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    Game Mechanics FAQ by Armads

    Version: Final | Updated: 04/12/06 | Printable Version | Search This Guide

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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
                          ---------------------------------
                                    FINAL Version
                                Date: April 12th, 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.
    ---
    FINAL VERSION 12/04/06
    My very last update. I'll still answer questions, but no more additions or
    corrections to this guide are required.
    
    +-----------------------------------------------------------------------------+
                               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)
    
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          END OF DOCUMENT - Copyright, Armads 2005-2006. All rights reserved.