Credits: Pegasus Knight, Eternal Fantasy, Nitrodon (experience formula)
Notes: Any fractions are omitted
Stat reduction
- When affected by Sleep or Stone, a character’s Strength, Magic, Skill, Speed and Defence become 0.
- When attempting to capture an enemy, Strength, Magic, Skill, Speed and Defence are halved.
- When carrying an enemy or ally, Strength, Magic, Skill, Speed, Defence are halved. If the carried character’s Build is more than half of the user’s Build (Build +5 if the user is mounted), Movement is also halved.
Attack Speed
Property | Calculations |
---|---|
Attack Speed (physical) | = Speed – (weapon Weight – Build, 0 if negative) |
Attack Speed (magical) | = Speed – weapon Weight |
Staff double-cast rate | = [(Speed + Skill + Luck) / 2] % |
Double attack/Pursuit attack if: (Attack Speed – enemy’s Attack Speed) >= 4
Note 1: The only staves that can double-cast are Live, Relive and Reblow
Note 2: Staves cannot double-cast when the first cast recovers all HP
Re-action
Property | Calculations |
---|---|
Re-action rate | = (Amount of Movement stars x 5) % |
Damage
Property | Calculations |
---|---|
Physical damage | = Strength + (weapon Might x Effective bonus) |
Physical defence | = Defence + Terrain bonus |
Magical damage | = Magic + M Up/Holy water bonus + Terrain bonus + (weapon Might x Effective bonus) |
Magical defence | = Magic + M Up/Holy water bonus + Terrain bonus |
Damage | = [(Physical damage x Critical bonus) – enemy’s Physical defence] or [(Magical damage x Critical bonus) – enemy’s Magical defence] |
Effective bonus: 3 if weapon is effective against the enemy, 1 if not.
M Up/Holy Water bonus: 7 to 0, depending on the duration of the M Up/Holy Water effect
Critical bonus: 2 if critical is successful, 1 if not
Note: Magic swords (eg. Light Sword) count as magical damage when used from afar.
Accuracy
Property | Calculations |
---|---|
Accuracy | = Weapon Hit + (2 x Skill) + Luck + Support bonus + Leadership bonus + Charisma bonus + Weapon triangle bonus |
Avoid | = (2 x Attack Speed) + Luck + Support bonus + Leadership bonus + Charisma bonus + Terrain bonus |
Battle accuracy | = (Accuracy – enemy Avoid) % [minimum value is 1, maximum value is 99] |
Staff accuracy | = [Staff accuracy + (4 x Skill)] % [maximum value is 99] |
Support bonus: From 30 to 0, depending on the type and amount of supporting characters
Leadership bonus: (Sum of all allied unit’s Leadership stars) x 3
Charisma bonus: 10 if a character with Charisma is within 3 squares radius
Staff accuracy: 100 for Torch, 60 for all other staves
Weapon triangle bonus: 5 if weapon is good against enemy’s weapon, -5 if weapon is bad against against enemy’s weapon
Physical weapon triangle: Swords > Axes > Lances > Swords
Magical weapon triangle: Fire > Wind > Thunder > Fire
Special: (Light and Dark) > (Fire, Wind, Thunder)
(“>” means “is strong against”)
Note 1: When Moonlight Sword or Sun Sword activate, battle accuracy is 100% (unless enemy activates Prayer)
Note 2: When Prayer activates, enemy’s battle accuracy is 0%
Critical
Property | Calculations |
---|---|
Critical rate | = Weapon Critical + Skill + Support bonus |
Critical evade | = (Luck / 2) + Support bonus |
Battle critical rate | = [(Critical rate – enemy Critical evade) x Pursuit critical coefficient] % [maximum value during non-Pursuit attacks is 25] |
Pursuit Critical coefficient: 5 to 0, depending on the character. Only applies during and after the first attack due to Pursuit/double attacking.
Example 1: Leaf attacking an enemy
Leaf’s first attack (non-Pursuit attack), maximum battle critical rate is 25
Enemy’s first attack (non-Pursuit attack), maximum battle critical rate is 25
Leaf’s second attack (Pursuit attack), maximum battle critical rate is 100
Leaf’s third attack from Continue (Pursuit attack), maximum battle critical rate is 100
Example 2: Mareeta being attacked by an enemy
Enemy’s first attack (non-Pursuit attack), maximum battle critical rate is 25
Mareeta’s first attack (non-Pursuit attack), maximum battle critical rate is 25
Mareeta activates Continue or is using a consecutive attack sword (non Pursuit attack), maximum battle critical rate is 25
Mareeta’s second attack, shooting Star Sword activates. All five strikes (Pursuit attacks) have a maximum battle critical rate of 100
Note 1: Crusader scrolls negate enemy’s battle critical rate (unless enemy activates Wrath)
Note 2: When Wrath activates, battle critical rate is always 100%
Curse
Property | Calculations |
---|---|
Self-damage rate | = (21 – Luck) % |
Note: Curse effect applies to users of a Devil Axe
Stealing and Capturing
Steal option if: Speed > enemy’s Speed
Steal weapon/item if: Build > enemy’s weapon/item Weight
Capture option if: Build > enemy’s Build (or user is mounted)
Capture enemy if: User reduces enemy’s HP to 0 (or if enemy is unarmed)
Note 1: User must have the Steal skill to steal weapons/items
Note 2: Enemies with 20 Build or are mounted cannot be captured
Weapon Ranks
Weapon Rank | Required WEx | Total WEx |
---|---|---|
– to E | 50 | 50 |
E to D | 50 | 100 |
D to C | 50 | 150 |
C to B | 50 | 200 |
B to A | 50 | 250 |
Weapon EXP: 1 for all weapons and magic.
For staves: 1 for E Rank, 2 for D Rank, 3 for C Rank, 4 for B Rank, 5 for A Rank and 10 for * Rank.
Fatigue
Fatigue level: Increases by 1 each time a character fights, steals or dances.
For staves: Increases by 1 for E Rank, 2 for D Rank, 3 for C Rank, 4 for B Rank, 5 for A or * Rank.
Fatigued if: Character’s Fatigue level is equal to or higher than their Max HP (fatigued characters cannot participate in the next chapter).
Note 1: The Fatigue system only works from Chapter 8 onwards (Leaf is exempt from the system).
Note 2: Fatigue level is reset to 0 once the character sits out a whole chapter.
Note 3: If a character holds onto a S Drink, they can participate in the next chapter even if they are fatigued (their Fatigue level is also reset).
Experience
Property | Calculation |
---|---|
Experience from combat | = (31 – Level) / Class power |
Experience from defeating enemy | = {[enemy’s Class power x (enemy’s Level + enemy’s Class bonus)] – [Class power x (Level + Class bonus)] + 20, take as 0 if negative} + Experience from combat + Boss bonus + Thief bonus |
Class power:
- 1: Priest, Sister
- 2: Troubadour, Bow Fighter, Mountain Thief (2), Hunter, Pirate, Dancer, High Priest, Bishop, Thief, Soldier, Archer
- 3: Everything not listed
- 4: Duke Knight, Paladin (M), Bow Knight, Forrest Knight, Mage Knight (M), Great Knight, Pegasus Knight, Dragon Knight, Sniper, General, Warrior, Prince, Dark Bishop, Killer Arch, Mercenary
- 5: Swordmaster, Baron, Berserker, Sage, Iron Arch
(This list excludes unused classes. Dismounting drops Class power by 1 except for Free Knights, Troubadours and Mage Knights.)
Class bonus: 0 for non-promoted classes, 20 for promoted classes.
Boss bonus: 40 if enemy is a boss, 0 if not (for the purposes of this formula, there is only one boss per chapter).
Thief bonus: 20 if enemy has the Steal skill, 0 if not.
Note 1: Elite mode and the Elite skill both double the experience gained, and these effects stack.
Note 2: Characters afflicted by the Berserk status do not gain experience.