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(Berwick does take place in the same universe)
(Notable Differences from Fire Emblem: cleanup, added and removed various factoids)
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==Notable Differences from Fire Emblem==
 
==Notable Differences from Fire Emblem==
*The game's maps use a hexagonal grid as opposed to the square grids used in ''Fire Emblem'' and ''Utna Heroes Saga''.
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*The game's maps use a [[Wikipedia:Hexagonal tiling|hexagonal grid]] as opposed to the [[Wikipedia:Square tiling|square grids]] used in ''Fire Emblem'' and ''Utna Heroes Saga''.
* Instead of having a Staff weapon type, Dark and Light magic both have status ailment-related spells in addition to damage-dealing spells.
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*There is no [[Luck]] or catch-all [[Skill (stat)|Skill]] statistic. Instead, there are Skill stats for every different weapon type.
*The Dark Magic user, Olwen, switches in battle between a High Priest and a Dark Priest to cast healing and dark spells.
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*Most units have stat bracketing, which prevents them from getting too far away from their average expected statistics.
*Horses and Wyverns count as equipment. They have their own HP and stat bonuses, and they can be healed and traded with special skills.
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*Generally, units are unable to counterattack when they are hit by an attack.
*Shields are equipment with three shield categories organized by size. Shields can be broken in combat.
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*Attacks at a distance of one space are separated into range 0 and range 1, where the former is a regular melee attack, and the latter is considered a ranged attack. This distinction further restricts when defending units can counterattack.
*[[Sword]]s are split into Swords, [[Knife (weapon type)|Knives]], Blades, and Maces. Knives, blades, and Maces can only be wielded those who possess skill allowing them to do so. Knives have high critical, and ranged variants. Blades are very strong, and deal good damage. Maces are very rare, only used by one playable character, and deal elemental damage.
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*Units can become injured or crippled when they are attacked, which makes them vulnerable to being captured.
*[[Lance (weapon)|Lances]] have been split up into Spears, Lances, and Pitchforks. Spears are the most common type and can be used by most characters. Lances are rarer, can only be used by those with the Lance skill, can only be used when mounted, and cannot counterattack. Pitchforks are used by only one playable character and deal secondary status effects. Most Spears and Lances also deal additional damage based on how many spaces the wielder moved before attacking.
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*Roughly half of all recruitable units start off as mercenaries, which need to be re-hired each chapter. Mercenaries can be recruited permanently by fulfilling certain unit-specific requirements, which often involve raising their hidden Happiness statistic through various actions.
*Bows are all 2-3 range, and use require arrows as ammo which add might to their attacks. [[Crossbow]]s, and [[Ballista]]s reappear.
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*Most weapons and shields break based on a probability instead of having a static number of uses.
  +
* Instead of there being a Staff weapon type, Dark and Light magic both have status ailment-related spells in addition to damage-dealing spells.
  +
*Horses and wyverns count as equipment. They have their own HP and stat bonuses, and they can be healed and swapped around.
  +
*[[Sword]]s have two sub-categories: blades and maces, which can only be equipped by those who possess skill allowing them to do so. Blades are heavy but deal good damage, while maces are only used by certain clerical units and often have secondary effects.
  +
*[[Lance (weapon)|Spears]] also have two sub-categories: lances and pitchforks. Lances are rarer, can only be used by those with the Lance skill, can only be used when mounted, and cannot counterattack. Pitchforks are essentially novelty weapons, used by some enemies and only one playable character. Most spears of all categories also deal additional damage based on how many spaces the wielder moved before attacking.
  +
*Bows and crossbows are treated as entirely different weapon types. Bows are all 1-2 range, while crossbows are 0-1 range, and they both require arrows as ammunition. Crossbows also have the subcategory of [[Ballista|ballistae]].
  +
*The capital city of [[Narvia]] serves as a hub where the player can prepare units, organize items, acquire food bonuses, hire mercenaries, take on requests from townspeople, and do other various activities.
   
 
==Characters==
 
==Characters==

Revision as of 04:25, July 25, 2017

TearRing Saga: Berwick Saga (ティアリングサーガシリーズ ベルウィックサーガ), full title TearRing Saga Series: Berwick Saga: Lazberia Chronicle Chapter 174, is a game for the PlayStation 2 console. While it is officially the sequel to the original TearRing Saga: Utna Heroes Saga, the games are not significantly related by plot (taking place roughly a millennium apart on different continents) and the Berwick Saga battle and skill systems borrow significantly less from Fire Emblem than the Utna Heroes Saga battle and skill system did; because of this, the two games barely resemble each other in terms of gameplay.

Notable Differences from Fire Emblem

  • The game's maps use a hexagonal grid as opposed to the square grids used in Fire Emblem and Utna Heroes Saga.
  • There is no Luck or catch-all Skill statistic. Instead, there are Skill stats for every different weapon type.
  • Most units have stat bracketing, which prevents them from getting too far away from their average expected statistics.
  • Generally, units are unable to counterattack when they are hit by an attack.
  • Attacks at a distance of one space are separated into range 0 and range 1, where the former is a regular melee attack, and the latter is considered a ranged attack. This distinction further restricts when defending units can counterattack.
  • Units can become injured or crippled when they are attacked, which makes them vulnerable to being captured.
  • Roughly half of all recruitable units start off as mercenaries, which need to be re-hired each chapter. Mercenaries can be recruited permanently by fulfilling certain unit-specific requirements, which often involve raising their hidden Happiness statistic through various actions.
  • Most weapons and shields break based on a probability instead of having a static number of uses.
  • Instead of there being a Staff weapon type, Dark and Light magic both have status ailment-related spells in addition to damage-dealing spells.
  • Horses and wyverns count as equipment. They have their own HP and stat bonuses, and they can be healed and swapped around.
  • Swords have two sub-categories: blades and maces, which can only be equipped by those who possess skill allowing them to do so. Blades are heavy but deal good damage, while maces are only used by certain clerical units and often have secondary effects.
  • Spears also have two sub-categories: lances and pitchforks. Lances are rarer, can only be used by those with the Lance skill, can only be used when mounted, and cannot counterattack. Pitchforks are essentially novelty weapons, used by some enemies and only one playable character. Most spears of all categories also deal additional damage based on how many spaces the wielder moved before attacking.
  • Bows and crossbows are treated as entirely different weapon types. Bows are all 1-2 range, while crossbows are 0-1 range, and they both require arrows as ammunition. Crossbows also have the subcategory of ballistae.
  • The capital city of Narvia serves as a hub where the player can prepare units, organize items, acquire food bonuses, hire mercenaries, take on requests from townspeople, and do other various activities.

Characters

See main article: List of characters in TearRing Saga: Berwick Saga.

Classes

See main article: List of classes in TearRing Saga: Berwick Saga.

Gallery

External links

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