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Version 2/Fates

The Tides of War

Tabletop Strategy Core Rulebook and


Player's Handbook

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 4chans /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 at the "Comments" section of
www.obelion13.wordpress.com or Obelion13@yahoo.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, Proximity Shot, 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 cant 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: Fox Spirit, Garou, Herb Merchant, Ninja, Nohr
Prince/Princess
o New Promoted Classes: Basara, Blacksmith, Dark Blood, Elite Ninja,
Golden-Kite Warrior, Great Merchant, Maid/Butler, Managarm,
Nine-Tailed Fox, Puppeteer, Revenant Knight, Weapon Master, White
Blood
Due to not needing a promotional item in Fire Emblem: Fates, a new item,
Beast Seals, allows a Fox Spirit or Garou to promote as a unit would do in
previous games.
o Herb Merchants require an Orions 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 Open Assault, Voice of Peace, Roundhouse, Confined Defense,
Attack Stance+, Stubborness, Flowing Strike, Swallow Strike, Bind,
Devilish Wind, Tactical Guide, Locktouch, Distinguished Son, Cut
Through, Mirror Strike, Defensive Formation, Awakening, Diamond
Strike, Guard Stance+, Magic Drain, Kunaibreaker, Battle Command,
Odd Fang, Beastbane, Effective Medicine, Household Cure, Snake

Venom, Song of Peace, Even illusion, Noble Lineage, Dragon Fang,


Servants Joy, Ogre Strike, Draconic Shield, Hoshido, Draconic
Curse, Nohr, Strength Seal, Line of Death, Smithy Skill, Easy Life,
Extravagance, Puppet Break, Copycat Puppet, Kunaifaire, Breaking
Sky, Flamboyant, Soar, Sun God, Deadly Breath, Overbearing, Even
Nap, Four Fangs, Odd Cry
Added the personal skill feature found in Fire Emblem: Fates as an optional
rule for Game Masters to use as they desire
o Absent-minded, Absolute Offense, Absolute Protection, Absolute
Support, Ambush Duty, Arrogance, Azure Dance, Beautiful Flower,
Beautiful King, Bewitching Flower, Blood tingling, Blossoming
Mind, Butlers Fear, Calmness, Cold-Blooded, Competitive, Curse
Reflection, Desperate Struggle, Dirty Fight, Divine Retribution,
Dragon Child, Encouragement, Explosive Flame, Farmland Master,
Flame Blood, Foul Play, Friendship Oath, Get Rich Quick, Girl
Lover, Gratitude, Haiku, Healing Voice, Ice Blood, Intimidate, Killer
Instinct, Ladies First, Little Cheer, Lucky Soul, Mysterious Appeal,
Ninja Reversal, Nohr-Hater, Perfectionist, Pick Up, Play-Time,
Positive Thinking, Prayer of Bonds, Righteous Bravery, Rivalry,
Scavenge, Sweet Tooth, Tactical Teachings, Tenacity, Timid,
Tomboy, Tuning, Unlucky Soul, Victors Delight, Victory
Conviction, Way of the Knight, Way of the Samurai, Wicked Fantasy,
Wind Blood, Womans True Nature
Added new items
Nohrian Dragonstones, Beaststones, Beaststones+, Gold Coin

Author Notes
Obelion here with the biggest update in the history of Tides of War! Fire
Emblem: The Tides of War v2/Fates (pronounced Two Fates) marks the addition
of all of the content from the new Fire Emblem: Fates games as well as
overhauling the aesthetics of the rulebook. Youll find that many of the old classes
have been refined or polished with new class pictures and the new classes added
into new of the Fates sections. This update was extremely taxing as the number
of Skill was almost doubled outright, if not more than doubled. New classes also
had to be balanced for the game but I think I managed to faithfully recreate them
for tabletop.
The v2/Fates update currently uses the translated names for new Skills and
class names, so when Fates is released locally in the U.S., the Tides of War will be
updated to reflect the name changed found in the localized version.
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 on the previous page. I hope that people who play the
game find it to be everything they expect and more, so please enjoy!
-John

Table of Contents
The Tides of War ........................................................................................................0
Author Notes ..............................................................................................................6
Introduction ................................................................................................................1
Character Generation ................................................................................................2
Determining Base Stats ...................................................................................3
Determining Growth Rates and Rolling for Stats ...........................................5
Base Classes: Choosing a Combat Style ...................................................................9
Reading the Base Class Information Block ...................................................10
Archer ............................................................................................................11
Cavalier .........................................................................................................11
Dancer / Bard / Singer ...................................................................................11
Fighter ...........................................................................................................12
Knight.............................................................................................................12
Lord ................................................................................................................12
Mage ..............................................................................................................13
Mercenary ......................................................................................................13
Monk ..............................................................................................................13
Myrmidon .......................................................................................................14
Pegasus Knight / Warrior .......................................................................14
Pirate .............................................................................................................14
Priest / Cleric .........................................................................................15
Shaman...........................................................................................................15
Soldier ............................................................................................................15
Tactician ........................................................................................................16
Taguel ............................................................................................................16
Thief ...............................................................................................................16
Troubadour /Rod Knight ........................................................................17
Wyvern Rider .................................................................................................17
Base Classes of the Fates .........................................................................................18
Fox Spirit .......................................................................................................19
Garou .............................................................................................................19

Herb Merchant...............................................................................................19
Ninja...............................................................................................................20
Nohr Prince /Princess ............................................................................20
Promoted Classes .....................................................................................................21
Promotion.................................................................................................................22
Assassin..........................................................................................................23
Bride / Groom .........................................................................................23
Berserker........................................................................................................23
Bishop ............................................................................................................24
Dark Falcon ...................................................................................................24
Dark Knight ...................................................................................................24
Dread Fighter ................................................................................................25
Druid ..............................................................................................................25
Falcoknight ....................................................................................................25
General ..........................................................................................................26
Grandmaster ..................................................................................................26
Great Lord .....................................................................................................26
Great Knight ..................................................................................................27
Griffon Knight ................................................................................................27
Halberdier......................................................................................................27
Hero ...............................................................................................................28
Mage Knight ..................................................................................................28
Nomad ............................................................................................................28
Paladin ...........................................................................................................29
Rogue .............................................................................................................29
Sage................................................................................................................29
Sniper .............................................................................................................30
Summoner ......................................................................................................30
Swordmaster ..................................................................................................30
Trickster .........................................................................................................31
Valkyrie / Strategist ...............................................................................31
Warrior ..........................................................................................................32
Wyvern Lord ..................................................................................................32
Promoted Classes of the Fates .................................................................................33

Basara ............................................................................................................34
Blacksmith......................................................................................................34
Dark Blood.....................................................................................................34
Elite Ninja ......................................................................................................35
Golden-Kite Warrior .....................................................................................35
Great Merchant .............................................................................................35
Maid / Butler ..........................................................................................36
Managarm......................................................................................................36
Nine-Tailed Fox .............................................................................................36
Puppeteer .......................................................................................................37
Revenant Knight.............................................................................................37
Shura ..............................................................................................................37
Weapon Master ..............................................................................................38
White Blood ...................................................................................................38
Stat Caps ..................................................................................................................40
Promoted Units Stat Caps Table..............................................................................41
Promoted Units Stat Caps of the Fates ....................................................................42
The Manaketes .........................................................................................................44
General Manakete Information .....................................................................45
Manakete Transformation Mechanics ...........................................................46
Making a Manakete .......................................................................................47
The Fire Tribe ................................................................................................48
The Ice Tribe ..................................................................................................49
The Earth Tribe..............................................................................................50
The Dark Tribe ..............................................................................................51
The Divine Tribe ............................................................................................52
Manakete Stat Caps .................................................................................................53
The Laguz .................................................................................................................55
Reading The Laguz Information Block ..........................................................56
General Laguz Information ...........................................................................56
The Transformation Bar ................................................................................57
The Humanoid Form Mechanics ...................................................................57
The Laguz Form Mechanics ..........................................................................58

Making a Laguz .............................................................................................58


The Beast Tribes.......................................................................................................60
Tiger ...............................................................................................................60
Cat ..................................................................................................................61
Lion ................................................................................................................62
Wolf ................................................................................................................63
The Bird Tribes ........................................................................................................64
Hawk ..............................................................................................................64
Raven .............................................................................................................65
Heron .............................................................................................................66
The Dragon Tribes ...................................................................................................67
Laguz Tribe Stat Caps ..............................................................................................69
Leveling Up ..............................................................................................................71
Reclassing ................................................................................................................72
Supports: The Bonds of Friendship .........................................................................73
Forging the Bond ...........................................................................................74
Utilizing the Bond ..........................................................................................75
Character Finalization.............................................................................................78
Rescue: ...........................................................................................................78
Hit: .................................................................................................................78
Avoid (Avo): ...................................................................................................78
Attack/Damage ..............................................................................................79
Critical (Crit): ...............................................................................................79
Crit Avoid (CrtAv) .........................................................................................79
Inventory ........................................................................................................79
Faceless Numbers: The Importance of Identity.............................................80
On the Battlefield .....................................................................................................82
The Flow of Combat ......................................................................................83
Objectives.......................................................................................................83
Player and Enemy Phases .............................................................................83
Lay of the Land: The Map .............................................................................85
Weather Effects ..............................................................................................86

Aspects of Combat ....................................................................................................87


Movement (Movement Action) .......................................................................87
Attacking (Standard Action) ..........................................................................87
Using Items (Standard) ..................................................................................88
Visiting (Standard Action) .............................................................................88
Using an Active Skill (Standard Action) ........................................................88
Pair Up (Standard Action) ............................................................................88
Talking (Minor Action) ..................................................................................88
Trading (Minor Action) .................................................................................88
Wait (Free Action) .........................................................................................88
Bearing Your Fangs: How to Fight .........................................................................90
The Dual System: Attack /Guard Stances ................................................................94
The Attack Stance ..........................................................................................95
The Guard Stance ..........................................................................................96
The Weapon Trinities ...............................................................................................97
Weapon Ranks and Increasing Ranks ....................................................................100
Weapon Ranks of the Fates ....................................................................................100
Promoted Unit Maximum Weapon Rank Table ...........................................101
Weapons List ..........................................................................................................103
Sword / Katana List .....................................................................................106
Lance / Naginata List ..................................................................................107
Axe / Club List .............................................................................................108
Bow / Yumi List ............................................................................................110
Ballistae List ................................................................................................111
Anima Tomes ...............................................................................................112
Light Tomes .................................................................................................112
Dark Tomes ..................................................................................................112
Stones ...........................................................................................................114
Laguz Weapons ............................................................................................116
Staves / Baton List .......................................................................................117
Forging: Creating Custom Weapons .....................................................................118
Items .......................................................................................................................119

Recovery Items .............................................................................................119


Class Change Items .....................................................................................119
Stat Boosting Items ......................................................................................120
Gems/Gold Bags ..........................................................................................121
Other Items ..................................................................................................121
Skills .......................................................................................................................124
Skill Activation .............................................................................................125
Class Skill List .............................................................................................126
Personal Skill List ........................................................................................139
Manual Only Skills ......................................................................................145
Gamemaster Notes .................................................................................................148
Standard Character Sheets ....................................................................................151
Future Implementations .........................................................................................154
Credits ....................................................................................................................155

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

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.

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.

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.

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 characters standard array consists of the following numbers assigned to
your Strength, Magic, Skill, Speed, Luck, Defense, and Resistance stats.
1/1/1/1/1/1/2
You also receive a pool of 15 Base Stat Bonus Points that can be added to
any of these numbers. 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 zero.
A units Base Stats are independent of a units 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 units efficacy in
that area.
To determine a characters 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.
Constitution does not receive an assignable number due to its varying and
individual nature. To determine a units Constitution, roll 1d12.

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!

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

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 6
+2 Skl, +2 Lck, -2 Res, -1 Mag
Move: 5
Proficiencies: Bows
Skills: Prescience Lvl 1, Movement+1 Lvl 10

Cavalier
Mounted knights who wield swords and lances
on horseback for versatility and mobility.
HP/Stats: 16+2d6 / HP Gain 7
+2 Skl, +1 Def, -1 Res
Move: Mounted 7, Canto
Proficiencies: Swords, Lances
Skills: Discipline Lvl 1, Open Assault 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 6
+3 Luck, +3 Spd, -2 Str, -1 Skill
Move: 5
Proficiencies: 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 8
+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 8
+1 Str, +2 Def, -1 Spd, -2 Res
Move: 4
Proficiencies: Lances
Skills: Defense+2 Lvl 1
Confined Defense Lvl 10

Lord
One of noble birth. Has great flexibility and
potential. Funny hat highly encouraged.
HP/Stats: 14+2d8 / HP Gain 7
+2 Two Stats, -2 Two Stats
Move: 5
Proficiencies: Choose 1 weapon or magic type
Skills: Charm Lvl 1, Attack Stance+ Lvl 10

12

Mage
Units who harness the power of anima magic to
attack. Low physical combat potential
HP/Stats: 10+2d8 / HP Gain 6
+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 7
+2 Skill, +2 Luck -2 Res
Move: 5
Proficiencies: Swords
Skills: Patience Lvl 1, Stubbornness Lvl 10

Monk
Holy wielders of light magic with many
Promotion options.
HP/Stats: 12+2d8 / HP Gain 6
+1 Mag, +2 Res, -1 Str, -2 Def
Move: 5
Proficiencies: Light Tomes
Skills: Res+2 Lvl 1, FocusLvl 10

13

Myrmidon
Swift swordsmen with high Skill and Speed.
Faster but more fragile than Mercenaries.
HP/Stats: 14+2d8 / HP Gain 6
+2 Skill, +2 Speed, -2 Defense, -2 Res
Move: 5
Proficiencies: Swords
Skills: Flowing Strike 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 6
+2 Speed, +1 Res -2 Def, -1 Str
Move: Flight 8, Canto
Proficiencies: Lances
Skills: Relief Lvl 1, Swallow Strike Lvl 10

Pirate
Cutthroats who wield axes. Can travel on water
with their Waterwalk feature.
HP/Stats: 14+2d8 / HP Gain 8
+2 Str, +2 Skill -2 Magic, -2 Res
Move: Waterwalk 5
Proficiencies: Axes
Skills: Str+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 6
+2 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 7
+2 Mag, +2 Def, -2 Skill, -1 Speed
Move: 5
Proficiencies: Dark Tomes
Skills: Bind Lvl 1, Devilish Wind Lvl 10

Soldier
Standard infantry unit with no special talents
save for slightly higher Speed. A truly
challenging class to play
HP/Stats: 14+2d6 / HP Gain 7
+2 Speed, -1 Mag, -1 Res
Move: 5
Proficiencies: Lances
Skills: Aptitude Lvl 1, Underdog Lvl 10

15

Tactician
Versatile unit able to utilize both swords and
tomes. Can fight well from all ranged
HP/Stats: 14+2d8 / HP Gain 7
+2 Two Stats, -2 Two Stats
Move: 5
Proficiencies: Swords, Anima Tomes
Skills: Tactical Guide 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 7
+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 6
+2 Spd, +2 Skl, -2 Def, -1 Str
Move: 6
Proficiencies: Choose Swords or Bows,
Lockpicks
Skills: Steal Lvl 1, Locktouch Lvl 10

16

Troubadour /Rod Knight


Support unit that utilizes staves and high
mobility.
HP/Stats: 12+2d8 / HP Gain 6
+2 Mag, +2 Res, -2 Def, -1 Skill
Move: Mounted 7, Canto
Proficiencies: Staves
Skills: Res+2 Lvl 1, Demoiselle or
Distinguished Son 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 8
+2 Str, +2 Def, -2 Speed, -1 Res
Move: Flight 7, Canto
Proficiencies: Axes
Skills: Tantivy Lvl 1, Cut Through 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/Lance Fighter
Soldier
Oni Savage
Fighter
Priest/Priestess
Priest/Cleric
Bowman
Archer
Outlaw
Thief
Bow Knight
Nomad
Dark Mage
Shaman

18

Fox Spirit
A mischievous fox that enjoys toying with and
bewitching humans. High Spd and Res.
HP/Stats: 14+2d6 / HP Gain 6
+2 Spd, +2 Res, -1 Str, -2 Def
Move: 5
Proficiencies: Beaststones
Skills: Even Illusion Lvl 1, Beastbane Lvl 10

Garou
A lycanthrope said to feast on the flesh of
humans. Boasts high Str and Spd
HP/Stats: 14+2d8 / HP Gain 7
+2 Str, +2 Spd, -1 Skl, -2 Res
Move: 5
Proficiencies: Beaststones
Skills: Odd Fang Lvl 1, Beastbane Lvl 10

Herb Merchant
A businessman specializing in many rare herbs.
Uses bows to protect their many wares.
HP/Stats: 14+2d6 / HP Gain 7
+2 Str, +2 Luck, -1 Def, -2 Res
Move: 5
Proficiencies: Bows
Skills: Effective Medicine Lvl 1, Household
Cure Lvl 10

19

Ninja
Those who freely walk in the shadows and
strike opponents at their most vulnerable.
HP/Stats: 10+2d6 / HP Gain 6
+2 Skl, +2 Spd, -2 Str, -2 Def
Move: 5
Proficiencies: Kunai
Skills: Locktouch Lvl 1, Snake Venom Lvl 10

Nohr Prince /Princess


A noble with two fates. Can mysteriously power
the channel of Dragonstones.
HP/Stats: 14+2d8 / HP Gain 7
+2 Two Stats, -2 Two Stats
Move: 5
Proficiencies: Swords, Nohrian Dragonstones
Skills: Noble Lineage Lvl 1, Dragon Fang 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.
2.
3.
4.

Change your level back to one


Change your class into your chosen second tier class
Add your Promotion Bonuses onto only your Current Stats.
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: +6 HP/ HP Gain 8,
+3 Str/Spd, 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
+3 Mag/Spd, 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, Anima Tomes
Skills: Ignis 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, Kunai
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, Anima Tomes,
Staves
Skills: Vengeance Lvl ,1 Bowbreaker 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: Adept Lvl 5, Mirror Strike 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:Defensive Formation 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: Diamond Strike Lvl 5, Guard Stance+
Lvl 10

Griffon Knight
Wyvern Riders who trade their Wyverns for
mythical Griffons. A compromise between
Falcoknights and Wyvern Lords.
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 wellroundedness 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, Magic Drain 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, Kunaibreaker 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, Light 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
+3 Mag/Skl, Move 8
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, Battle Command Lvl 10

War Monk /War Cleric


Seasoned Priests and Clerics who heal allies
with Staves and defend them with weaponry.
Promotes From: Priest/Cleric
Promotion Bonuses: +4 HP/ HP Gain 7
+4 Str/Def, Move 6
Proficiencies: Staves, Choose Axes, Lances, or
Bows
Skills: Renewal Lvl 5, Magic Counter 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: Ogre Strike Lvl 5, 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
Trueblade
Swordmaster
Holy Lancer
Halberdier
Exorcist
Sage
Mountain Priest
War Monk
War Priestess
War Cleric
Holy Bowman
Sniper
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
+3 Mag/Lck, Move 6
Proficiencies: Lances, Anima Tomes
Skills: Breaking Sky Lvl 5, Flamboyant 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: Smithy Skill Lvl 5, Lancebreaker Lvl 10

Dark Blood
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 Curse Lvl 5, Nohr Lvl 10

34

Elite 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, Kunai
Skills: Sliencer Lvl 5, Kunaifaire Lvl 10

Golden-Kite Warrior
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
Proficiencies: Lances, Bows
Skills: Soar Lvl 5, Sun God Lvl 10

Great 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: Easy Life Lvl 5, Extravagance Lvl 10

35

Maid / Butler
Loyal vassals who serve their masters. They
heal with staves and protect with kunai.
Promotes From: Troubadour/Rod Knight
Promotion Bonuses: +5 HP/ HP Gain 7
+3 Skl/Spd, move 6
Proficiencies: Staff, Kunai
Skills: Servants Joy Lvl 5, Tomebreaker Lvl
10

Managarm
An extremely powerful lycanthrope with
fearsome melee prowess.
Promotes From: Garou
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Str/Def, Move 6
Proficiencies: Beaststones
Skills: Odd Cry Lvl 5, Four Fangs Lvl 10

Nine-Tailed Fox
A high ranking Fox Spirit capable of
channeling immense spiritual powers.
Promotes From: Fox Spirit
Promotion Bonuses: +4 HP/ HP Gain 6
+3 Spd/Res, Move 6
Proficiencies: Beaststones
Skills: Even Nap Lvl 5, Four Fangs Lvl 10

36

Puppeteer
Unrivaled craftsmen who have the ability to
create unsettling mannequins.
Promotes From:
Promotion Bonuses: +4 HP/ HP Gain 7
+3 Skl/Def, Move 6
Proficiencies: Bows, Kunai
Skills: Puppet Break Lvl 1, Copycat Puppet Lvl
10

Revenant Knight
Knights who wield dark energies to control
horrible undead wyverms.
Promotes From: Wyvern Rider
Promotion Bonuses: +4 HP/ HP Gain 8
+4 Mag, +3 Str, Flight 8 Move
Proficiencies: Axes, Dark Tomes
Skills: Deadly Breath Lvl 5, Overbearing Lvl
10

Shura
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: Ogre Strike Lvl 5, Counter Lvl 10

37

Weapon Master
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,Line of Death Lvl 10

White Blood
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: Draconic Shield Lvl 5, Hoshido Lvl 10

38

39

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 exceptions are HP and Luck. HP caps at 70 and Luck caps
at 30 since they are values 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, HP will
always cap at 70 and 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.
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
**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 30 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

40

Promoted Units Stat Caps Table


Class

Strength

Magic

Skill

Speed

Defense

Resistance

Assassin

24

22

28

30

22

22

Bride/Groom

24

22

26

24

24

22

Berserker

28

20

24

26

22

22

Bishop

22

28

26

24

22

30

Dark Falcon

26

26

26

26

24

28

Dark Knight

24

24

26

24

24

24

Dancer/Bard

*Special: See Footnote*

Dread
Fighter

26

24

24

26

24

30

Druid

22

28

22

24

26

28

Falcoknight

24

24

28

28

22

28

General

26

20

24

22

30

22

26

22

Grandmaster
Great Knight

**Special: See Footnote**


28

20

Great Lord

24

24

**Special. See Footnote**

Griffon
Knight

26

22

28

26

26

26

Halberdier

26

20

26

26

26

22

Hero

26

22

30

26

26

22

Mage Knight

22

26

26

26

22

24

Nomad

26

24

26

26

24

22

Paladin

26

20

24

24

28

28

Rogue

26

20

26

28

24

24

Sage

20

30

28

26

20

24

Sniper

26

22

30

26

22

20

Summoner

22

26

24

26

24

24

41

Class
Swordmaster
Taguel
Trickster
Valkyrie
War
Monk/Cleric
Warrior
Wyvern
Lord

Strength
24
22
20

Magic
Skill
Speed
Defense
20
30
28
22
***Special: See Footnote***
24
26
26
22
26
24
24
22

Resistance
20
28
28

24

26

26

24

24

26

30

22

26

26

26

20

28

18

26

24

28

24

Promoted Units Stat Caps of the Fates


Class

Strength

Magic

Skill

Speed

Defense

Resistance

Basara

24

24

24

24

24

24

Blacksmith

26

22

24

24

24

24

Dark Blood

26

26

24

26

24

26

Elite Ninja
Golden-Kite
Warrior
Great
Merchant
Maid/Butler
Managarm
Nine-Tailed
Fox
Puppeteer
Revenant
Knight
Shura
Weapon
Master
White Blood

24

22

30

28

22

22

24

22

24

26

22

28

26

20

22

24

24

22

22
28

24
20

28
24

28
26

24
28

24
22

22

22

26

28

24

28

24

24

26

24

24

24

26

26

24

24

26

26

26

26

24

24

24

24

26

22

24

24

26

22

26

26

26

24

26

24

42

43

The Manaketes
In the past, the Dragon Tribes roamed the lands alongside humanity. A
massive imbalance in the worlds 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.

44

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 Manaketes
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

45

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 Tribes 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.

46

Making a Manakete
A Manakete is generated similarly to a normal human character, but, 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 Tribes
indicated variation of Dragonstones. The Manakete class has a maximum level of
20. All Tribes also acquire a class skill at level 15. 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.
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 Tribes 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 dont get
mixed up on anything. Stat adjustments are applied to both a characters 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.

47

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+2d8 / HP Gain 7, +1 Strength, +1 Speed, -1 Skill, -1 Res


Move: 6
Proficiencies: Fire Dragonstone made with a large Ruby that, when imbued, shows
a burning inferno inside of the stone and is hot to the touch
Skills: Zeal Lvl 1, Counter Lvl 15

48

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

HP/Stats: 14+2d8 / HP Gain 7, +1 Res, +1 Magic, -1 Def, -1 Speed


Move: 6
Proficiencies: Ice Dragonstones made with a large Sapphire that, when imbued,
possessed a blue glow and is cold to the touch
Skills: Relief Lvl 1, Aegis Lvl 15

49

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+2d8 / HP Gain 8, +1 Defense, +1 Strength, -1 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

50

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 Dragons 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+2d8 / HP Gain 7, +2 Strength, +1 Skill, -1 Speed, -1 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

51

The Divine Tribe


Just as the Dark Tribe channels the darkness of the world, the Divine Tribe
harness the worlds 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+2d8 / HP Gain 7, +1 Magic, +1 Magic, -1 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, Corona Lvl 15

52

Manakete Stat Caps


As for normal characters, HP will always cap at 60 and Luck will always cap at
30. The following table lists the stat caps for each individual Manakete Tribe.
Tribe
Fire
Manakete
Ice
Manakete
Earth
Manakete
Dark
Manakete
Divine
Manakete

Strength

Magic

Skill

Speed

Defense

Resistance

22

20

20

20

20

18

20

20

18

20

20

22

20

20

20

18

22

20

20

20

18

22

20

20

20

22

20

20

18

20

53

54

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.

55

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 Masters setting doesnt 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 20. Laguz also acquire a class skill at level 15. The skill they obtain is 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.

56

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 immediately shift into your Laguz
form. 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 minor 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 weapon proficiency and proficiency ranks as normal. When
certain weapon ranks have been reached, a Laguzs natural weapons upgrade from
repeated use. When a Laguzs weapon rank increases, the Laguzs 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.

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 weapons or tomes
2. A humanoid Laguz may counterattack an adjacent attacker, but may not
initiate combat or counterattack a ranged attacker.
3. 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.

57

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.

Making a Laguz
Unlike a Beorc, or regular human, Laguz do not follow the same formula for
character creation. Instead, they roll their stats like a normal character and pick a
Laguz Tribe. They also roll for a stat called their Laguz Initiative. A characters
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
characters 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 Tribes 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 dont get
mixed up on anything. Stat adjustments are applied to both a characters Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation

58

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 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.

59

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: 18+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
Turn
Battle
+8
+15

Skills: Miracle Lvl 1, Aegis Lvl 15

60

Laguz Form
Turn
Battle
-4
-3

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: 16+2d6 / HP Gain 6, +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
Turn
Battle
+10
+15

Skills: Prescience Lvl 1, Stun Lvl 15

61

Laguz Form
Turn
Battle
-5
-4

Lion
The strongest of the Beast Tribe, 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 arrogant.

HP/Stats: 16+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
Turn
Battle
+5
+10

Skills: Gamble Lvl 1, Luna Lvl 15

62

Laguz Form
Turn
Battle
-3
-2

Wolf
Toughened by harsh 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: 14+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
Turn
Battle
+6
+10

Skills: Patience Lvl 1, Silencer Lvl 15

63

Laguz Form
Turn
Battle
-3
-4

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: 16+2d8 / HP Gain 7, +2 Strength +1 Defense, -1 Skill, -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
Turn
Battle
+8
+15

Skills: Tantivy Lvl 1, Cancel Lvl 15

64

Laguz Form
Turn
Battle
-4
-3

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: 14+2d6 / HP Gain 6, +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
Turn
Battle
+6
+10

Skills: Steal Lvl 1, Galeforce Lvl 15

65

Laguz Form
Turn
Battle
-4
-3

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
theyve 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 chaotic environments and their natural fragility.

HP/Stats: 12+2d6 / HP Gain 6, +2 Luck, +1 Speed, -1 Magic, -2 Strength


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
Turn
Battle
+3
+6

Skills: Revitalize Lvl 1, Bond Lvl 15

66

Laguz Form
Turn
Battle
-5
-6

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.

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. Consult
with the Game Master before selecting this Dragon Tribe as a Black Dragon is

67

usually of a noble bloodline, making them much more powerful than the other
Tribes.
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 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 7, +2 Magic, +1 Skill, -1 Speed, -2 Defense
Black: 18+2d8 / HP Gain 9, +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
Turn
Battle
+5
+6

Skills: Bind Lvl 1, Nihil Lvl 15

68

Laguz Form
Turn
Battle
-2
-3

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, HP will
always cap at 60 and 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
units Current Stats, meaning the Transformation Bonus from a units Laguz Form
may push them over their indicated stat caps while in their true forms.
Tribe
Tiger
Cat
Lion
Wolf
Hawk
Raven
Heron
Red
Dragon
White
Dragon
Black
Dragon

Strength
22
20
24
22
24
22
16

Magic
16
16
16
16
16
16
22

Skill
22
24
20
22
20
24
22

Speed
20
24
22
22
20
24
20

Defense
24
20
22
18
22
18
16

Resistance
22
16
18
18
18
20
24

22

20

22

22

26

20

24

26

22

24

22

24

26

20

22

20

24

22

69

70

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
15
Attacking a boss
25
enemy
Defeating an
25
Defeating a boss
80
enemy
Completing
50
Using a Staff
Varies*
an objective
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 promoted unit that engaged in battle with an unpromoted unit will
only receive half of the indicated EXP.
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 classs indicated HP Gain number.

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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.
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.

72

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 allys 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 units unique Affinity governs what passive bonuses you grant to your
closest allies and what bonuses they in turn grant to you.
To determine your characters Affinity, roll 1d8 and consult the following table.
Once determined, a characters 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

Rank
No Rank
Rank C
Rank B
Rank A

Support Rank Progression


To Next Rank
Total Support Points
25
25
30
55
35
85
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 Bonuss 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
partners Affinity, not their own. A unit may never benefit from their own
Affinity at any time.
The following tables detail each Affinitys specific bonuses.

Rank
Rank C
Rank B
Rank A

Earth Affinity
-

Avoid
5
10
15

Rank
Rank C
Rank B
Rank A

Dark Affinity
Attack
2
3
4

Avoid
5
10

Rank
Rank C
Rank B
Rank A

Fire Affinity
Hit
5
7
10

Crit
5
10

Rank
Rank C
Rank B
Rank A

Ice Affinity
Hit
5
7
10

Avo
5
10

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Rank
Rank C
Rank B
Rank A

Light Affinity
Defense
2
3
4

Hit
5
10

Rank
Rank C
Rank B
Rank A

Thunder Affinity
Defense
1
2
3

Avoid
5
10

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Rank
Rank C
Rank B
Rank A

Wind Affinity
Attack
1
2
3

Hit
5
10

Rank
Rank C
Rank B
Rank A

Heaven Affinity
-

Hit
5
10
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 Rescuers 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 opponents 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!

79

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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81

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.

83

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
Elite 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 units 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 units 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 units 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.

88

89

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!

90

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.

91

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.

93

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.

94

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 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 Units 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 Units attack does not
activate defensive combat skills (Aegis, Pavise, etc) but are still affected by
passive skills (Swordbreaker, Bind, etc).

95

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 Units 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 Units 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 after a block.

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
groups 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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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 Kunai
Lances and Kunai 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.

98

99

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
E to D
D to C
C to B
B to A
A to S

Required WEXP
25
35
45
55
60

Total WEXP
25
60
105
160
220

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 preestablished 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 (Dark Bloods, White Bloods).
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.

Promoted Unit Maximum Weapon Rank Table


Maximum Weapon Proficiency Rank
Lance Axe Bow Kunai Tome
-

Class
Assassin

Sword
-

Bride / Groom

Berserker

Bishop

Dark Falcon

Dark Knight
Dancer/ Bard/
Singer
Dread Fighter

Druid

Falcoknight

General

Grandmaster

Great Knight

Great Lord

Staff
-

A in one proficiency, B in all others

Griffon Knight

Halberdier

Hero

Mage Knight

101

Maximum Weapon Proficiency Rank


Lance Axe Bow Kunai Tome

Class

Sword

Nomad

Paladin

Rogue

Sage

Sniper

Summoner

Swordmaster

Trickster

Valkyrie
War Monk/
Cleric
Warrior

Wyvern Lord

Basara

Blacksmith

Dark Blood

Elite Ninja
Golden-Kite
Warrior
Great Merchant

Maid / Butler

Puppeteer
Revenant
Knight
Shura

Weapon Master

White Blood

102

Staff

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.

103

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 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

104

105

Sword / Katana List


Any listed sword may be converted into a katana at the Game Masters
discretion. A katana passively grants its wielder +1 Speed, -1 Defense, and -1
Resistance as long as they continue to wield it.
Name
Iron Sword
Slim Sword

Rank
E
E

Rng
1
1

Mt
5
3

Hit
90
100

Crt
-

Use
40
30

Wrth
460
480

Armorslayer

80

18

1260

Iron Blade
Poison
Sword
Steel Sword
Wo Dao

70

35

980

Bonus vs
Knights/Generals
+1 WEXP

70

40

Poisons on a hit

D
D

1
1

8
8

75
75

35

30
20

600
1200

Zanbato

85

18

1260

Killing
Edge

75

30

20

1300

Laguzslayer

75

15

1800

Lancereaver

75

15

1800

Light Brand

1-2

70

25

1250

Steel Blade

11

65

25

1250

Wyrmslayer

75

20

3000

Brave
Sword

75

30

3000

Wind Edge

1-2

70

40

3300

Runesword

1-2

12

65

12

8000

106

Effect

Bonus vs
Mounts

Bonus vs all
Laguz Tribes
Effective vs
Lances
Uses Mag and
targets Res
+1 WEXP
Bonus vs Dragon
Tribe Laguz and
Wyvern Riders
Grants
immediate extra
attack after an
attack
Uses Mag and
targets Res
Uses Mag and
targets Res

Name
Rank
Silver Blade
A
Silver
A
Sword
Audhulma
S
Balmung
S
Vague Katti
S

Rng
1

Mt
14

Hit
60

Crt
-

Use
15

Wrth
1800

13

80

20

1500

1
1
1

15
13
12

85
90
80

10
35

30
20
25

Effect
+1 WEXP

Res + 5
Speed + 3
Def + 3

Lance / Naginata List


Any listed lance may be converted into a naginata at the Game Masters
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
Iron Lance
Javelin
Poison
Lance
Slim Lance
Steel Lance
Heavy
Spear

Rank
E
E

Rng
1
1-2

Mt
7
7

Hit
80
65

Crt
-

Use
40
20

Wrth
360
400

Effect

65

40

Poisons on a hit

E
D

1
1

4
10

85
70

30
30

450
480

10

70

18

1200

Horseslayer

70

18

Axereaver

10

70

Dragonspear

10

70

30

11

75

40

640

10

70

30

20

1200

12

70

15

1620

Iron
Greatlance
Killer Lance
Laguz
Lance

107

Bonus vs
Knights/Generals
Bonus vs
1040
Mounts
Effective vs
Axes
Bonus vs Dragon
4500 Tribe Laguz and
Wyvern Riders
+1 WEXP

Bonus vs all
Laguz Tribes

Name

Rank

Rng

Mt

Hit

Crt

Use

Wrth

Shockstick

1-2

11

85

20

2400

Short Spear

1-2

60

20

2000

Brave Lance
Flame
Lance
Spear
Steel
Greatlance
Silver
Greatlance
Silver Lance
Gae Bolg
Gungnir

Effect
Uses Mag and
targets Res
Grants
immediate extra
attack after an
attack
Uses Mag and
targets Res

10

70

10

5700

1-2

14

70

12

7500

1-2

12

70

15

3000

14

70

35

1120

+1 WEXP

17

50

30

2880

+1 WEXP

A
S
S

1
1
1

14
14
16

75
75
70

10
10

25
25
25

1200
-

Speed + 5
Str + 5

Axe / Club List


Any listed axe may be converted into a club at the Game Masters
discretion. A club has its Might lowered by 2 but gains +5 Crit and +5 Hit.
Name
Hand Axe
Iron Axe

Rank
E
E

Rng
1-2
1

Mt
7
8

Hit
60
75

Crt
-

Use
20
40

Wrth
300
270

Devil Axe

18

55

20

900

Steel Axe
Poison Axe

D
D

1
1

11
4

65
60

30
40

360
-

Halberd

10

60

18

800

Hammer

10

55

20

800

108

Effect

(21-Luck)% to
dmg self instead
of target
Poisons on a hit
Bonus vs
Mounts
Effective vs
Knights/Generals

Name

Rank

Rng

Mt

Hit

Crt

Use

Wrth

Dragon Axe

10

60

30

6000

Killer Axe

11

65

30

20

1000

Laguz Axe

13

65

15

5250

Swordreaver

11

65

15

2000

Iron Poleaxe

12

65

40

800

Brave Axe

10

65

30

2250

Tomahawk
Steel
Poleaxe

1-2

13

65

15

3000

15

60

35

1400

+1 WEXP

Bolt Axe

1-2

12

70

25

2500

Uses Mag and


targets Res

Silver Axe
Silver
Poleaxe
Garm

15

70

20

1700

18

60

30

3600

+1 WEXP

20

75

25

Str + 5

109

Effect
Bonus vs Dragon
Tribe Laguz and
Wyvern Riders
Bonus vs all
Laguz Tribes
Effective vs
Swords
+1 WEXP
Grants
immediate extra
attack after an
attack

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 Masters
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.

110

Name

Rank Rng

Mt

Hit

Crt

Use

Wrth

Effect
Poisons on a hit

Iron Bow
Poison Bow

E
D

2
2

6
4

85
65

40
40

540
-

Longbow

2-3

65

20

2000

Shortbow

85

15

22

1760

Steel Bow

70

30

720

Killer Bow

75

30

20

1400

Laguz Bow

10

75

15

1950

Brave Bow

70

30

Silver Bow
Nidhogg
Double
Bow

A
S

2
2

13
16

75
80

20
30

1-4

14

65

25

Bonus vs all
Laguz Tribes
Grants immediate
7500 extra attack after
an attack
1600
Luck + 5
-

Str + 3

Ballistae List
Name

Rng

Mt

Hit

Crt

Use

Effect

Ballista

3-10

50

Bonus vs flying units

Killer Ballista

3-10

12

55

30

Bonus vs flying units

Stonehoist

3-10

15

40

Bonus vs flying units

Pachyderm

3-10

18

50

Bonus vs flying units

111

Anima Tomes
Name

Rank Rng Mt

Hit Crt Use Wrth

Effect
Bonus vs Beast Tribe
560
Laguz
Bonus vs Dragon Tribe
700
Laguz
Bonus vs Beast Tribe
1200
Laguz
Bonus vs flying units and
1600
Bird Tribe Laguz

Fire

1-2

80

40

Thunder

1-2

70

35

Elfire

1-2

75

30

Aircalibur

1-2

10

75

25

Bolting

12

50

3000

Fimbulvetr
Rexbolt

A
S

13
18

70
70

15

20
20

4500
-

310
1-2
1-2

Skl + 5

Light Tomes
Name
Lightning
Shine
Divine
Purge
Aura
Rexaura

Rank
E
D
C
B
A
S

Rng
1-2
1-2
1-2
3-10
1-2
1-2

Mt
4
6
8
10
12
16

Hit
85
80
75
60
75
80

Crt
5
8
10
5
15
10

Use
40
30
25
5
20
20

Wrth
640
900
2500
3500
8000
-

Effect

Res + 5

Dark Tomes
Name
Flux
Worm

Rank
E
D

Rng
1-2
1-2

Mt
7
9

Hit
70
60

Crt
-

Use
40
30

Wrth
900
1200

Nosferatu

1-2

10

55

20

3000

Eclipse

3-10

35

4000

Fenrir
Gleipnir

A
S

1-2
1-2

15
23

60
65

20
20

9000
-

112

Effect

Converts dmg
dealt into HP
Reduces target
HP to 1 on hit
Mag + 3

113

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

Beaststone

80

50

2000

Beaststone+

10

70

35

3220

Fire
Dragonstone
Ice
Dragonstone

Earth
Dragonstone
Dark
Dragonstone

Divine
Dragonstone

13

13

13

13

13

85

85

85

85

85

114

30

30

30

30

30

Effect
Grants +3 Str, +5
Skl, , +5 Spd, +4
Luck, and +1 Def
while held
Grants +5 Str, +8
Skl, +8 Spd, +6
Luck, +4 Def, and
+2 Res while held

10000

Grants +7 Str, +6
Spd, +4 Def, +3 Skl,
+2 Res while held

10000

Grants +7 Res, +6
Mag, +4 Skl, +3
Skl, +2 Def while
held

10000

Grants +7 Def, +6
Str, +4 Res, +3 Skl,
+2 Spd while held

10000

Grants +7 Str, +6
Skl, +4 Def, +3 Spd,
+2 Res while held

10000

Grants +7 Mag, +6
Spd, +4 Spd, +3
Res, +2 Def while
held

Name

Rank Rng Mt

Hit Crt

Use

Wrth

Nohrian
Dragonstone

13

85

30

2000

Nohrian
Dragonstone
+

25

75

20

25000

Effect
Uses Mag and
targets Res, Cannot
double attack,
Grants +10 CrtAv,
+4 Def, +3 Res, -3
Skill, -2 Spd while
held
Uses Mag and
targets Res, Cannot
double attack,
Grants +9 Def, +7
res, -5 Skll, -4
Speed while held,
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 2. 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.

115

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
Tiger Fangs

Cat Claws

Lion Claws

Wolf Fangs

Hawk Talon

Raven Talon

Red
Dragonbreath

White
Dragonbreath

Black
Dragonbreath

Rank Rng Mt
E
1
10
A
1
12
S
1
16
E
1
8
A
1
10
S
1
14
E
1
11
A
1
13
S
1
17
E
1
9
A
1
11
S
1
15
E
1
8
A
1
10
S
1
14
E
1
7
A
1
9
S
1
13
E
1-2 13

Hit
90
90
90
95
95
95
85
85
85
90
90
90
90
90
90
90
90
90

Crt
-

Use
-

75

Effect

A
S
E

1-2
1-2

16
19

85
95

1-2

11

80

Uses Mag and targets Res

A
S
E

1-2
1-2

13
17

90
100

Uses Mag and targets Res


Uses Mag and targets Res

1-2

12

85

A
S

1-2
1-2

14
18

95
105

116

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 Masters
discretion. A baton has its healing power reduced by 3 but gains +1 Range.
Name
Heal
Mend

Rank
E
D

Rng
1
1

EXP
11
12

Dur
30
20

Wrth
600
1000

Torch

15

10

1000

Unlock

1-2

17

10

1500

Barrier

17

15

2250

Hammerne

40

Physic

Mag/2

22

15

3750

Berserk

Mag/2

40

1800

Catharsis

Mag/2

4200

Rescue

Mag/2

40

2800

Silence

Mag/2

30

1800

Sleep

Mag/2

35

1500

Fortify

60

8000

Warp

Mag/2

65

7500

Saint's
Staff

All

85

Valkyrie
Staff

100

117

Effect
Restores (10+Mag) HP to target
Restores (20+Mag) HP to target
Increases Fog of War vision by
4 tiles (-1 rng per turn)
Unlocks target Door
Grants Res+7 to target (-1 Res
per turn)
Restores weapon Uses to max
Restores (15+Mag) HP to target
Inflicts Berserk on target (5
turns, Hit = 30+(Mag*5)
(Targets Res*5)
Restores (25+Mag) HP to target
Teleports any ally in rng to
adjacent tile
Inflicts Silence on target (5
turns, Hit = 30+(Mag*5)
(Targets Res*5)
Inflicts Sleep on target (5 turns,
Hit = 30+(Mag*5) (Targets
Res*5)
Restores all HP to target
Teleports target to any tile
within rng
Restores all HP and cures
ailments
Revives one fallen ally
(Restored unit returns at same
class, level, and with the items
they died with)

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.
Interval
1
2
3
4
5

Might
+1
+2
+3
+4
+5

Forging Costs
Hit
+5
+10
+15
+20
+25

Crit
+3
+6
+9
+12
+15

Cost
+0.5 * Worth
+1.5 * Worth
+3.0 * Worth
+5.0 * Worth
+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.

118

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 items 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
Vulnerary
Concoction
Elixir
Antitoxin

8
3
3
3
3

Restores 5 HP
Restores 10 HP
Restores 20 HP
Restores all HP
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

Promotes Fox Spirits and Garous

Dread Scroll

Promotes any unit into Dread Fighters

Elysian Whip

Promotes Pegasus and Wyvern Riders

119

Name

Uses

Effect

Guiding Ring

Promotes Mages, Priests/Clerics, Monks, Shamans, and


Troubadours

Heaven Seal

Promotes Lords, Tacticians, and Nohr Princes/Princesses

Hero Crest

Promotes Myrmidons, Fighters, and Mercenaries

Knight Crest

Promotes Cavaliers and Knights

Master Seal

Promotes any unit except Lords, Tacticians, and Nohr


Prince/Princesses

Ocean Seal

Promotes Pirates, thieves, and Ninjas

Orion's Bolt

Promotes Archers and Herb Merchants

Second Seal

Allows a unit to Reclass

Wedding
Bouquet

Promotes any unit into Brides

Stat Boosting Items


Name

Uses

Effect

Seraph Robe

Permanent +7 to maximum HP

Energy Drop

Permanent +2 to current Strength

Spirit Dust

Permanent +2 to current Magic

Secret Book

Permanent +2 to current Skill

Speedwing

Permanent +2 to current Speed

Goddess Icon

Permanent +2 to current Luck

Dracoshield

Permanent +2 to current Defense

Talisman

Permanent +2 to current Resistance

Statue Frag

Permanent +1 to current Con

Boots
Metis's Tome

1
1

Permanent +2 to Move
Permanent +1 to all base stats

120

Gems/Gold Bags
Name
Red Gem
Blue Gem
White Gem
Black Gem
Gold Gem
Bullion (S)
Bullion (M)
Bullion (L)

Uses
1
1
1
1
1
1
1
1

Effect
Can be sold for 2,500 gold
Can be sold for 5,000 gold
Can be sold for 10,000 gold
Can be sold for 15,000 gold
Can be sold for 20,000 gold
Can be sold for 1,000 gold
Can be sold for 5,000 gold
Can be sold for 10,000 gold

Other Items
Items listed in this table with no Uses can be held in a units inventory to
gain their passive bonuses.
Name

Uses

Worth

Effect

Beorcguard

8000

Negates Bonus damage from Laguz weapons


and tomes

Chest Key

300

Opens locked chests

Crusader
Scroll: Baldur

+1 to Base Skill, Speed, Luck, and Constitution


when held

Crusader
Scroll: Blaggi
Crusader
Scroll: Dain
Crusader
Scroll: Fala
Crusader
Scroll: Heim
Crusader
Scroll: Hezul

+1 to Base Magic, +2 to Base Speed, -1 to Base


Strength when held
+1 to Base Strength, +2 to Base Defense, +1 to
Move when held
+1 to Base Strength, Magic, Skill, and Speed
when held
+1 to Base Luck and Defense, +2 to Base Magic
when held
+1 to Base Strength, +2 to Constitution, -1 to
Base Luck when held

121

Name

Uses

Worth

Effect

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
Crusader
Scroll: Sety
Crusader
Scroll: Tordo
Crusader
Scroll: Ulir

+1 to Constitution, +2 to Base Skill when held

+1 to Base Magic, +2 to Base Skill, -1 to


Constitution when held
+1 to Base Strength, Magic, Skill, and Luck
when held

+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
Emblem Seal

2
-

300
-

Full Guard

10000

Gold Coin

Iote's Shield

Iron Rune

Knight Ward

4000

Prevent enemy Critical Hits while held by unit


Increases Def/Res by 2 when held by Knights,
Cavaliers, Soldiers, and their promoted classes

Laguz Band

Allows a Laguz unit to stay shifted with no


penalties

Opens locked doors


Grants Hit/Avo+10 when held by unit
Prevents all extra damage from bonus effects
when held by unit (ex: will negate a Hawk
Laguzs vulnerability to bows and Aircalibur)
A mundane but mysterious coin. Can be used in
the forging process
Prevents Bonus damage to flying units

122

Name

Uses

Worth

Effect

Laguz Gem

75000

Enables a Laguz to stay shifted for one entire


skirmish

Laguzguard

8000

Halves all damage received from Laguz attacks

Laguz Stone

4000

Fills a Laguzs Transformation Bar to maximum

Light Rune

800

Permanently blocks adjacent space with a


barrier of light

Lockpick

15

1200

Unlocks any lock. Only usable by


Thieves/Assassins

Olivi Grass

1600

Adds 15 Laguz Points to a Laguzs


Transformation Bar

Repair
Hammer
Master Key

8000

2400

Member Card

Mine

500

Seed of Trust

1000

Silver Card

Torch

500

Repairs one selected weapon to maximum


durability
Unlocks any lock
Allows access to Secret Shops when held by
unit
Places a traversable trap that deals 10 damage to
the first unit to walk or fly over it
Can be used to improve one Support Bonus to
the next Rank
Buy items for 1/2 price from all stores when
held by unit
Increases Fog of War visibility by 4 (-1 Rng per
turn)

123

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.

124

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.

125

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

126

Name

P/C/A

Class

(Stat)+x

Varies

Effect
Increases indicated Current
stat by the value of x (Ex
Strength+2)

Acrobat

Trickster

Allows the unit to move over


any normally traversable
terrain for the cost of 1
Movement.

Adept

Nomad,
Falcoknight

Skill/2

Immediately grants another


attack

Aegis

Paladin, Tiger
Laguz

Skill

Halves damage received from


bows, tomes, and dragonstones

Aether

Great Lord

Aggressor

Dread Fighter

Aptitude

Soldier

Astra

Swordmaster

Skill/2 Consecutively activate Sol and


Luna in a single attack
+7 damage when unit initiates
combat
Subtract 1 from your roll for
each stat when leveling up
Skill/2 Grants five consecutive attacks

Attack Stance+

Lord

Awakening

Great Lord

Axebreaker

Hero

Axefaire

Berserker

127

When supporting a unit in


Attack Stance, Dual Strike
damage+3
+20 Hit, Avo, Crit, and
CrtAvo when unit is under
HP
+50 Hit and Avo when target
is wielding an axe
+5 Strength when equipped
with an axe (or+5 Magic if
equipped with a weapon that
uses Mag to attack)

Name

P/C/A

Class

Bargain

Rogue

Battle
Command

Valkyrie,
Strategist

Beastbane

Garou, Fox
Spirit

Bind

Shaman,
Dragon Laguz

Bond

Valkyrie,
Heron Laguz

Bowbreaker

Druid

Effect
Can purchase goods from
vendors at price, Does not
stack with the Silver Card item
Allies within 2 space deal an
extra 2 damage and receive 2
less damage during battles
Users attacks on Garous, Fox
Spirits, Managarm, NineTailed Foxes, Taguel, and
mounted units deal Bonus
damage
Avo-20 to all adjacent enemies
Restores 10 HP to all allies
within 3 tiles at beginning of
unit's turn
+50 Hit and Avo when target
is wielding a bow
+5 Strength when equipped
with a bow (or+5 Magic if
equipped with a weapon that
uses Mag to attack)

Bowfaire

Aniper

Breaking Sky

Basara

Cancel

Mage Knight,
Hawk Laguz

Skill/2

Negates the enemy's next


attack when activated

Charm

Lord

Hit/Avo+5 to all allies within


3 tiles

Skill * Adds (Str/2) to magical attacks


1.5
or (Mag/2) to physical attacks

128

Name

P/C/A

Class

Confined
Defense

Knight

Copycat
Puppet**

Puppeteer

Active

Creates a clone of a target


adjacent ally.

Skill/2

Negates enemy Res and


reduces enemy Hit by 50%
until end of phase

Corona

Bishop

Counter

Warrior

Crit+x

Varies

Cut Through

Deadeye

Wyvern Rider Active

Sniper

Effect
When user fights on terrain
with terrain bonuses, -3
damage received

Returns 100% of damage


when attacked by an adjacent
enemy (unless damage
received is fatal)
Increases Crit by value of x
Upon use, the user and the
target will switch places after
the attack

Skill/2

Inflicts Sleep on target (5


turns)

Deadly Breath

Revenant
Knight

When user triggers battle,


enemies within 2 spaces have
their HP reduced by 20%
(cannot kill units)

Defensive
Formation

General

During battles, neither the user


or the enemy can double attack

Male allies within 2 spaces


receive 2 less damage from
battles

Demoiselle

Troubadour

129

Name

P/C/A

Class

Devilish Wind

Shaman

Effect
Enemies within 2 spaces
receive 2 extra damage from
magic attacks

Diamond Strike

Great Knight

When user triggers battle,


physical damage received -10

Discipline

Cavalier

Doubles gained weapon EXP


per hit

Distinguished
Son

Rod Knight

Draconic Curse

Dark Blood

Draconic
Shield

White Blood

Dragon Fang

Nohr Prince /
Princess

Luck /
2
Skill *
.75%

Adjacent allies receive half


damage upon activation
+50% damage on an attack
upon activation

Easy Life

Great
Merchant

Luck

Chance of obtaining a Gold


Coin after movement

Effective
Medicine

Herb
Merchant

x1.5 efficacy of healing items


and stat-boosting items

Even Illusion

Fox Spirit

Even Nap

Nine-Tailed
Fox

Extravagance

Great
Merchant

Female allies within 2 spaces


receive 2 less damage from
battles
After battle, -4 all stats to
target until next Player Phase
(or enemy Phase if attack
occurred on enemy Phase)

+4 damage on even numbered


Player Phases
Recover 40% of max HP at the
start of even numbered Player
Phases
Initiate battle this turn with
Active +10 damage and -10 damage
received if user spends a Gold
Coin

130

Name

P/C/A

Class

Flamboyant

Basara

Flare

Sage

Flowing Strike

Myrmidon

When user triggers battle, +30


Avo

Focus

Mage

Nine-Tailed
Fox,
Managarm

Crit+10 when no allies within


3 tiles
After battle with the user, the
enemy has their HP reduced
by 20% of their max HP
(cannot kill units)

Galeforce

Dark Flier,
Raven Laguz

Gamble

Pirate, Lion
Laguz

Active

Guard Stance+

Great Knight

Hoshido

White Blood

Household
Cure

Herb
Merchant

Ignis

Grandmaster,
Dark Knight

Kunaibreaker

Nomad

Kunaibreaker

Nomad

Four Fangs

Effect
+ 30 Hit, +15 to skill
activations to both user and
enemy

Skill/2 Negates Enemy Res during an


attack

Grants an additional full turn


after a successful kill. Only
activates once per turn.
Initiate combat this turn with
Hit and x2 Crit
When supporting a unit in
Guard Stance, extra shield
gauge gain +1
Increase skill activation rates
by 10% in addition to normal
Changed
the Use rates
Item action
activation
to a Minor Action if the item
used is a HP restorative item

Skill/2 Adds (Str/2) to magical attacks


or (Mag/2) to physical attacks

131

Hit/Avo+50 when target is


wielding kunai
+50 Hit and Avo when target
is wielding a kunai

Name

P/C/A

Class

Kunaifaire

Elite Ninja

Lancebreaker

Blacksmith

+50 Hit and Avo when target


is wielding a lance

+5 Strength when equipped


with a lance (or+5 Magic if
equipped with a weapon that
uses Mag to attack)
Restores 1/2 of max HP after a
successful kill during the
Player Phase

Lancefaire

Halberdier

Lifetaker

Dark Knight

Line of Death

Weapon
Master

Locktouch

Thief

Active

Lucky 7

Trickster

Luna

Halberdier,
Lion Laguz

Skill/2

War
Monk/War
Cleric

Magic Counter

Magic Drain

Mage Knight

132

Effect
+5 Strength when equipped
with a kunai (or+5 Magic if
equipped with a weapon that
uses Mag to attack)

+10 damage and +10 damage


received
Unlock adjacent chest or door
without the need of a
Lockpick/Key
+20 Hit/Avo during the first 7
Player Phases of a skirmish.
Negates enemy Def during an
attack
Returns 100% of magical
damage when attacked by
enemy (unless damage
received is fatal)
When user defeats enemy,
Magic+2 (up to 10). Expires at
the end of the skirmish

Name

P/C/A

Class

Miracle

Priest/Cleric,
Tiger Laguz

Luck

Effect
Reduces lethal damage to 1/2
damage. Will not activate at
1HP

Mirror Strike

Falcoknight

When user triggers battle,


magical damage received -20

Nihil

Griffon
Knight,
Dragon Laguz

Negates enemy skills during


an attack

Noble Lineage

Nohr Prince /
Princess

x1.2 Experience gained


During Attack/Guard Stance,
user gains use of Support
Units combat skills that
utilize a trigger
+4 damage on odd numbered
Player Phases
When user triggers battle, +20
Crit

Nohr

Dark Blood

Odd Fang

Garou

Ogre Strike

Warrior

Open Assault

Cavalier

When user fights on terrain


with no terrain bonuses,
damage+3 during battles

Overbearing

Revenant
Knight

+5 damage unless enemy is on


a mount

Pass

Rogue,
Assassin

Allows unit to move through


any units space. Cannot end
their turn sharing a space with
another unit

Patience

Mercenary,
Wolf Laguz

Hit/Avo+10 during Enemy


Phase

133

Name

P/C/A

Class

Pavise

General

Skill

Prescience

Archer, Cat
Laguz

Puppet Break

Puppeteer

Rally Heart

Bride, Groom

Effect
Halves damage received from
swords, axes, lances, monster
weapons, Beaststones, and
Puppeteer attacks
Hit/Avo+10 during Player
Phase
The users attacks deal Bonus
damage to Puppeteers,
Puppets, and Golems.

Grants +2 to all stats and +2


Move to all units within 3
spaces

Relief

Pegasus Rider

Restore 1/10th of max HP at


start of Player phase when no
allies within 3 tiles

Renewal

War
Monk/War
Cleric

Restores 1/4 of units max HP


at beginning of the Player
Phase

Active

Allows adjacent target have a


full extra turn

-10 Hit, +10 Crit

Revitalize

Roundhouse

Dancer, Bard,
Singer Heron
Laguz
Fighter

Servants Joy

Maid / Butler

Silencer

Assassin,
Wolf Laguz

Skill/4

Slow Burn

Dark Knight

134

When user heals an ally, the


user regains the same amount
of HP
Instantly kill the target. Does
not work on bosses
Cumulative +1 Hit/Avo every
passing Player Phase up to
turn 15

Name

P/C/A

Class

Smithy Skill

Blacksmith

Luck

Effect
After user defeats an enemy,
chance of receiving a random
sword, axe, lance, bow, or
kunai
When user triggers battle and
the enemy survives, their HP
reduced by 20% of their max
HP (cannot kill units)
When battling flying units,
+30 Hit and Avo
+30 Hit/Avo when enemy is a
flying unit

Snake Venom

Ninja

Soar

Soar

Golden-Kite
Warrior
Golden-Kite
Warrior

Sol

Hero

Skill/2

Restores HP equal to damage


dealt

Solidarity

Tactician

Special Dance

Heron Laguz

Active

Crit+10/CrtAv+10 to adjacent
allies
Gives Str/Mag/Def/Res+2 to
adjacent targets for one turn

Steal

Thief, Raven
Laguz

Active

Strength Seal

Weapon
Master

Stubbornness

Mercenary

Luck

Stun

Wyvern Lord,
Skill/2
Cat Laguz

135

Steal one unequipped item


from adjacent target
After battle, -6 to targets
Strength until next Player
Phase (or enemy Phase if
attack occurred on enemy
Phase)
Chance of recovering 20% of
max HP at the start of the
users turn
Inflicts Paralysis on target (2
turns)

Name

P/C/A

Class

Summon*

Summoner

Active

Effect
Summons a skeleton in
adjacent tile (See footnote at
end of table)

Sun God

Golden-Kite
Warrior

Restores 20% of allied units


max HP within 2 spaces at the
start of the Player Phase

Swallow Strike

Pegasus
Knight

When user triggers battle,


Speed+5

Swordbreaker

Wyvern Lord

+50 Hit and Avo when target


is wielding a sword

Swordfaire

Swordmaster

+5 Strength when equipped


with a sword (or+5 Magic if
equipped with a weapon that
uses Mag to attack)

Tactical Guide

Tactician

When supporting a unit in


Guard Stance, the user grants
+10 Hit to lead unit

Tantivy

Wyvern Rider,
Hawk Laguz

Hit/Avo+10 when no allies


within 3 tiles

Tomebreaker

Dread Fighter,
Maid/Butler

+50 Hit and Avo when target


is wielding a tome

Tomefaire

Sage

+5 Magic when equipped with


a tome

Underdog

Soldier

+15 Hit/Avo when users


Level is lower than the target
(2nd tier units count as their
Lvl+20)

Vantage

Myrmidon

Always attack first when unit


is below 1/2 of max HP

Vengeance

Druid /
Sorcerer

Skill/2

Add of accrued damage to


next attack

136

Name

P/C/A

Class
Dancer/Bard/
Singer

Voice of Peace
Wrath

Berserker

Effect
Enemies within 2 spaces deal
2 less damage
+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 14 Str, 30 Base Hit, and wield different
weapons depending on a d4 roll. All Phantoms vanish once damaged.
1.
2.
3.
4.

Iron Sword (Mt 5, Hit 90)


Iron Lance (Mt 7, Hit 70)
Steel Axe (Mt 11, Hit 65)
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 Copycat Puppet
Creating a copycat puppet 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 Puppeteer. You can create a
copycat of yourself or any allied unit but may only have one copycat puppet
summoned at any time. The rules for a copycat puppet are as follows
1. The copycat gains the stats, level, skills, current and maximum Hit Points,
and inventory of the targeted unit
2. The copycat 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 copycat cannot utilize any aura-like skills that passively affect units
around them but use activation auras like the Rally skills. Additionally, the
copycat cannot use the Revitalize skill.

137

138

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
Absentminded

P/C/A
P

%
-

Absolute Offense

Absolute Protection

Absolute Support

Ambush Duty

Arrogance

Azure Dance

139

Effect
x1.5 healing received from staves
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)
When supporting a unit in
Attack/Guard Stance, +15 Avo and -3
damage received to lead unit (Must
have a Support Rank of C+ to
activate)
When supporting a unit in
Attack/Guard Stance+2 damage and -2
damage received to lead unit (Must
have a Support Rank of C+ to
activate)
When user triggers battle and target
cannot counterattack, +4 damage
+3 damage when users level <
enemys level (promoted units count
as Level+20)
+1 Str/Spd to all allies within 2 spaces
for one turn

Name

P/C/A

Effect

Beautiful King/Queen

Allies and enemies within 2 spaces


take 2 less damage in battles

Bewitching Flower

Blood Tingling

Blossoming Mind

Clumsy

Luck

Cold-Blooded

Competitive

Curse Reflection

Desperate Struggle

Dirty Fight

Divine Retribution

Dragon Child

Encouragement

Explosive Flame

140

+3 damage and -1 damage received to


adjacent allies
+10 when wielding a forged weapon
with 8 letters
+10 Crit if user is carrying 3 or more
tomes
When triggered, targets weapon
becomes unequipped until the next
Player Phase
When targets HP is not full, +3
damage and -1 damage received to the
user
When supporting a unit in
Attack/Guard Stance, if lead unit
triggers a critical hit, the user also
performs a critical hit
When enemy triggers battle and
inflicts magical damage, enemy
receives damage
When user is under HP, damage
received from swords/axes/lances
dealt back to attacker
When user triggers battle and target
cannot counterattack, -3 to their
Str/Spd after battle (penalties lessen
by 1 each turn)
When user has no weapon equipped
and they receive damage, the enemy
receives half of that damage
+15% of max HP at the start of the
Player Phase is holding a Dragonstone
+2 damage to allies within 2 spaces
When user triggers battle at under
HP, -20% HP to user and enemies
within 2 spaces

Name

P/C/A

Farmland Master

Flame Blood

Foul Play

Friendship Oath

Girl Lover

Gratitude

Healing Voice

Ice Blood

Intimidate

Killer Instinct

Ladies First

Little Cheer

Lucky Charm

Lucky Soul

141

Effect
Unit regain 20% of max HP at the
start of the turn if standing in
Mountain, Forest, or Field terrains
+4 damage when user is below
maximum HP
+2 damage to user when male unit
triggers the battle
When a unit you share a Support Rank
with is below 1/2 HP, you gain +3
damage and -3 damage received
When leading in Attack/Guard
Stance,, +2 damage and -2 damage
received if supporting unit is female
When user receives healing from a
staff, the healer receives of the HP
recovered
Allies within 2 spaces regain 10% of
their max HP at the start of the Player
Phase
When users HP is not full and they
take damage, the enemy receives the
same damage and -3 Skl/Spd for one
turn
-10 Avo to all enemies within 2 spaces
When user triggers battle and defeats
target, +4 Str/Mag/Skl/Spd till end of
next turn.
When supporting a female unit in
Attack/Guard Stance, +2 damage to
lead unit
-2 damage received to allies within 2
spaces
+20 to skill activation rates based on
Luck
+15 CrtAvo to allies within 2 spaces,
+5 CrtAv to the user

Name

P/C/A

Miraculous Save

Mysterious Appeal

Ninja Reversal
Nohr-Hater

Perfectionist

Pick Up

Rivalry

Scavenge

Tactical Teachings

Timid

Tomboy

Tuning

Unlucky Soul

Victors Delight

Effect
If supporting a unit, lead unit has
Luck%
(Your Luck%) of surviving a fatal
blow with 1 HP
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)
When user receives damage from a
kunai attack, enemy receives of that
damage
+3 damage when attacking an enemy
belonging to Nohr
+15 Hit/Avo when user is at full HP
Luck% chance of obtaining random
Luck%
items after moving (only up to Turn 7)
When leading in Attack/Guard
Stance, +10 Crit, +3 damage, and -1
damage received if users Level is
lower than their supporting unit
At beginning of Player Phase, Luck%
Luck
chance to regain 10% of max HP
+5 Hit for all allies currently on the
battlefield
When leading in Attack/Guard Stance,
-2 damage received. When not in a
Stance, +2 damage received
When user triggers battle and defeats
target, -20% HP to all adjacent
enemies
When used, units within 2 spaces who
Active
have lower HP than the user regain
+10% of their max HP
-15 CrtAvo to enemies within 2
spaces, -5 to users CrtAvo
When user triggers battle, +20% HP if
user defeats target

142

Name

P/C/A

Victory Conviction

Way of the Knight

Way of the Samurai

Wicked Fantasy

143

Effect
+30 Crit when users HP is under of
their maximum HP
When enemy is at max HP, +2
damage and -2 damage received to
user
When leading in Attack/Guard
Stance, +10 Crit, +2 damage, and -2
damage received if users Level is
higher than their supporting unit
+2 damage and -2 damage received
when adjacent to two units of the
opposite gender

144

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
Grants +2
Str/Mag/Skl/Spd/Luck/Def/Res

All Stats +2

Any

Boon

Any

Charge

Any

Conquest

Any

Unit does not take bonus damage from


weapon effectiveness

Darkness
Sword

Any

Skill/2

Rol1 a d4. Multiply damage dealt on


this hit by number rolled. If a 1, take
damage equal to damage dealt

Demigod

Any

Disarm

Any

Eclipse

Any

Great Shield

Any

Holy Sword

Any

Increase skill activation rates by 30% in


addition to normal activation rates
Skill/2 Immediately unequips target's weapon
until the end of their next turn
Negates the targets Def and multiplies
Skill
the users Str by 5 for one attack. Will
not trigger on ranged attacks
Negates all damage for all incoming
Skill
attacks from an enemy when activated
Skill/2
Add 20 to a single attack's damage

Imbue

Any

Regain HP at the beginning of your turn


equal to your Magic

Limit Breaker
Paragon

P
P

Any
Any

Increase all stat caps by 5


Doubles gained experience points

Removes all status conditions at the


beginning of the Player Phase
If (Users Speed+HP > Targets
Speed+HP) at the end of combat, the
combat round repeats itself

145

Name
Provoke

P/C/A
P

Class
Any

%
-

Effect
Increases chances of being attacked

Proximity
Shot
Resolve

Any

Any

Scion

Any

Allows bows to attack adjacent units


When under 1/2 of max HP, Str, Mag,
Skill, and Speed are doubled
Increase skill activation rates by 10% in
addition to normal activation rates

Slayer

Any

Shade

Any

Shadowgift

Any

Vortex

Any

Active

Wildheart

Any
Laguz

Deal Bonus damage to monsters and


undead
Decreases chances of being attacked
Gain proficiency with Dark Tomes
(starting at Rank E)
Allows the user to attack with razor
winds. Mt 5, Hit 80, Rng 1-2, Bonus vs
flying units and Bird Tribe Laguz
Enables a half-shift while in humanoid
form, adding half of a Laguzs
Transformation Bonus to the units
Humanoid stats. The Laguz may still
transform normally

146

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 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.

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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!

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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

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Standard Character Sheets


On the following pages are the standard character sheets for fire Emblem:
The Tides of War. The first sheet is used for regular human characters, or Beorc,
and the second sheet is used for Laguz characters.

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Name:
Stat

Class:
Base

Current

Lvl:
+/Atk

Magic

Move

Skill

Resc

Speed

Hit

Luck

Avo

Defense

Crit

Resistance

CrtAv
Shield
Gauge

/10

Supports

Affinity:

Unit Name

Rank

Affinity

Weapon/Item

Rank

Uses

Skill

Character Portrait

Strength

Constitution

Hit Points:

Proficiency

Rank

Bonuses:

Mt

Crt

Rng

Skill Activation Rate

Effect and Worth

Effect

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WEXP

Name:
Stat

Tribe:
Base

Current

Lvl:
+/-

Character Portrait

Strength

Atk

Magic

Move

Skill

Resc

Speed

Hit

Luck

Avo

Defense

Crit

Resistance

CrtAv
Shield
Gauge

Constitution
Supports
Unit Name

Hit Points:

Rank

Affinity:
Affinity

Proficiency

Rank

WEXP

Bonuses:

Laguz Transformation Bar


Lagus Initiative:

Current:

Max

Laguz Point Influences


Humanoid Form

Laguz Form Bonuses

Turn

Battle

Laguz Form
Turn

Weapon/Item

Skill

Rank

Uses

Mt

Crt

Rng

Skill Activation Rate

Effect and Worth

Effect

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Battle

Future Implementations
Third Tier Classes (?)
o A worthwhile and possible inclusion but only if demand is there
A bestiary featuring the monster races prominent in Gaiden, Sacred Stones,
Awakening, and Fates

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Credits
Personal thanks go out to:
Nintendo and Intelligent Systems for making a great video game series
My 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 Only War's 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 Obelion13@yahoo.com or on
my blog at www.obelion13.wordpress.com. I check my blog more often, so I'd
start there on the "Comments" page.
I hope you enjoy the game as much as I had making it.
-John "Obelion13" Frey

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