Q: How do I use this stat compilation?
A: Start here, and click on a character to pull up their character page, and for more detailed analysis, click on a stat

Q: Where's Nils?
A: Nils is identical to Supportless-Ninian with 1 less con; his/her levels and stats will remain the same when swapped.

Q: I don't think you have what I'm looking for. Where else might have it?
GameFAQs has FAQs containing boss stats, and weapon lists. RPGDL Stats Forum has some FE comparison tables not here yet (and you can always ask for more). pegasusknight has good weapon tables (and other tables). FEPlanet has sprites.

Q: What do all these stats do?
A: Here's the game mechanics...and my abbreviations:

Attack Speed = Spd + Con - Weapon Weight
(Attack Speed is never greater than Speed)

Double Attacks: If Attack Speed differs by four or more, then the fast unit double attacks.

Hit Rate = Weapon Hit Rate + 2*Skl + 0.5*Luc - Target Avoid + Bonuses
(Bonuses: +5 if S in weapon, 0-25 from HIT Support, +30, +15, +0, -15, or -30 from the Weapon Triangle, and 1-9 from your Tactician Rank for units of the tactician's element)
Avoid = 2*Attack Speed + Luc + Bonuses
(Bonuses: 0-25 from EVA Support, 0-40 from Terrain, +10 if dance Set's Litany is used, and 1-9 from your Tactician Rank for units of the tactician's element)
(Flyers receive no terrain bonus)
(IMPORTANT NOTE: Due to the way the RNG calculates evade (averaging two RNs) the actual chance to evade is different from the calculated number. To give you a rough idea
"Hit Rate"Actual Chance to hit
0% 0%
10% 2%
20% 8%
30% 18%
40% 32%
50% 50%
60% 68%
70% 82%
80% 92%
90% 98%
100% 100%

Damage = Pow + Effective Weapon Might - Target Effective Defence + Bonuses
(Bonuses: 0-5 from POW Support, and +10 if dance Fillia's Might is used)
Effective Weapon Might = (Might + (2, 1, 0, -1, or -2 from Weapon Triangle))*2 if weapon is effective against Target
Effective Defence = Def or Res + Bonuses
(Bonuses: 0-5 from DEF Support, 0-2 from Terrain, and +10 if dance Nini's Grace is used)
(Note: DEF support and Nini's Grace work on both magical and physical damage. Other than Throne panels terrain affects only physical).
(Note: With a Rune Sword from any range or a Light Brand from range 2, use: Pow/2 rounded up instead of Pow. This is the only known case where the game rounds up. In both the short and long range case, Res is used instead of Def).

Critical Rate = Weapon Critical +0.5*Skl - Target Crit Evade + Bonuses
(Bonuses: +5 if S in weapon, +15 if Berserker or Swordmaster, 0-25 from CRT Support, and +10 if dance Thor's Ire is used).
Critical Evade = Luc + Bonuses
(Bonuses: 0-25 from CEV Support, and 1-9 from Tactician Rank (regardless of element))
Criticals deal 3x damage (after defence has been factored in, so characters who did 0 before will still deal 0).
You must hit in order to crit.
(Magic Swords can not critical when casting a spell).

Staff Accuracy = 30 + Pow*5 + Skl - Enemy Staff Evade + Bonuses
(Bonuses: +5 if S in Staves, and 0-25 from POW Support)
Staff Evade = Res*5 + Distance From Target*2 + Bonuses
(Bonuses: 0-25 from Support, and +50 if dance Nini's Grace is used)

Statuses:
All statuses start with a count of 5.
At the start of the character's turn, the count goes down by 1.
Once the count reaches 0 the character is cured and thus may act right away.
You can only have one status at a time. Enemies can cancel an old negative status by applying a new one, and can overwrite a positive status (Nils/Ninian's dances). Nils/Ninian cannot overwrite an old status (be the status positive or negative) with a new status (the statused character can't be targeted with those dances).
Poison: Takes 1-3 (random) damage at the start of turn.
Sleep: Character can't move or act. Character can still dodge. Getting hit doesn't wake character up.
Berserk: Character attacks the unit (friend or enemy) to which it can deal the most damage relative to their HP. Acts exactly like the "attack" AI (will seek out forrests). No damage bonus. Acts after all non-statused allies.
Silence: Character can't use Tomes or Staves.

Weapon Triangle: The Weapon Triangle lowers hit by 15% and weapon might by 1 on the losing end, and raises hit by 15% and weapon might by 1 on the winning end. Swords beat Axes beat Lances beat Swords. Light beats Darkness beats Anima beats Light. If you have one Reaver weapon (Swordslayer counts as a reaver) then the triangle reverses directions, and it's -2/-30% on the losing end, and +2/+30% on the winning end. If you have two reaver weapons then no reversal happens, and it's -1/-15%, +1/+15%.

Effective Against: Weapons that are effective against an enemy (such as bows against Archers, and Swordslayers against Myrmidons) double their Weapon Power against said enemies.

Instant Death: Assassins have a 50% chance to instantly kill if they critical an enemy. However this percentage can be reduced by some panels (more testing needed).

Rescue: You can only rescue units whose Con is lower than your Aid.
(Skill and Speed are halved when holding a rescued unit).

Steal: You steal if you have free space in your inventory and your speed is greater than or equal to Opponent's speed. You can not steal weapons or staves. Stealing can not miss.

Weapon Levels: Weapon levels are based off weapon exp in the following way: E = 1-30, D = 31-70, C = 71-120, B = 121-180, A = 181-250, S = 251+. Weapons give 1-2 exp per hit (with some exceptions) and staves give 2-8 exp. In addition, most classes get about 40 bonus weapon exp on promotion. You can not build weapon exp higher than 181 (A) before promotion. Only one weapon can reach S-Rank on promoted characters. Having S in a weapon adds +5 to hit and +5 to crit.

Triangle Attack:
-To pull off a Triangle Attack, all three Pegasus Knights must surround the target, i.e. each be adjacent to it.
-Any of the three can initiate the attack; it does not have to be the one in the "centre of the triangle".
-It is not necessary for the two attackers who aren't initiating the Triangle Attack to have a turn ready (i.e. they can already have acted this round). It is theorized that they must be unstatused (more testing required).
-The Triangle Attack does not activate on counters, even if all other requirements for it are met.
-The Triangle Attack can be activated multiple times per round against the same or different targets, so long as the requirements are met each time.
-Exact effects of the Triangle Attack are as follows: It is exactly the same as a normal attack done by the initiator of the Triangle Attack, with one very notable exception: The first hit of the attack has 100 HIT and 100 CRIT. Subsequent hits, be they a double-attack due to Attack Speed, or due to a Brave weapon, still occur, but are performed normally. (i.e. they can hit or miss, critical or not critical, at the normal percentages expected for the initiator of the attack). Should the target survive the Triangle Attack, counters are possible as usual, and of course they will be directed at the initiator of the attack.

Pow A point of Attack/Magic adds 1 to damage, 5% to Staff Accuracy, and 1 to healing spells
Skl A point of Skill adds 2 to Hit, and 0.5 to Critical Rate
Spd A point of Speed adds 2 to Evade, and helps you double attack
Def A point of Defence Reduces physical attacks by 1
Res A point of Resistance Reduces magical attacks by 1, and adds 5% to Staff Evade
Luc A point of Luck adds 0.5 to Hit, 1 to Evade, and 1 to Critical Evade, and decreases the chance of Devil Axe backfiring (probability (untested) thought to be (15-Luck)*2; backfire deals the damage to yourself that you would deal to the enemy). Despite rumors, Luck appears to have no effect on the chance of finding an item in the desert (related to number of fights?)
Con Constitution reduces the Attack Speed penalty you take from heavier weapons, but makes you harder to rescue
Mov The number of panels the unit can move
Aid You can rescue units with Con equal to or lower than your Aid. Note that every unit's Aid is calculated based off their Con. For non-mounted units: Aid = Con-1. For male mounted units: Aid = 25-Con. For female mounted units: Aid = 20-Con.
Element Element affects your support bonuses (see below) and if your element is the same as the tactician, you get a bonus to hit and evade equal to the Tactician Rating. Contrary to popular belief, tactician element DOES NOT raise stat growths by 5%.

The rest of this table consists of less universal abbreviations, simply ones used for the charts on this site:

C Number of turns two characters must stand next to each other to get a C Support
B Number of turns two characters must stand next to each other to get a B Support
A Number of turns two characters must stand next to each other to get an A Support
POW The Support bonus per Conversation to Attack Power
DEF The Support bonus per Conversation to BOTH Defence and Resistance
HIT The Support bonus per Conversation to Hit Rate
EVA The Support bonus per Conversation to Evade Rate
CRT The Support bonus per Conversation to Crit Rate
CEV The Support bonus per Conversation to Critical Evade Rate
Level The level at which the character joins (NOTE: differs if you skip Lyn's mode or the character died on Lyn's mode).
HP The character's HP
D Indicates that the character starts with a D in Swords (NOTE: different if you skip Lyn mode or the character died on Lyn mode)
D Indicates that the character gets a D in Swords when they promote
+30 Indicates that the character gets +30 Sword weapon experience when they promote
Promotion The stat bonuses that the character gets on promotion
Growth The percentage chance of the stat going up by 1 on level up. (Yes, at 120% Merlinus' HP can go up by 2).
Stat Caps The maximum stat for the character once promoted; even if sharked higher it will go down to this level. Note that pre-promoted caps are 60 HP, 20 Pow, 20 Skl, 20 Spd, 20 Def, 20 Res, and 30 Luc for all characters.
±3.1 Standard Deviation of a stat is shown in purple. Stats have a 68% chance to be within this distance of the average.

Afa's Drops: Afa's Drops boost stat growth by 5% in all areas; despite rumors to the contrary, they seem to give no increase in EXP.

Hector Hard Bonuses: Stat boosts appear to be +3-4HP, +1-2Pow, +1-2Skl, +1-2Spd, +1-2Def, +1-2Res, +0Luc. (5HP, 2HP, 3Skl and likely other 3s have been reported, but appear to be rare). This bonus is random; however due to the way random numbers are done in Fire Emblem, restarting the chapter won't change the boosts (restarting a previous chapter will, though). Note, however: random numbers are sometimes used up in opening plot scenes (when a character moves) so skipping a scene/not skipping a scene will change the random bonus. The characters who start as enemies are....

Guy, Raven, Legault, Heath, Geitz, Harken, Vaida

Supports: When two compatible character stand next to each other for enough turns they can support: the action "Support" will show up in their menu; select it and the characters will talk. From then on when the two characters are three or fewer panels apart their stats will be boosted. You can stack supports up to three times between two characters for triple the stat boosts. Each character can support up to 5 times total. To determine the stat bonuses per support level, take the element of both characters, and take the average of the element bonus in the table below:

ElementPOWDEFHITEVACRTCEV
Fire105550
Thunder010555
Wind105055
Ice015505
Light115050
Darkness005555
Anima110505

Note that Fire Emblem always rounds down, so if you have a Fire/Thunder C-Support, you will get 0 POW bonus (and A-support gives only 1 POW bonus). Note also that supports do NOT build during Lyn's mode.

Random Number Generator: Random Numbers are precalculated in Fire Emblem, which prevents people from resetting whenever they get hit or when they get a bad level up. The RNG can still be abused, but it just takes much longer. Some quick notes on RNs:
* Whenever the AI moves a unit in an L-path it uses one RN
* Two RNs are used to determine if an attack hits
* If it hits, then one RN is used to determine if the attack crits
* If the attack crits, then one RN is used up for the OHKO calculation...even if you are NOT an Assassin.
* The RN used for Luck in level ups comes after Defence and Resist; this is why all the tables here have Luck at the end as opposed to where it appears in-game.
* If you restart the chapter, RNs start over as well...so with real patience you can work out precise RNs for the opening of the fight...which is mostly useful for testing stat growth.

Stat Boosters in the game: The number of stat boosters available depends on the mode. Below is a complete list of stat boosters and their locations (barring Eliwood Hard, and we're unsure on one or two HH points). Note that the Mario Kart: Double Dash promotion disc gives you one extra of each stat booster.

ChapterItems Available
Chapter 6: Blood of PrideAngelic Robe (chest)
Chapter 10: The Distant PlainsEnergy Ring (village)
Chapter 11E: Taking LeaveEnergy Ring (Dorcas has it), Dragonshield (village)
Chapter 12: Birds of a FeatherSecret Book (village)
Chapter 14: False FriendsGoddess Icon (Erk has it)
Chapter 15H: Talons AlightDragonshield (drop from Sealen) (Hector Hard only)
Chapter 16x/17x: Port of BadonSecret Book (Canas has it)
Chapter 17/18: Pirate ShipSpeedwings (steal from Zoldam) (Not available on either Hard mode)
Chapter 18x/19x: Imprisoner of MagicGoddess Icon (village)
Chapter 19xxH: A Glimpse in TimeDragonshield and Talisman (chests)
Chapter 21/22: Kinship's BondAngelic Robe (Isadora has it)
Chapter 22/23: Living LegendBody Ring (buried in the desert)
Chapter 22x/23x: GenesisSecret Book (chest)
Chapter 25/27: Pale Flower of Darkness (both)Talisman (chest) and on Hector Hard Speedwings (drop (?) from a General--Kenneth version tested only)
Chapter 26/28: Battle before DawnBoots (chest)
Chapter 26x/28x: Night of FarewellsAngelic Robe (steal from a Bishop), Speedwings (chest)
Chapter 30H: The BerserkerSpeedwings and Goddess Icon (steals) (Hector Hard only)
Chapter 29/31: Sands of TimeDragonshield (chest), Body Ring (chest)
Chapter 30/32: Victory or DeathTalisman (village)

Total count for both Lyn modes: Angelic Robe x1, Energy Ring x1.
(Note: items in Lyn's mode must be used before completing Chapter 10 or they will be lost).

Total count for Eliwood Normal: Angelic Robe x2, Energy Ring x1, Secret Book x3, Speedwings x2, Goddess Icon x2, Dragonshield x2, Talisman x2, Boots x1, Body Ring x2

Total count for Hector Normal: Angelic Robe x2, Energy Ring x0, Secret Book x3, Speedwings x2, Goddess Icon x2, Dragonshield x2, Talisman x3, Boots x1, Body Ring x2

Count unknown for Eliwood Hard

Total count for Hector Hard: Angelic Robe x2, Energy Ring x0, Secret Book x3, Speedwings x3, Goddess Icon x3, Dragonshield x3, Talisman x3, Boots x1, Body Ring x2

Q: How accurate are your numbers?
A: Starting stats/levels were taken from two or three FAQs, text-uploaded into a spreadsheet, and in the ~seven cases where the FAQs disagreed the GameFAQs FE board was consulted or tests were done. Same process for Promotion and Stat Caps. Same process for Stat Growth except that testing isn't finished (Jaffar's Speed and Geitz's Skill are still in question). Supports and support times were taken from The Real Protoman's FAQ, and have yet to be crosschecked. (Though I did check that the C/B/A times fit with the internal time mechanics). Weapon starting/promotion levels were checked on three different FAQs. Exp bonuses on promotion (such as Berserkers +40 Axe exp) are from Pegasusknight.com alone (since I haven't seen them mentioned elsewhere)

Q: Hey wait...the rest of rpgdl.com seems to be an Internet "who would win in a fight" poll between RPG characters.
A: Yes, yes it is. Go vote, you know you want to :P

Q: But what does that have to do with...?
A: Well...we like our stats for comparing characters. That, and metroid composite has access to the site and it has MySQL installed.

Special thanks to lvlarx, Dark Holy Elf, Typhoon, MalcomMasher, Fenrir, and Jet Enduro for making this section more accurate.

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