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Manual/guide/thing for the site


VincentASM
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I realise I've never explained what some of the pages/details on the site are, simply because I assume most people could figure out for themselves (similar to what I did, except I initially browsed Japanese FE sites).

You know, like what the hell are growth rates?

So I thought I'd compile a quick manual or guide... or thing that explains them. I think I went a little overboard though. Maybe I should just keep the one-liner descriptions for them...

Site manul

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Characters

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~~Base stats~~

The starting stats of characters when they first join.

(For generic enemy/NPC stats, please see "Class base stats" instead.)

Negative stats: Some characters in Shadow Dragon (thanks to reclassing) may have negative base stats, but they will be displayed as 0 in-game. If a stat is negative, the character can still increase it during a Level Up, but you won't be able to see any difference straightaway. Gains from stat-boosters, reclassing or promotion might seem lower because of negative stats.

Hard mode: In Sword of Seals and Blazing Sword, most recruitable characters who start off as enemy units receive Hard mode (HM) bonuses to their base stats. These bonuses vary slightly, due to the characters receiving a certain number of hidden Level Ups (using class growth rates) before the chapter begins. The HM base stats listed on this site are the average values rounded to the nearest whole number.

Level boost: Characters who join at different starting Levels (eg. depending on which route you take in the game) receive stat boosts in their higher Level version, probably due to a number of hidden Level Ups in going from the low Level version to the higher one. One exception is Gonzales who has the exact same base stats in two routes (even though his Level is different in both routes).

Variability: In very rare cases, some characters receive hidden Level Ups for apparently no reason. As such, their base stats can show slight variation from time to time. Only Knoll and Rhys are affected by this.

Derivation: Base stats are equal to the character's innate "stat additions" (these are what are actually stored in the game data) plus their class's base stats. Stat additions can be negative, so characters can have base stats below their class's base stats (eg. Wendy's Constitution).

~~Growth rates~~

The percentage chance of a character increasing that stat during a Level Up.

Shadow Dragon: The effective growth rates of a character in this game is equal to the character's personal growth rates plus their class's growth rates. When a character reclasses or promotes, their effective growth rates will usually change slightly, since the class growth rates usually differ between classes. In all other games, the effective growth rate is equivalent to the character's personal growth rates. This is true even for The Sacred Stones, so no matter which promotion branch you follow the character's growth rates will be unchanged.

Negative growths: In Shadow Dragon, the effective growth rate for a character can sometimes be negative (such as Magic or Res growth for physical-based units). When a character Levels Up, those stats won't decrease because the game treats them as 0% growths.

100% growths: As the value implies, if a character has a 100% growth in a stat, that stat will always increase during a Level Up. Except, of course, when the stat has reached its maximum value.

Growths over 100: If a growth rate is above 100%, 100% is subtracted from the growth rate value and is attributed to a guaranteed +1 to the stat during a Level Up. The remainder becomes the percentage chance of the stat increasing by +2 instead. If the growth rate is over 200, the same principle applies, except the character will always get at least +2 during a Level Up, with a chance to get a +3. Without any complicated hacking, the highest growth rate possible is 255.

Dynamic growths: This only features in Shadow Dragon. The effective growth rates can vary slightly depending on whether the stat increases or not during a Level Up. Factoring in reclassing, this can also lead to 0% growth rates yielding a +1 stat increase during a Level Up. Meanwhile, as the effect builds up, this can lead to growth rates under, but close to 100% of yielding a +2 stat increase during a Level up.

Fixed growths: This only features in Path of Radiance. In Fixed Mode (unlockable after beating the game at least once), character growth rates are treated as points, which accumulate with each battle. Once a character reaches 100 points in a stat, that stat will increase by +1 when they Level Up. After which, 100 points are deducted from that stat. The character's equipped weapon or accessory, as well as the type of enemy class they fight can alter the growth points that they receive (usually by +/- 5). However, since the original growth rates generally give the highest points, characters will tend to reach their "average stats" (see later).

~~Average stats~~

To be added

~~Supports~~

To be added

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Class

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~~Base stats~~

The default stats of a class. Equivalent to the stats that appear in the class roll in the opening demo.

Main use: These are added to a character's innate "stat additions" to obtain their base/starting stats. They are probably more important to generic enemy/NPC units, who typically have no stat additions, which means their base/starting stats are usually equal to these.

Enemy stats: Generic enemy/NPC units also receive hidden Level Ups (using class growth rates), proportional to their displayed Level, which affects their in-game stats (i.e a Level 10 Cavalier will have better stats than a Level 1 Cavalier).

Hard mode: In most Hard modes, generic enemy units receive Hard mode (HM) bonuses to their stats. These bonuses vary slightly, due to the characters receiving a certain number of hidden Level Ups (using class growth rates) before the chapter begins.

~~Maximum stats~~

The maximum value for each stat for a particular class. The same class, but different gender, can have slightly different maximum stats.

HP: In the GBA series games, all classes have a maximum HP value of 60. However, generic enemy/NPC units can go over this value, eg. 80, 120. Without any complicated hacking, the maximum HP value possible is 127 (or any stat for that matter).

The arena: In the GBA series games, the arena enemies' stats depend on the challenger's. In extreme cases, it is possible for arena enemies to exceed the class maximum stats. This is most noticable when an enemy impossibly double-attacks your character (since their Speed and thus Attack Speed would be limited otherwise).

Over the maximum: There are only a few ways to increase stats beyond the maximum value, but these are usually only temporary: Stat boosts from weapons (such as +5 Strength from Durandal). Methods that cannot increase stats beyond the maximum include: using stat-boosters, Pure Water (etc.), reclassing.

~~Promotion gains~~

The increase in stats from upgrading between a lower class to a higher class.

Promotion losses: For some promotions, some stats may actually be lost in the process. This is just the way things work (see "Derivation" below to understand why).

Reclassing gains: These are technically the same as promotion gains, except the character upgrades between a lower/higher class and another lower/higher class.

Reclassing oddities: Through reclassing, it is possible to get higher promotion gains that the default ones. This is due to "overloading" a stat before promotion. For example, say Catria maxes out her Speed at 20 as a Level 16 Pegasus Knight. If you reclass her to an Archer, her Speed will drop to 17. Say she reaches 20 Speed (again) as a Level 20 Archer. If you reclass her to Pegasus Knight it will still say she has 20 Speed. However, if you then promote her to a Dracoknight, her Speed will increase by 3 (instead of 0). This occurs because of the way the game remembers a character's stats.

Derivation: In most games, these are equal to the difference in base stats of the lower and higher classes. Eg. if the Cavalier's base HP is 20 and the Paladin's base HP is 25, the HP promotion gain would be +5 from a Cavalier to a Paladin. As such, since reclassing already factors in the difference between two class's base stats, no matter which class you choose to promote from it will have the same effect in the end.

Maximum stats: In the end, even if a promotion gain is such a value by default, if it exceeds the higher class's maximum stat it will be reduced to fit the maximum stat. In Radiant Dawn, some classes have a lower maximum Luck in their higher class than in their lower class (35 versus 40), which can lead to another form of "promotion loss".

~~Growth rates~~

The percentage chance (approximately) of a generic enemy/NPC unit increasing a stat during a hidden Level Up.

In Shadow Dragon, there are two types of class growth rates- the above and player versions (which are used to calculate the effective growth rates). Otherwise, class growth rates are only used by generic enemy/NPC units (except for calculating HM bonuses).

Main use: As the description implies, they are used to determine generic enemy/NPC stats. You can think of them as personal growth rates for generic enemy/NPC units. Although generic enemy/NPC units don't Level Up normally, they do receive hidden Level Ups at the beginning of the chapter- the number of which is proportional to their displayed Level. It is for this reason that enemy stats usually vary slightly from time to time (eg. when you replay the chapter).

Since I'm here, I was also working on a Fire Emblem beginner's guide kind of thing. Except I think I went overboard again.

Fire Emblem Basics

--Fire Emblem Basics--

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1. What is Fire Emblem?

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2. The games

Currently, there are eleven games in the main Fire Emblem series. Only the seventh game and onwards have been released in English-speaking territories, while the previous six games are still exclusively available in Japan.

Additionally, there are four short games for the Broadcast Satellaview, usually collectively known as BS Fire Emblem.

In general, each game in the series is completely unrelated to other games in the series, usually taking place within its own continent, or world, and timeline. However there are direct connections between specific pairs of games.

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3. Game flow

The game is divided into a number of chapters, usually around 20 to 30. Typically, each chapter begins with a narrative on the world map, briefly explaining the motivation for the upcoming battle, as well as introducing some important characters and locations. Next, the scene focuses on specific locations, with different characters conversing, forwarding the game's story and introducing the next battle.

Afterwards, if you have reached a certain stage in the story, you may enter the Battle Preparations or Base screen, where you can arrange and outfit your characters, to ready them for battle. You can only pick a limited number of characters to enter battle, usually around 10 to 15, and some characters may be forced to partcipate, such as the main character. In the Base, you can also distribute Bonus Experience to strengthen characters, read special Info dialogue or activate Support conversations.

Otherwise, and when you choose to begin the battle, you finally enter the battle map (although, often, some more dialogue follows beforehand). The battle map consists of a grid of squares and characters, both player or computer-controlled, each occupy a square (and cannot overlap with other characters). The player and computer each take Turns to move characters to attack, with the eventual aim usually being to annihilate the opposing side. During each Turn, the player or computer can move all their characters in any order, but one character can only move once.

Characters can move up, down, left and right and in any combinations (eg. 2 Left and 4 Up). However they can only move a number of squares equal to, or lower than, their Movement stat (which usually depends on their Class). Certain Terrain types may hinder movement, so the number of squares they can move might be less (eg. for some units, Forest tiles may cost twice as many Movement points). Characters may move past other characters of their side, but they cannot pass through enemy characters.

Upon selecting a location to move to, characters can perform a variety of commands, such as Attack, which makes them fight an enemy, or Staff, which allows them to use restorative or status-afflicting staves. After performing most commands, the character ends their move. Once all characters have made their move, the side's Turn is over and control switches to the next side, who moves their own characters. Thus, the progression of Turns repeats until either side has fulfilled their victory condition.

If the computer wins (usually when you fail your victory condition or your main character dies), you get a Game Over and return to the Title Screen, where you can try again from your last save(s). If you, the player, win, then more(!) dialogue follows, before you are prompted to save your game data and progress to the next chapter.

Except in Fire Emblem Gaiden and The Sacred Stones, the chapter progression is more-or-less completely linear, as you complete Chapter 1, then Chapter 2 and all the way to the Final Chapter. There is no chance to replay chapters to leave the main story to train. In the aforementioned games, you can choose whether to advance to the next chapter and can instead train in non-story based maps.

When the game is finally over, there is no New Game+ or any real post-game content and instead you can only replay the game from the beginning, from scratch. However, you can try challenging the harder difficulty settings or try replaying using some different characters. In The Sacred Stones, there is a post-game mode called the "Creature Campaign", which carries on all your data from the Final Chapter and lets you visit all the non-story maps, as well as giving you the chance to unlock secret characters.

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4. Battle mechanics

Battles are initiated whenever you make a character Attack an enemy character, or when the computer has one of their characters Attack yours. During battle, the initiating character lands the first blow and then the defending character lands the next blow (a.k.a counter).

If either character has a sufficient Speed (or more accurately, Attack Speed) advantage over the other, that character will land a second blow straight after this. Similarly, if either character is equipped with a Brave weapon (eg. Brave Sword), that character will strike a second time immediately after each regular blow (so if they have a Speed advantage as well, they can hit a total of 4 times).

How much Damage is done is generally equal to the attacker's Power minus the defender's Defences. Characters also have a Critical rate and if they successfully perform a Critical attack, they will do 3 times the regular Damage. Unless the character has a 100 Hit rate, there is a chance that they will miss the enemy during a strike. The chance of hitting the enemy (a.k.a Hit rate) is generally equal to the attacker's Accuracy minus the defender's Avoid.

With each strike, the defender's HP is exactly reduced by the Damage that they receive from the attacker. Once their HP reaches 0, they die and vanish from the map forever. In certain games, there is a way to resurrect fallen characters (eg. the Aum staff), but it is usually limited or expensive.

Special Skills in certain games may also affect the outcome of battles.

When each battle is over, the player character obtains experience points and may Level Up. The amount of experience points obtained depends, mainly, on the Level difference between the player and enemy character. Also if the enemy character is defeated, the player character will receive more experience points.

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5. Class system

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6. Weapons and items

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7. Raising characters

Characters gain experience points by fighting and winning battles against enemy characters. They may also gain experience by using restorative or status-afflicting staves, or by using special commands such as dancing. In Path of Radiance and Radiant Dawn, characters can be awarded bonus experience (obtained by completing chapters swiftly and fulfilling certain requirements) outside of battles.

Once a character has amassed over 100 Experience points, they Level Up and 100 experience points are subtracted from them. During Level Up, each of the character's stats has a certain chance (dubbed Growth Rate) of increasing by 1 (and for some character's stats, by 2 or 3), by the outcome is completely random and determined by the Random Number Generator. In fact, it's entirely possible that no stats will increase, which might seem odd to new players. On a related note, The Afa's Drops and Metis's Tome items say that they increase "maturity", which actually means that they increase all of the character's Growth Rates by 5%.

Upon reaching a certain Level (10 in most games, 20 in Genealogy of the Holy War), characters are able to Promote (a.k.a Class Change) to a higher, promoted class. Usually a character needs to use a specific promotion item (eg. an Orion's Bolt) or a common promotion item (eg. a Master Seal) to promote. In Path of Radiance and Radiant Dawn, characters can promote automatically by gaining 100 experience points when they are Level 20. Some characters, who are of a special class, who are already promoted or are promoted via a story event cannot promote.

After promoting, characters will receive a (usually) fixed set of Promotion Gains, which increases their stats, and they may be able to use a new weapon type or gain a special Skill. Then they start back at Level 1 and can gain experience all the way back up to Level 20, which is their maximum Level. In Genealogy of the Holy War, the character's Level does not reset to 1 and they reach a maximum, total Level of 30. In The Sacred Stones, during promotion, the player can usually choose one of two classes for their character to promote to.

In Radiant Dawn, promoted (so-called 2nd Tier) characters can promote again, by using a Master Crown at Level 10 or above, or by gaining 100 experience points at Level 20. They will promote to an even stronger (3rd Tier) class and automatically obtain a special class-specific Mastery Skill. Meanwhile, in The Sacred Stones, there are three classes situated below the standard basic classes (such as Myrmidon), dubbed Trainee classes. Characters of these classes automatically promote at the beginning of a chapter, once they are Level 10, and are able to promote to one of two base classes.

Fire Emblem Gaiden has similar elements to Radiant Dawn's 3rd Tier classes and The Sacred Stone's Trainee classes. Instead of Trainees, there is a Villager class, which can promote to one of five base classes (which is randomly selected). once they are Level 3 or over. Four of the promoted classes can also promote further, similar to in Radiant Dawn. Bizarrely, one of the 3rd Tier classes, the Demon Fighter, can promote again, but back into a Villager (so you could keep looping around from Villager to Demon Fighter to Villager for as long as you wanted).

From Thracia 776 and onwards, characters also obtain Weapon Experience by continuously fighting with the same weapon type (eg. Sword Weapon Experience is obtained by fighting with a sword). Usually, different weapons give a different Weapon Experience per hit (eg. the Devil Axe in some games gives 8). When enough Weapon Experience is obtained, at the end of the battle, the character's Weapon Rank will increase. This allows them to wield stronger, higher rank weapons.

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8. Supports

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--Special topics--

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1. Game numbering

Conventionally, each of the Fire Emblem games is assigned a number by fans, with the first Fire Emblem game being Fire Emblem 1 and so forth. These numbers don't really have any official bearing, but it makes referring to each game easier (eg. Fire Emblem 3 is Mystery of the Emblem).

Some people might find this numbering of games odd, because it seems too much hard work to memorise which game is which number (eg. only a very few refer to Ocarina of Time as Zelda 4). An alternative method is perhaps to just use an abbreviation of the game's subtitle.

However, unlike other series, a good number of the games are in Japanese. Thus, using abbreviations isn't entirely feasible since some subtitles are not official and some people don't know them altogether (which is especially true for the actual Japanese subtitles such as Monshou no Nazo).

As with most fan-derived conventions, there are a few flaws though.

~ Gaiden

In other series, gaidens (literally sidestories in Japanese) are not included in the numbering of the main series, since they are usually spin-offs or unrelated to the story of the main series. Meanwhile Fire Emblem Gaiden is referred to as Fire Emblem 2 by most fans. So what makes it so special?

Well, some Japanese fans do choose to ignore Gaiden when numbering (so Fire Emblem 2 for them would be Mystery of the Emblem). Otherwise, there's probably no real reason for why Fire Emblem Gaiden is included. What I think is that Fire Emblem Gaiden is considered to be close enough to the main games to warrant being included.

~ Shadow Dragon

With the recent release of Shadow Dragon, a remake of the very first Fire Emblem, some fans have debated what number it be given.

There are those who call it Fire Emblem 11, for being the eleventh game, and others who call it Fire Emblem 1 DS, Fire Emblem 1 Remake, etc. because it's a pure remake (eg. you wouldn't call Final Fantasy 3 DS Final Fantasy 25 or something). Otherwise, people just call it Fire Emblem DS, Shadow Dragon, Fire Emblem SD, etc.

Basically, as long as you know what game it's referring to, why does it matter? Well, it probably doesn't. Although it does affect what fans will refer to the next new Fire Emblem as (either Fire Emblem 11 or 12).

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2. Character names

This only really applies to the Japanese-only Fire Emblems, but I realise some people may find it odd how a certain character can be called so many different names (if only slightly different) by different people. For instance, Sigurd vs Siglud.

Naturally, this boils down to the fact that the characters' names were originally in Japanese. However, that's not the entire story, since the Japanese names actually represent Western names. So even though a character's name is clearly Shigurudo in Japanese, it's meant to be something more closer to, say, Sigurd.

Now, this is where the main problem comes in, because what English name is translated largely depends on the translator's interpretation. Also many Japanese symbols can be interpreted in two or more different ways (eg. the Ru symbol can be read as Ru or Lu, and you can also remove the ending U). So while Shigurudo might be Sigurd to one person, it could be Siglud, Sigrud, etc. to another.

One way to get around this is to use the official English names, which can be found from a variety of sources, such as books or the trading cards. However, the makers being Japanese, quite often use odd translations (eg. Raian and Rojar, as opposed to Ryan and Roger) and sometimes aren't completely consistent either.

On a similar note, for the games released officially in English, a number of character names were altered during localisation, for various reasons. Some people might suspect that the altered names are merely a different interpretation of the official Japanese name, but this is rarely the case. Even though there can be many interpretations for the same name, there is a limit. For instance, there's no way you can get Titania from Tiamato (Tiamat).

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3. Virtual Console

For many English fans, the Wii's Virtual Console is probably their greatest hope of salvation of seeing the Japanese-only Fire Emblems released in English (that and complilations of all the games in one disk or cartridge). A number of previously Japanese-only games have finally seen a Western release thanks to the Virtual Console, so surely Fire Emblem will be no different?

The main difference, perhaps, is the relatively large amount of text present in the games. Also, even if Nintendo of America or Europe decided to translate the games, the resulting profit probably wouldn't be worth the effort. Besides, the SNES Fire Emblems have been available on the Japanese Virtual Console for a long time and neither NOA nor NOE appear to have shown any interest in translating them.

Instead, if you need to cling to hope, you're probably better off waiting for more DS remakes, like Shadow Dragon, or possibly even Wii remakes.

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4. Translation patches

5. Random Number Generator

6. True Hit

Comments, suggestions, death threats?

Oh yeah, anyone know any good places to purchase a "life"? D :

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Oh yeah, anyone know any good places to purchase a "life"? D :

Don't start hurrying with that yet, you'll probably have to proofread HnT soon.

Also, it might be a good idea to keep those concise in order to encourage newcomers to actually read them. Personally I don't have an issue reading those, but I'm a decade too old to serve as an attention parameter...

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I read through it quickly but I picked up on one small grammatical oversight:

The effective growth rates of a character in this game is equal to the character's personal growth rates plus their class's growth rates.
The "is" in the that sentence should be replaced with an "are."

I think that what you've written is excellent, although I noticed that there is a stylistic (I know that stylistic isn't the best fitting word, but I can't think of a more appropriate substitute) inconsistency in regards to the order in which game specific information is presented.

In this quoted section below, you opened up with information relevant to only one or two games before expanding into mechanics which are more generally applicable.

~~Base stats~~

The starting stats of characters when they first join.

(For generic enemy/NPC stats, please see "Class base stats" instead.)

Negative stats: Some characters in Shadow Dragon (thanks to reclassing) may have negative base stats, but they will be displayed as 0 in-game. If a stat is negative, the character can still increase it during a Level Up, but you won't be able to see any difference straightaway. Gains from stat-boosters, reclassing or promotion might seem lower because of negative stats.

Hard mode: In Sword of Seals and Blazing Sword, most recruitable characters who start off as enemy units receive Hard mode (HM) bonuses to their base stats. These bonuses vary slightly, due to the characters receiving a certain number of hidden Level Ups (using class growth rates) before the chapter begins. The HM base stats listed on this site are the average values rounded to the nearest whole number.

Level boost: Characters who join at different starting Levels (eg. depending on which route you take in the game) receive stat boosts in their higher Level version, probably due to a number of hidden Level Ups in going from the low Level version to the higher one. One exception is Gonzales who has the exact same base stats in two routes (even though his Level is different in both routes).

Variability: In very rare cases, some characters receive hidden Level Ups for apparently no reason. As such, their base stats can show slight variation from time to time. Only Knoll and Rhys are affected by this.

Derivation: Base stats are equal to the character's innate "stat additions" (these are what are actually stored in the game data) plus their class's base stats. Stat additions can be negative, so characters can have base stats below their class's base stats (eg. Wendy's Constitution).

In the following quoted section, you did the same thing by opening with two paragraphs relevant only to Shadow Dragon. Some information relevant to only individual titles was also written at the end of the section.
~~Growth rates~~

The percentage chance of a character increasing that stat during a Level Up.

Shadow Dragon: The effective growth rates of a character in this game is equal to the character's personal growth rates plus their class's growth rates. When a character reclasses or promotes, their effective growth rates will usually change slightly, since the class growth rates usually differ between classes. In all other games, the effective growth rate is equivalent to the character's personal growth rates. This is true even for The Sacred Stones, so no matter which promotion branch you follow the character's growth rates will be unchanged.

Negative growths: In Shadow Dragon, the effective growth rate for a character can sometimes be negative (such as Magic or Res growth for physical-based units). When a character Levels Up, those stats won't decrease because the game treats them as 0% growths.

100% growths: As the value implies, if a character has a 100% growth in a stat, that stat will always increase during a Level Up. Except, of course, when the stat has reached its maximum value.

Growths over 100: If a growth rate is above 100%, 100% is subtracted from the growth rate value and is attributed to a guaranteed +1 to the stat during a Level Up. The remainder becomes the percentage chance of the stat increasing by +2 instead. If the growth rate is over 200, the same principle applies, except the character will always get at least +2 during a Level Up, with a chance to get a +3. Without any complicated hacking, the highest growth rate possible is 255.

Dynamic growths: This only features in Shadow Dragon. The effective growth rates can vary slightly depending on whether the stat increases or not during a Level Up. Factoring in reclassing, this can also lead to 0% growth rates yielding a +1 stat increase during a Level Up. Meanwhile, as the effect builds up, this can lead to growth rates under, but close to 100% of yielding a +2 stat increase during a Level up.

Fixed growths: This only features in Path of Radiance. In Fixed Mode (unlockable after beating the game at least once), character growth rates are treated as points, which accumulate with each battle. Once a character reaches 100 points in a stat, that stat will increase by +1 when they Level Up. After which, 100 points are deducted from that stat. The character's equipped weapon or accessory, as well as the type of enemy class they fight can alter the growth points that they receive (usually by +/- 5). However, since the original growth rates generally give the highest points, characters will tend to reach their "average stats" (see later).

This ordering may very well have been intentional on your part, but, if you haven't already considered it, I'd like to suggest perhaps keeping more generally applicable information in the top of their respective sections and game specific information at the bottom (or vice versa, whichever might make the most sense).

What you've written is both useful and informative, I only had this one minor, and perhaps irrelevant, observation of something which struck me as peculiar.

In regards to finding a life, a couple of us on the IRC don't use ours so you're welcome to take your pick.

Edited by Fan of Vincent
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I think that what you've written is excellent, although I noticed that there is a stylistic (I know that stylistic isn't the best fitting word, but I can't think of a more appropriate substitute) inconsistency in regards to the order in which game specific information is presented.

Transitional consistency, perhaps?

There is obviously a lot of information here. You are pretty thorough, but this might not be for the best. One suggestion you might consider is breaking the information into beginner, intermediate, and expert groups. New players won't feel overwhelmed trying to pick out relevant notes, but can read more if they want to know the nitty-gritty details.

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About the ordering, I think I know what you mean. I tried to mention them in my own logical order (figuring most people would be more interested to know the SD stuff first), but towards the end of each section I probably just tried to filled some bits in.

I also understand I included a bit too much on the miscellaneous details. I have a really bad habit of doing so. The whole manual(s) will be divided into pages anyway, but it'll still probably be a hefty read just for one section. Dividing it up into different "difficulty levels" is actually an idea I was thinking of using.

I'll also try and add some more images (than usual) to explain and also to divert attention from the long walls of text : P

Also, this will either be featured in the General FE section or from the main index. If I ever decide to finish it/them (I actually worked on the FE basics manual several months ago...).

Edited by VincentASM
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