Credits: Pegasus Knight, Nitrodon (Devil Axe backfire rate)
Notes: All final decimals are rounded down.
The physical weapon triangle is: Sword > Axe > Lance > Sword
The magical weapon triangle is: Anima > Light > Dark > Anima
(“>” means “is good against”)
|Attack Speed||= Speed – (Weapon Weight – Constitution, take as 0 if negative) [Minimum is 0]|
Double Attack if: (Attack Speed – enemy Attack Speed) >= 4
|Attack||Physical||= Strength + [(Weapon might + Weapon triangle bonus) x Effective bonus] + Support bonus|
|Magical||= Magic + [(Weapon might + Weapon triangle bonus) x Effective bonus] + Support bonus|
|Defence||Physical||= Defence + Support bonus + Terrain bonus|
|Magical||= Resistance + Support bonus + Terrain bonus|
|Damage||= (Attack – enemy Defence) x Critical bonus|
Weapon Triangle bonus: +1 if weapon is good against enemy’s weapon, -1 if bad against enemy’s weapon
Effective bonus: 3 if weapon is effective against enemy, 1 if not
Critical bonus: 3 if critical is successful, 1 if not
|Accuracy||= Weapon Hit + (Skill x 2) + (Luck / 2) + Support bonus + Weapon triangle bonus|
|Avoid||= (Attack Speed x 2) + Luck + Support bonus + Terrain bonus|
|Staff accuracy||= 30 + [(Magic – enemy Resistance) x 6] + Skill – (distance from enemy)|
|Battle accuracy||= Accuracy – enemy’s Avoid|
Weapon Triangle bonus: +10 if weapon is good against enemy’s weapon, -10 if bad against enemy’s weapon
|Critical Rate||= Weapon Critical + (Skill / 2) + Support bonus + Critical bonus|
|Critical Evade||= Luck + Support bonus|
|Battle Critical Rate||= Critical rate – enemy’s Critical evade|
Critical bonus: 30 if user is a Swordmaster or Berserker
Note: Critical rate is 0 if user attacks with a Light Brand (indirect)
|Backfire rate||= (21 – Level) % [minimum is 1]|
Note: Applies for Devil Axe
|Foot unit Aid||= Constitution – 1|
|Mounted unit Aid (male)||= 25 – Constitution|
|Mounted unit Aid (female)||= 20 – Constitution|
Rescue if: Aid >= ally’s Constitution
Note: All non-playable enemy characters use the male mounted Aid formula.
Only items can be stolen
|Weapon Rank||Required WEx||Total WEx|
|– to E||1||1|
|E to D||50||51|
|D to C||50||101|
|C to B||50||151|
|B to A||50||201|
|A to S||50||251|
Note 1: All weapons give 1 Weapon EXP per hit.
Note 2: Fatal hits give 2 Weapon EXP instead of 1.
Note 3: Weapon EXP is gained even if no damage is done or the attack misses.
Note 4: No Weapon EXP is obtained when using the Light Brand (indirect).
Note 5: The maximum Weapon Rank for non-promoted characters is A (Weapon EXP towards an S Rank cannot be obtained).
|Experience from doing damage||= [31 + (enemy’s Level + enemy’s Class bonus A) – (Level + Class bonus A)] / Class power|
|Experience from doing no damage||= 1|
|Experience from defeating (base)||= [(enemy’s Level x enemy’s Class power) + enemy’s Class bonus B] – [(Level x Class power) + Class bonus B]|
|Experience from defeating enemy||= Experience from doing damage + (Experience from defeating (base) + 20 + Boss bonus + Thief bonus, take as 0 if negative)|
Class power: 1 for Childs, Civilians, Transporter, 2 for Soldiers, Troubadours, Bards, Mamkutes (F), Priests, Thieves, Divine Dragons and Dancers, 4 for Paladins (F), 5 for Demon Dragons, Fire Dragons and Kings, 3 for everything else.
Class bonus A: 0 for non-promoted classes, 20 for promoted classes.
Class bonus B: 0 for non-promoted classes, 40 for Bishops and Valkyrias, 60 for all other promoted classes.
Boss bonus: 40 if enemy is a boss, 0 if not.
Thief bonus: 20 if enemy is a Thief, 0 if not.