Game Mechanics FAQ by Armads
Fire Emblem: Sacred Stones on SuperCheats.com
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                       T H E  S A C R E D  S T O N E S
                       ===============================
 _____________________________________________________________________________
/_____________________________________________________________________________\

                      G A M E  M E C H A N I C S  F A Q
                      ---------------------------------
                                 Version 3.1
                            Date: March 30th, 2006
                  By Ashwin Suresh (AKA Armads/Sealed Lance)
                             Location: Australia
                    E-mail: mindreader[dot]ivan@gmail.com
                THE LATEST VERSION ALWAYS AVAILABLE AT GAMEFAQS
_______________________________________________________________________________
\_____________________________________________________________________________/

===============================================================================
O============================= TABLE OF CONTENTS =============================O
===============================================================================
     I. Introduction.....................................................[0100]
     a. Author's Word....................................................[0110]
     b. Using this Guide.................................................[0120]
    II. The Units........................................................[0200]
     a. Classes..........................................................[0210]
     b. Characters.......................................................[0220]
     c. Secret Characters................................................[0230]
     d. Class Choices....................................................[0240]
     e. Trainees.........................................................[0250]
     f. Monsters.........................................................[0260]
     g. Myrrh............................................................[0270]
     h. Supports.........................................................[0280]
     i. Skills...........................................................[0290]
   III. Combat...........................................................[0300]
     a. The Basic Stats..................................................[0310]
     b. Weapon Level.....................................................[0320]
     c. Formulae.........................................................[0330]
     d. Terrain & Movement...............................................[0340]
     e. Weapon & Magic Triangle..........................................[0350]
     f. Status Ailments..................................................[0360]
     g. Triangle Attack..................................................[0370]
     h. Effective Weapons & Classes......................................[0380]
     i. The Link Arena...................................................[0390]
    IV. The RNG..........................................................[0400]
     a. Definition.......................................................[0410]
     b. RNG Abusing......................................................[0420]
     V. Abuse of All Kinds...............................................[0500]
     a. Arena Abusing....................................................[0510]
     b. Towers & Ruins Abusing...........................................[0520]
     c. Support Abusing..................................................[0530]
    VI. General Advice...................................................[0600]
   VII. Glitches.........................................................[0700]
  VIII. FAQ..............................................................[0800]
    IX. In Closing.......................................................[0900]
     a. Legal Disclaimers................................................[0910]
     b. Contact Details..................................................[0920]
     c. Version History..................................................[0930]
     d. Final Word.......................................................[0940]

===============================================================================
O======================== I. INTRODUCTION - [0100] - =========================O
===============================================================================

+-----------------------------------------------------------------------------+
                          a. Author's Word - [0110] -
+-----------------------------------------------------------------------------+
I'm back once last time to put my first ever guide to rest. Fire Emblem: The
Sacred Stones was good while it lasted, but the ride had to end somewhere.
Granted, I will always enjoy FE7 more. Think of this update as a sign of
things to come; I'm getting this FAQ up to speed first because it was
particularly shoddy, being my very first guide. This is probably the last
time I'll update this guide (yeah, I said that before - but I mean it this
time). But don't worry, my other guides will continue to flourish. As I said,
this is the general format I plan to use. To those who have read this guide
before, good luck and hope to see you again in the future.

~ Armads

Who am I?
--------
I am known throughout the Fire Emblem world as Sealed Lance. To some people,
I'm probably a nobody, because my emergence on GameFAQs was rather late (2004).
But to those who were there when I was most active, and particularly on this
game's GB, I am known quite well. Being the passive observer most of the time,
I have acquired plenty of knowledge and have gained valuable expertise on many
aspects of Fire Emblem. Hence, I know more than most. Having said this, there
are some (although not many) who know more than me, and I do not deny that 
fact.

+-----------------------------------------------------------------------------+
                        b. Using this Guide - [0120] -
+-----------------------------------------------------------------------------+
First of all, what is a Game Mechanics guide? There are many definitions,
depending on what type of games you have played in the past. In terms of
Fire Emblem, 'Game Mechanics' is a fancy way of saying 'Formulas and other
Miscellaneous junk'. Got it? Good. I don't mean to sound too technical, because
I would get a mountain of questions afterwards. This guide is designed as
simple as it gets.

The guide's main concept is related to aspects of gameplay. Obviously, the
basics have been disregarded. Within my guide you will find terms, formulas,
useful tips and tactics and other random but useful information about Fire
Emblem. There are enough character guides, weapon guides and walkthroughs out
there if you are looking at those portions of the game. 

All of the following are fundamentals of Fire Emblem, if you want to be
considered somewhat knowledgeable at the game. Take the time to read 
everything carefully and learn them.

By the way, if you see a word spelt "incorrectly" that is probably due to the
fact that I am Australian, and some words are not spelt the same as a few
other countries.

===============================================================================
O========================= II. THE UNITS - [0200] - ==========================O
===============================================================================
All aspects regarding units are covered here.

+-----------------------------------------------------------------------------+
                             a. Classes - [0210] -
+-----------------------------------------------------------------------------+
Here's the standard:

Class name
Promotion item
Usable weapon
Skill
Additional weapon gains
Promotion gains
Personal description
Class caps

If the stat is not written for promotion gains it means that they gain nothing
in that area.

I do not use the game descriptions because they tend not to be that good and
you already know about what the game says. The personal descriptions are my
opinions only, so they are not required to be followed, just some
recommendations.

Class caps for all classes that are not promoted aside from HP and luck are 20.
Promoted class caps are varied except for luck which is 30 and HP which is 60.
CAPS refer to the maximum a unit can reach. It would be pointless if all
classes could reach 30 in all stats. However, some units are better than
others. Trainees have the same caps as unpromoted units.  

LORDS
Lord (Female)
Promotion item: Lunar Brace
Usable weapons: Sword
Promotes into: Great Lord
Additional weapon gains: none
Promotion gains:
HP  +4
STR +2
SKL +2
SPD +1
DEF +3
RES +5
CON +2
MOV +2

Class caps:
STR 24
SKL 29
SPD 30
DEF 22
RES 25
Personal description: Eirika is great, but somewhat weak in some respects. You
cannot rely on her to deal enough damage to kill a foe in one turn early on and
her defence sometimes is poor. You can, however, rely on her speed, skill and
luck and her strength and resistance are always decent.  

Lord (Male)
Promotion item: Solar Brace
Usable weapons: Lance
Promotes into: Great Lord
Additional weapon gains: none
Promotion gains:
HP  +4
STR +2
SKL +3
SPD +2
DEF +2
RES +5
CON +2
MOV +2

Class caps:
STR 27
SKL 26
SPD 24
DEF 23
RES 23
Personal description: Ephraim is an awesome unit before promotion. He can kick
any melee unit and can cope with almost any magic unit. With awesome growth and
the use of lances, he won't need to be paid special attention, he is just that 
good. Some complain his caps don't do him justice, but he is still undesputedly
one of the best lords in the FE series. 

INFANTRY
Journeyman
Promotion item: automatic at level 10
Usable weapons: Axe
Promotes into: Pirate OR Fighter
Personal description: Great potential indeed. But Ross isn't that good a unit.
He has insane strength, luck and HP. That is about it. He is horribly slow and
he has mediocre stats in all other areas.
Promotion gains:
Fighter
HP  +2
STR +2
SKL +1
RES +1
CON +3
MOV +1
Pirate
HP  +2
STR +2
SPD +1
DEF +2
RES +2
CON +2
MOV +1

Fighter
Promotion item: Hero Crest OR Master Seal
Usable weapons: Axe
Promotes into: Hero OR Warrior
Personal description: Fighters are a perfect platform to the warrior class. The
advantage these guys have over pirates are that their promotion item is less
rare and expensive.

Pirate
Promotion item: Conqueror's Seal
Usable weapons: Axe
Promotes into: Warrior OR Berserker
Personal description: Pirates are OK. Use them if you plan to have a berserker.

Mercenary
Promotion item: Hero Crest OR Master Seal
Usable weapons: Sword
Promotes into: Hero OR Ranger
Personal description: Since there is only one in the game, there isn't much to
say. Mercenaries have good constitution for sword fighters and also have good
defence, skill and strength as well as HP. Gerik should become a hero because 
his speed isn't all that great.

Archer
Promotion item: Orion's Bolt OR Master Seal
Usable weapons: Bow
Promotes into: Ranger OR Sniper
Personal description: Neimi is the only archer. She is a great unit and since
you already have a sniper later in the game (Innes) make her a ranger.

Warrior
Promotion gains:
HP  +3
STR +1
SKL +2
DEF +3
RES +3
CON +2
MOV +1
Usable weapons: Bow, axe
Skills: none
Weapon Gain from:
Fighter - E bow
Pirate  - E bow
Stat caps:
STR 30
SKL 28
SPD 26
DEF 26
RES 22
Personal description: Warriors are strong units. Their use of bows give them
range, they tend to be fairly well rounded units with high strength. They have
good constitution to wield fairly heavy weapons. 

Berserker
Promotion gains:
HP  +4
STR +1
SKL +1
SPD +1
DEF +2
RES +2
CON +3
MOV +1
Usable weapons: Axe
Skills: 15% critical bonus
Stat caps:
STR 30
SKL 29
SPD 28
DEF 23
RES 21
Personal description: Berserkers are very good units when used correctly.They
have high caps and their solo use of axes can be remedied easily with a 
swordslayer.

Ranger
Promotion gains:
Female
HP  +2
STR +2
SKL +2
SPD +1
DEF +3
RES +3
CON +3
MOV +2
Male
HP  +3
STR +2
SKL +1
SPD +1
DEF +3
RES +3
MOV +2
Usable weapons: Bow, sword
Skills: none
Weapon Gain from:
Archer		- E sword
Mercenary	- E bow
Stat caps:
(Male)
STR 25
SKL 28
SPD 30
DEF 24
RES 23
(Female)
STR 23
SKL 28
SPD 30
DEF 22
RES 25
Personal description: Rangers are fast units, they are like nomad clones. Truly
worthwhile to have at least one on your team. 

Hero
Promotion gains:
HP  +4
STR +1
SKL +2
SPD +2
DEF +2
RES +2
MOV +1
CON +2
Usable weapons: Sword, axe
Skills: none
Weapon gain from:
Fighter		- E sword
Mercenary	- E axe
Stat caps:
STR 25
SKL 30
SPD 26
DEF 25
RES 22
Personal description: Very well rounded units.  They have solid
defences and excellent offenses as well as having good choices of weapons. 

Sniper
Promotion gains:
HP  +4
STR +3
SKL +1
SPD +1
DEF +2
RES +2
CON +1
MOV +1
Usable weapons: bow
Skills: Sure Hit
Stat caps:
(Male)
STR 25
SKL 30
SPD 28
DEF 25
RES 23
(Female)
STR 24
SKL 30
SPD 29
DEF 24
RES 24
Personal description: Snipers are decent at best. I prefer Neimi as a ranger
and Innes is a decent sniper, but I wouldn't bother with him unless necessary.

Super Journeyman
Usable weapons: axe
Skills: 15% critical bonus
Stat caps:
STR 26
SKL 29
SPD 28
DEF 23
RES 23
Personal description: Exceptional caps, but Ross won't reach many of them. 
Still, it is worth a try.

SWORDSMEN

Myrmidon
Promotion item: Hero Crest OR Master Seal
Usable weapons: Sword
Promotes into: Assassin OR Swordmaster
Personal description: Myrmidons are frail and sometimes hard to train. They
reap decent rewards. They are sufficient but seem to be outclassed by other
classes.

Thief
Promotion item: Conqueror's Seal
Usable weapons: Sword
Promotes into: Rogue OR Assassin
Personal description: Always a useful unit, can use lockpicks and can steal. It
always seemed like they would never be replaced but the rogues are now
superior. Thieves are fragile but are highly required units in the game.

Assassin
Promotion gains:
Male
HP  +3
STR +1
DEF +2
RES +2
CON +2
Female
HP  +2
STR +1
SKL +1
SPD +1
DEF +2
RES +1
CON +1
MOV +1
Usable weapons: sword
Skills: Silencer, Extended vision, Disable trap
Stat caps:
STR 20
SKL 30
SPD 30
DEF 20
RES 20
Personal description: Assassins are always risky units. They are fragile and
have no perks except for their Silencer skill. This redeems them only to an 
extent.
They are good boss killers if you are willing to take a chance. Their stat caps
in some areas are fairly low so it probably is wise to consider the Swordmaster
over this class.

Rogue
Promotion gains:
HP  +2
STR +1
DEF +2
RES +2
CON +1
Usable weapons: sword
Skills: Pick, Disable Trap, Enhanced Vision
Stat caps:
STR 20
SKL 30
SPD 30
DEF 20
RES 20
Personal description: One of the most handy units in the game. Saves money and
can give you good rewards when used well. Rogues are easily one of the most
useful units in the game because of their incredible skill. Use it well and
don't be afraid to use it.

Swordmaster
Promotion gains:
Male
HP  +2
STR +2
DEF +2
RES +1
CON +1
MOV +1
Female
HP  +4
STR +2
SKL +1
DEF +2
RES +1
CON +2
MOV +1
Usable weapons: sword
Skills: 15% critical bonus
Stat caps:
(Male)
STR 24
SKL 29
SPD 30
DEF 22
RES 23
(Female)
STR 22
SKL 29
SPD 30
DEF 22
RES 25
Personal description: Swordmasters are decent units. They are inferior to 
rangers and generals now and have a distinct disadvantage having weak strength,
defence and no secondary weapon.

SOLDIERS
Recruit
Promotion item: Automatic at level 10
Usable weapons: lance
Promotes into: Knight OR Cavalier
Personal description: Amelia is possibly the hardest trainee to level up. Give
her EXP from weakened enemies and make sure she is out of harm's way until she
promotes because one hit and she will most likely die. When she catches up with
your other units she becomes a very powerful unit.
Promotion gains:
Knight
HP  +2
STR +1
SKL +1
SPD +1
DEF +2
CON +4
Cavalier
HP  +1
SKL +2
SPD +2
DEF +2
RES +2
CON +3
MOV +2 

Knight
Promotion item: Knight Crest OR Master Seal
Usable weapons: lance
Promotes into: General OR Great Knight
Personal description: Knights are walls. Their defence is near impenetrable
once they are levelled up. Many of their other stats suffer excluding HP and
strength. In short, they are the tanks of the game and are very useful.

Cavalier
Promotion item: Knight Crest OR Master Seal
Usable weapons: lance, sword
Promotes into: Paladin OR Great Knight
Personal description: Cavaliers are fast, fairly durable and possess excellent
movement and aid. Thus they have excellent leverage on the battlefield to
rescue other units in need and battle from a long distance. You will find out
that they aren't as good once promoted.

Paladin
Promotion gains:
Female
HP  +1
STR +1
SKL +1
SPD +2
DEF +1
RES +2
MOV +1
Male
HP  +2
STR +1
SKL +1
SPD +1
DEF +2
RES +1
CON +2
MOV +1
Usable weapons: sword, lance
Skills: none
Weapon gain from: none
Stat caps:
STR 25
SKL 26
SPD 24
DEF 25
RES 25
Personal description: Paladins have lost all that made them decent. They have
lost their command over the weapon triangle! Despite this, one may consider
paladins as an option over the great knight for their speed and skill.


Great Knight
Promotion gains:
Female
HP  +3
STR +1
SKL +1
SPD +2
DEF +2
RES +2
CON +1
MOV -1 (this is not a mistake)
Male
HP  +3
STR +2
SKL +1
SPD +2
DEF +2
RES +1
MOV +2
Usable weapons: axe, sword, lance
Skills: none
Weapon gain from:
Knight		- E sword, E axe
Cavalier	- E axe
Stat caps:
(Male)
STR 28
SKL 24
SPD 24
DEF 29
RES 25
(Female)
STR 26
SKL 26
SPD 25
DEF 28
RES 26
Personal description: Meet the defensive alternate to the paladin. Similar
to the Great Lord of FE7, the Great Knight has low skill and speed caps to
provide a massive boost in defence. Great Knights provide higher stat caps than
Paladins, command over the weapon triangle and higher defences. However, there 
is a price to pay. Great Knights suffer from the attributes of a knight and a
mounted unit (ie. a horseslayer and hammer weaknesses) as well as lowered
movement.

General
Promotion gains:
Male
HP  +4
STR +2
SKL +2
SPD +3
DEF +2
RES +3
CON +2
MOV +1
Female
HP +3
STR +2
SKL +3
SPD +2
DEF +3
RES +3
CON +2
MOV +1
Usable weapons: sword, axe, lance
Skills: Great Shield
Weapon gain: E sword, E axe
Stat caps:
(Male)
STR 29
SKL 27
SPD 24
DEF 30
RES 25
(Female)
STR 29
SKL 28
SPD 25
DEF 29
RES 26
Personal description: Meet the almighty class. Undesputedly the best class in
LA battles, the general has the highest caps in the game. Combined with the
skill of invulnerability and command over the weapon triangle the general is
the strongest class. Generals suffer low speed and movement but this is
outweighed by huge constitution and a boots or two. At least one general is
recommended. 

Super Recruit
Usable weapons: lance
Skills: 15% critical bonus
Stat caps:
STR 23
SKL 30
SPD 29
DEF 22
RES 26
Personal description: A swordmaster clone lance-user essentially. 

FLYING UNITS
Pegasus Knight
Promotes with: Elysian Whip OR Master Seal
Usable weapons: lance
Promotes into: Falcon Knight OR Wyvern Knight
Personal description: Pegasus Knights are weak to bows and most physical
attacks, however they do well against magic. You may find it difficult to level
up Pegasus Knights, but they can easily be levelled with weak monsters.

Wyvern Rider
Promotes with: Elysian Whip OR Master Seal
Usable weapons: lance
Promotes into: Wyvern Lord OR Wyvern Knight
Personal description: Meet the flying tanks. They have the same weakness to
bows as pegasus knights, but they have high defences and MUCH lower resistance.

Falcon Knight
Promotion gains:
HP  +5
STR +2
SPD +2
DEF +2
RES +2
CON +1
MOV +1
Usable weapons: sword, lance
Skills: none
Weapon gain: E sword
Stat caps:
STR 23
SKL 25
SPD 28
DEF 23
RES 26
Personal description: Falcon Knights are probably the inferior class to Wyvern
Knights. The main problem is constitution, but if you want to Triangle Attack
you need at least one Falcon Knight.

Wyvern Lord
Promotion gains:
HP  +4
STR +2
SKL +2
DEF +2
CON +1
MOV +1
Usable weapons: sword, lance
Skills: none
Weapon gain: E sword
Stat caps:
STR 27
SKL 25
SPD 23
DEF 28
RES 22
Personal description: The wyvern lord is a more physical tank than anything
else. Cormag is an ideal Wyvern Lord.

Wyvern Knight
Promotion gains:
Female
HP  +3
STR +2
SKL +1
SPD +2
DEF +1
RES +1
CON +4
MOV +1
Male
HP  +3
STR +1
SKL +2
SPD +3
RES +1
MOV +1
Usable weapons: lance
Skills: Pierce
Stat caps:
(Male)
STR 25
SKL 26
SPD 28
DEF 24
RES 22
(Female)
STR 24
SKL 27
SPD 29
DEF 23
RES 23
Personal description: Pierce is the most devestating offensive skill ever. It
makes this class deadly and one activation can mean in many cases a dead enemy.
I have at least 2 of these fliers. Their stat caps are not that great but are
fairly rounded and are a compliment to Pierce.

MAGES
Pupil
Promotes with: automatic at level 10
Usable weapons: anima magic
Personal description: Juan is weak and very fragile with 0 defence. Level him
up and watch him wreak havoc. Again, this trainee requires patience and weak
monsters to level up.
Promotion gains:
Mage
HP  +1
SKL +1
SPD +2
DEF +1
RES +2
CON +1
MOV +1
Shaman
HP  +1
SKL +2
SPD +1
DEF +1
RES +2
CON +2
MOV +1

Mage
Promotion item: Guiding Ring OR Master Seal
Promotes into: Sage OR Mage Knight
Usable weapons: anima magic
Personal description: Mages are physically very fragile and cannot take much of
a beating. They are not frontliners, to say the least. Their use of anima magic
means they will penetrate any low resistance units such as knights and the 
like. Mages are typically fast and your standard magic user. 

Shaman
Promotion item: Guiding Ring OR Master Seal
Promotes into: Druid OR Summoner
Usable weapons: Dark magic
Personal description: Shamen are more durable than mages and are particularly
useful because they can destroy mages and there are many of them. Dark magic is
also useful because of the Luna spell which ignores resistance when dealing
damage. Shamen are also adept at taking out low-resistance units. 


Monk
Promotion item: Guiding Ring OR Master Seal
Promotes into: Bishop OR Sage
Usable weapons: Light magic
Personal description: Monks are especially vulnerable to physical attacks and
have the lowest defences in the game. They are, however, magical tanks and they
possess the use of the most accurate and critical-prone magic. 

Cleric/ Priest
Promotion item: Guiding Ring OR Master Seal
Promotes into: Valkyrie OR Bishop, Bishop OR Sage
Usable weapons: Staff
Personal description: Clerics are average units required for healing purposes.
Since there is only one troubadour in the game who comes late clerics will be
healers for most of the game. They are invaluable if used correctly and kept
away from the frontlines of battle.  


Mage Knight
Promotion gains:
Female
HP  +3
MAG +2
SKL +1
DEF +2
RES +2
CON +3
MOV +2
Male 
HP +4
MAG +2
DEF +2
RES +2
CON +3
MOV +2
Usable weapons: anima magic, staff
Skills: none
Weapon gain from:
Mage		- C staff
Troubadour	- E anima magic
Stat caps:
(Male)
MAG 24
SKL 26
SPD 25
DEF 24
RES 25
(Female)
MAG 25
SKL 24
SPD 25
DEF 24
RES 28
Personal description: Mage Knights are versatile units with high movement and
the command of staves and anima magic. They are mobile healers in most cases.

Sage
Promotion gains:
Female
HP  +3
MAG +1
SKL +1
DEF +3
RES +3
CON +1
MOV +1
Male
HP  +4
MAG +1
DEF +3
RES +2
CON +2
MOV +1
Usable weapons: anima magic, staff, light magic
Skills: none
Weapon gain from:
Mage		- E staff, E light magic
Monk		- E anima magic, E staff
Stat caps:
(Male)
MAG 28
SKL 30
SPD 26
DEF 21
RES 25
(Female)
MAG 30
SKL 28
SPD 26
DEF 21
RES 25
Personal description: Sages are excellent offensive units. Their new use of
light magic makes them even more potent than before.

Druid
Promotion gains:
HP  +4
SPD +3
DEF +2
RES +2
CON +1
MOV +1
Usable weapons: anima magic, staff, dark magic
Skills: none
Weapon gain: E staff, E anima magic
Stat caps:
MAG 29
SKL 26
SPD 26
DEF 21
RES 28
Personal description: Druids are one powerful class. They are not so different
from sages and are good units to have.

Summoner
Promotion gains:
HP  +3
SKL +1
SPD +3
DEF +1
RES +3
CON +1
MOV +1
Usable weapons: staff, dark magic
Skills: Summoning
Weapon gain: E staff
Stat caps:
MAG 27
SKL 27
SPD 26
DEF 20
RES 28
Personal description: Summoners have lower caps but this is compensated by
their skill: summoning. More is described in the skills section, but this skill
alone makes summoners great units to possess. 

Bishop
Promotion gains:
Female
HP  +3
MAG +1
SKL +2
SPD +1
DEF +2
RES +2
CON +1
MOV +1
Male
HP  +3
MAG +2
SKL +1
DEF +3
RES +2
CON +1
MOV +1
Usable weapons: staff, light magic
Skills: Monster Slayer
Weapon gain from:
Cleric		- C light magic
Monk		- C staff
Stat caps:
(Male)
MAG 25
SKL 26
SPD 24
DEF 22
RES 30
(Female)
MAG 25
SKL 25
SPD 26
DEF 21
RES 30
Personal description: Bishops are very useful units. Their skill is useful
because of the sheer number of monsters in the game. Their resistance also 
makes them magical tanks. However, their physical weakness prevails and may end
up resulting in their demise.


Valkyrie
Promotion gains:
HP  +3
MAG +2
SKL +1
DEF +2
RES +3
CON +2
MOV +1 or +2
Usable weapons: staff, light magic
Skills: none
Weapon gain: E light magic
Stat caps:
MAG 25
SKL 24
SPD 25
DEF 24
RES 28
Personal description: Valkyries are similar to mage knights, except they use
light magic. Up to the user to decide which one they prefer. 

Super Pupil
Usable weapons: dark magic, light magic, anima magic
Skills: none
Weapon gain: varies
Stat caps:
MAG 29
SKL 28
SPD 27
DEF 21
RES 26
Personal description: A fusion of all the other magic classes, perfect for LA
battles. Use Ewan wisely and well. Naturally, everyone should use this class.

OTHER
Necromancer
Usable weapons: dark magic, staff
Skills: summon
Stat caps:
HP  60 (I believe he has 80 as an enemy)
MAG 30
SKL 25
SPD 25
DEF 30
RES 30
Personal description: Lyon is a powerful unit with an infinite-use weapon. The
thing is, some of his caps are low and his low supports providing him no chance
of a good LA use. His infinite use tome (Naglfar) will come in handy to rack up
cash from the Tower and Ruins to but stat boosting items. 

Manaketes
Usable weapons: Dragon Stone
Skills: none
Stat caps: Same as an unpromoted unit with +10s & +20s in some areas
Personal description: Myrrh is a keeper. Use her sparingly but well because you
will find her to be a handy boss-killer. 

Dancer
Usable weapons: --
Skills: vitalising one unit for an extra turn
Stat caps:
STR 10
SKL 10
SPD 30
DEF 24
RES 26
Personal description: More a burden than much practical use. Not worth your
time really. 

New classes include; Rogues, great knights, wyvern knights, mage knights,
rangers, priests, trainees, super-trainees, necromancer and summoner.

+-----------------------------------------------------------------------------+
                             b. Classes - [0220] -
+-----------------------------------------------------------------------------+
Another standard to expect:
Name:
Class change: 
Starting stats:
Growth rates (%):
Usable weapons:
Description:

Name: Eirika
Class change: Lord -> Great Lord
Starting stats: (Lord L1)
HP 16 STR 4 SKL 8 SPD 9 DEF 3 RES 1 LUC 5
Growth rates (%):
HP 70 STR 40 SKL 60 SPD 60 DEF 30 RES 30 LUC 60
Usable weapons: sword
Description:
The lord you are stuck with until the path branches and you might be stuck with
her through the entire game if you choose her route. Luckily, she becomes 
pretty damn good. I say becomes, since to start off with she doesn't have too 
much going for her. For the beginning portions of the game, you'll have to feed
her EXP from brigands and other weaker enemies. She won't be dishing out much 
damage but will be able to easily avoid almost all attacks. After promotion,
she becomes as good as her brother, with great strength for a solo sword user 
with all round excellent stats to back it up.

Name: Seth
Class change: Paladin
Starting stats: (Paladin L1)
HP 30 STR 14 SKL 13 SPD 12 DEF 11 RES 8 LUC 13
Growth rates (%):
HP 90 STR 50 SKL 45 SPD 45 DEF 40 RES 30 LUC 25
Usable weapons: sword, lance
Description:
The Jeigan of the game - though that doesn't quite sum him up. He's more like..
A superpowered Jeigan with good stats. He's actually pretty good - he serves as
a mobile tank for most of the game and you'll find his use slightly diminishes
as the game progresses.

Name: Gilliam
Class change: Knight -> General/Great Knight
Starting stats: (Knight L1)
HP 25 STR 9 SKL 6 SPD 3 DEF 9 RES 3 LUC 3
Growth rates (%):
HP 90 STR 45 SKL 35 SPD 30 DEF 55 RES 20 LUC 30
Usable weapons: lance, sword, axe
Description:
The big tank of the game. Gilliam starts off being just a plain solid wall, but
you'll find in little time he becomes an insane tank with enough speed to
demolish foes who dare strike him. Just watch out for his weakness to magic.

Name: Franz
Class change: Cavalier -> Paladin/Great Knight 
Starting stats: (Cavalier L1)
HP 21 STR 8 SKL 5 SPD 8 DEF 6 RES 1 LUC 2
Growth rates (%):
HP 80 STR 40 SKL 40 SPD 50 DEF 25 RES 20 LUC 40
Usable weapons: sword, lance, possibly axe
Description:
Not such a bad unit, but he isn't the best either. Franz is outshined in the
beginning by Seth and later on by Kyle. Franz does not excel in anything as 
much as the other cavalier options available and is probably only a secondary 
option.

Name: Moulder 
Class change: Priest -> Bishop/Sage 
Starting stats: (Priest L2)
HP 20 MAG 4 SKL 6 SPD 9 DEF 2 RES 5 LUC 1
Growth rates (%):
HP 70 MAG 40 SKL 50 SPD 40 DEF 25 RES 25 LUC 20
Usable weapons: staff, light, possibly anima
Description:
Did you ever wonder if there would be a perfectly balanced sage, that was
somewhat average but still decent against everything? Meet Moulder. He isn't
exceptional, but some people like him for his balance.

Name: Vanessa
Class change: Pegasus Knight -> Falcon Knight/Wyvern Knight
Starting stats: (Pegasus Knight L1)
HP 17 STR 5 SKL 7 SPD 12 DEF 6 RES 5 LUC 4
Growth rates (%):
HP 50 STR 35 SKL 55 SPD 60 DEF 20 RES 30 LUC 50
Usable weapons: lance, possibly sword
Description:
Vanessa is pretty ordinary to tell you the truth. Tana is superior to her and
the fact that the class itself isn't all that easy to train means you shouldn't
use her much except for maybe early on to move people across maps quickly.

Name: Ross
Class change: Journeyman -> Journeyman/Fighter/Pirate -> Journeyman/Warrior/
Berserker/Hero
Starting stats: (Journeyman L1)
HP 15 STR 5 SKL 2 SPD 3 DEF 3 RES 0 LUC 8
Growth rates (%):
HP 70 STR 50 SKL 35 SPD 35 DEF 25 RES 20 LUC 40
Usable weapons: axe, possibly bow, possibly sword
Description:
Insane potential that isn't met - until the Secret Shops become available! By
all means use this guy and nurture his power as an insane berserker! He has the
stats where they count, he's a little slow though. This guy is a great addition
to any team, whether it be general or LA.

Name: Neimi
Class change: Archer -> Sniper/Ranger
Starting stats: (Archer L1)
HP 18 STR 4 SKL 5 SPD 6 DEF 3 RES 2 LUC 4
Growth rates (%):
HP 55 STR 45 SKL 50 SPD 60 DEF 15 RES 35 LUC 50
Usable weapons: bow, possibly sword
Description:
The first impression I got from her was Rebecca clone and that is what she is -
except powered up a lot. Still, she needs to be babysat right up until she
promotes and then becomes one hell of a unit. With the movement from a ranger,
she can snipe off pretty much anybody.

Name: Colm
Class change: Thief -> Assassin/Rogue 
Starting stats: (Thief L2)
HP 18 STR 4 SKL 4 SPD 12 DEF 3 RES 1 LUC 8
Growth rates (%):
HP 75 STR 40 SKL 40 SPD 65 DEF 25 RES 20 LUC 45
Usable weapons: sword
Description:
Those of us who looked for a godly thief; here you go. Colm kicks ass because
he has the stats where it counts, but a little extra; great strength and
decent defences. Not your average thief, that is for sure. He can easily hold
his own against most enemies and even some bosses.

Name: Garcia
Class change: Fighter -> Warrior/Hero
Starting stats:
HP 28 STR 8 SKL 7 SPD 7 DEF 5 RES 1 LUC 3
Growth rates (%): (Fighter L4)
HP 80 STR 65 SKL 40 SPD 20 DEF 25 RES 15 LUC 40
Usable weapons: axe, possibly bow, possibly sword
Description:
The average axeman. Typically strong and sturdy but very slow. Garcia isn't
exceptional outside of LA teams to tell you the truth.

Name: Innes
Class change: Sniper
Starting stats: (Sniper L4)
HP 29 STR 15 SKL 13 SPD 15 DEF 11 RES 9 LUC 15
Growth rates (%):
HP 75 STR 40 SKL 40 SPD 45 DEF 20 RES 25 LUC 45
Usable weapons: bow
Description:
A solid character that is pretty useless due to the forces of Neimi and Gerik.
They are the superior bow users, but Innes can serve as a reasonable substitute
if you have neglected them.

Name: Lute
Class change: Mage -> Sage/Mage Knight
Starting stats: (Mage L1)
HP 17 MAG 6 SKL 6 SPD 7 DEF 3 RES 6 LUC 8
Growth rates (%):
HP 45 MAG 65 SKL 30 SPD 45 DEF 15 RES 40 LUC 45
Usable weapons: anima, staff, possibly light
Description:
Can you say overpowered Nino-like magician? Lute is your solution; crazy magic,
decent in almost all other places except a bit frail. Lute will penetrate the
defences of many many units and will probably be in your main team for a LONG
time if not always.

Name: Natasha
Class change: Cleric -> Bishop/Valkyrie 
Starting stats: (Cleric L1)
HP 18 MAG 2 SKL 4 SPD 8 DEF 2 RES 6 LUC 6
Growth rates (%):
HP 50 MAG 60 SKL 25 SPD 40 DEF 15 RES 55 LUC 60
Usable weapons: staff, light
Description:
A very good healer. She's your typical bishop - her magical stats are very
impressive with nice speed to back her up. She'll need that speed - her defence
is poor. Her skill suffers a bit, but light magic makes up for it.

Name: Cormag
Class change: Wyvern Rider -> Wyvern Lord/Wyvern Knight
Starting stats: (Wyvern Rider L9)
HP 29 STR 13 SKL 8 SPD 10 DEF 12 RES 1 LUC 3
Growth rates (%):
HP 85 STR 55 SKL 40 SPD 45 DEF 25 RES 15 LUC 35
Usable weapons: lance, possibly sword
Description:
This guy is all about force. Good defences and good strength as well. He has
one major weakness: magic; so a pure water or barrier is handy. He is basically
the flying equivalent of Gilliam so he has little trouble dealing with masses 
of foes.

Name: Ephraim
Class change: Lord -> Master Lord
Starting stats: (Lord L4)
HP 23 STR 8 SKL 9 SPD 11 DEF 7 RES 2 LUC 8
Growth rates (%):
HP 80 STR 55 SKL 55 SPD 45 DEF 35 RES 25 LUC 50
Usable weapons: lance
Description:
Meet possibly the most powerful FE lord in existance. Ephraim boasts some 
unbelievable growths and he is also balanced! Watch him as he becomes your
most powerful unit... Once he promotes he'll only be restricted by his somewhat
low caps. If only he had Hector's caps he would truly be a monster unit.

Name: Forde
Class change: Cavalier -> Paladin/Great Knight
Starting stats: (Cavalier L6)
HP 24 STR 7 SKL 8 SPD 8 DEF 8 RES 2 LUC 7
Growth rates (%):
HP 85 STR 40 SKL 50 SPD 45 DEF 20 RES 25 LUC 35
Usable weapons: sword, lance, possibly axe
Description:
An average cavalier who excels in speed and skill not so different from a 
certain serious red-head... He's just too balanced and not exceptional. Kyle
is the superior option.

Name: Kyle
Class change: Cavalier -> Paladin/Great Knight 
Starting stats: (Cavalier L5)
HP 25 STR 9 SKL 6 SPD 7 DEF 9 RES 1 LUC 6
Growth rates (%):
HP 85 STR 50 SKL 40 SPD 40 DEF 25 RES 20 LUC 20
Usable weapons: sword, lance, possibly axe
Description:
Probably the best mounted unit in the game; Kyle is a tank. He can take a lot
of hits and has enough strength to clobber enemies as well. With his nice speed
and skill he'll be doubling often and not missing a lot at all.

Name: Amelia
Class change: Recruit -> Recruit/Knight/Cavalier -> Recruit/Paladin/Great 
Knight/General
Starting stats: (Recruit L1)
HP 16 STR 4 SKL 3 SPD 4 DEF 2 RES 3 LUC 6
Growth rates (%):
HP 60 STR 35 SKL 40 SPD 40 DEF 30 RES 15 LUC 50
Usable weapons: lance, sword, possibly axe
Description:
She needs to be babysat for a LONG time - right up until she's midway to
becoming her final class. But once she gets going, nothing can stop her. She is
a great fighter and she's cute too ^.^

Name: Artur
Class change: Monk -> Bishop/Sage
Starting stats:
HP 19 MAG 7 SKL 6 SPD 9 DEF 2 RES 6 LUC 2
Growth rates (%): (Monk L2)
HP 55 MAG 50 SKL 50 SPD 40 DEF 15 RES 55 LUC 25 
Usable weapons: light, staff, possibly anima
Description:
Artur is a Lucius clone - he's a magical tank but little else; which means he
is very very fragile. Watch for those physical units and watch Artur desecrate
the rest.

Name: Gerik
Class change: Mercenary -> Hero/Ranger
Starting stats: (Mercenary L10)
HP 32 STR 14 SKL 13 SPD 13 DEF 10 RES 4 LUC 8
Growth rates (%):
HP 90 STR 45 SKL 40 SPD 30 DEF 35 RES 25 LUC 30
Usable weapons: sword, possibly bow, possibly axe
Description:
A good candidate for best unit in the game. That's how good this guy is - he
excels in almost everything. He's got it all - great offence, defence and some
luck to boot. He has a little weakness to magic but that won't be a problem.

Name: Tethys
Class change: Dancer 
Starting stats: (Dancer L1)
HP 18 STR 1 SKL 2 SPD 12 DEF 5 RES 4 LUC 10
Growth rates (%):
HP 85 STR 5 SKL 10 SPD 70 DEF 30 RES 75 LUC 80
Usable weapons: --
Description:
She's not much of a fighter obviously, but she can hold her own with her insane
evasion. Not that that will be too helpful, she'll be on the backline for most
of the battles (if at all).

Name: Marisa
Class change: Myrmidon -> Swordmaster/Assassin
Starting stats: (Myrmidon L5)
HP 23 STR 7 SKL 12 SPD 13 DEF 4 RES 3 LUC 9
Growth rates (%):
HP 75 STR 30 SKL 55 SPD 60 DEF 15 RES 25 LUC 50
Usable weapons: sword
Description:
The deadly and beautiful master of the sword, Marisa. She's frail and excels in
only typical areas; speed, skill and luck. She suits the assassin mould well,
unfortunately assassins aren't very good units.

Name: Saleh
Class change: Sage
Starting stats: (Sage L4)
HP 32 MAG 16 SKL 18 SPD 15 DEF 10 RES 15 LUC 11
Growth rates (%):
HP 50 MAG 30 SKL 25 SPD 40 DEF 30 RES 35 LUC 40
Usable weapons: anima, staff, light
Description:
Not bad. Saleh is reasonable but is average in most places, so he isn't your
ideal mage. Look towards Lute and Artur moreso. Nothing much going for him
except maybe his weapon levels (...)

Name: Ewan
Class change: Pupil -> Pupil/Mage/Shaman -> Pupil/Sage/Mage Knight/Druid/
Summoner
Starting stats: (Pupil L1)
HP 15 MAG 3 SKL 2 SPD 5 DEF 0 RES 3 LUC 5
Growth rates (%):
HP 50 MAG 45 SKL 40 SPD 35 DEF 15 RES 40 LUC 50
Usable weapons: anima, possibly staff, possibly dark, possibly light
Description:
Great potential and good stats making him an adept mage. Very weak to begin
with, so he needs to babysat like many others before him. Excellent in all
fields, really. This proves the theory of lower levelled units surpassing
higher levelled units later in the game (with a few exceptions, of course).

Name: L'Arachel
Class change: Troubadour -> Valkyrie/Mage Knight
Starting stats: (Troubadour L3)
HP 18 MAG 6 SKL 6 SPD 10 DEF 5 RES 8 LUC 12
Growth rates (%):
HP 45 MAG 50 SKL 45 SPD 45 DEF 15 RES 50 LUC 65
Usable weapons: staff, possibly light, possibly anima
Description:
This girl's on steroids. Insane stats in all areas except her fragile defence.
The only downside is that her classes are some of the worst in the magic
family, so towards the end others might catch up to her.

Name: Dozla
Class change: Berserker
Starting stats: (Berserker L1)
HP 43 STR 16 SKL 11 SPD 9 DEF 11 RES 6 LUC 4
Growth rates (%):
HP 85 STR 50 SKL 35 SPD 40 DEF 30 RES 25 LUC 30
Usable weapons: axe
Description:
Horrifyingly bad. Just look at him! Hopeless everywhere except he has some
power and some HP. But how will that help him when he gets double by almost
everything, misses almost everything and has shaky defence? He has no use
outside of the LA.

Name: Rennac
Class change: Rogue 
Starting stats: (Rogue L1)
HP 26 STR 8 SKL 11 SPD 15 DEF 8 RES 3 LUC 5
Growth rates (%):
HP 65 STR 25 SKL 45 SPD 60 DEF 25 RES 30 LUC 25
Usable weapons: sword
Description:
Another lost case. Rennac's got nothing on Colm. He's just a rogue there in
case you somehow did not train Colm up. He's somewhat useful as a secondary
utility guy, but otherwise he isn't all that good.

Name: Duessel
Class change: Great Knight 
Starting stats: (Great Knight L8)
HP 41 STR 17 SKL 12 SPD 12 DEF 17 RES 9 LUC 8 
Growth rates (%):
HP 85 STR 55 SKl 40 SPD 30 DEF 45 RES 30 LUC 20
Usable weapons: sword, axe, lance
Description:
He's an average tank, which isn't too bad for a prepromote. He's a high level
but none of his stats are all that outstanding. His offence and defence can
easily tangle with minions, but watch for the rare cases where his armour
will get dented.

Name: Myrrh
Class change: Manakete 
Starting stats: (Manakete L1)
HP 15 STR 3 SKL 1 SPD 5 DEF 2 RES 7 LUC 3
Growth rates (%):
HP 130 STR 90 SKL 85 SPD 65 DEF 150 RES 30 LUC 30
Usable weapons: dragon stone
Description:
What a beast! And I mean what a beast! Just look at those growths that exceed
100%!! She'll be demolishing everyone. Her speciality is the most powerful of
enemies, so don't be afraid to use her.

Name: Knoll
Class change: Shaman -> Druid/Summoner
Starting stats: (Shaman L10)
HP 21 MAG 12 SKL 9 SPD 8 DEF 2 RES 10 LUC 0
Growth rates (%):
HP 70 MAG 50 SKL 40 SPD 35 DEF 10 RES 45 LUC 20
Usable weapons: dark, staff, possibly anima
Description:
Great magical stats like Artur, but even more frail. Barely any luck and low
defence means this guy will be demolished by physical units. Lucky as a
summoner he is able to attack from long range with his many minions.

Name: Joshua
Class change: Myrmidon -> Swordmaster/Assassin
Starting stats: (Myrmidon L5)
HP 24 STR 8 SKL 13 SPD 14 DEF 5 RES 4 LUC 7
Growth rates (%):
HP 80 STR 35 SKL 55 SPD 55 DEF 20 RES 20 LUC 30
Usable weapons: sword
Description:
A very solid character as far as swordsmen are concerned. He has all the 
makings of a great swordsman and has reasonable stats to back himself up. The
only problem will be he may not deal too much damage with his sword for a 
while.

Name: Syrene
Class change: Falcon Knight
Starting stats: (Falcon Knight L1)
HP 27 STR 10 SKL 13 SPD 15 DEF 8 RES 10 LUC 12
Growth rates (%):
HP 70 STR 40 SKL 50 SPD 60 DEF 20 RES 50 LUC 30
Usable weapons: lance, sword
Description:
She isn't too good. Tana is much better than her. Syrene has little in her
favour. Her stats are nothing great and her class is even worse.

Name: Tana
Class change: Pegasus Knight -> Falcon Knight/Wyvern Knight 
Starting stats: (Pegasus Knight L4)
HP 20 STR 8 SKL 8 SPD 12 DEF 7 RES 7 LUC 8
Growth rates (%):
HP 65 STR 45 SKL 40 SPD 65 DEF 20 RES 25 LUC 60
Usable weapons: lance, possibly sword
Description:
She reminds me in many ways of Farina. Sure, she isn't her equivalent, but
she is the best of the fliers. She boasts great stats across the board and has
very little or no weaknesses, except that she needs to be babysat a little to
start off with. Her bow weakness remains, but she can overcome that in time. On
top of that, she's cute too!

I think I have discussed the secret characters enough elsewhere. They all are 
unlocked and there really isn't much to say about them, except that they are 
not exceptional. Lyon's caps and use of Naglfar is just about the only thing 
worth nothing, really. But for your benefit, I'll give their starting stats, 
growths and usable weapons. Look at some other guide in GameFAQs for more 
information.

Name: Caellach
Class: Hero L12
Starting stats:
HP 47 STR 19 SKL 14 SPD 13 DEF 15 RES 13 LUC 14
Growth rates (%):
HP 85 STR 50 SKL 45 SPD 45 DEF 30 RES 20 LUC 20
Usable weapons: sword, axe

Name: Orson
Class: Paladin L13
Starting stats:
HP 45 STR 18 SKL 15 SPD 14 DEF 14 RES 11 LUC 6
Growth rates (%):
HP 80 STR 55 SKL 45 SPDE 40 DEF 45 RES 30 LUC 25
Usable weapons: sword, lance

Name: Riev
Class: Bishop L16
Starting stats:
HP 49 MAG 14 SKL 21 SPD 19 DEF 16 RES 18 LUC 9
Growth rates (%):
HP 75 MAG 45 SKL 50 SPD 40 DEF 30 RES 45 LUC 15
Usable weapons: light, staff

Name: Ismaire
Class: Swordmaster L9
Starting stats:
HP 35 STR 16 SKL 20 SPD 23 DEF 8 RES 15 LUC 12
Growth rates (%):
HP 75 STR 30 SKL 60 SPD 55 DEF 20 RES 25 LUC 30
Usable weapons: sword

Name: Selena
Class: Mage Knight L11
Starting stats:
HP 38 MAG 13 SKL 13 SPD 16 DEF 11 RES 17 LUC 10
Growth rates (%):
HP 85 MAG 40 SKL 55 SPD 40 DEF 20 RES 30 LUC 25
Usable weapons: staff, anima

Name: Hayden
Class: Ranger L10
Starting stats:
HP 37 STR 17 SKL 14 SPD 17 DEF 12 RES 12 LUC 17
Growth rates (%):
HP 70 STR 40 SKL 45 SPD 45 DEF 25 RES 25 LUC 40
Usable weapons: bow, sword

Name: Glen
Class: Wyvern Lord L12
Starting stats:
HP 46 STR 20 SKL 17 SPD 13 DEF 18 RES 5 LUC 7
Growth rates (%):
HP 85 STR 45 SKL 50 SPD 45 DEF 35 RES 40 LUC 20
Usable weapons: sword, lance

Name: Valter
Class: Wyvern Knight L13
Starting stats:
HP 45 STR 19 SKL 17 SPD 17 DEF 13 RES 12 LUC 3
Growth rates (%):
HP 80 STR 40 SKL 55 SPD 50 DEF 20 RES 20 LUC 15
Usable weapons: lance

Name: Fado
Class: General L11
Starting stats:
HP 46 STR 20 SKL 14 SPD 12 DEF 18 RES 11 LUC 5
Growth rates (%):
HP 85 STR 55 SKL 40 SPD 30 DEF 45 RES 25 LUC 25
Usable weapons: lance, sword, axe

Name: Lyon
Class: Necromancer L14
Starting stats:
HP 44 MAG 22 SKL 13 SPD 11 DEF 18 RES 19 LUC 4
Growth rates (%):
HP 85 MAG 50 SKL 55 SPD 55 DEF 45 RES 45 LUC 30
Usable weapons: dark, staff

+-----------------------------------------------------------------------------+
                        c. Secret Characters - [0230] -
+-----------------------------------------------------------------------------+
During defeating both the Tower and Ruins, at certain stages you will obtain
secret characters. BUT ONLY AFTER FINISHING THE STORY MODE. The secret 
characters are:
Tower-
3F: Caellach
6F: Orson
7F: Riev
Once: Ismaire; 	start a battle (skirmish etc.) to get her
Three times: Selena; start a battle (skirmish etc.) to get her

Ruins-
Round 5: Hayden & Glen
Round 7: Valter
Once: Fado; start a battle (skirmish etc.) to get him
Three times: Lyon; start a battle (skirmish etc.) to get him

This process is very tedious, especially doing them three times each. Do it at
long intervals so it isn't so boring.

Look to the section right above for the secret character's stats.

None of the characters are all that good, but the one character you might 
consider using is Lyon, because of Naglfar. It has infinite uses, handy to
save money and good for certain tasks.

Make sure you keep the Hoplon Guard Caellach comes with and the Fili Shield
Valter comes with.

Secret characters CANNOT be used in the Link Arena.

+-----------------------------------------------------------------------------+
                          d. Class Choices - [0240] -
+-----------------------------------------------------------------------------+
People are always asking which promotion is better or more advantageous. The
answer is simple... Choose whatever you want! Have fun and experiment. You
can adapt and change to whatever you want and if you don't like it, you can
promote otherwise next time! Don't trust anyone's opinion but your own.

Here are my choices:
Wyvern Knight > Falcon Knight
Ranger > Sniper
Wyvern Lord = Wyvern Knight
Summoner = Druid
Sage > Bishop, Mage Knight
Bishop > Valkyrie
Mage Knight = Valkyrie
Hero > Ranger BUT THE RANGER MAY BE EQUAL OR BETTER IN THE LINK ARENA
Swordmaster > Assassin
General > Great Knight
Great Knight > Paladin
Berserker > Warrior
Warrior > Hero

You should know the above opinions are based on personal experience. Like I
said, the best way to find out is trial it out yourself! Save and try out a 
unit, if you like it keep it and if you don't, change. You will always have
next playthrough too anyway.

+-----------------------------------------------------------------------------+
                            e. Trainees - [0250] -
+-----------------------------------------------------------------------------+
Trainees are unique classes introduced in this Fire Emblem. There are 3:
Ewan: 	Pupil
Amelia:	Recruit
Ross:	Journeyman

These classes are unique because they are the unpromoted forms of normal
unpromoted classes. They can branch out in many ways when promoting:

Recruit > Knight/Cavalier > General/Great Knight/Paladin
Pupil > Mage/Shaman > Mage Knight/Druid/Sage/Summoner
Journeyman > Fighter/Pirate > Warrior/Berserker/Hero

The trainees all promote automatically at level 10 but not on the same level as
where level 10 was reached... The next battle chapter (whether it be skirmish,
story chapter or tower/ruins)is where the trainees promote and you choose.
After that, the normal stage 1 class (such as fighter) can be promoted anytime
after level 10.

==============
SUPER TRAINEES
==============

These are special promotion paths for the trainees that have to be unlocked
after completing both Ephraim and Eirika routes or completing one route and
playing a map of the other lords. After doing so, when your trainee promotes 
something different can happen:
Trainee > Trainee again >(anytime after level 10 with promotion item) > Super

The promotion items are:
Ross:	Hero Crest
Amelia:	Knight Crest
Ewan:	Guiding Ring

The super trainees have certain abilities of their own...
Super pupil:		Use of light, dark and anima magic but no staff
Super recruit:		+15% critical rate
Super journeyman:	+15% critical rate

+-----------------------------------------------------------------------------+
                            f. Monsters - [0260] -
+-----------------------------------------------------------------------------+
On your journey in Magvel you will encounter numerous monsters that will try
to bar your path in numerous ways. They appear on the world map, in the Lagdou
Ruins and in the Tower of Valni as well as various chapters. They tend to be
weaker than humans. Bishops are effective against them with their skill
Slayer, but the legendary weapons are also effective.

Bael
Use: Claws
Big spiders that use talons. They usually can poison you. They have lots of HP
and can cause problems early on the game.

Elder Bael
Use: Claws
Stronger version of Bael. 

Tarvos
Use: axes
Centaur monsters that wield axes. They are easily dispatched with swordsmen.
Their physical attributes are decent.

Maelduin
Use: axes, bows
Stronger Tarvos that can wield bows. Don't underestimate their power.

Gargoyle
Use: lances
Pesky flying critters that can be a pain if you are unprepared. Axemen and bows
destoy these monsters.

Deathgoyle
Use: lances
Stonger gargoyles. They can deal some serious damage to unprepared units.

Mauthe doog
Use: fangs
Hounds that are very fast but are weak. If they double a weak unit you are in
trouble. Later on they are a joke because they cannot deal any damage and they
die in one hit.

Gwyllgi
Use: fangs
Three-headed hounds that are stronger versions of the mauthe doogs. Dispatch
them in the same manner.

Gorgon
Use: dark magic
These creatures are weak but annoying. Some of their spells can turn you to
stone and some deal huge amounts of damage but have a low chance of hitting.
They look like Medusa serpent-like creatures.

Cyclops
Use: axes
Axe-wielding giants that have huge strength and defence. They don't hit much
but when they do, they can hurt. 

Bonewalker
Use: bows 
Weak units that can prove pesky with their bows, particularly Longbows.

Wight
Use: swords, lances
Weak units but in huge swarms can be dangerous. Axes and lances can crush them.

Revenant
Use: claws
Slow zombies that are weak. The weakest monsters you'll find.

Entombed
Use: claws
Stronger Revenants with a lot of HP.

Mogall
Use: dark magic
Physically weak eyeballs that cause problems to weak resistance units.

Arch Mogall
Use: dark magic
Stronger Mogall that can deal huge amounts of damage to weak units, not that
you have any anyway. Very destructive at sniping low RES units.

Zombie dragons
Use: Wretched Air
Strong beasts that pack a huge punch. They sometimes miss but they are very
powerful and can kill your units easily. Legendary weapons are not such a bad
idea to use here.

+-----------------------------------------------------------------------------+
                              g. Myrrh - [0270] -
+-----------------------------------------------------------------------------+
Myrrh is unique because she is a manakete. She can only use the Dragonstone
and it has only 50 uses which CANNOT BE REPAIRED by Hammerne. Use her well.

Level her up by weakening enemies with others and using her to finish the
enemy.

Use her only in very difficult situations such as difficult bosses and Round 10
of the Lagdou Ruins.

Her growth rates are insane, sometimes she will gain +2 in a stat, don't be
surprised.

She CANNOT BE USED IN THE LINK ARENA, this isn't a bad thing as she would be
too broken.

+-----------------------------------------------------------------------------+
                            h. Supports - [0280] -
+-----------------------------------------------------------------------------+
SUPPORTS are conversations between units which reveal information about that
character which you may not have known otherwise. More importantly, supports 
yield bonuses based on affinities. Supports occur after a certain amount of
turns. More about the no. of turns can be found in a support guide. Not all
characters can support however, so you must know who can support who. This is
revealed in the game as you progress on the start menu before you begin a 
chapter. A person can support at a maximum support "A". As turns continue a 
"talk" command will appear and a conversation will take place if you choose to
use it. Afterwards the game will say "support level risen". The SUPPORT LEVEL
rises to "C" afterwards. As more turns accumulate more conversations occur
until the maximum "A" level is reached. A unit can have a maximum of 5
conversations in the game, for example, Ross could have:
A Garcia
B Amelia
OR
A Garcia
C Amelia
C Ewan
And so on. Think of A as 3 conversations, B as 2 and C as 1. As the level rises
the bonus improves so it is in your best interests to get a unit a maximum of 5
conversations and the optimal setting would be (A unit 1 B unit 2). This is
important to consider in the Link Arena where 5 units are pitted against each
other. 

AFFINITIES are a particular attribute of characters which determine which
support bonus they yield. There are 7 affinities: fire, wind, thunder, light,
anima, darkness and ice.

The following is a series of the elements accompanied by their respective
bonuses. 

FIRE
LEVEL: 	C: Attk: +0.5 Hit: +2.5% Avoid: +2.5% Crit: +2.5%
	B: Attk: +1.0 Hit: +5.0% Avoid: +5.0% Crit: +5.0%
	A: Attk: +1.5 Hit: +7.5% Avoid: +7.5% Crit: +7.5%

ICE
LEVEL: 	C: Def: +0.5 Hit: +2.5% Avoid: +2.5% Crit Evd: +2.5%
	B: Def: +1.0 Hit: +5.0% Avoid: +5.0% Crit Evd: +5.0%
	A: Def: +1.5 Hit: +7.5% Avoid: +7.5% Crit Evd: +7.5%

WIND
LEVEL: 	C: Attk: +0.5 Hit: +2.5% Crit: +2.5% Crit Evd: +2.5%
	B: Attk: +1.0 Hit: +5.0% Crit: +5.0% Crit Evd: +5.0%
	A: Attk: +1.5 Hit: +7.5% Crit: +7.5% Crit Evd: +7.5%

THUNDER
LEVEL: 	C: Def: +0.5 Avoid: +2.5% Crit: +2.5% Crit Evd: +2.5%
	B: Def: +1.0 Avoid: +5.0% Crit: +5.0% Crit Evd: +5.0%
	A: Def: +1.5 Avoid: +7.5% Crit: +7.5% Crit Evd: +7.5%

DARKNESS
LEVEL:	C: Hit: +2.5% Avoid: +2.5% Crit: +2.5% Crit Evd: +2.5%
	B: Hit: +5.0% Avoid: +5.0% Crit: +5.0% Crit Evd: +5.0%
	A: Hit: +7.5% Avoid: +7.5% Crit: +7.5% Crit Evd: +7.5%

LIGHT
LEVEL: 	C: Attk: +0.5 Def: +0.5 Hit: +2.5% Crit: +2.5%
	B: Attk: +1.0 Def: +1.0 Hit: +5.0% Crit: +5.0%
	A: Attk: +1.5 Def: +1.5 Hit: +7.5% Crit: +7.5%


ANIMA
LEVEL:	C: Attk: +0.5 Def: +0.5 Avoid: +2.5% Crit Evd: +2.5%
	B: Attk: +1.0 Def: +1.0 Avoid: +5.0% Crit Evd: +5.0%
	A: Attk: +1.5 Def: +1.5 Avoid: +7.5% Crit Evd: +7.5%

The most offensive affinity is LIGHT.
The most defensive affinity is ICE.

These bonuses can be used to help units' weaknesses become stronger and make
the unit more valuable. You learn more about the unit from supports as well. 
One should try to make a team of supported units for greater effect.

One should remember one thing: the game rounds down all values so "0.5%" would 
mean "0%" instead. Thus it is in the best interests of the player to give the 
unit an optimum support (A unit 1 B unit 2)

This should cover the basics, but for a more in-depth guide look to a support
FAQ.

+-----------------------------------------------------------------------------+
                             i. Skills - [0290] -
+-----------------------------------------------------------------------------+
These are the abilites certain classes possess. This guide includes the formula
rate for calculating them.

General Great Shield		opponent's level = activation %
Wyvern Knight Pierce		own level = activation %
Swordmaster 			15% critical bonus	always
Berserker 			15% critical bonus	always
Assassin Silencer		critical rate/2
Sniper Sure Strike		own level = activation %
Bishop Slayer			x3 vs. monsters, x2 with Ivaldi
Bowmen Efficiency		x3 vs. flying units (wyverns, pegasi, manakete)
Rogue Pick			can open chests and doors without lockpick
Super recruit			15% critical bonus	always
Super journeyman		15% critical bonus	always

Enhanced vision: Rogues, thieves and assassins all have greater vision than
other units in general, making them useful for fog-of-war

Disable trap: Rogues, thieves and assassins can disable traps. Simply place
them in front of the trap or on the tile and the turn the trap is meant
to activate the thief will disable it.

Steal: Rogues and thieves only, allows them to steal non-weapon non-staff
items off enemies and gain some EXP for it. Stealing can only take place if the
rogue or thief has more speed than the enemy.

Summoners have a skill to summon Phantoms. The units increase in
level and their stats improve as your summoner becomes stronger. They wield
axes and are good diversions for the enemy. Summoners gain EXP from summoning.
Find out more in the "Summons" section.

A skill activates when the unit glows yellow momentarily. This does not apply 
to Berserkers, Swordmasters, Rogues, Bishops, or bowmen because they are always
active. However, the assassins Silencer activates the same way as in FE7, it 
appears as though the unit does a normal critical but there are 3 mirages and
there is a red streak for a second instead of the normal black split-second
visual in the animation.

The old returning skills from FE7 are Silencer, bowmen's efficiency, 
swordmaster critical bonus and berserker critical bonus.

==================
OVERWRITING SKILLS
==================

Silencer overwrites Great Shield 	Result: OHKO
Great Shield overwrites Pierce 		Result: No damage

=======
SUMMONS
=======

Why are Phantoms that are summoned by Summoners useful?
- the AI is programmed to attack them first, making them great bait
- economic to use and can dispose of enemies easily

You should really know summoners have 1HP.

Some people wonder about why Knoll's summons are better than Ewan's. This is
due to the fact that summons work by auto-levelling to the summoner's level.
The growths are:
Ewan: STR 70 SKL 40 SPD 20 LUC 40
Knoll: STR 50 SKL 50 SPD 40 LUC 55
Lyon: STR 60 SKL 45 SPD 30 LUC 60
The equipment of each Phantom is random; either Devil, Killer, or Iron Axe as 
well as a Tomahawk.

A few things worth noting:
- Phantoms are considered flying units; they can bypass any terrain and have
no avoid bonuses from terrain
- Phantoms cannot trade with other units
- There cannot be more than one Phantom summoned by the same summoner at one 
time, so you can't "Summon rush"
- Phantom glitch can be exploited
- Easy EXP

The people that can summon:
Summoners (Knoll, Ewan)
Necromancer (Lyon)

===============================================================================
O========================== III. COMBAT - [0300] - ===========================O
===============================================================================
Every aspect of combat is referred to here.

+-----------------------------------------------------------------------------+
                         a. The Basic Stats - [0310] -
+-----------------------------------------------------------------------------+
When referring to stats you must know the following:
HP:  Health Points; If it reaches 0 your unit dies and cannot be used again
STR: Strength; damage you deal to opponents but is dependant on defence
MAG: Magic; damage you deal to opponents but is dependant on resistance 
SKL: Skill; affects hit rate and critical rate
SPD: Speed; affects evasion rate and attack speed (AS), with 4+ more speed than
the opponent you can double attack them
LUC: Luck; affects hit rate, evasion rate & critical evasion rate 
DEF: Defence; affects the damage taken from strength-based attacks
RES: Resistance; affects the damage taken from magic-based attacks
MOV: Movement; affects how far your unit can move
CON: Constitution; affects what weapons your unit can wield without AS loss, 
who they can rescue and who can rescue them- it is to your advantage to use
higher constitution units to wield weapons with greater WEIGHT (Wt) but keep
in mind they cannot be rescued by lower constitution units. There is an
exception- if the unit is mounted even if their CON is low they can rescue 
higher constitution units. For example, a cavalier with 9 con has 16 aid, so
any unit with 16 or less con can be rescued. When a unit is rescued, the unit
who is rescuing suffers a severe speed and skill penalty where they are both
halved.

GROWTH RATE is the % chance a unit has to level up a stat

CAPS refer to the maximum of each unit's potential in a stat

HARD MODE BONUSES do NOT exist in this game for units you recruit (damn!)
However, some units get better stats for different routes and there are stat
variations, in other words units stats may not be exactly the same of each
playthrough.

Pay special attention to ATTACK SPEED, LUCK and CONSTITUTION which are rarely 
mentioned in the game.

+-----------------------------------------------------------------------------+
                          b. Weapon Level - [0320] -
+-----------------------------------------------------------------------------+
Determines which weapons you can wield. If a unit has an A weapon level in
swords it means they could wield a Silver Sword (requires A rank) and they
cannot wield Audhulma (requires S rank).

There is WEAPON EXP which determines the rank.
E = 1-30
D = 31-70
C = 71-120
B = 121-180
A = 181-250
S = 251+

Weapons give 1-2 EXP per hit but heavier weapons tend to give more EXP. Staves
give 2-8 EXP. Most classes get a +40 EXP weapon EXP bonus upon promotion. You
cannot get a rank higher than A (181) before promotion.

S rank is beneficial because it adds +5% to critical and +5% to hit rate.
Only one weapon can be S ranked.

+-----------------------------------------------------------------------------+
                            c. Formulae - [0330] -
+-----------------------------------------------------------------------------+
Interested in formulas for details within the game?

Attack speed:
Weapon Wt. > Con = Speed + (Con - Weapon Weight)
Weapon Wt. < Con = Speed
Weapon Wt. = Con, = Speed

Hit rate = 2* Skill + 0.5* Luck - Target avoid + weapon hit rate + Bonuses 
(+5% from S rank in weapon level and 0-25% depending on supports)

Avoid = 2* attack speed + luck + bonuses (0-25% from supports, 0-40% from 
different terrain)

Damage = Power + Effective Weapon Might - Target Effective Defence + Bonuses
( 0-5 Def from supports)

Effective weapon might = (Might + Weapon Triangle advantage)*3 if weapon is
effective against target

Effective defence = Def/Res + Bonuses (0-5 Def supports, 0-2 from terrain)

Rune Sword/Light Brand damage range 2 = Power/2 rounded up affecting resistance

Rune Sword/Light Brand damage range 1 = Power affecting resistance

Critical rate = Weapon critical + 0.5*skill - target critical evade + bonuses
(+5% if S in weapon, +15% for swordmasters/berserkers, 0-25% supports)

Critical evade = Luck + Bonuses (0-25% supports)

Criticals deal damage*3 and you can only critical if you hit

Magic swords cannot critical when casting a spell

Staff accuracy = 30% + Power*5 + Skill - Enemy staff evade + bonuses (+5% from
S rank staff level, 0-25% supports)

Staff evasion = Res*5 + Distance from target*2 + bonuses (0-25% supports)

Effective against weapons = triple their normal might

Steal = if a space is free in the thief's inventory and they have greater speed
than the enemy (cannot miss)

Exp formula: (this is in the words of kyo_kusanagi83)
1. Battle Exp (hitting an opponent)

(31-(Own Level-Opponent's Level))/ Own Class Value

2. Battle Exp (defeating an opponent)

30+(Enemy's Class Value x Enemy Level)-(Own Class Value x Own Level)

Modify the final number for 2. if the opponent is:

A Boss: +40
Rogue/Bishop/Valkyrie: -20
Thief: +20
Entombed: +60

Class Values:

Trainee class/Entombed: 1
Soldier/Priest/Thief/Troubadour/Manekete: 2
All other classes: 3

For calculation of levels, take promoted classes to be +20. That means a Level
1 Paladin would have a value of 21.

+-----------------------------------------------------------------------------+
                       d. Terrain & Movement - [0340] -
+-----------------------------------------------------------------------------+

=======
TERRAIN
=======

Different terrain gives different bonuses, for example forests.

Throne panels affect only physical defence.

NB: Fliers receive no terrain bonus

Woods: evasion +20% def +1
sand: evasion +5%
high mountains: evasion +40%
pillar: evasion +20% def +1
throne: evasion +30% def +3
castle gate: evasion +30% def +3
sea: evasion +10%
mountains: evasion +30% def +1
village: evasion +10%

Any not mentioned do not give a bonus.

========
MOVEMENT
========

Thanks to Juigi Kario for this section:
*Forest: 3 for mounted units except Rangers; and 2 for
anybody else (except fliers)
*Rivers: 2 for Pirates and Berserkers; 5 for Lords,
Thieves, Rogues, Assassins, Swordmasters, Heroes,
Snipers, and Rangers; and nobody else allowed.
*Sea: 2 for Pirates and Berserkers
*Mountains: 6 for promoted mounted units besides
Rangers; 5 for Rangers; 3 for Axemen, Warriors,
Bandits, Pirates, and Berserkers (and possibly Novice
Axemen); and 4 for all other foot units except Armor
Knights and Generals.
*High Mountain: 4 for Bandits and Berserkers
*Desert: (Special thanks to Saint Magician for his correction here)
Normal movement range - all flying units and unmounted magic users including 
the pupil class, thief
3 squares - Sniper, Hero, Berserker, Rogue, Swordmaster, Assassin
2 sqaures - Dancer, Paladin, Ranger, Mercenary, Archer, Warrior, Myrmidon, 
Pirate
1 square - Knight, General, Cavalier, Great Knight, Fighter, Mage Knights, 
Troubador, Journeyman, Recruit, Valkyrie

Uncertain: 
Thief
Valkyrie
Pirate

+-----------------------------------------------------------------------------+
                     e. Weapon & Magic Triangle - [0350] -
+-----------------------------------------------------------------------------+
This is the basic triangle for units, which means that one unit has an
advantage over the other in most cases using the weapon which beats it.

Sword beats axe
Axe beats lance
Lance beats sword

There is a similar concept in magic:

Anima beats light
Light beats dark
Dark beats anima

The weapon triangle lowers hit by 15% on the losing end and raises hit by 15%
on the winning end. It also lowers weapon might by 1 on the losing end and
raises it by 1 on the winning end.

If a REAVER weapon is in play such as an Axereaver etc. then the triangle is
reversed. The winning end gets +2 weapon might and +30% hit and the losing end
gets -2 might and -30% hit. If you have two reaver weapons the triangle becomes
normal again.

+-----------------------------------------------------------------------------+
                         f. Status Ailments - [0360] -
+-----------------------------------------------------------------------------+
An enemy may use a status staff on you to affect your units to their advantage.
The same can occur when you use a staff on them such as Sleep.

All statuses start at the count of 5 turns.
At the start of the character's turn the count reduces by 1.
Once the count reaches 0 the character becomes normal status and can act
immediately.
A unit can have only one status condition at a time. Enemies may overwrite
status conditions but you cannot.

POISON
Applied from certain traps and weapons.
Takes 1-3 (random) damage at the start of your turn.

SLEEP
From a "Sleep staff". 
Character cannot receive commands and cannot attack. They can dodge. Getting 
hit does NOT wake them up.

BERSERK
From a "Berserk staff".
Character attacks a unit (friend or foe) to which it can deal most damage
relative to their HP. They cannot receive commands. Acts exactly like the
"attack" AI. Acts after all non-status units.

SILENCE
From a "Silence staff".
Cannot use magical tomes or staves.

PETRIFICATION
From a Stone.
Cannot act on their turn at all. Enemies gain +30% critical when hitting a
unit that is petrified.

+-----------------------------------------------------------------------------+
                         g. Triangle Attack - [0370] -
+-----------------------------------------------------------------------------+
What is it?
The three FEMALE fliers must be arranged in a triangle formation surrounding
the enemy. In other words, two to the left or right of the enemy and one 
above or below, which can vary depending on perspective and can be done vice
versa.
Notes:
- The unit that attacks must be Vanessa, Tana, or Syrene
- The two who are not attacking must be Pegasus/ Falcon Knight
- It is an automatic critical ie. 100% critical 100% hit rate. Subesequent hits
are normal and any counters by the enemy are directed at the unit that begins
the triangle attack. A triangle attack does not activate on counters. The 
attack must be in a triangle formation but any of the 3 can initiate it. The
other 2 can have finished their current turn.

+-----------------------------------------------------------------------------+
                   h. Effective Weapons & Classes - [0380] -
+-----------------------------------------------------------------------------+
Bows are effective against fliers
Bishops effective against monsters
Legendaries effective against monsters (only DOUBLE damage, the exception is
Gleipnir which does not have this effect o.o)
Dragon weapons effective against wyverns/dragons
Bows are effective against dragons/wyverns
Demon weapons are effective against demons. 
Horseslayer, Halberd and Zanbato effective against mounted units
Hammer, Heavy Spear effective against knights/generals/Great Knights
Reaver weapons reverse the triangle
Swordslayer is effective against myrmidons, swordmasters, mercenaries, heroes
Dragonstone is effective against all monsters
Reginlief/Rapier are effective against cavaliers, mage knights, great knights,
paladins, valkyries and generals.

+-----------------------------------------------------------------------------+
                         i. The Link Arena - [0390] -
+-----------------------------------------------------------------------------+
The LINK ARENA or LA as some people would say is an extras option where a team 
of 5 units are placed against a team of another 5 units. This is limited
tactics, but a few pointers and terms to know: 

A SUPPORT CIRCLE is a chain of 5 units which exactly or nearly exactly match
each other. For example, here's one LA team I made:
Gilliam A Dozla  B Garcia
Ross    A Amelia  B Garcia
Garcia  B Gilliam B Ross
Amelia  A Ross
Dozla  A Gilliam

A support circle is needed to ensure all units are supported by all other units
to gain the maximum power of each unit.

Each LA unit has 5 item slots- don't be scared to use them all! In fact it is
far better to do so. For example,

Gilliam A Dozla B Garcia
S rank lances A rank swords A axes
General L1
Vidofnir
Killer Lance
Swordslayer
Brave Sword
Hoplon Guard

Ross A Amelia B Garcia
S rank Bow A axe
Warrior L1
Nidhogg
Killer Bow
Killer Axe
Swordslayer
Brave Bow

Garcia B Gilliam B Ross
S Axe A Bow
Warrior L1
Swordslayer
Killer Bow
Killer Axe
Swordreaver
Silver Bow

Amelia A Ross
S sword A axe A lance
Audhulma
Brave Lance
Swordslayer
Killer Axe
Killer Lance
Hoplon Guard

Dozla A Gilliam
Garm
Killer Axe
Swordslayer
Brave Axe
Silver Axe

NOTE: This support chain is actually not possible, but use it as an example :p

When doing so, take into account the weapon which you will achieve the maximum
rank (S rank) to wield legendary weapons. This also requires thinking on which
units should hold the HOPLON GUARD(negates the critical rate of the foe) and 
who should wield which weapon based on their support bonuses. Remember there 
are 2 Hoplon Guards now.

For flying units consider who shall hold the FILI SHIELD.

The bonuses of each legendary weapon are:
+5 STR: Siegmund, Sieglinde
+5 SKL: Gleipnir
+5 SPD: Garm, Excalibur
+5 LUC: Nidhogg
+5 DEF: Vidofnir, Ivaldi
+5 RES: Audhulma

Your LA team should be all maxed, which is easy to do with the Secret Shop that
sells infinite stat boosting items except Swiftsoles for 8000G. 

If your unit has no wyvern knights or snipers, like mine, then it is most 
desirable to keep your units as low a level as possible to ensure that Great
Shield is not activated.

To clarify:
It is best if you have no units' whose skill relies on their own level to be 
as low a level as possible (ie. level 1) to minimise the chance of enemy skills
activating.

Trainees are an excellent LA choice because of their specialities and supports
with each other.

Secret characters and Myrrh CANNOT BE USED IN THE LA.

I may consider a Link Arena Guide at a later date, but the best combos for
a legitimate LA team include:
Dozla BERSERKER
Garcia WARRIOR
Ross BERSERKER
Amelia GENERAL
Gilliam GENERAL/Ewan SUPER PUPIL

With Ewan, a full support chain (everyone has maxed out supports) can be
achieved, though with Gilliam you have the power and versatility of a second
general. Your choice.

I admit, that the control enemy glitch is becoming a part of the culture of
the Link Arena battles nowadays, so you might as well exploit it to have S rank
in dark magic, especially for berserkers as their strength and magic are 
interchangeable. Use Naglfar or Gleipnir to demolish the foe.

I personally gave up on the Link Arena after hearing how easy it is to cap all
stats and it became worse after the new control enemy glitch was discovered.
I recommend that you have a non-glitched LA team as well to back yourself up.

===============================================================================
O========================== IV. THE RNG - [0400] - ===========================O
===============================================================================
Good for you - with this you'll understand the RNG. Read on to find out.

+-----------------------------------------------------------------------------+
                           a. Definition - [0410] -
+-----------------------------------------------------------------------------+
The RNG stands for Random Number Generator. I wouldn't be surprised if you are
familiar with the term, it applies in a few GBA games even, an example is the
Golden Sun series. What does it mean? It basically is a built-in feature in the
game that determines many things in the game including:
- whether the unit will be criticalled, will evade, will hit the enemy and
anything to do with battle that involves %
- the odds that each of the seven stats that can rise will increase
I don't want to go too into depth with the concept of RNG but you should be 
familiar with the term. Using this information you can RNG ABUSE which involves
manipulating the RNs (random numbers) in order to produce a favourable outcome
(such as hit an enemy or dodge an attack) where you otherwise would have failed
however, such situations are usually avoided by good strategy. The main reason
for RNG abuse is because of levelling up characters in all their stats. As you
already know GROWTHS affect how characters level up. There is always a chance
(with some exceptions) that the character will not grow in a stat. RNG abuse
has one primary purpose: level all the stats in order to reach the character's
CAPS and become an ultimate LA team member. In this Fire Emblem it is no longer
necessary because of the fact that you can buy infinite stat boosters from 
secret shops. However it is good to remember the RNG determines many aspects of
gameplay.

+-----------------------------------------------------------------------------+
                           b. RNG Abusing - [0420] -
+-----------------------------------------------------------------------------+
If you're looking to find out how to RNG abuse go here:
http://faqs.ign.com/articles/520/520430p1.html
Here's the basics:
*  2 RNs are used to determine hit rate odds.
* If the hit is a success, a 3rd RN is used for critical hits odds.
* If the hit is a failure, the game will use only the 2 RNs for hit rate odds.
* If an assassin is successful in performing a critical, a 4th RN is used to 
determine if the critical is a one-hit KO or not.
* 7 RNs are used when a unit levels up.
* During the beginning of an enemy's turn, 1 RN is used.
* Usable items like vulnarities or using staves do not use RNs.
* It is still unknown how the Arena uses RNs.
Note: I do not know much about the RNG I have to admit. If you're looking at
ways to manipulate the RNG to get Swiftsoles etc. go to the RNG Guide on
GameFAQs, or ask on the FE: TSS GB on GameFAQs either in an individual topic
or in the sticky topic for ways of manipulating the RNG.
It seems the RNG depends also on whether you are in Creature Campaign or not.

Down the track, I have realised the sticky topic has the strategies for perfect
level ups in Creature Campaign in the Tower or Ruins, so I recommend heading
there for more details. You're probably better off ignoring this whole section
and going to that topic directly or asking around for more details, as I have
never attempted to RNG Abuse before... (I know, kind of pathetic, but I find
it too tedious).

===============================================================================
O===================== V. ABUSE OF ALL KINDS - [0500] - ======================O
===============================================================================
Here you'll find out about how to quickly and effectively use certain places in
the game to maximum advantage.

+-----------------------------------------------------------------------------+
                          a. Arena Abusing - [0510] -
+-----------------------------------------------------------------------------+
This is the process where you use the arena to rack up money and experience
for your units. Very effective (and cheap) when done right. Make sure you are
not afraid to tap the B button if abusing, because you'll need it to survive.
Remember:
B to give up, only activated on your turn of attack.
Never use knights in the arena! High defence units will be pitted against
enemies with Silver weapons. Arena abusing is best done with high speed units
and low defence.
If you see a swordmaster or berserker, give up! A critical will almost 
certainly be the end of your unit.
Arena enemies DO NOT HAVE CAPS! They can have huge amounts of HP just like
monsters, sometimes above 80. Watch what you do and take care.
Arena abusing is not as effective as before because of tower and ruins abuse.
Seriously, this is not a recommended method of levelling up. You have so many
sources of EXP, especially with the world map and the towers and ruins. If
you are in dire need of money, use RNG tricks to gather items for some quick
cash. I personally never required money, but possibly if you're building a LA
team or maxing out all characters you may look towards some spare cash. 

+-----------------------------------------------------------------------------+
                      b. Tower & Ruins Abusing - [0520] -
+-----------------------------------------------------------------------------+
This is the process whereby you level up your units in the Tower and/or Ruins
for as long as you want. Very easy to do and cheap, because you can always
"Retreat" and do it all over again.
Best strategy? 
For unpromoted units: (Tower of Valni)
Clear 1F, exit, save and head back in. If your unit dies, restart. Works
everytime. 

Tower abusing is fine early on, but later you will find you may not gain even
a level per floor of the Tower. The Ruins offers more EXP, but is more lethal.

For promoted units: (Lagdou Ruins)
Clear Round 1, exit, save, rinse and repeat. More tedious but more EXP.

+-----------------------------------------------------------------------------+
                         c. Support Abusing - [0530] -
+-----------------------------------------------------------------------------+
The cheap tactic to get 100% supports easily. Since the Tower and Ruins do not
save, all you do is get an A support between characters and then reset. The
conversation is saved but the actual support is not on file, so do that with
everyone to easily get 100% supports (still time-consuming, but a LOT faster
than conventional methods).

===============================================================================
O======================= VI. GENERAL ADVICE - [0600] - =======================O
===============================================================================
Some random stuff I decided to put in to help. A lot of you probably won't need
this section unless you are looking for some obscure facts.

==============
TOWER OF VALNI
==============

Very simple place, available right after Chapter 8 whichever route you take.
Tower abuse will be available right from that stage and will remain even after
clearing it. I have found out certain levels of the tower are unlocked after
certain stages.
Floor 1 opened after Chapter 8 Finished
Floor 2 opened after Chapter 9 Finished
Floor 3 opened after Chapter 10 Finished
Floor 4 opened after Chapter 11 Finished
Floor 5 opened after Chapter 12 Finished
Floor 6 opened after Chapter 13 Finished
Floor 7 opened after Chapter 15 Finished
Floor 8 opened after Chapter 15 Finished
BTW, you should realise that once you retreat from the tower OR clear it,
you will start from the beginning when you re-enter.
I would leave clearing it until after completing the game so that
you can unlock some secret characters. Nothing at all difficult about this
place, the Lagdou Ruins is a different story. Some of the maps will prove 
annoying such as 8F clearing every platform individually and 9F the shooting
stars. The Tower requires little strategy, just use whoever you want to level -
whether it be neglected characters or healers etc.

============
LAGDOU RUINS
============

This place becomes available after Chapter 19. Much more difficult than the 
Tower. Most units here are promoted and are strong enough to be a threat even 
to your best units. What's more annoying? There are tonnes of units. There are
traps at certain stages to be aware of and there is no way to save in between!
A few tips:
- bring Bishops; but make sure they are well guarded because they will be
subject very often to OHKOs
- conserve your legendaries for Round 10
- Magic monsters are far more dangerous than physical units, kill them FIRST
- Kill fliers, bowmen and other pesky units before the main physical units
- Be reasonable about who you send where
- Be prepared that a LOT of your units may well reach 20/20
- Stock up and conserve on good weapons, stick to basic weapons when possible

Round 10 is fairly difficult (for a beginner), here's the basics:
- Try to take out a few with long range spells or weaken them
- Take Bishops, legendaries and Myrrh
- Isolate the dragon zombies and kill them
- Take your best units
- Don't make mistakes! If you screw up, you'll have to start from scratch again
to save the character who died...
NOTE: This floor isn't so bad. With bishops, you can readily snipe the enemy
with ease and not take any damage at all.

======
DESERT
======

Chapter 15 is a desert chapter... The desert is unique because movement is
distorted and hidden items are located here.

Movement changes: (Credit goes to Saint Magician)
Normal movement range - all flying units and unmounted magic users including 
the pupil class, thief
3 squares - Sniper, Hero, Berserker, Rogue, Swordmaster, Assassin
2 sqaures - Dancer, Paladin, Ranger, Mercenary, Archer, Warrior, Myrmidon, 
Pirate
1 square - Knight, General, Cavalier, Great Knight, Fighter, Mage Knights, 
Troubador, Journeyman, Recruit, Valkyrie

Uncertain: 
Thief
Valkyrie
Pirate

It is important to know the items are only roughly in a location, take the time
to look carefully. 
Hidden items:
Silver Card (IMPORTANT): far NE near the ridges
Metis's Tome (IMPORTANT): near the eastern bones
Eclipse: near Valter's fortress and the destroyed village SE
Swiftsole: the bones NW of Valter
Killer Bow: S of the bones E of the village with the Master Seal
Wyrmslayer: near the bones E of the village with the Master Seal
Body Ring: N of the village
Silence: N of the Body Ring, S of the bones near Caellach
Warp: near the far NW bones where Caellach is, may need to eliminate him first

To get all the items, it is better to clear all reinforcements first and then
find the items by a waiting game. The Warp is probably the only one that may
require confrontation with Caellach. Caellach and Valter DO NOT move, so don't
be afraid of them... much.

============
SECRET SHOPS
============

In order to access them, you need the Member Card. Rennac has it, so recruit
him or steal it off him for it.

SECRET SHOP LOCATIONS:
---------------------
These are the locations WITHIN CHAPTERS. Don't worry too much about missing 
them.

Chapter 14 Eirika: Queen of White Dunes
W of Carlyle, on the other side of the wall (go west or through the gate in
the east).

Silver Blade  1800
Killing Edge  1300
Killer Lance  1200
Battle Axe    1000
Killer Axe    1000
Killer Bow    1400
Barrier       2250
Physic        3750
Lockpick      1200
Hero Crest    10000
Knight Crest  10000
Orion Bolt    10000
Elysian Whip  10000
Guiding Ring  10000
Ocean Seal    10000

Chapter 14 Ephraim: Father & Son
On the western path, near the western gate where the archer is located just
adjacent to the wall (from the other side, go around). 

Steel Blade   1250
Silver Blade  1800
Killing Edge  1300
Killer Lance  1200
Battle Axe    1000
Killer Axe    1000
Killer Bow    1400
Barrier       2250
Physic        3750
Lockpick      1200
Hero Crest    10000
Knight Crest  10000
Orion Bolt    10000
Elysian Whip  10000
Guiding Ring  10000
Ocean Seal    10000

Chapter 19: Last Hope
Above the eastern chests, east of the the eastern point of your main group
defending Mansel. A difficult shop to find and really no point risking a
rogue or thief to get to it.

Barrier       2250
Physic        3750
Hero Crest    10000
Knight Crest  10000
Orion Bolt    10000
Elysian Whip  10000
Guiding Ring  10000
Ocean Seal    10000

============================
CREATURE CAMPAIGN LOCATIONS:
============================

These are the locations AFTER STORY MODE. An option over certain places appears
"Enter ?". Select it and select the person with the Member Card. The Secret 
Shop will appear and rarities will be available. This is great in conjunction 
with the Silver Card. Remember these are on the World Map in Map mode.

Grado Keep:
Lancereaver	1800
Swordreaver	2100
Axereaver	1950
Killer Bow	1400
Brave Sword	7500
Purge		3000
Bolting		2500
Eclipse		4000
Silence		1200
Recover		2250
Angelic Robe	8000
Energy Ring	8000
Talisman	8000
Lockpick	1200	
Hero Crest	10000
Knight Crest	10000
Orion's Bolt	10000
Elysian Whip	10000
Guiding Ring	10000
Ocean Seal	10000

Jehanna Hall:
Lancereaver	1800
Swordreaver	2100
Axereaver	1950
Killer Bow	1400
Brave Lance	7500
Purge		3000
Bolting		2500
Fenrir		9000
Fortify		8000	
Recover		2250
Angelic Robe	8000
Energy Ring	8000
Body Ring	8000
Lockpick	1200	
Hero Crest	10000
Knight Crest	10000
Orion's Bolt	10000
Elysian Whip	10000
Guiding Ring	10000
Ocean Seal	10000

Rausten Court:
Shamshir	1200
Spear		9000
Battle Axe	1000
Brave Axe	7500
Brave Bow	7500
Fimbulvetr	6000
Aura		8000
Physic		3750
Angelic Robe	8000
Energy Ring	8000
Secret Book	8000
Speedwing	8000
Goddess Icon	8000
Dragon Shield	8000
Hero Crest	10000
Knight Crest	10000
Orion's Bolt	10000
Elysian Whip	10000
Guiding Ring	10000
Ocean Seal	10000

===============
LEVELLING TO 20
===============

You should make sure you level up your units to 20 before promoting them.
Promoting them earlier lowers their potential and weakens them. It may take
longer but it is worth the wait. It also saves time when you are attempting
to cap their stats. In a Link Arena team make sure your units (when promoted) 
remain at level 1 unless they require to be level 20 due to their ability. Go
to the LA section for more details...

============
METIS'S TOME
============

Meet the new Afa's Drops from FE7. In case you are wondering, if you use this
item the game only says "maturity increased". What does that mean? Just like
the Afa's Drops in FE7 the growth rate of each stat (HP, STR/MAG, SKL, SPD, 
LUC, DEF, RES) will increase by 5%. Very useful if used correctly. This rare
item is found in the desert of Chapter 15, don't miss it! For the record,
the myth in FE7 about it doubling EXP is FALSE. Neither Metis's Tome or Afa's
Drops double EXP, they both have the same properties.

============
USE OF ITEMS
============

There are a few items that are actually decent but few people see their use.

Barrier & Pure Water: +7 RES which diminishes every turn after that by 1
Resistance is very useful especially in situations with a lot of long range
magic users. But, low resistance means little. Barrier and Pure Water remedy
the problem easily.

Silver Card: reduces cost of items by half
Very economical :) Especially near the end of the game where money becomes
VERY important.

Member Card: allows access to the Secret Shops
One of the most useful items in the game, allows access to the best artefacts
for the Link Arena from Secret Shops. Some items are uniquely bought in the
Secret Shops.

Metis's Tome: +5% stat growth
Interesting, especially for very balanced characters. Makes somewhat average
characters excel, don't underestimate 5%.

Effective weapons: effective against...
Useful. Very useful, particularly in Hard mode. In a tight situation, 3x 
damage is a big difference.

===============================================================================
O========================= VII. GLITCHES - [0700] - ==========================O
===============================================================================
A few glitches have been found, some potentially damaging to your save file.
---
NEVER EQUIP A LONG RANGE SPEAR TO YOUR WYVERN KNIGHTS. The game freezes if
Pierce is activated when the Wyvern Knight has a long range spear.
---
THE MINE GLITCH REBORN! CONTROL ENEMIES
You can use the summoner to control enemy units. When a phantom is attacked,
reset when the cursor is on the enemy still and not greyed out. If timed
correctly, when you reset you have control over the remaining enemy units that
have not moved that turn. THIS ONLY WORKS WITH ANIMATIONS TURNED OFF. The main
advantage of this is now classes can all use dark magic and because of strength
and magic being interchangeable, the LA tables shift back in favour of the
big berserkers.
---
THE KNOLL BUG (OBSOLETE)
You may have heard of the Knoll bug, famous on GameFAQs... There is a glitch
where summoners when summoning sometimes randomly gain weapon levels in other
physical weapons but their magic is converted to strength... I haven't tried
it before but I have seen proof of this bug. You can level up previously 
unusuable weapons to max. effect. This glitch is now obsolete thanks to the
enemy control glitch.
---
INFINITE HAMMERNE GLITCH
Supreme inquisitor's words (on boards):
1) Move your Main Lord next to a Gorgon egg.

2) Use the enemy control glitch.

3) Have the egg use Supply to get anything you want to replenish, EVEN 
Dragonstone!

***WARNING: This comes at a cost, the first item in the Egg's list will 
disappear when it hatches, so you may as well give it an Elixir, have it use 
one so it hatches the next turn, and then loses it when it hatches.***

4) When the egg hatches, the bottom four items/weapons/magics will be at full! 
50/50 Dragonstone, 3/3 Elixir, Maxed out Legendary weapons, etc!

I probably won't add anymore glitches - the enemy control glitch is the big one
to remember. You might want to remember the wyvern glitch one as well, because
that is pretty hazardous.

===============================================================================
O=========================== XIII. FAQ - [0800] - ============================O
===============================================================================
Here I will answer any questions that have been posed to me. Once again, I
urge readers with questions to drop me an e-mail. A reply should be expected
within a few days at the most.

Q] How do you unlock the super trainees?
A] This is the question I get asked BY FAR the most. Apparently, my first
explanation wasn't good enough, so I'll do it again, step by step.
STEP 1: Complete the game on either route (Ephraim or Eirika)
STEP 2: Complete the game again, this time on the alternate route
STEP 3: Start a new file. Level a trainee to 10 (eg. Ross.)
STEP 4: Choose the NEW third option to keep them as a trainee.
STEP 5: Level the trainee to 20 as with a normal unit.
STEP 6: Promote the trainee using either Hero Crest/Knight Crest/Guiding Ring.
It depends on who you are training. For Ross, it's the Hero Crest. The rest
is self-explanatory.
STEP 7: Tadah! Super trainee for you.

Q] Can I use ... for my guide/site?
A] Yes, I allow information to be extracted from my guide. NOTE: You must ask
for special permission to copy and paste extracts of the guide. You must also
notify me when you take information from my guide. In addition, full credit
must given. I know I'm being strict, but it's the law.

Q] What happened to the name Sealed Lance?
A] I got bored of it, although I'm still recognised with that name. When
e-mailing me, call me SL, Lance, Armads, or nothing at all, whatever you want.

Q] Anything coming up soon?
A] After my exams, I'll wrap up some revisions for some of my other guides that
need a LOT of work done. After that, the sky's the limit, as they say. I'll
get two weeks break (first time since the beginning of the year!) to do more
work. Keep on the lookout!

===============================================================================
O========================= IX. IN CLOSING - [0900] - =========================O
===============================================================================

+-----------------------------------------------------------------------------+
                        a. Legal Disclaimers - [0910] -
+-----------------------------------------------------------------------------+
According to the Fair Use doctrine, this document can be used for commentary,
criticism, reporting and educational purposes only. Profiting from this
document is strictly considered illegal.

This document cannot be reproduced except for personal or private use. It
cannot be placed on any web site or other media publicly without advance
written permission. Use of this guide on any web site or as part of a public
display is strictly prohibited and a violation of copyright.

This document is copyright  Armads (Ashwin Suresh) 2005-2006.

Any persons who disobey the above conditions shall face punishment to the
full extent of the law.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

+-----------------------------------------------------------------------------+
                         b. Contact Details - [0920] -
+-----------------------------------------------------------------------------+
E-mail: mindreader.ivan@gmail.com
E-mail is the only medium I will communicate through. No IM programs either.

If you decide to contact me, use clear, succint English so that I understand
you and what you want. Any chain mails and other inappropriate e-mails such as
spam, trolling and flaming will be dealt with harshly.

I am generally a nice, reasonable person and I am not asking the impossible, so
please bear with me. If you have any feedback at all such as commentary, or
constructive criticism, don't hesitate to contact me immediately.

Due to factors such as maintenance and convenience, I permit only a selected
few sites to host my past, present and future guides. Please understand my
situation and I sincerely apologise if you are disappointed for not being able
to host my guides. The sites that have hosting rights are:

GameFAQs & all affiliates...............................[www.gamefaqs.com]
Neoseeker..............................................[www.neoseeker.com]
Supercheats..........................................[www.supercheats.com]

Under no circumstances can this guide or any of my other guides be hosted on
sites other than above. Any such actions are considered breaches of copyright
and shall result in action being taken against the group(s) involved.

+-----------------------------------------------------------------------------+
                         c. Version History - [0930] -
+-----------------------------------------------------------------------------+
DAY STARTED: 19/3/05
---
VERSIONS 1 - 2 19/3/05 - 1/8/05 RIP...
Old version, basic guide established, errors corrected, discoveries were found
and I updated. Shame FE8 lasted only a couple of months in its prime.
---
VERSION 3 19/11/05
Everything redone, everything more elaborate and complete. One new section. 
Good fun, but tiring.
---
VERSION 3.1 30/03/06
One more layout change. This is a peek at the layout for future guides. Almost
certainly my final update for this guide.

+-----------------------------------------------------------------------------+
                           d. Final Word - [0940] -
+-----------------------------------------------------------------------------+
If you can help me in any of the sections of the guide, e-mail me. When you do,
make sure you add the exact name you want in the credits.

Thanks to the following for making this guide a reality:

---
CREATORS/HOSTS
GameFAQs - CJayC a.k.a. Jeff Veasay
Neoseeker
SuperCheats
Nintendo
Intelligent Systems
---
VETS OF FE/ DISCOVERERS
Gamersara, metroidcomposite & others (rpgdl.com/FE.php), Dark Twilkitri
Control enemy glitch - eugene171
---
USEFUL SITES
IGN: http://faqs.ign.com/articles/520/520430p1.html RNG abuse - out of date due
to Canas123 and Ryushikaze's guides.
Sanctuary of Strategy: http://s7.invisionfree.com/FESS - Home to many FE 
players,vets and beginners alike.
Pegasus Knight: www.pegasusknight.com - Japanese, but was a great source of 
information when the game was first released.
Angel Sword: http://myweb.tiscali.co.uk/angelsword/sacred/main.htm - Kudos to
Tiena, who did a great job providing information about a lot of stuff <_<
---
SPECIAL THANKS
Readers who corrected my guide in the past - The Great Gonzales, 
endlesfimbulvetr, Saiyan Dragoon, Dustin Smith, Acemontiero, Dragon Fnord, 
Cacticus, iva123, Alanna82, mech gouki, johnyzap
Indirect/direct contributors to my guide - Supreme inquisitor, Juigi Kario,
Thornlet, Saint Magician
My brother: inspiration
osrevad: the ASCII art
---
THE OLD "READ HERE BEFORE POSTING" SERIES
Helpers - Lu Aza, moon1244, PsychoSwordsman, User33, Maxout623, ShadowKid14, 
Sprawlers, vicas3, kharn the betrayer, Brifox7, mattrod, bd43, BBEG, Hairy 
Sniper, eccentrox, LoserCrusader25, DarthMarth, iceysnowman, Shining Blade SP, 
Four Swords Link, BBEG, Baofan, Chaos Stryker, Spiritmongrel
Special mention - kyo_kusanagi83, who helped with pretty much everything :p

One of the great things was I got to work with a lot of well-known people in
this guide, which expanded my contacts quite a bit.

I appreciate any form of feedback and if you have thoughts about new sections
I can add, feel free to e-mail me.

Glad to be of service if you learned from the guide.

~ Armads (http://www.gamefaqs.com/features/recognition/52183.html)

+-----------------------------------------------------------------------------+
      END OF DOCUMENT - Copyright, Armads 2005-2006. All rights reserved.