the target’s Def and multiplies

the user’s Str by 5 for one attack. Will

not trigger on ranged attacks

Flourish A

Any

physical

weapon

using unit

-

When activating, user deals half

damage with all attacks during the

initiated combat.

Formshift A

Any

Laguz

Royalty

-

User can transform regardless of

transformation gauge. Transformation

gauge does not go down

Future Sight P Any - Negates Critical Hits against the user

Glare A Any

Laguz

Unit

Skill/2 When successful, petrifies target until

the end of the skirmish

Great Shield C Any Skill Negates all damage for all incoming

attacks from an enemy when activated

Holy Sword C Any Skill/2 Add 20 to a single attack's damage

Imbue P Any Non-

magic unit -

Regain HP at the beginning of your

turn equal to your Magic

Insight P Any - +20 Hit, +5 sight range in Fog of War

Limit Breaker P Any - Increase all stat caps by 5

Lumina P Any - Gain proficiency with Dark Tomes

(starting at Rank E or Rank equal to

user’s Staff proficiency)

Mercy P Any - User’s attacks will leave targets at

1HP. User cannot kill targets

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Name P/C/

A

Class % Effect

Nullify P Any - Negates weapon effectiveness on

attacks against the user

Paragon P Any - Doubles gained experience points

Parity P Any - Negates both battle participant's skills,

terrain bonuses and supports

Provoke P Any - Increases chances of being attacked

Point Blank P Any - Allows bows to attack adjacent units

Resolve C Any - When under 1/2 of max HP, Str, Mag,

Skill, and Speed are doubled

Sacrifice A Any -

Transfer HP from user to target and

removes any status conditions on

target. Skill cannot be used at 1HP and

cannot reduce the user to 0HP

Savior P Any

Mounted

Unit

P Ignore penalties to Skill and Speed

when Rescuing a unit

Scion P Any - Increase skill activation rates by 10%

in addition to normal activation rates

Slayer P Any - Deal Bonus damage to monsters and

undead

Shade P Any - Decreases chances of being attacked

Shadowgift P Any - Gain proficiency with Dark Tomes

(starting at Rank E or Rank equal to

user’s Staff proficiency)

Vigilance P Any - +20 Avoid

Vortex A Any Active Allows the user to attack with razor

winds. Mt 5, Hit 80, Rng 1-2, Bonus vs

flying units and Bird Tribe Laguz

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Name P/C/

A

Class % Effect

Wildheart P Any

Laguz -

Enables a half-shift while in humanoid

form, adding half of a Laguz’s

Transformation Bonus to the unit’s

Humanoid stats. The Laguz may still

transform normally

147

Gamemaster Notes

This section is for the Gamemaster, the one who sets out the adventure and

controls the world around the heroes. Those uninterested in running the game can

ignore this section.

As the Gamemaster, it's your job to lay out the world and the people in it for

your players to explore and, of course, fight in. Having played a Fire Emblem

game before will greatly increase your insight as to how to balance encounters and

other aspects of the game, but you can make do without previous experience with

the games. Here are some tips for GMs of all experience levels to try out in their

games.

1) Keep the population under control!

Fire Emblem: The Tides of War is designed for the average group size of 3-

5 players and so that every player controls a single unit and face off against 11-16

enemies on average. If your group wants a smaller scaled game, then one active

character per player with opportunities to switch to back up characters will be fine,

but for those craving large scale tactics, try giving control of two or three units per

players and bumping up the enemy count to an average of 16-25. Keep in mind

that the more enemies that are on the field, the individual strength of each unit

should be lessened. Fighting 25 boss leveled enemies just isn't fair! On the other

hand, 8 paper-thin enemies won't be a challenge. Find a balance!

2) Combat too much? Simplify!

The default mechanics in Fire Emblem: The Tides of War are set for those

who want to experience the Fire Emblem games' deadly mechanics for themselves

in pen and paper form, but that doesn't mean that combat can't be modified to suit

your needs. If combat seems a bit too bloated or long-winded for your tastes, try

ignoring mechanics like terrain and weapon ranks until relevant, reducing the

number of enemies, weaken existing enemies, or removing minor mechanics like

CrtAvid. Tweak and prod at the game until you and your group find something that

you all enjoy.

148

3) Keep it harsh but fair!

Players like to be challenged, but not unfairly. On average, a standard player

unit should be able to have a fairly high chance of survival against a single enemy,

but two units at a time should be something to keep an eye out for. Squad-based

tactics should be relied on by players, so lone wolves don't fair too well against a

group of two or three enemies at a time without a terrain advantage.

Keep the reinforcements under control as well. I've learned that it's easy to

go overboard with extra enemy units, so find the right balance between fair and

threatening.

4) Don't leave the players high and dry!

Item and equipment management should be a priority for the players, so give

them just enough to keep going for a few battles until they can find chests or

enemies to loot or a local armory to buy cheap weapons from.

5) Stumped on the storyline? Try bandits!

Seriously! Anyone who has played a Fire Emblem game before knows how

much the writers love throwing out bandits and stragglers from enemy armies

around like candy. At this point, bandits are a Fire Emblem staple, so don't be

afraid to throw them out when you need to stall for time on the storyline. If humans

aren't your thing in your setting, read the next tip.

6) Try out monsters!

For the fans of Awakening and Sacred Stones, monster classes can be easily

recreated either in great depth of on the fly. If you're interested in using monsters

for your campaign, here are some tips for quickly and easily reskinning enemy

units into monster units:

Reskin Soldiers into Bonewalkers with different weapons for diversity!

Make a Tarvos out of a Cavalier with an axe and beefed up Strength!

Turn a Fighter into a Revenant and refluff his axe into deadly claws!

Convert a Druid into a Gorgon with a long range Stone Gaze spell that

petrifies!

149

The stats of monsters should be a point or two higher than the standard enemy

you're basing the class off of to reflect their deadlier nature. For larger monsters

like dragons, starting from scratch would be better than converting an existing

class. Keep it harsh but fair!

7) Keep enemy stat blocks simple!

You're going to be keeping track of a small army worth of units and multiple

types of each unit every battle, so keep your stat blocks simple and easy to read.

Units should be of equal or lesser power than a player unless they are a boss unit,

in which case they should overpower them. For instance, here's an example stat

block for a level 1 enemy Cavalier as an example.

Cavalier

HP: 22

Hit: 80

Avo: 15

Atk: Iron Sword 12 / Iron Lance 14

Def/Res: 5/2

Speed: 7

See? It's easy to refer to and easy to keep track of. I recommend using a single

stat block for each enemy of a single class, as making eight different blocks with

eight sets of numbers for your eight Cavaliers will get tiring after a while.

Speaking of numbers...

8) Don't be afraid to fudge numbers a little!

If your player's General would have left the enemy at 2 HP after an attack,

don't be afraid to just kill the enemy off in the interest of saving time. However, if

the General left him at 2 HP on purpose for a teammate to gain EXP or is a boss

unit, then don't jump the gun there. Play it by ear and move around numbers if it

means saving time or making things more dramatic

150

Name:

Class: Lvl:

Hit Points /

HP Gain Value

Stat Base Current +/- EXP: XP

Character Portrait / Notes

Strength

Atk

Magic

Move

Skill

Resc

Speed

Hit

Luck

Avo

Defense

Crit

Resistance

CrtAv

Constitution

Shield

Gauge /10

Supports Affinity:

Proficiency Rank WEXP

Unit Name Rank Affinity Bonuses:

Weapon/Item Rank Uses Mt Hit Crt Rng Effect and Worth

Skill Activation Rate Effect

151

Name:

Tribe:

Lvl:

Hit Points: /

HP Gain Val Stat Base Current +/- EXP: XP

Strength

Atk

Character Portrait / Notes

Magic

Move

Skill

Resc

Speed

Hit

Luck

Avo

Defense

Crit

Resistance

CrtAv

Constitution

Shield

Gauge /10

Supports Affinity:

Proficiency Rank WEXP

Unit Name Rank Affinity Bonuses:

Laguz Transformation Bar

Lagus Initiative: Current: Max

Laguz Point Influences

Humanoid Form

Laguz Form Bonuses

Turn Battle

Laguz Form

Turn Battle

Weapon/Item Rank Uses Mt Crt Rng

Effect and Worth

Skill Activation Rate Effect

152

Credits

Personal thanks go out to:

Nintendo and Intelligent Systems for making a great video game series

My tabletop group for helping me play test and for helping me flesh out concepts

4chan's /tg/ board for bringing up the idea of a Fire Emblem pen and paper game to

me. I know there's another system out there but multiple systems mean more ways

to enjoy Fire Emblem.

Random anon from 4chan's /tg/ board for suggesting the flipped 1d100 method for

skill activations. Seriously, thank you.

And myself for actually finishing a project even though it took a few tries

Fire Emblem: The Tides of War was not meant for profit, so if you bought this

rulebook I suggest getting your money back.

If you have any experiences with the game you'd like to share or if you see any

errors within the rulebook, feel free to contact me at [email protected] or on

my blog at www.obelion13.wordpress.com. I check my blog more often, so I'd

start there on the "Comments" page. If you’re desperate, try me on Skype. Just

make sure to state you have a question about this game when you do or I might just

pass off your invite as spam.

I hope you enjoy the game as much as I had making it.

-John "Obelion13" Frey