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User:Xamad/Sandbox
This is where I test various wiki-related things, prepare new pages, or store miscellaneous things. Feel free to edit if you have things to add.
Sub-pages
- Individual status pages
- Stat buffs and debuffs
- Silence (status)
- Sleep (status)
- Berserk (status)
- Paralyze (status)
- Shock (status) (a.k.a. Stun or Freeze)
- Template:NavStatus
Temp
Formatting stuff
Font colours
#3850e0—Player units
#a83028—Enemy units
#089000—NPC units
#f8f840—Partner units
#58f870—GBA weapon triangle advantage
#f87058—GBA weapon triangle disadvantage
#00ff00—Dropped item
#ff8080—Dropped item (Tellius)
#45d0f0—Forged weapon
#66ff00—Capped stat
#60f038—Capped stat (GBA)
teal—Buffed stat (Fates)
scarlet—Debuffed stat (Fates)
Common notes section terms
Just a bit of a clarification of how I use various terms for enemy/NPC notes. I try to keep my terminology as consistent with the in-series terminology as I can, though some of this is just me being picky.
- Provoke—Entering the enemy's attack range, or attacking them.
- Immobile—Has a movement stat of 0 or -; can also been seen by having an attack range, but no movement range. In Fates, this also implies that the unit cannot be moved by things such as Entrap, Lunge, etc..
- Does not <etc.>—The unit will never perform the specified action.
- Does not move—Has a visible movement range, but is programmed to never move from their spot.
- Will not <etc.> until <etc.>—The unit will perform the specified action if a specified condition is met, but will not do so otherwise.
- Will not move until <etc.>—The unit will not move even if provoked, unless the specified condition is met.
- Will not act until <etc.>—The unit will neither move, attack, or perform any kind of action even if provoked, unless the specified condition is met.
- Will not act until revealed—The unit is in a hidden portion of the map, such as under the roof of a room, and will begin acting normally once the room has been reached, or the door to it has been opened.
- Begins moving unprovoked on turn <etc.>—The unit will move if another unit is in their attack range, but they will also move once the specified turn is reached.
- Begins moving if <etc.>—The unit will move if another unit is in their attack range, but they will also move on their if the specified condition is met.
- Prioritizes <etc.>—If the unit has the option of attacking or getting closer to performing the specified action, the unit will always choose the specified action. If they have no choice, eg. they are surrounded, or the action has been done, then they may attack.
- Leaves the map—The unit will no longer be in play. Does not necessarily imply the unit needs to reach a certain location to do so.
- Escape—The unit will move to a designated escape point, upon reaching which they will leave the map.
- Stands/Starts on <etc.>—Designates terrain that the unit is standing on, and may receive bonuses from. Stands is used if the unit does not move or is immobile, starts is used otherwise.
Generally speaking, if a unit does not have a set of notes, it is implied that they employ whatever the "default" AI of their game or objective type is. For most games, this means they will not move until provoked. For Gaiden and Shadows of Valentia, it is implied that generic enemies are aggressive and immediately begin moving. For "Defend" chapters and Genealogy of the Holy War, it is implied that generic enemies are aggressive and will attempt to seize whatever the defend point is if they are within reach of it. Reinforcements in most games are also implied to be aggressive.
Flavor text
Game | Text (English) |
Text (Japanese) |
---|---|---|
Echoes: Shadows of Valentia ( Mounted) |
A unit with high movement.
Traverses the field quickly. |
馬を操り戦場を駆ける
移動力が高い |
Echoes: Shadows of Valentia ( Flier) |
A unit that moves and fights
unaffected by terrain. |
移動や戦闘において
地形の影響を受けない |
Echoes: Shadows of Valentia ( Armored) |
A unit with high defense.
|
鎧を纏った兵士
高い防御力を誇る |
Echoes: Shadows of Valentia ( Terror) |
An accursed monster with
high HP. |
呪われた生物
高い生命力を持つ |
Echoes: Shadows of Valentia ( Great Terror) |
An evolved Terrror[sic] that
Expel cannot banish. |
力を得て進化した魔物
ディルを無効化する |
Echoes: Shadows of Valentia ( Dragon) |
A creature of mighty power
thought to no longer exist. |
幻とされている竜族
圧倒的な力を持つ |
Echoes: Shadows of Valentia ( God, Duma) |
A divine dragon whose lust
for power drove him mad. |
力を求め続け
正気を失った神竜 |
Echoes: Shadows of Valentia ( God, the Creation) |
A fell dragon of divine
power and ill sentiment. |
神の力と
負の思念からなる邪竜 |
Echoes: Shadows of Valentia (Anti-Cavalry) |
Effective against mounted
units. |
【騎馬】を持つ相手に対し
特効を得る |
Echoes: Shadows of Valentia (Anti-Fliers) |
Effective against flying
units. |
【飛行】を持つ相手に対し
特効を得る |
Echoes: Shadows of Valentia (Anti-Armor) |
Effective against armored
units. |
【鎧兵】を持つ相手に対し
特効を得る |
Echoes: Shadows of Valentia (Anti-Terrors) |
Effective against Terrors.
|
【魔物】系を持つ相手に対し
特効を得る |
Three Houses effective class bases
Class bases + class modifiers. Just here to compare stuff.
Effective class bases in Three Houses | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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