Changed rules:Character creation, stats&weapon ranks:-Two Affinity rolls made by GM; Player chooses one of them.
-Characters joining before Chapter 1 start as
Trainees; those joining after Chapter 1 start as
First Class-Character Skills banned: Corrosion (because wep.quality on enemies is not counted), Provoke (No real use for it), Reinforce (because I say so :3), Stillnes (No real use for it, too)
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Blossom: Gives +5% to all Progression rates, and it can raise them above normal limit (Example: 105% for HP). Those 5% cannot be re-distributed in any way.
-Character Skills changed: Guard (only one person per turn can be Guarded), Nullify (Protects only from one 'Effective vs X' category; you choose it at character creation).
-When the Handbook says 'Your Choosen Weapon (S)', FEF treats it as 'Your Choosen Weapon Subcategory (S)', for the sake of simplicity.
-Class Skills are changed/removed in several classes, look into spoiler above for full listing.
-Dark Magic, Dread subcategory:
'Triumps': Weapon Triangle advantage (no +1 DMG due to ->) AND Effective Damage against their specified target.
'Loses': Weapon Triangle penalty.
-Performances: Dancers can perform only one unit at range 2, Bards can perform only 2 units at adjacent range. Lore Masters perform depending on their first class.
Class Skill Legacy&ReplacementUnless stated otherwise, the skill from First Class
is retained by Promoted Class. Exceptions:
Mercenary - > Hero:
'Inspiration' replaced by 'Charisma' Character Skill
Wyvern Rider - > Wyvern Knight:
'Dragon Scales', Wyvern Rider version replaced by 'Dragon Scales', Manakete version.
Lvl Up's:-Performed at the end of Turn during which the Exp.Pool counter went over 100 points.
Inventory Space:-CON no longer used to determine amount of inventory slots. Every unit have 5 inventory slots, unless special rules are applied ('Bag of Holding' of Rogue class, for example).
KO and Dying:-If you get KO'd on Player Phase, you start with 2/3 counter.
-You die when the 'KO' counter goes to 0.
Death is permament.Terrain:-Click here for terrain&weather explanationsCombat specific:-Staff-bearers auto-equip a weapon for combat duration, provided they have any weapon at all and they can use it (similar to Fire Emblem 4: Genealogy of Holy War).
-Critical % chance hard-capped at 85.
Gold:-In FEF, gold is distributed 'per character', it doesn't have a 'party gold' pool or anything like that (again, think FE4).
Performances:-Performers cannot be 'revitalized' (given another move) by other Performers.
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