Blue Knight
Water Spirit
Towns Folk
Hey everyone o/
With the rise of Fates online play, Pedia will perhaps have it's own Fates online competitions. But given the advent of things like cheating, skill hacking and skill buying, rules will need to be set up, and for rules to be set up, the ones setting the rules need to understand a few facts of the game, and explaining those facts of the game is what I'll do right now.
First, my terminology.
-Stat: A stat is an attribute a character has, a character has different stats, HP, Strenght, Magic, Speed, Skill, Luck, Defense and Resistance are the battle stats.
Those stats affect how a character performs in battle, as follows:
HP: also known as Hit Points, those indicate how much damage a character can take, if it reaches zero, the character dies.
Strenght: or Str, it indicates how much damage you do with physical weapons like Swords/Katanas and Lances/Naginatas.
Magic: or Mag, it indicates how much damage you do with Tomes/Scrolls, Dragonstones and magical weapons like the Bolt Naginata.
Skill: or Skl, it influences Hit rate and Critical Hit rate
Speed: or Spd, it influences Avoid, and if you have 4 points or more higher than your opponent, you attack twice.
Luck: or Lck, it influences Avoid and Critical Avoid
Defense: or Def, it mitigates damage received by physical weapons
Resistance: it mitigates the damage received by Tomes/Scrolls, Dragonstones and magical weapons.
Some stats, mostly Skl or Lck, also affect Skills activation.
Now, you know those are the stats, but how do you rise them? Well, obviously, by leveling up or consuming stat rising items. Consuming Stat rising items is straightforward, they add a fixed amount to that particular stat, leveling up is different, and I'll explain it soon.
-Growth Rate: Now, upon level up some stats may rise right? Well, whether they rise or not depends on the character's Growth Rates, each character has a built-in % chance to rise a stat on level up, so, if a character has a 80% Strenght growth ratr, that means that on level up there's a 80% chance of giving +1 to Strenght.
Growth Rates are divided by Base Growths, and Class Growths.
Base Growths are the character's own internal growth rates, those are fixes and never change. Base growths are added to the Class Growths, which depend on which class the character is currently in. The result are the actual Growth Rates.
Note that since growth rates are a percentage chance, it means there's a random element to it, so not all units grow the same between games even if they are the same unit, it depends on luck usually.
-Base Stat: those are the stats the character starts with upon recruitment, and, like growths, are divided into Character Base and Class Base.
Character bases are the characters absolute bases, which are fixed and never change, they are added to the Class bases to give you the actual base stats.
-Stat caps: now, one of the most important factors, at least for postgame and online multiplayer, are stat caps, this indicates how much can a stat grow on a specific character, once it reaches the cap, it cannot rise anymore, even with stat boosting items.
Stat caps are defined by the Class's caps, which are then further modified by the character own modifiers. So, for example, if a class has a Str cap of 30, and the character on that class has a Str modifier of -1, the the actual stat cap for Str would be 29.
-Level and level cap: a level indicates how much experience the unit has, unlike other games, level is less an indicator of powee and more of a limiter of how much the unit can grow. Experience starts at zero, and upon reaching 100 you get a level up, during which you can gain stats depending on the character's growth and caps, and depending on the level, a new Skill. The level cap indicates how much the unit can grow, how high a level they can reach, and upon hitting it the unit can no longer level up, and thus cannot get more stats (except by stat raising items) nor learn more skills.
The level cap can be raised by using an Eternal Seal, those raise the level cap by 5, but only on an advanced class, with a total level limit of 99.
-Weapon Ranks: they are the weapon "icons" on a character, and indicate whether or not the character can use that specific weapon type. Weapon ranks can go from E to S, but how high the rank can go depends on the class, so having a class use only a single weapon is generally no longer as bad as in other FE games compared to using a class that can use many weapons, like the Master of Arms (A-rank swords and lances and B-rank Axes) vs the Swordmaster (S-rank swords)
Now, leaving stats behind, let's start with classes.
Classes come in 2 groups, base class and advanced class.
A base class is as it sounds, a basic class that is meant to pave the way to advanced classes, simply having a base class means that character can gain access to it's promotions with a few exceptions.
An advanced class is the result of using a Master Seal on a base class, advanced classes have generally higher stat caps (stat growths remain mostly the same usually with a few % here and there, nothing big) and higher weapon ranks/more available weapons.
Azura's class, Songstress, is different since it doesn't promote, but has a level cap of 40 to make up for it and learns the same amount of skills as a base class+it's promotion.
-Skills: not to be confused with the Skl stat, Skills are abilities gained from classes at specific levels, a unit has a Personal Skill, which is unique to them and cannot be removed nor changed, and 5 slots for active skills, which can be swapped in or out as you want as long as you've learned a particular skill, and a skill pool, which is where all your skills go when you don't have them active. Skills have different effects and uses, some are Trigger Skills, which activate during battle depending on a percentage chance usually based on a stat (usually Lck or Skl) Astra, for example, has a trigger rate of (Skl stat) x0.5. Others just boost a stat or have other effects.
More later
With the rise of Fates online play, Pedia will perhaps have it's own Fates online competitions. But given the advent of things like cheating, skill hacking and skill buying, rules will need to be set up, and for rules to be set up, the ones setting the rules need to understand a few facts of the game, and explaining those facts of the game is what I'll do right now.
First, my terminology.
-Stat: A stat is an attribute a character has, a character has different stats, HP, Strenght, Magic, Speed, Skill, Luck, Defense and Resistance are the battle stats.
Those stats affect how a character performs in battle, as follows:
HP: also known as Hit Points, those indicate how much damage a character can take, if it reaches zero, the character dies.
Strenght: or Str, it indicates how much damage you do with physical weapons like Swords/Katanas and Lances/Naginatas.
Magic: or Mag, it indicates how much damage you do with Tomes/Scrolls, Dragonstones and magical weapons like the Bolt Naginata.
Skill: or Skl, it influences Hit rate and Critical Hit rate
Speed: or Spd, it influences Avoid, and if you have 4 points or more higher than your opponent, you attack twice.
Luck: or Lck, it influences Avoid and Critical Avoid
Defense: or Def, it mitigates damage received by physical weapons
Resistance: it mitigates the damage received by Tomes/Scrolls, Dragonstones and magical weapons.
Some stats, mostly Skl or Lck, also affect Skills activation.
Now, you know those are the stats, but how do you rise them? Well, obviously, by leveling up or consuming stat rising items. Consuming Stat rising items is straightforward, they add a fixed amount to that particular stat, leveling up is different, and I'll explain it soon.
-Growth Rate: Now, upon level up some stats may rise right? Well, whether they rise or not depends on the character's Growth Rates, each character has a built-in % chance to rise a stat on level up, so, if a character has a 80% Strenght growth ratr, that means that on level up there's a 80% chance of giving +1 to Strenght.
Growth Rates are divided by Base Growths, and Class Growths.
Base Growths are the character's own internal growth rates, those are fixes and never change. Base growths are added to the Class Growths, which depend on which class the character is currently in. The result are the actual Growth Rates.
Note that since growth rates are a percentage chance, it means there's a random element to it, so not all units grow the same between games even if they are the same unit, it depends on luck usually.
-Base Stat: those are the stats the character starts with upon recruitment, and, like growths, are divided into Character Base and Class Base.
Character bases are the characters absolute bases, which are fixed and never change, they are added to the Class bases to give you the actual base stats.
-Stat caps: now, one of the most important factors, at least for postgame and online multiplayer, are stat caps, this indicates how much can a stat grow on a specific character, once it reaches the cap, it cannot rise anymore, even with stat boosting items.
Stat caps are defined by the Class's caps, which are then further modified by the character own modifiers. So, for example, if a class has a Str cap of 30, and the character on that class has a Str modifier of -1, the the actual stat cap for Str would be 29.
-Level and level cap: a level indicates how much experience the unit has, unlike other games, level is less an indicator of powee and more of a limiter of how much the unit can grow. Experience starts at zero, and upon reaching 100 you get a level up, during which you can gain stats depending on the character's growth and caps, and depending on the level, a new Skill. The level cap indicates how much the unit can grow, how high a level they can reach, and upon hitting it the unit can no longer level up, and thus cannot get more stats (except by stat raising items) nor learn more skills.
The level cap can be raised by using an Eternal Seal, those raise the level cap by 5, but only on an advanced class, with a total level limit of 99.
-Weapon Ranks: they are the weapon "icons" on a character, and indicate whether or not the character can use that specific weapon type. Weapon ranks can go from E to S, but how high the rank can go depends on the class, so having a class use only a single weapon is generally no longer as bad as in other FE games compared to using a class that can use many weapons, like the Master of Arms (A-rank swords and lances and B-rank Axes) vs the Swordmaster (S-rank swords)
Now, leaving stats behind, let's start with classes.
Classes come in 2 groups, base class and advanced class.
A base class is as it sounds, a basic class that is meant to pave the way to advanced classes, simply having a base class means that character can gain access to it's promotions with a few exceptions.
An advanced class is the result of using a Master Seal on a base class, advanced classes have generally higher stat caps (stat growths remain mostly the same usually with a few % here and there, nothing big) and higher weapon ranks/more available weapons.
Azura's class, Songstress, is different since it doesn't promote, but has a level cap of 40 to make up for it and learns the same amount of skills as a base class+it's promotion.
-Skills: not to be confused with the Skl stat, Skills are abilities gained from classes at specific levels, a unit has a Personal Skill, which is unique to them and cannot be removed nor changed, and 5 slots for active skills, which can be swapped in or out as you want as long as you've learned a particular skill, and a skill pool, which is where all your skills go when you don't have them active. Skills have different effects and uses, some are Trigger Skills, which activate during battle depending on a percentage chance usually based on a stat (usually Lck or Skl) Astra, for example, has a trigger rate of (Skl stat) x0.5. Others just boost a stat or have other effects.
More later