Anomalocaris Posted June 25, 2022 Share Posted June 25, 2022 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. Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 25, 2022 Author Share Posted June 25, 2022 (edited) 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 June 25, 2022 by VincentASM Quote Link to comment Share on other sites More sharing options...
KP Joey Posted June 25, 2022 Share Posted June 25, 2022 Hello! I can add some info from the Scarlet Blaze route later today if I can get the account setup info c: Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 25, 2022 Author Share Posted June 25, 2022 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 Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted June 25, 2022 Share Posted June 25, 2022 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. Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 25, 2022 Author Share Posted June 25, 2022 (edited) 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 June 25, 2022 by VincentASM Quote Link to comment Share on other sites More sharing options...
ciphertul Posted June 25, 2022 Share Posted June 25, 2022 Spoiler I'll put this here, but before the Stat cap is raised Marianne's Hp caps at 6400. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted June 25, 2022 Share Posted June 25, 2022 (edited) 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 June 25, 2022 by Anomalocaris Quote Link to comment Share on other sites More sharing options...
tipperthescales Posted June 26, 2022 Share Posted June 26, 2022 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. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted June 26, 2022 Share Posted June 26, 2022 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. Quote Link to comment Share on other sites More sharing options...
Moonlit Knight Posted June 26, 2022 Share Posted June 26, 2022 (edited) 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 June 27, 2022 by Moonlit Knight Quote Link to comment Share on other sites More sharing options...
tipperthescales Posted June 26, 2022 Share Posted June 26, 2022 Got around to making the classes front page table look a bit more like a class tree (knocked on its side): (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...? Quote Link to comment Share on other sites More sharing options...
Moonlit Knight Posted June 27, 2022 Share Posted June 27, 2022 (edited) 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 June 27, 2022 by Moonlit Knight Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 27, 2022 Author Share Posted June 27, 2022 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. Quote Link to comment Share on other sites More sharing options...
Azz Posted June 27, 2022 Share Posted June 27, 2022 (edited) 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 June 28, 2022 by Azz Quote Link to comment Share on other sites More sharing options...
FauxVeritas Posted June 28, 2022 Share Posted June 28, 2022 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. :) Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 28, 2022 Author Share Posted June 28, 2022 @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. Quote Link to comment Share on other sites More sharing options...
FauxVeritas Posted June 29, 2022 Share Posted June 29, 2022 @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. Quote Link to comment Share on other sites More sharing options...
yaycupcake Posted June 29, 2022 Share Posted June 29, 2022 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? Quote Link to comment Share on other sites More sharing options...
tipperthescales Posted June 29, 2022 Share Posted June 29, 2022 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. Quote Link to comment Share on other sites More sharing options...
yaycupcake Posted June 29, 2022 Share Posted June 29, 2022 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. Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 29, 2022 Author Share Posted June 29, 2022 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... Quote Link to comment Share on other sites More sharing options...
FauxVeritas Posted June 29, 2022 Share Posted June 29, 2022 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. Quote Link to comment Share on other sites More sharing options...
tipperthescales Posted June 29, 2022 Share Posted June 29, 2022 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... Quote Link to comment Share on other sites More sharing options...
Dragon_in_the_Dungeon Posted June 30, 2022 Share Posted June 30, 2022 I would like to help build this page in my free time, I might not be able to do much since it sounds time consuming and I may have some other things to do. I think I am pretty good at organising pages though. Quote Link to comment Share on other sites More sharing options...
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