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I've started doing some edits myself. Added a couple more characters to the front page, and added Azure Gleam recruitment conditions to the Blue Lions, Rodrigue, Hapi, Seteth, Flayn, Petra, and Dorothea's character pages. If folks playing Scarlet Blaze and Golden Wildfire would like to copy the templates I used on those pages and add them to characters they recruit on those routes, it'd be appreciated.

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28 minutes ago, Anomalocaris said:

I've started doing some edits myself. Added a couple more characters to the front page, and added Azure Gleam recruitment conditions to the Blue Lions, Rodrigue, Hapi, Seteth, Flayn, Petra, and Dorothea's character pages. If folks playing Scarlet Blaze and Golden Wildfire would like to copy the templates I used on those pages and add them to characters they recruit on those routes, it'd be appreciated.

Cheers. Looks good.

Ah, I forgot to mention I can generate the learnset tables in seconds. But still, good job doing Hapi's ^^

The other tables need the stat+X abilities renaming though. I may run a script to do it later, but if I'm taking too long, anyone is welcome to change those.

Edited by VincentASM
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48 minutes ago, KP Joey said:

Hello! I can add some info from the Scarlet Blaze route later today if I can get the account setup info 😄

Awesome, the more the merrier.

Also, whoo, I found part of the expedition data: https://docs.google.com/spreadsheets/d/1m4xHogOjhfdRYywACT-ZHuexdiskAkPSE45soei5zeQ/edit#gid=2001585080

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10 hours ago, VincentASM said:

Cheers. Looks good.

Ah, I forgot to mention I can generate the learnset tables in seconds. But still, good job doing Hapi's ^^

The other tables need the stat+X abilities renaming though. I may run a script to do it later, but if I'm taking too long, anyone is welcome to change those.

Yeah, I noticed some of the tables' Stat +X abilities were misnamed. Wasn't sure if that was a table generation error or something else.

We might want to sort the classes into a standardized order, though, or separate them by tier or weapon type.

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2 hours ago, Anomalocaris said:

Yeah, I noticed some of the tables' Stat +X abilities were misnamed. Wasn't sure if that was a table generation error or something else.

We might want to sort the classes into a standardized order, though, or separate them by tier or weapon type.

It was placeholder data from the demo.

The learnset order should be tier-based and loosely based on Three Houses. But I wouldn't mind if it was changed.

I did briefly check the in-game class tree and the order is a bit different there.

Edited by VincentASM
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50 minutes ago, VincentASM said:

It was placeholder data from the demo.

The learnset order should be tier-based and loosely based on Three Houses. But I wouldn't mind if it was changed.

I did briefly check the in-game class tree and the order is a bit different there.

As is, it being one massive block is a little hard to read, so I'd be in favor of at least putting in dividers between the tiers.

For order within the tiers, I guess left-to-right as they appear on the class screen makes the mose sense.

Edited by Anomalocaris
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I may mess around with a Deer's page a bit later to see if my intentions of displaying the data in a certain format will work or not. I'm going by the game's display order (hence why I listed the classes as is on the front page). This also kinda applies to however I'll reorganise the front page's class table thing.

We could I suppose tabulate things based on weapon - but that does mean Axe/Bow/Gauntlets get all smooshed together which I'm not a great fan of myself.

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For class pages, probably best that weapons with the same moveset share a page.

So Thief, Assassin, and Trickster are one page. Falcon and Pegasus Knight are one page, with a link to Soldier noting it as the dismount moveset. And so on.

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Here's the Golden Wildfire Recruitment stuff:

 

Spoiler

Shamir - From Beginning of Chapter 4
Linhardt - Recruit during Chapter 4 mission
Balthus - Recruit during Chapter 5 mission
Holst - Joins in the middle of the Chapter 5 mission
Bernadetta - Recruit during Chapter 6 mission
Petra - Recruit during Chapter 7 mission
Constance/Hapi - Recruit during Chapter 9 mission
Yuri - Recruit during Chapter 10 mission
Ashe - Recruit during Chapter 11 mission
Dorothea - Recruit during Chapter 13 mission (this one's different - she starts as a green NPC, and you need to complete the mission to escort her to safety after she gets poisoned by Metodey)

Byleth/Jeralt - Chapter 10 mission - Capture the nearby strongholds, then gather information by beating Alois and the enemies attacking the Scout. Once Claude sets himself up as a decoy and flees, you MUST NOT let Byleth catch him. Once Claude makes it back to the starting stronghold and cuts off the path for Byleth, you MUST defeat Fleche before Byleth gets back to her. They will then join at the end of the chapter. (If you defeat Byleth or if Jeralt makes it onto the map at any point, you have failed.)
 

 


In terms of Paralogues:

 

Spoiler

So far I've seen (1) Hilda, Balthus, and Holst (Ch 7); (2) Leonie and Shamir (Ch 8); (3) Lorenz, Ignatz, and Raphael (Ch 9); (4) Hilda & Marianne (Ch 10); (5) Claude (and Judith and Nader) (Ch 11); (6) Yuri, Balthus, Hapi, and Constance (Ch 12); (7) Byleth, Jeralt, and Leonie (and Alois) (Ch 13); and (8) Lysithea (and Count Gloucester) (Ch 14). These are for the golden ending route, of course.

 

I'd love to post this myself, I just need a SF wiki account.

Edited by Moonlit Knight
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Got around to making the classes front page table look a bit more like a class tree (knocked on its side):

classtable.png.6ee5b483394f7d7765c4fd897c1c77db.png

(The 'hidden' classes are probably obvious for most people except the right column of the Uniques).

We could probably use a variation of this for other places...?

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On 6/26/2022 at 2:01 PM, Moonlit Knight said:

Here's the Golden Wildfire Recruitment stuff I've gotten so far (I'm up to Chapter 14 right now):

 

  Hide contents

Shamir - From Beginning of Chapter 4
Linhardt - Recruit during Chapter 4 mission
Balthus - Recruit during Chapter 5 mission
Holst - Joins in the middle of the Chapter 5 mission
Bernadetta - Recruit during Chapter 6 mission
Petra - Recruit during Chapter 7 mission
Constance/Hapi - Recruit during Chapter 9 mission
Yuri - Recruit during Chapter 10 mission

Ashe - Recruit during Chapter 11 mission

Dorothea - Recruit during Chapter 13 mission (this one's different - she starts as a green NPC, and you need to complete the mission to escort her to safety after she gets poisoned by Metodey)

(Catherine is definitely not recruitable)

Byleth/Jeralt - Chapter 10 mission - Capture the nearby strongholds, then gather information by beating Alois and the enemies attacking the Scout. Once Claude sets himself up as a decoy and flees, you MUST NOT let Byleth catch him. Once Claude makes it back to the starting stronghold and cuts off the path for Byleth, you MUST defeat Fleche before Byleth gets back to her. They will then join at the end of the chapter. (If you defeat Byleth or if Jeralt makes it onto the map at any point, you have failed.)
 

 


In terms of Paralogues:

 

  Reveal hidden contents

So far I've seen (1) Hilda, Balthus, and Holst (Ch 7); (2) Leonie and Shamir (Ch 8); (3) Lorenz, Ignatz, and Raphael (Ch 9); (4) Hilda & Marianne (Ch 10); (5) Claude (Ch 11); (6) Yuri, Balthus, Hapi, and Constance (Ch 12); (7) Byleth, Jeralt, and Leonie (Ch 13); and (8) Lysithea (Ch 14).

 

I'd love to post this myself, I just need a SF wiki account.

Added all the recruitments for GW to the Wiki (the fewest amount of playable characters of the three routes by far).

Edited by Moonlit Knight
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1 hour ago, Moonlit Knight said:

Added all the recruitments for GW to the Wiki (the fewest amount of playable characters of the three routes by far).

Thanks a bunch!

Nooo, I had a bad feeling when I data-mined the demo. Oh well, I generally stick to the main students and there are decent picks among the extras.

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Noticed some of the Azure Gleam recruitments were missing so here they are. 

Spoiler

Chapter 9:

Persuade Shamir. Starts off as an ally and you must save her

Persuade Yuri. Is an enemy and you must defeat him

Catherine joins you automatically during the chapter battle after a certain point.

Chapter 10:

Lorenz, Raphael, Ignatz and Marianne all join at the beginning of chapter 10 in a cutscene. You are given the choice to either recruit them all or recruit none of them

Persuade Balthus. Is an ally and you must save him

Chapter 11:

Persuade Linhardt. Is an enemy and you must defeat him

Persuade Constance. Is an enemy and you must defeat her

Chapter 12:

This is where you recruit Byleth and Jeralt however I haven't played it yet so I'm not sure of the exact conditions.

Chapter 13:

Persuade the Death Knight. Must defeat him and you must have Mercedes in your party to recruit him

In regard to another character:

Spoiler

From people's reports, it seems Gatekeeper is recruited on your third run of the game on NG+. No one is sure of the exact requirements thus far and whether it requires playing all three routes or having recruited every character throughout each route but people are claiming they recruit him on their third runs on NG+

EDIT:

Here is a list of all the paralogues and their associated groups. There are 21 in total.

Spoiler

Dorothea, Manuela - A Grand Day for the Opera Company

Bernadetta, Monica - An Incurable Shut-In

Mercedes, Annette, Constance - A Night of Wonder

Ferdinand, Lorenz, Constance - A Noble Among Nobles

Leonie, Byleth, Jeralt - A Reason to Fight

Claude - Cycles of Nostalgia

Gatekeeper - Eagles, Lions and Deer

Edelgard, Lysithea, Hapi - Enshrouded Memories

Catherine, Shamir, Jeralt - Evil's Bane and Love's Protetcion

Linhardt, Caspar - Like Cats and Dogs

Ashe, Yuri, Catherine - Love and Hate in Wartime

Leonie, Shamir - Mercenary Complications

Dimitri, Sylvain, Rodrigue - Raiders form the North

Hilda, Holst, Balthus - Right Where They're Wanted

Yuri, Balthus, Constance, Hapi - The Ashen Wolves Reunion

Seteth, Flayn - The Saint's Forge

Hubert, Petra, Jeritza - The Seiros Snare

Hilda, Marianne - What Lies Within

Dedue, Felix, Ingrid - Wildflowers for the Future

Lysithea - Under the Protection of the Golden Deer

Lorenz, Raphael, Ignatz - Unsettling Truths

 

Edited by Azz
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Hey, I too am returning after having done some things for the last Warriors Wiki. I'd like to work on the skills available for each character since I really enjoy build crafting. The first thing I've done is taken the list of skills gained through mastering classes from the datamine and grouped them in to categories to try to improve readability (so many of the names are familiar but they have completely different effects for a Musou). I'd appreciate any feedback on the names of the categories or if you believe any skills are misplaced or missing.

Spoiler

Absorb Absorb Dexterity
Grants a minor boost to Dex each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Strength
Grants a minor boost to Str each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Magic
Grants a minor boost to Mag each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Speed
Grants a minor boost to Spd each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Luck
Grants a minor boost to Lck each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Defense
Grants a minor boost to Def each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Resistance
Grants a minor boost to Res each time an enemy commander is defeated. The boosts last throughout the battle.
Absorb Absorb Charm
Grants a minor boost to Cha each time an enemy commander is defeated. The boosts last throughout the battle.
Adjutant Rally Strength
When this unit is an adjutant: increases the active unit's Str by [0:NUMBER].
Adjutant Rally Magic
When this unit is an adjutant: increases the active unit's Mag by [0:NUMBER].
Adjutant Rally Speed
When this unit is an adjutant: increases the active unit's Spd by [0:NUMBER].
Adjutant Rally Defense
When this unit is an adjutant: increases the active unit's Def by [0:NUMBER].
Adjutant Rally Resistance
When this unit is an adjutant: increases the active unit's Res by [0:NUMBER].
Adjutant Rally Dexterity
When this unit is an adjutant: increases the active unit's Dex by [0:NUMBER].
Adjutant Rally Luck
When this unit is an adjutant: increases the active unit's Lck by [0:NUMBER].
Adjutant Rally Charm
When this unit is an adjutant: increases the active unit's Cha by [0:NUMBER].
Adjutant Rally Deluxe
When this unit is an adjutant: increases the active unit's Str, Spd, and Res by [0:NUMBER].
Adjutant Vanguard's Benefit
When this unit is the active unit: if the adjutant would gain any experience, this unit gains it instead.
Adjutant Adjutant's Benefit
When this unit is the active unit: if this unit would gain any experience, their adjutant gains it instead.
Adjutant One Heart One Mind
When this unit is an adjutant: greatly increases elemental effects of Adjutant Follow-Ups.
Adjutant Awakening Assist
When this unit is an adjutant: increases the fill rate of the active unit's Awakening Gauge.
Adjutant Warrior Assist
When this unit is an adjutant: increases the fill rate of the active unit's Warrior Gauge.
Adjutant Trust
When this unit is the active unit or an adjutant: increases the fill rate of the Adjutant Attack Gauge and Adjutant Guard Gauge.
Adjutant Fire Assist
When this unit is an adjutant: adds a fire element to the active unit's strong attacks.
Adjutant Ice Assist
When this unit is an adjutant: adds an ice element to the active unit's strong attacks.
Adjutant Lightning Assist
When this unit is an adjutant: adds a lightning element to the active unit's strong attacks.
Adjutant Wind Assist
When this unit is an adjutant: adds a wind element to the active unit's strong attacks.
Adjutant Light Assist
When this unit is an adjutant: adds a light element to the active unit's strong attacks.
Adjutant Dark Assist
When this unit is an adjutant: adds a dark element to the active unit's strong attacks.
Adjutant Harmonious Specials
When this unit is the active unit or an adjutant: increases the damage of Partner Specials.
Awakening Burst of Resolve
Restores the Awakening Gauge with each critical hit.
Awakening Darting Blow
Increases the amount that successful attacks fill the Awakening Gauge.
Awakening Cyclical Awakening
Temporarily increases the Awakening Gauge fill rate after an Awakening has concluded.
Awakening Piercing Cry
Restores the Awakening Gauge every [0:NUMBER] hits.
Awakening True Awakening
Extends the duration of Awakenings.
Awakening Saint's Power
Gradually restores the Awakening Gauge.
Awakening Exalted Breath
When using magic to restore the caster's or an ally's HP, the caster's Awakening Gauge is restored proportionally.
Battalion Seasoned Tactics
Restores battalion endurance when an enemy commander is defeated.
Battalion Defensive Tactics
Reduces damage to battalion endurance by [0:NUMBER]%.
Battalion Offensive Tactics
When a battalion is deployed: increases damage to enemies by [0:NUMBER]%.
Battalion Battalion Wrath
When battalion endurance is at 1/3 or below: greatly increases damage dealt by critical rushes.
Battalion Battalion Renewal
When battalion endurance is at 1/3 or below: restores a large amount of HP at regular intervals.
Battalion Battalion Desperation
When battalion endurance is at 1/3 or below: strong attacks will break an enemy's guard.
Battalion Battalion Vantage
When battalion endurance is at 1/3 or below: Perfect Guards restore a small amount of the Warrior and Awakening Gauges.
Breaker Axebreaker
Grants one tier greater advantage against enemies equipped with axes. Increases damage to them by [0:NUMBER]%.
Breaker Swordbreaker
Grants one tier greater advantage against enemies equipped with swords. Increases damage to them by [0:NUMBER]%.
Breaker Lancebreaker
Grants one tier greater advantage against enemies equipped with lances. Increases damage to them by [0:NUMBER]%.
Breaker Gauntletbreaker
Grants one tier greater advantage against enemies equipped with gauntlets. Increases damage to them by [0:NUMBER]%.
Breaker Bowbreaker
Grants one tier greater advantage against enemies equipped with bows. Increases damage to them by [0:NUMBER]%.
Breaker Tomebreaker
Grants one tier greater advantage against enemies equipped with tomes. Increases damage to them by [0:NUMBER]%.
Class Skill Mercenary's Ploy
Increases the critical hit rate of Mercenary, Swordmaster, and Mortal Savant class actions.
Class Skill Mercenary's Wisdom
Increases damage dealt by Mercenary, Swordmaster, and Mortal Savant class actions in proportion to Spd.
Class Skill Thief's Ploy
Gives Thieves, Assassins, and Tricksters a rare chance to instantly defeat non-commander units with class actions.
Class Skill Thief's Wisdom
Adds an element to Thief, Assassin, and Trickster class actions. The element is determined by the active unit.
Class Skill Knight's Ploy
Guarantees the enemy's guard will break when activating the class actions of lance-wielding cavalry with at least one bar filled.
Class Skill Knight's Wisdom
Increases Warrior Gauge fill rate when using class actions of lance-wielding cavalry.
Class Skill Pegasus Knight's Ploy
Adds an element to Pegasus Knight and Falcon Knight class actions. The element is determined by the active unit.
Class Skill Pegasus Knight's Wisdom
Increases the Awakening Gauge fill rate when using Pegasus Knight and Falcon Knight class actions.
Class Skill Armored Infantry's Ploy
Improves physical damage reduction inside areas created by Armor Knight and Fortress Knight class actions.
Class Skill Armored Infantry's Wisdom
Nullifies status effects inside areas created by Armor Knight and Fortress Knight class actions.
Class Skill Armored Cavalry's Ploy
Increases the attack range of Great Knight class actions.
Class Skill Warrior's Ploy
When using Brigand and Warrior class actions, temporarily reduces enemy Def in proportion to the number of bars filled.
Class Skill Warrior's Wisdom
Gives Brigand and Warrior class actions a chance to produce the Stun Gauge. The more bars in the Class Gauge, the better the chance.
Class Skill Wyvern Rider's Ploy
Guarantees an enemy's guard will break when activating the class actions of axe-wielding fliers with at least one bar filled.
Class Skill Wyvern Rider's Wisdom
Increases damage to enemy Stun Gauges when using the class actions of axe-wielding fliers.
Class Skill Archer's Ploy
Increases the critical hit rate of Archer, Sniper, and Bow Knight class actions.
Class Skill Archer's Wisdom
Increases damage dealt by Archer, Sniper, and Bow Knight class actions in proportion to Dex.
Class Skill Brawler's Ploy
Grants the class actions of Brawlers, Grapplers, and War Masters a chance to produce the Stun Gauge.
Class Skill Brawler's Wisdom
Increases damage to enemy Stun Gauges when using the class actions of Brawlers, Grapplers, and War Masters.
Class Skill Mage's Ploy
Imbues Mage, Warlock, and Gremory class actions with an element regardless of whether they are chained from strong attacks.
Class Skill Mage's Wisdom
Increases damage dealt by Mage, Warlock, and Gremory class actions. The gauge will deplete more quickly.
Class Skill Dark Mage's Ploy
Extends the time enemies are paralyzed by Dark Mage and Dark Bishop class actions.
Class Skill Dark Mage's Wisdom
Grants Dark Mages and Dark Bishops a rare chance to instantly defeat non-commander units with class actions.
Class Skill Priest's Ploy
Increases the recovery amounts of Priest and Bishop class actions.
Class Skill Priest's Wisdom
Increases damage dealt by Priest and Bishop class actions in proportion to Lck.
Class Skill Emperor's Ploy
Guarantees ignited enemies will explode when using Armored Lord and Emperor class actions.
Class Skill King's Ploy
Increases the number of permitted lance throws during High Lord and Great Lord class actions.
Class Skill Leader's Ploy
Grants an additional fireball volley to the Wyvern Master and Barbarossa class actions.
Class Skill Mage Knight's Ploy
Increases the elemental potency of Silverheart and Enlightened One class actions.
Class Skill Dual Wielder's Ploy
Increases the attack range of Asura and Fluegel class actions.
Class Skill Special Dance
Increases the potency of a dancer unit's class actions.
Class Skill Smite
When using cavalry or armored classes, dashing through enemies inflicts damage.
Class Skill Armored Cavalry's Wisdom
Increases damage dealt by Great Knight class actions in proportion to Def.
Critical Apex Sword
Increases critical hit damage when equipped with a sword.
Critical Apex Axe
Increases critical hit damage when equipped with an axe.
Critical Apex Lance
Increases critical hit damage when equipped with a lance.
Critical Apex Bow
Increases critical hit damage when equipped with a bow.
Critical Apex Gauntlet
Increases critical hit damage when equipped with gauntlets.
Critical Apex Tome
Increases critical hit damage when equipped with a tome.
Critical Boost Critical
Increases critical hit rate.
Critical Sharpshooter
Causes critical hits to instantly defeat non-commander units.
Damage Poison Strike
Grants attacks a chance to poison enemies.
Damage Big Game Hunter
Increases damage dealt to enemy commanders.
Damage Dual Onslaught
Factors Mag into physical attacks and Str into magical attacks when calculating damage.
Damage Counterattack
Enemies take damage proportional to the damage they inflict.
Damage Solitary Stand
Increases damage dealt to enemies when no allied units are deployed nearby.
Damage United Front
Increases damage dealt to enemies in proportion to the number of allied commanders nearby.
Damage Luna
When attacking, causes enemies to incur a reduction in Def proportional to the unit's Lck.
Damage Underdog
Increases damage dealt to an enemy in proportion to how much higher the enemy's level is.
Damage Flare
When attacking, enemies incur a reduction in Res proportional to the unit's Lck.
Damage Perspective
Increases damage dealt to enemies proportional to the number of allied strongholds.
Damage Domineer
Increases damage dealt to enemies on foot.
Damage Magic Attack Range+
Extends the range of long-distance tome attacks.
Damage Transmute
Taking hits from enemies equipped with tomes increases all stats by [0:NUMBER] for a period of time.
Damage Howl
Makes it easier to knock back enemy commanders.
Damage Armsthrift
Slows the degrading of weapon durability when using combat arts or magic.
Damage Concentration
Moderately extends the time before the hit count expires.
Damage Savior of the Meek
Makes it easier to knock back enemies in proportion to how much lower an enemy's Str is.
Damage Proficient Witstrike
Calculates damage for all attacks using the unit's Mag stat.
Damage Gather
Brings nearby enemies in front of the unit before starting regular attack 1.
Damage Range Master
Increases attack range.
Damage Inspiring Agility
Enables dash attacks for all classes.
Defiant Defiant Str
When HP is at [0:NUMBER]% or below: increases Str by [1:NUMBER].
Defiant Defiant Mag
When HP is at [0:NUMBER]% or below: increases Mag by [1:NUMBER].
Defiant Defiant Spd
When HP is at [0:NUMBER]% or below: increases Spd by [1:NUMBER].
Defiant Defiant Def
When HP is at [0:NUMBER]% or below: increases Def by [1:NUMBER].
Defiant Defiant Res
When HP is at [0:NUMBER]% or below: increases Res by [1:NUMBER].
Defiant Defiant Crit
When HP is at [0:NUMBER]% or below: drastically increases damage dealt by critical rushes.
Defiant Vantage
When HP is at [0:NUMBER]% or below: Perfect Guards restore a small amount of the Warrior and Awakening Gauges.
Defiant Desperation
When HP is at [0:NUMBER]% or below: strong attacks will break an enemy's guard.
Defiant Quick Riposte
When HP is at [0:NUMBER]% or below: forces enemies to sustain damage proportional to the damage they inflict.
Defiant Wrath
When HP is at [0:NUMBER]% or below: greatly increases damage dealt by critical rushes.
Defiant Prepared to Die
Rapidly restores the Warrior Gauge when HP is at [0:NUMBER]% or below and the Warrior Gauge is less than one bar.
Elemental Buffs Fiendish Blow
Increases the power of elemental effects.
Elemental Buffs Essence of Fire
Causes fire-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
Elemental Buffs Essence of Ice
Causes ice-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
Elemental Buffs Essence of Lightning
Causes lightning-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
Elemental Buffs Essence of Wind
Causes wind-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
Elemental Buffs Essence of Darkness
Causes dark-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
Elemental Buffs Essence of Light
Causes light-based combat arts, magic, strong attacks, and class actions to instead produce a more powerful version of that attack.
High Dex Lethality
Grants a (Dex × [0:NUMBER_F]%) chance of instantly defeating non-commander units.
High Dex Pavise
Grants a (Dex × [0:NUMBER_F]%) chance of nullifying damage from enemies equipped with swords, lances, axes, or gauntlets.
High Dex Aegis
Grants a (Dex × [0:NUMBER_F]%) chance of nullifying damage from enemies equipped with bows or tomes.
High Dex Rebellious Spirit
While guarding, causes the unit to perform a Perfect Guard for (Dex × [0:NUMBER_F]%) of incoming attacks.
High Dex Sneak Attack
Attacking foes from behind greatly increases damage in proportion to the unit's Dex.
High Dex Seeker of Greatness
Increases critical hit rate proportional to how much lower the enemy's Dex is.
Nullify Nullify Armored Effect
Nullifies effectiveness against armored units.
Nullify Nullify Cavalry Effect
Nullifies effectiveness against cavalry units.
Nullify Nullify Flying Effect
Nullifies effectiveness against flying units.
Nullify Nullify Magic
Nullifies enemies' offensive magic.
Pefect Guard/Dodge Pass
Makes it easier to perform Perfect Guards.
Pefect Guard/Dodge Expert Guard
Makes it easier to perform Perfect Guards.
Pefect Guard/Dodge Counterstrike
Successful Perfect Guards inflict elemental damage. The element is determined by the active unit.
Pefect Guard/Dodge Counterbreak
Successful Perfect Guards temporarily reduce all stats of surrounding foes by [0:NUMBER].
Pefect Guard/Dodge Tableturner
Extends the period of critical attack time after a Perfect Dodge.
Pefect Guard/Dodge Muster
Temporarily increases all stats by [0:NUMBER] after a successful Perfect Dodge.
Rewards Appraisal
Improves the quality of weapons and materials dropped by fallen enemy commanders.
Rewards Despoil
Awards gold for defeating enemies.
Rewards Kinship
Makes it easier for the unit to receive support points during battle.
Rewards Mastermind
Increases class Exp gained on the battlefield.
Stats Max HP +500
Increases max HP by [0:NUMBER].
Stats Max HP +B
Increases max HP by [0:NUMBER].
Stats Max HP +C
Increases max HP by [0:NUMBER].
Stats Str +2
Increases Str by [0:NUMBER].
Stats Str +B
Increases Str by [0:NUMBER].
Stats Str +C
Increases Str by [0:NUMBER].
Stats Mag +2
Increases Mag by [0:NUMBER].
Stats Mag +B
Increases Mag by [0:NUMBER].
Stats Mag +C
Increases Mag by [0:NUMBER].
Stats Def +2
Increases Def by [0:NUMBER].
Stats Def +B
Increases Def by [0:NUMBER].
Stats Def +C
Increases Def by [0:NUMBER].
Stats Res +2
Increases Res by [0:NUMBER].
Stats Res +B
Increases Res by [0:NUMBER].
Stats Res +C
Increases Res by [0:NUMBER].
Stats Dex +2
Increases Dex by [0:NUMBER].
Stats Dex +B
Increases Dex by [0:NUMBER].
Stats Dex +C
Increases Dex by [0:NUMBER].
Stats Spd +2
Increases Spd by [0:NUMBER].
Stats Spd +B
Increases Spd by [0:NUMBER].
Stats Spd +C
Increases Spd by [0:NUMBER].
Stats Pomp & Circumstance
Increases Lck and Cha by [0:NUMBER].
Stats Carpe Diem
Increases Dex and Spd by [0:NUMBER].
Stun Death Blow
Keeps the Stun Gauge visible for longer.
Stun Patience
Hitting an enemy while they are readying an attack greatly increases damage to the Stun Gauge.
Stun Heavy Hitter
Gives strong attacks a low chance to produce the Stun Gauge.
Stun Heaviest Hitter
Causes strong attacks to produce the Stun Gauge at a high rate.
Super Armor Goddess's Vessel
Completely prevents knockback if at least [0:NUMBER]% of the Awakening Gauge is filled.
Super Armor The Creation
Completely prevents knockback if at least one bar of the Warrior Gauge is filled.
Super Armor Stalwart Stance
Prevents hits from swords, lances, axes, and gauntlets from knocking back the unit mid-attack.
Super Armor Serene Stance
Prevents hits from bows and tomes from knocking back the unit mid-attack.
Super Armor Backbone
Reduces the unit's chance of getting knocked back by attacks.
Survivability Goddess's Blessing
If the unit has not sustained damage for a set period of time: grants a barrier that nullifies a single attack of any kind.
Survivability Medical Expertise
Increases the potency of vulneraries, concoctions, and elixirs by [0:NUMBER]%.
Survivability Item Expertise
Increases the potency of recovery items by [0:NUMBER]%.
Survivability Anchor
Sometimes automatically guards against enemy attacks that would otherwise knock the unit back.
Survivability Stormer of the Land
Reduces damage taken from an enemy proportional to how much lower the enemy's Cha is.
Survivablity Shining Guardian
Reduces the damage allies sustain when inside the same allied stronghold as the unit.
Survivablity Renewal
Restores a slight amount of HP at regular intervals.
Survivablity Lifetaker
Restores a small amount of HP when an enemy commander is defeated.
Survivablity Miracle
Allows the unit to survive a single blow that would otherwise reduce HP to zero.
Survivablity Sol
Restores HP proportional to the unit's Lck each time an enemy commander is defeated.
Survivablity Safeguard
When this unit is the active unit: restores HP to the adjutant periodically.
Survivablity Rejuvenation
Restores HP every [0:NUMBER] hits.
Survivablity Provoke
Draws attacks, increasing the frequency that surrounding foes attack the unit.
Survivablity Knucklebreaker
Taking a hit while guarding causes the enemy to incur damage proportional to the unit's Def. The enemy's Str is also temporarily reduced by [0:NUMBER].
Survivablity Ironclad
Nullifies enemy attacks that would break, penetrate, or otherwise bypass the unit's guard.
Trade Off Wild Abandon
Greatly increases damage dealt to enemies, but also greatly increases damage received from them.
Trade Off Undaunted
Greatly increases damage dealt to enemies, but prevents the unit from guarding.
Trade Off Lifeforce
Greatly increases damage dealt by combat arts and magic, but causes the unit to sustain damage with each use in proportion to Mt.
Trade Off Pact
Greatly increases the Warrior Gauge fill rate, but also increases the damage the unit sustains.
Trade Off Impossible Feat
When HP is at [0:NUMBER]% or above: greatly increases damage dealt to foes, but attacking also causes the unit to sustain damage for a period of time.
Trade Off Covenant
Greatly increases the Awakening Gauge fill rate, but also increases the damage the unit sustains.
Warrior Burst of Valor
Restores the Warrior Gauge with each critical hit.
Warrior Dexterity Catalyst
Increases the Warrior Gauge fill rate in proportion to the unit's Dex.
Warrior Charm Catalyst
Increases the Warrior Gauge fill rate in proportion to the unit's Cha.
Warrior Cyclical Specials
Temporarily increases the Warrior Gauge fill rate after initiating a Warrior Special.
Warrior Specials Master
Defeating [0:NUMBER] or more enemies with a single Warrior Special temporarily increases critical hit rate.
Warrior Speed Catalyst
Increases the Warrior Gauge fill rate in proportion to the unit's Spd.
Warrior Spirited Seize
Slightly restores the Warrior Gauge upon seizing a stronghold.
Warrior Piercing Gaze
Restores the Warrior Gauge every [0:NUMBER] hits.
Warrior Aggression
Increases the Warrior Gauge fill rate when attacking foes with status effects.
Warrior Luck Catalyst
Increases the Warrior Gauge fill rate in proportion to the unit's Lck.
Warrior Renewed Carnage
Gradually restores the Warrior Gauge.
Warrior/Awakening Forethought
Restores the Awakening and Warrior Gauges when using combat arts or magic.
Warrior/Awakening Driven Spirit
Increases the Warrior Gauge fill rate while Awakened.
Warrior/Awakening Panache
Defeating multiple enemies with a single Warrior Special restores the Awakening Gauge in proportion to the number of foes defeated.
Warrior/Awakening Battle Instincts
Increases the fill rate of both the Warrior and Awakening Gauges until one of them is completely full.
Warrior/Awakening Flyswatter
Increases both the Awakening and Warrior Gauge fill rates when attacking enemies that have been launched into the air.

Also if you have the actual [0:NUMBER] that would be helpful, I could guess most probably but I'd rather do it properly. Finally if anyone has completed there first playthough, is there any other way to obtain skills? I know that certain magic and combat arts can be passed between Vanguard and Adjutant but I'm curious if there is something hiding in the endgame.

Thanks and I look forward to working with you. :)

 

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@FauxVeritas

Heyo!

Here are some values I gathered from the game:

Defensive Tactics:30%
Offensive Tactics: 20%
Rejuvenation: 800
Piercing Gaze: 800
Piercing Cry: 800
Medical Expertise: 50%
Item Expertise: 50%
Lancebreaker: 50%
Knucklebreaker: 10
Defiant: 25% for 20
Vantage: 50%
Desperation: 50%
Quick Riposte: 50%
Wrath: 50%
Lethality: 0.25
Pavise: 0.25
Aegis: 0.25
Muster: 10
HP +1000
HP +1500
Str +5
Str +10
etc.
Pomp & Circumstance: 5
Carpe Diem: 5
Specials Master: 30

I don't have Dancer or Enlightened One yet to check theirs.

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@VincentASM

Thanks for the starter numbers. I've gone ahead and implemented my first attempt at a skills section on Shez's page. I'm not super happy with how it looks particularly with the Tier and Star columns but those provide good function so I've included them. There are still a few things I'd like but my wiki editing knowledge is limited so I thought I'd ask for help. I'd like to be able to sort the table alphabetically by clicking on the column headers so that you can sort them by catergory or class tier for instance. Specically for Shez I'd also like the ability to have two versions of the page for Male/Female Shez since genderlocked classes make it impossible to access some skills/abilities. I thought there could be a toggle at the top like on the spells pages for Three Houses.

Otherwise if anyone has any feedback it would be greatly appreciated. I'll mention though in making this i discovered there is a combat art and an ability called "Wild Abandon". The Axe combat art is obtained from fortress knight while the ability comes from Brigand. No idea why they would do that but I've confirmed them both in-game so be aware if you happen to be working in those areas.

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Should the class list be moved to its own page or stay on the front page? Just thinking out loud I guess.

It might be helpful to see which classes in the tree are gender locked as well. Maybe a small gender icon or color coding?

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2 hours ago, FauxVeritas said:

I'm not super happy with how it looks particularly with the Tier and Star columns but those provide good function so I've included them. There are still a few things I'd like but my wiki editing knowledge is limited so I thought I'd ask for help. I'd like to be able to sort the table alphabetically by clicking on the column headers so that you can sort them by catergory or class tier for instance. Specically for Shez I'd also like the ability to have two versions of the page for Male/Female Shez since genderlocked classes make it impossible to access some skills/abilities. I thought there could be a toggle at the top like on the spells pages for Three Houses.

Otherwise if anyone has any feedback it would be greatly appreciated. I'll mention though in making this i discovered there is a combat art and an ability called "Wild Abandon". The Axe combat art is obtained from fortress knight while the ability comes from Brigand. No idea why they would do that but I've confirmed them both in-game so be aware if you happen to be working in those areas.

There is a means to enable sortable tables, I'll look into it. M/F split shouldn't be too tricky with tabs.

The flexibility with the current format has its benefits, but I wonder if there is category overload. What do we think are the most likely categories people will search abilities and CA/magic under?

I'd bundle Arts and Magic under the same heading for what it's worth.

5 minutes ago, yaycupcake said:

Should the class list be moved to its own page or stay on the front page? Just thinking out loud I guess.

It might be helpful to see which classes in the tree are gender locked as well. Maybe a small gender icon or color coding?

My personal reasoning for the classes readily accessible is because people may be so inclined to review the class action and class moveset in the first instance, rather than a character.

I'm still chipping at it, but the aim is for the class sprites to show both genders unless it's a gender lock.

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I didn't mean to hide the classes only behind the character pages, just that maybe it should be in a page dedicated to Classes, instead of just the landing page. It would provide a place to also be able to explain how the class system works in general as well.

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3 hours ago, FauxVeritas said:

@VincentASM

 I'll mention though in making this i discovered there is a combat art and an ability called "Wild Abandon". The Axe combat art is obtained from fortress knight while the ability comes from Brigand. No idea why they would do that but I've confirmed them both in-game so be aware if you happen to be working in those areas.

Oops. I thought something seemed off, but couldn't place my finger.

I'll need to double check all my lists...

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51 minutes ago, tipperthescales said:

The flexibility with the current format has its benefits, but I wonder if there is category overload. What do we think are the most likely categories people will search abilities and CA/magic under?

I'd bundle Arts and Magic under the same heading for what it's worth.

My thought process on categories is to attempt to at a glance show when a character has a large amount of complementary abilities to support a certain play style Eg. Warrior/Awakening Spam, Self Harm & healing those kind of combos. I would certainly be open to condensing some however, like Absorb for instance since characters tend to only get one (though I think its more helpful on the ability page).

The logic on separate arts and magic is almost just to remind people that there are quite a few Master classes that pick up magic as on option in addition to their chosen weapons combat arts. I'm not at all bullish on it though.

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9 hours ago, FauxVeritas said:

My thought process on categories is to attempt to at a glance show when a character has a large amount of complementary abilities to support a certain play style Eg. Warrior/Awakening Spam, Self Harm & healing those kind of combos. I would certainly be open to condensing some however, like Absorb for instance since characters tend to only get one (though I think its more helpful on the ability page).

The logic on separate arts and magic is almost just to remind people that there are quite a few Master classes that pick up magic as on option in addition to their chosen weapons combat arts. I'm not at all bullish on it though.

I can get behind build focused table sorting, I'll have to play the game more to get a feel for what should fall under what group.

For me, I guess I'm not sure about specifically searching by class tier (since the class itself implies tier) and possibly also not mastery progress (star level) - though the latter probably has more utility since you can see 'oh great I can dip into this class and be done with it'.

I've updated Shez's page with sorted columns (don't think it's all that useful on the description, which we could either make as some sort of hyperlink to the ability page when that's up, or even a hover over text on the ability name?) and the M / F split (i.e. duplicating the tables and deleting the class restricted abilities, yay...)

===

I've added some more sprites of our friends and have the rest of the currently playable class (in base sprite and unique class) on standby. Next mission is how to deal with all the generics, ugh...

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