Credits: Pegasus Knight, Wonder Egg
Note: All final decimals are rounded down (except for Eclipse, Magic-based swords and where stated).
Weapon Triangle
The physical weapon triangle is: Sword > Axe > Lance > Sword
The magical weapon triangle is: Anima > Light > Dark > Anima
(“>” means “is good against”)
Note: Light Brand (indirect) counts as Light magic, Runesword counts as Dark magic and Wind Sword (indirect) counts as Anima magic.
Double Attack
Property | Calculations |
---|---|
Attack Speed | = Speed – (Weapon Weight – Constitution, take as 0 if negative) [Minimum is 0] |
Double Attack if: (Attack Speed – enemy Attack Speed) >= 4
Damage
Property | Type | Calculations |
---|---|---|
Attack | Physical Light Brand (direct) | = Strength + [(Weapon might + Weapon triangle bonus) x Effective bonus] + Support bonus |
Light Brand (indirect) Runesword | = (Strength / 2) + [(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 Light Brand Runesword | = 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.
(For Reaver weapons, the Weapon triangle bonus is doubled for both weapons, except when facing another Reaver weapon.)
(Reaver weapons are Swordreaver, Swordslayer, Lancereaver and Axereaver.)
Effective bonus: 3 if weapon is effective against enemy (2 if weapon is Sieglinde, Audhulma, Siegmund, Vidofnir, Garm, Nidhogg, Excalibur or Ivaldi), 1 if not.
Critical bonus: 3 if critical is successful, 1 if not.
Note: The Wind Sword behaves the same as the Light Brand.
Accuracy
Property | Calculations |
---|---|
Accuracy | = Weapon Hit + (Skill x 2) + (Luck / 2) + Support bonus + Weapon triangle bonus + S Rank bonus |
Avoid | = (Attack Speed x 2) + Luck + Support bonus + Terrain bonus |
Staff accuracy | = 30 + (Magic x 5) + Skill |
Staff avoid | = (Resistance x 5) + (Distance from enemy x 2) |
Battle accuracy | = Accuracy – enemy’s Avoid |
Weapon triangle bonus: +15 if weapon is good against enemy’s weapon, -15 if bad against enemy’s weapon.
(For Reaver weapons, the Weapon triangle bonus is doubled for both weapons, except when facing another Reaver weapon.)
S Rank bonus: 5 if user is equipped with a weapon, whose weapon type they have an S Rank in.
Critical
Property | Calculations |
---|---|
Critical rate | = Weapon Critical + (Skill / 2) + Support bonus + Critical bonus + S Rank bonus |
Critical evade | = Luck + Support bonus |
Battle critical rate | = Critical rate – enemy’s Critical evade |
S Rank bonus: 5 if user is equipped with a weapon, whose weapon type they have a S Rank in
Critical bonus: 15 if user is a Swordmaster, Berserker, Journeyman (3) or Recruit (3)
Note: Critical rate is 0 if user attacks with a Light Brand (indirect), Runesword or Wind Sword (indirect).
Curse
Property | Calculations |
---|---|
Backfire rate | = (31 – Luck) % |
Note: Applies for Devil Axe.
Rescue
Property | Calculations |
---|---|
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.
Stealing
Steal if: Speed >= enemy’s Speed
Note 1: Only Thieves and Rogues can Steal
Note 2: Only items can be stolen
Weapon Ranks
Weapon Rank | Required WEx | Total WEx |
---|---|---|
– to E | 1 | 1 |
E to D | 30 | 31 |
D to C | 40 | 71 |
C to B | 50 | 121 |
B to A | 60 | 181 |
A to S | 70 | 251 |
Note 1: Fatal hits give double Weapon EXP.
Note 2: Weapon EXP is gained even if no damage is done or the attack misses.
Note 3: No Weapon EXP is obtained when using the Light Brand (indirect), Runesword or Wind Sword (indirect).
Note 4: No Weapon EXP is obtained when a weapon or staff breaks.
Note 5: The maximum Weapon Rank for non-promoted characters is A (Weapon EXP towards an S Rank cannot be obtained), the maximum Weapon Rank for a Trainee (1) character is C (Weapon EXP towards a B Rank cannot be obtained).
Note 6: Characters can only have one S Rank, except Lyon who can have 2 S Ranks.
Experience
Property | Calculation |
---|---|
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] / Mode coefficient } |
Experience from defeating enemy | = [Experience from doing damage + (Experience from defeating (base) + 20 + Boss bonus + Thief bonus, take as 0 if negative)] x Silencer bonus |
Class power: 1 for Journeyman (1), Recruit (1), Pupil (1), Civilian, Pontifex and Entombed, 2 for Cleric, Soldier, Troubadour, Manakete (M), Manakete (F), Thief, Priest and Dancer, 5 for Demon King, 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 Assassins, Rogues, Bishops and Valkyries, 60 for all other promoted classes.
Mode coefficient: Initially treat this value as being 1. If Experience from defeating (base) is calculated as 0 or negative, this value becomes 2 instead. For all other cases it remains 1.
Boss bonus: 40 if enemy is a boss, 0 if not.
Thief bonus: 20 if enemy is a Thief, Rogue or Assassin, 0 if not.
Silencer bonus: ~1.8 if the user activates Silencer, 1 if not.
Note: Experience from defeating enemy is rounded up if Mode coefficient is 2.