Berwick Saga Calculations

From EmblemWiki
Jump to: navigation, search


This content was originally provided by Othin.



Property Calculations
Attack (physical) Strength* + weapon Might
Defense (physical) Defense + shield Might** + Defense bonus
Damage (physical) physical Attack - enemy physical Defense
Attack (magical) Magic* + weapon Might
Defense (magical) Magic + elemental Resistance bonus
Damage (magical) magical Attack - enemy magical Defense
Elemental Effect Damage bonus Damage - enemy magical Defense

*Knives, Crossbows, Ballistae, and Breath attacks ignore the user's Strength and Magic.
**Shield Might is only taken into account if shielding is successful.


Note: These calculations use Sword weapon skill for Blades and Maces, Spear weapon skill for Lances and Forks, and Crossbow weapon skill for Ballistae.

Property Calculations
Accuracy (weapon Precision x 10) + weapon Skill + Skill bonus + Support bonus + Food bonus
Shield Rate (shield Precision x 10) + shield Skill + Skill bonus
Attack Speed Speed - (weapon Weight + shield Weight - Strength/2, 0 if negative)
Avoid (physical, range 0~1) (Attack Speed x 2) + Terrain bonus + Food bonus, 0 if negative
Avoid (magic, range 0~1) (Attack Speed x 2) + Food bonus, 0 if negative
Avoid (range 2+) (Attack Speed x 2) + (Terrain bonus x 2) + Food bonus, 0 if negative
Hit rate Accuracy - enemy Avoid

Skills Affecting Accuracy Non-Linearly

The -Bane skills (Swordbane, Spearbane, Axebane, Arrowbane, Magicbane) and Miracle affect the hit rate of attacks by forcing re-evaluations of hit chances. More specifically,

  • If an attack of the affected weapon type would hit the bearer of a -Bane skill, the attack is re-evaluated with 33 as the maximum Hit Rate.
  • If a lethal attack would hit the bearer of the skill Miracle, the attack is re-evaluated with Hit Rate decreased by 10.

Using these rules, one can calculate the effective hit rates against enemies with these skills:

Property Calculations
effective Hit Rate
(against -Bane skills)
100 - [(100 - original Hit) + (original Hit/100)*maximum(67, 100 - original Hit)]
effective Hit Rate
(against Miracle skill)
100 - [(100 - original Hit) + (original Hit/100)*(110 - original Hit)], 0 if negative

*It is not known for certain whether hit rates under 33 are set to 33 when re-evaluating for -Bane skills.
*Note that Hit Rates that are originally ≤10 are completely unable to hit enemies with Miracle.

Critical Hits

Property Calculations
Critical Damage normal Damage + random(10~20)
(Note: added damage pierces defenses)
Critical Rate weapon Critical + (weapon Skill - 50, 0 if negative) + Skill bonus + Support bonus + Food bonus
Critical Dodge 0 + Food bonus
Battle Critical Rate Critical Rate - enemy Critical Dodge

Injury and Crippling

  • Units with the skills Robust or Robust II are immune to being injured and crippled.
Property Calculations
Injury Rate (knives) 9 + Weapon bonus + Skill bonus + Food bonus + enemy Food penalty
Injury Rate (non-knives) 3 + Weapon bonus + Skill bonus + Food bonus + enemy Food penalty

Property Calculations
Reference Value (enemy HP at beginning of combat - enemy HP at end of combat)/(enemy HP at beginning of combat)
Cripple Rate
(against unafflicted enemy units)
(Reference Value - 0.75) x Food bonus x Weapon bonus1 x 50% + Weapon bonus2 - enemy Food Bonus
Cripple Rate
(against unafflicted player units)
(Reference Value - 0.50) x Food bonus x Weapon bonus1 x 50% + Weapon bonus2 - enemy Food Bonus
Cripple Rate
(against injured units)
(Reference Value - 0.30) x Food bonus x Weapon bonus1 x 100% + Weapon bonus2 - enemy Food Bonus
Cripple Rate
(against units with Vulnerable, or when Maim is activated)
(Reference Value - 0.50) x Food bonus x Weapon bonus1 x 100% + Weapon bonus2 - enemy Food Bonus

*Weapon bonus1 is for multiplicative weapon bonuses (Lightning, Apeiron, Stormtongue).
*Weapon bonus2 is for additive weapon bonuses (Gore Fork, Partisan).

Equipment Failure

  • Characters with a nonzero failure rate for a weapon or shield will not get the additional effects of those weapons or shields.
  • Personal (Prf) weapons have a set failure rate of 0% when used by their intended characters.
  • Weapons with a listed rank of – are treated as rank 50 for calculations.
Property Calculations
Failure rate (weapon Rank - Level, 0 if negative) x 5%
Failure rate (with skill Advanced) (weapon Rank - (Level + 7), 0 if negative) x 5%
Failure rate (with skill Limited) 100%, if weapon Rank > 3
0%, if weapon Rank ≤ 3

Experience Points

  • Experience point gains are limited between 0 and 100 points (inclusive).
  • Experience points are not rewarded for damaging enemy units without defeating them.

Defeating/Capturing Units

Property Calculations
Experience Gained enemy Class Experience + Experience modifier

Class Exp. Classes
0 Civilian, Princess, Structure, Horse
8 Farmer
10 Rogue, Thief, Engineer, Transporter
11 Ruffian
12 Brigand, Cleric, Corsair, Friar, Pirate, Rogue Archer, Rogue Gunner, Wind Mage
13 Axeman, Imp. Axeman, Bowman, Imp. Bowman, Spearman, Imp. Spearman, Buglar
14 Outlaw, Rogue Guard, Gunner, Imp. Gunner
15 Horseman, Bow Knight, Grassrunner, Bow Rider, Imp. Bow Rider, Spear Rider, Imp. Spear Rider, Viking
16 Acolyte, Alchemist, Bishop, Court Priest, Fencer, Flame Fencer, Mercenary, Myrmidon, Priestess, Raze Monk, War Monk, Raze War Monk, Heavy Gunner, Imp. Heavy Gunner
18 Axefighter, Chevalière, Verian Knight, Imp. Knight, Lady Knight, Lord, Thunder Mage, Warrior, Rogue Warrior
20 Axe Guard, Axe Soldier, Axe Sergeant, Marksman, Imp. Marksman, Pickpocket, Priest, Raze Priest, Swordfighter
22 Arrow Knight, Guardian, Huntress, Lance Knight, Imp. Paladin, Spear Knight, Sword Knight
24 Berserker, Failed Poet, Highlander, Hunter, Sniper, Swordmaster
25 Veteran Knight
28 Hero, Knight Lord, Paladin (Vanmilion, Alvina), Thunder Sage, Wind Sage
30 Cavalier, Ballistician, Wyvern Knight, Ranger
32 Paladin (Elbert?), Duke Knight, Chief, Armor Knight, Black Rider, Shining Knight
40 High Hunter, High Knight, Wyvern Lord
45 Aristocrat, Duke, General, King
50 Captain, Chosen One, Gigas Knight, Scoundrel, Wyvern
80 Apostle, Dark Master, Flamewyrm, Icewyrm, Levinwyrm
99 Assassin, Raze Bishop

The above data was ripped from the game using Berwick Saga Data3 Editor v1.0.1, ©2012 by KT_0t3wqu6irw.

Enemy Level − Player Level Experience Modifier
-8 or lower -40
-7 -35
-6 -30
-5 -25
-4 -20
-3 -15
-2 -10
-1 -5
0 0
+1 +2
+2 +4
+3 +6
+4 +8
+5 +10
+6 +12
+7 or higher +15

Non-Attacking Orb Experience

User's Level Experience
1~4 Orb Rank + random(6~9)
5~9 Orb Rank + random(5~8)
10~14 Orb Rank + random(4~7)
15~19 Orb Rank + random(3~6)
20~24 Orb Rank + random(2~5)
25~29 Orb Rank + random(1~4)
30 0 (maximum level)

Equipment Experience

As a unit levels up and uses certain equipment types, that unit will gain Equipment Experience (EExp), which will boost weapon accuracy or shielding rate. A unit's displayed Equipment Skill level is one-tenth of the unit's EExp, rounded down to the nearest whole number:

Value Calculation
Equipment Skill Equipment Experience/10, rounded down

*Note that due to his skill Limited, Owen is incapable of gaining EExp in Spoilers when he is a Spoilers.

EExp. Gain from Usage

For each time a unit attempts a hit with a weapon, uses a non-attacking orb, or is hit by an enemy attack, the game rolls several times for EExp gain. For weapons that multiply number of hits, this does not multiply the chances of gaining EExp, but weapons that add additional hits do add additional chances at EExp.

The chance of gaining EExp is calculated as follows:

Value Calculation
EExp Growth Rate (usage) (Equipment Skill Growth Rate) x (Usage Correction Factor)
Correction Factor (usage) minimum[1, 1.9 - (0.003 x Weapon Experience)]

The exact conditions for each roll depend on the current turn number and the unit's Equipment Skill:

Equipment Skill Turn Limit Weapon Condition / Orb Condition / Shield Condition
Equipment Skill < 10 Turns ≤ 24 hit attempted / orb used / unit is hit
Turns ≤ 24 hit attempted / orb used / unit is hit
none hit successful / orb successful / shield successful
10 ≤ Equipment Skill < 20 Turns ≤ 24 hit attempted / orb used / unit is hit
none hit successful / orb successful / shield successful
Equipment Skill ≥ 20 Turns ≤ 24 hit successful / orb successful / shield successful
none hit successful / orb successful / shield successful

For each successful roll, the unit will gain EExp:

Equipment Type Equipment Experience Gain
Weapon +1
Shield +2
Non-Attack Magic +4

EExp. Gain from Level-Up

The chance of gaining EExp during level-ups differs from the chance from usage:

Value Calculation
EExp Growth Rate (level-up) (Equipment Skill Growth Rate) x (6 − Level-Up Correction Factor)/12
Correction Factor (level-up) Equipment Skill/10 = Weapon Experience/100, rounded down

If a unit would not receive any stats upon level-up, the game will re-roll until it gives the unit a stat increase in one of its equipment skills (except Light magic); however, if all of a unit's equipment skills (except Light magic) are capped, then the unit will instead gain a point of Luck (see below).


Luck is a mostly hidden statistic. A unit's Luck counter cannot be viewed, and not all instances of the Luck counter changing are made known to the player. All units begin with 0 Luck.

As mentioned above, if a unit would not receive any stats upon level-up, the game will re-roll to give the player a stat increase in one of its non-Light magic equipment skills; however, if all of a unit's non-Light magic equipment skills are capped, or if the unit can use no equipment besides Light magic, then the unit will instead gain a point of Luck. There are also other ways to gain points of Luck:

Event Luck Bonus
Empty Level-Up +1 (announced to the player)
Eating Minestrone (if liked) +1 (announced to the player)
Eating Strawberries (women only, if liked or neutral) +1 (announced to the player)
Becoming Crippled +1 (not announced to the player)

*The characters who like Minestrone are: Christine, Izerna, Ruby, Kramer, Clifford, Faramir, Aegina, Owen, and Marcel.
*The female characters who like or are neutral to Strawberries are: Izerna, Sylvia, Czene, Aegina, Saphira, Larentia, Enid, Christine, Ruby, Faye, Alvina, and Paramythis.

Luck is spent automatically in certain situations (if the unit has Luck to spend), in which cases it prevents certain negative effects from occurring:

Event Luck Spent Result
Unit would be crippled 1 Unit is not crippled
(not announced to the player)
Unit would be dealt a lethal blow 5 Unit dodges the lethal blow
(announced to the player)

Mercenary Happiness

Happiness is another hidden statistic, and it is never displayed or mentioned in-game. It is only important for permanently recruiting mercenary units. All units begin with 0 Happiness.

Happiness is raised by doing various activities with a unit as listed below. (In addition to these common events, special events can occur that raise a unit's happiness.)

Event Happiness Bonus
Being Hired +0.5
Deploying on a Mission +1.0 (main mission), +0.5 (sidequest)
Leveling Up +0.1
Reese's Promotion +0.2
Eating Food (base) +0.5 (Rank A), +0.4 (Rank B), +0.3 (Rank C), +0.2 (Rank D), +0.1 (Rank E)
Eating Food (modifier) +0.2 (liked), -0.2 (disliked)

Equipment Durability

Note: This section only applies to weapons and shields with a durability class (a letter A-F or S), which break based on probability, rather than equipment with an exact number of uses.

All brand-new weapons start with 101 durability points, but some units begin with already-used equipment. If an item's durability counter ever falls below 1 without breaking, it is set to 1. If an item's durability counter would ever go above 101, it is set to 101.

Durability Depletion

Each time a weapon hits an enemy or a shield blocks an attack, its durability points decrease by a fixed amount. (Missing with a weapon does not decrease durability.) The exact amount of points lost depends on the item's durability class.

Note: The skill Armsthrift has a 20% chance to prevent weapon durability points from being depleted. Its activation is never announced to the player.

Durability Class Depletion per use (weapon) Depletion per use (shield)
S 1 4
A 2 8
B 3 12
C 4 16
D 5 20
E 6 24
F 7 28

Durability Points and Break Chance

Each time an item's durability points decrease, the item has a chance to break. The chance of breaking depends on the item's remaining durability points before the decrease.

One can tell approximately how many durability points an item has remaining by looking at the colored indicator next to the weapon's icon on the status screen. The remaining point values also affect the item's value (as a percentage of its buy value when new) if it is sold.

Durability Points Display Color Break Chance Sell Value
101 Blue 0% 50%
62-100 Blue 0% 40%
42-61 Green 1% 30%
22-41 Yellow 2% 20%
2-21 Orange 4% 10%
≤1 Red 100% 10%


Using a Repairstone on an item will consume as many uses as it takes to return the item to 101 durability points, or until the Repair Stone runs out of uses.

Property Calculations
Points restored
(per Repair Stone use)
100/(Item Cost When New/1000, rounded up), rounded down

Summarized into a table:

Full Cost Points Repaired per Use
1~1000 100
1001~2000 50
2001~3000 33
3001~4000 25
4001~5000 20
5001~6000 16
6001~7000 14
7001~8000 12
8001~9000 11
9001~10000 10