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Found 19 results

  1. Hi all! I have a Day 1 Switch (so it can be jailbroken) but I can't find a good tutorial on how I install mods? I know Cobalt is a big mod aggregator but there are some mods I'd like to try that aren't part of it. For example, I have one mod in mind with files stored in a "romf" folder and I'm not sure where to put them. Also, is it possible to remove mods and go back to a vanilla experience? Thanks in advance, all!
  2. Hello everyone, and welcome to my first ever LP! I once heard someone saying that you can only blind ironman a game once, so I thought, why not try it with the latest game, Engage? This is actually my first time playing an Ironman too, so things might get really interesting... Anyways, I'm gonna play a soft ironman, which means Classic mode, no turnwheel, and no reset when a unit dies, except when said unit is the main character, then I will play the map again, just the way Kaga intended! You just have to trust me when I say I won't try to sabotage a level to save my favorite unit, okay? 🙂 So, without further ado, let's get started, shall we? Part 1: A Familiar Awakening
  3. So as the title says which change to Engage’s maddening mode you’re not a fan of? I’ll start: they made certain enemies and vast majority of bosses being immune to effective damage like wrymslayers and ridersbane. To me this severely limits the usefulness of most of your go to weapons. Especially when you have bosses being immune to being broken on top of that.
  4. I’ve been thinking for a different maddening run I could make a couple of units that is dedicated to basically repositioning teammates around the map for safety purposes. Like having Swap and Reposition on the same set for example. Like maybe Louis and Jade could fill those roles since they only need master seals to get to their general classes. They both would need to reach level 5 as a general to get Swap. And they both could get Reposition thanks to Emblem Ike. But one can have Draw Back thanks to Eliwood’s S rank ring and the other Shove with Mia’s S rank ring. Not sure about other abilities to inherit. Maybe Canter or Defense + x. With DLC I could always get them Speed/Res + x from Camilla. Does it sound like a cool idea to try out or are there other ideas for units that anyone can think of whose role wouldn’t be dedicated to combat?
  5. I finally began my first playthrough of Fire Emblem Engage, and I just completed chapter 3. For this playthrough, I don't intend on using any of the DLC with the sole exception of the Tiki Emblem, which I intend to give to Alear since I feel that Alear should've been given a dragon form. I do intend on later doing another playthrough that uses all the DLC. I picked normal difficulty since it's been a while since I played a Fire Emblem game and I went with casual mode, despite my preferring classic mode in FE games, because the ability to freely save is often tied to casual mode for some reason. Since this is my first playthrough, is there anything I should know in advance?
  6. Flavors are red fruit punch and blue spirulina lemonade, with coconut soft-serve ice cream with lemon drizzle. Also carbonated.
  7. Hello, everyone! Here I am, once again delivering a one-shot fic. Another Engage one. This one's about an idea I thought up recently. A possible headcanon, if you will, considering the game doesn't say anything about the matter. At least, that I know of. So then... enjoy! To Fabricate a Miracle
  8. Hello everybody! Here I am once again delivering another Engage related piece I wrote. A one-shot this time around. As such, any comment or feedback can be put here. Notes will be placed afterwards, so without further ado... enjoy! Divine Legacy - The Dragon Child And now, some author's notes: I think that should be it. If I forgot anything... well, can always answer it in a later post. I hope you enjoyed it!
  9. Now that I am finished with the game, I wanted to get to know everyone's thoughts on it, since I been being mostly off the internet to avoid spoilers! What are some of your favorite maps? Game design elements in them? Favorite story moments that impacted you and that you felt were actually well directed? I have A LOT to talk about the game and personally loved it. Some of the best gameplay I ever had the experience of enjoying from the series. Great cast and character moments. Funny scenes, hilarious supports, surprisingly deep characters here and there and fantastic music. I gave my full thoughts in my latest videos I made covering these two topics if you are curious to see them: All the Solm music is by far my favorite soundtracks in the game and overall, some of my all time favorites in the series!! Love the whole vibe and style it brought to the arc!! Lots of flare and unique sound that wasn't present in previous FE games. Very nice addition imo!! My favorite character ended up being Timerra. I just love the theme of freedom she envokes alongside the people of Solm in general. And she is just a fun and bubbly character that made me laugh a lot, while also being heartfelt and serious when the time called for it, while still keeping her entertaining personality. She was a joy to watch and my personal choice of waifu of this installment, hahaha. Support-wise, Yunaka had by far the most interesting from the ones I seen, I like how she juggles with her past life/personality and the person she wants to become today. She is a very tragic and empathetic character who may seem nice and fun on the outside, but holds a lot of darkness and depth within. Which is a big reason why I loved Owain Dark.
  10. The S support was cute but I want to see what it's like not censored due to him apparently being 17
  11. I have yet to play Engage, and I probably won't be playing it for some time due to various reasons (university, monster hunter rise, etc.). When Engage was announced and it was made clear that the protagonist, Alear, is a divine dragon, my one hope was that this game would better utilize the protagonist being a dragon than Fates did with Corrin, where Corrin being a dragon was relevant for all of one story chapter and the dragon transformation was fairly barebones in terms of gameplay. Without any spoilers other than the answer to the question, I simply ask: does Alear have a dragon form in Engage? If so, is it part of the gameplay?
  12. By now i'm sure a lot of people have seen the translated text of Anna's S-rank support for Fire Emblem Engage. In contract to the amount of attention that particular support conversation has received, I've seen comparatively less discussion and controversy pertaining to the other "way too young to be on the battlefield seriously where are your parents?!" kid in the 10-year-old Jean. As such, i'm wondering if there's been any sort of fan translation of the S-rank support and what the contents of the conversation contain because if it's anything like the one they gave to Mini Me Anna, then I am shocked to see it not be a part of that discourse. I'm currently trying to do research on it and the support for Anna to script a video on Fire Emblem's history when it comes to localization/the controversies that have arisen as a result of changes (The lost dialogue and watering down of certain character's sexuality in Radiant Dawn as a result of the stereotypes applied to said characters in the original, Fates' handling of Soleil vs the original text, etc.), namely when there's some contentious content to the localized release (and of that, drilling down on the North American releases - I am significantly less informed/have far less access to releases compared to the various PAL region releases and any localization changes made for a given language).
  13. The difficulty has been a blast. Just finished Chapter 13. Some of the paralogue missions have been really intense and am so glad for the extra reinforcements to farm exp. Who has been a surprise clutch unit for you thus far? Mine, which is no surprise at all is Yunaka. I heard a rumor if you give Brodia enough gold, you can unlock more skirms other than the tutorial one you get at chapter 11. Can anyone confirm this? Also new here. Long time fan of the site, just never posted on forums before.
  14. Update: @Cysx will be helping to collate future information. Check out their own master post here! @kienquocsi will also gather their findings, including some Japanese translations. Here's their bulk post! LAST UPDATED JAN 5TH 2023: Added Emblem Micaiah and Armor unit info. P.S. The above timestamp does NOT speak for the earlier linked posts which are being maintained separately. If something's missing here, they'll likely have you covered 🙂 With the new burst of Emblem Ring info I thought it'd be nice to have a place to keep track of all the gameplay minutiae, for people who want an easy to access way of knowing what's changed from previous titles. Hopefully you'll be able to help fill in the holes I miss. EMBLEM RINGS: Each Ring has a Bond level with a cap of 20. Skills and weapons are unlocked as that level increases. We've seen screenshots (such as this one) where Bond seems to cap at Lv 10 instead. However we've also seen hints of maps based on prior FE titles, so my assumption is that we'll need to complete an Emblem-themed Paralogue to unlock further Bond Levels (maybe 20 isn't the cap either?) We don't yet know if Bond Levels are tied to just the Ring in question or between specific Ring + Unit combinations (i.e. we don't know if you have to farm Bonds with each character you want to use a given Ring with). Emblems grant the following perks: Stat bonuses (these bonuses also increase with the Bond Level) Synchro Skills (that are active as soon as you equip a Ring) Engage Skills and an Engage Attack/ Engage Technique (that are only active while Engaged). Techniques are non-combat special moves. When Engaged, the base unit also gets access to the Emblem's current inventory. Engaging can only be done with a full Engage meter and has a three turn limit (though we've seen units with a 4 turn countdown too). The Engage meters we've seen so far have seven segments that fill up by defeating enemies (Alear's Prf sword, Liberation, has an effect that fills an entire segment when defeating an enemy: it remains to be seen how difficult it'll be for other units/ weapons). The Engage meter can be filled completely by ending a turn on a tile marked with a blue circle, called "Emblem Energy" in Japanese. Aesthetically, the Engaged character's outfit will change to a mostly-white one based on the Emblem's attire, their hair will change to a color associated with the Emblem (e.g. faded blue for Marth, lilac for Sigurd) and they will have "wings" based on their Class' Style (see below). In Alear's case, only the blue parts of their hair will change. With the exception of Sigurd, the "associated color" seems to be the color of the flame each Emblem holds in the mural. P.S. I assume each Emblem will let you use their signature weapon at a high enough bond level, but we only know for sure with Sigurd and Byleth so far. Marth and Corrin have the Falchion and Yato on their persons though, so... (All weapons that are shown equipped by their Emblems but not yet in the lead character's inventory will be marked with (?) after them.) Marth: Beginning Emblem Equipment: Rapier, Mercurius, Falchion(?) Synchro Skills: Perception (increased evasion), Break Defenses (if you break an enemy, gain an extra attack at 50% strength. Stacks with Divine Speed), Unyielding (if unit has <20% of max HP at start of turn, gains 20% HP). Engage Skills: Divine Speed (grant an extra attack with 50% damage, Dragons gain HP equal to damage dealt)*. Engage Attack: Lodestar Rush: deal 30% damage 7 times, 9 times if equipped by a Dragon/ Mystical unit**. Sigurd: Emblem of the Holy War Equipment: Ridersbane, Brave Lance, Tyrfing Synchro Skills: Canter (grants a fixed "Canto 2". Can be upgraded.), Gallop (+5 movement for non-cavalry, +7 for cavalry). Momentum (grants +1 Atk for each space moved before initiating combat. Only applies to the first attack). Engage Attack: Override: deal damage to all enemies in a line and move to the other side of that line. Celica: Emblem of Echoes Equipment: Seraphim (effective damage against Corrupted enemies), Recover (staff), Ragnarok (seen in inventory but only used with Warp Ragnarok thus far) Synchro Skill: Holy Stance (can be upgraded. 50% of damage taken from Corrupted enemies is inflicted on those enemies as well; HP can be reduced to 0 this way), Resonance, Favorite Food Engage Skill: Echo: can attack twice with 50% damage each time. Each attack costs 1 HP (Echoed attacks can still double). Engage Attack: Warp Ragnarok: warp within attacking range (1-2 tiles away) of any enemy within 10 spaces and attack (costs 1 HP). Flying units can warp up to 15 spaces away instead, while Mystical units deal 20% more damage. In Celica's trailer we saw someone able to warp a max of 16 tiles, which suggests the warp range is upgradable somehow. Other Engage Attacks may be upgradable too. Lyn: Emblem of Blazing Equipment: Killer Bow (increased Crit rate), Mulagir, Mani Katti**** (Mani Katti may be the second weapon unlocked instead) Synchro Skill: Desperation: you can make a follow-up attack before the foe can counterattack. Engage Skill: Call Doubles: create afterimages that can attack alongside you in Chain Attacks. They also draw aggro from nearby enemies. Engage Attack: Astra Storm: use a bow to deal (low?) damage x5 from a distance. Covert units get an additional +10 to the range limit. Corrin: Emblem of Fates Equipment: Dual Katana (reverses the weapon triangle), Kodachi, Dragon Fang***, base Yato(?) Synchro Skill: Dragon Vein: change the terrain based on the unit's battle style. Dragons can choose which of these effects to use: Vein of Protection – creates earth pillars that boost Def/Res. For Backup? Vein of Water – creates puddles that lower Avoid. For Cavalry. Vein of Mist – creates mist that boosts Avoid. For Covert. Vein of Greenery – creates ivy that negates Break. For Armoured. Vein of Succor – creates a glow that heals HP per turn. For Fliers. Vein of Flame – creates flames that inflict damage per turn. For Mystical? Vein of Ice – creates ice pillars that hinder movement? For Qi Adept Other Synchro Skills: Dreadful Aura (attacked enemies and those adjacent to them have movement locked to 0 for 1 turn), Dragonic Hex (decreases enemy stats after battle) Engage Attack: Torrential Roar (damage three enemies in a line AND change terrain below them to Vein of Water) Byleth: Emblem of the Academy Equipment: "Heroes' Relics": Byleth will grant equipment based on the user's class style (we don't know if each weapon is exclusive to a given class though). Equipment seen so far (judging by Blutgang, each may retain the effective damage granted by their combat arts in FE16): Dragon: Aymr, Creator Sword, Vajra-Mushti Backup: Blutgang (effective against Dragon and Cavalry enemies) Flying: Luin Covert: Failnaught Mystical: Thyrsus (magic attacks get Range +2) Qi Adept: Rafail Gem (Dancer only?) Cavalry: Areadhbar Armored: ??? Sync Skill: Divine Pulse: If you would miss an attack, Byleth gives a chance of it hitting. Engage Skill: Instruct: boosts a given stat for all allies within two spaces. The stat is dependent on class style: Dragon: +3 to all 7 stats. Flying: Res +5 Mystic: Mag +4 Backup: Str +4 Qi Adept: Lck +10 Cavalry: Skl +10 Covert: Spd +5 Armored: Def +X? Engage Technique: Goddess Dance: all allies in cardinal directions get stat boosts (based on the above breakdown, perhaps?) and another action. (Unlike the other Emblems covered thus far, Byleth doesn't seem to have a specific style of unit he works best with, instead offering unique features to all of them - outside of maybe Dragons getting more weapons.) Roy: Emblem of Binding Equipment: Wyrmslayer, Lancereaver, Binding Blade(?) Synchro Skills: Endure: If your HP is >30% at start of combat, any fatal blow will leave you with 1 HP instead. (Possibly a reference to Binding Blade's innate healing?) Engage Skills: Transcendence: Raises your level by 5 and can breach the level cap (of 20). Dragon characters get 6 levels instead. Engage Attack: Blazing Lion(?): attack enemies three spaces in a horizontal line before the unit (with a second row behind it for Dragons) and sets the terrain on fire in a 3x3 square right in front of you afterwards (similar to Corrin's EA). This fire "hinders movement" (either by inflicting damage as per tradition or straight up denying movement, we don't know). Leif: Emblem of Genealogy Equipment: Like Byleth, Leif has a variety of weapons available (a reference to FE5's Master Knight). His Engage Skill lets him switch to advantageous ones on the fly (see below). Weapons seen: Light Brand, Killer Axe, Master Lance (1-2 range brave lance) Synchro Skills: Vital Shift: reduce damage taken if WTA exists against foe. Vantage Engage Skills: Adapt: When attacked, automatically change the equipped one to one with WTA over the foe. Engage Attack: Tetra Trick: A four part attack with a sword, axe, lance and bow. Can break sword, lance and axe units. Qi Adepts can break all enemy weapon types. Eirika/ Ephraim: Emblem of the Sacred Equipment: Rapier (both?), Sieglinde(?) (Eirika), Siegmund(?) (Ephraim) Sync Skills: Alternate: Freely swap between Eirika and Ephraim, which changes the other available Sync Skills. Lunar Brace (Eirika): boosts damage dealt based on foe's Def, Solar Brace (Ephraim): heal 30% of damage dealt. Luna (Eirika), Sol (Ephraim)? Engage Skill: "Sacred Twins": combines the above Sync Skills into singlular, stronger variants: Sun-Moon/ Eclipse Brace (combines both of the above) Blue Sky (combines "Luna" and "Sol") Engage Attack: Twin Strike: the fused unit and remaining Emblem attack with a sword and lance in unison. So far we've only seen this done with Eirika as the main Emblem: This attack can break both sword and axe units. Ephraim has effectiveness against Corrupted units. Cavalry bonus: Ephraim's damage is increased by 50%. Ike: Emblem of Radiance Equipment: Hammer (this is a unique Hammer that's treated as a heavy weapon, more on that later). Sync Skill: "Resolve" - increase Def and Res by 5 when HP falls below 75% Engage Skill: Anchor; reduce Evasion to 0 but halve all damage taken (Dragon units get 60% damage reduction instead) Engage Attack: "Triumph(?) Aether" - increase Def by 5 (10 for Armored?), Res by 5 and user cannot counter attack that turn. At the start of next turn, release AoE attack to every enemies within 2 tiles and heal proportionally to damage dealt (heal 30% damage dealt, cap at 10 per attack?). Seems to be locked to Sword and Axe (at least not Lance) Micaiah: Emblem of Dawn Equipment: Shine - lights up a 5-radius area around the target after use (so it's going to be useful in fog of war maps). This illumination weakens by one tile at the start of each turn (like torches in past titles). Other weapons are Nosferatu (heals based on damage inflicted) and Thani (effective against cavalry and armor enemies). Sync Skill: Staff Wielder - the wearer can use staves regardless of their current class (as opposed to other Emblems that only unlock other weapon types when Engaged) Engage Skill: Amplify - increases range of staves by 5. Staves will also affect the four adjacent tiles to a target when applied (e.g. healing five for the price of one or changing five tiles of terrain). Engage Technique: "Great Sacrifice": Fully heal all(?) allies at the cost of your own HP becoming 1. Dragons keep 30% of their HP instead. Lucina: Emblem of Awakening Equipment: Noble Rapier Sync Skills: Dual Strike: wielder can Chain Attack even if they aren't of the Backup style Dual Assist: A Backup style unit or one with "Dual Strike" has a 35% chance of performing a chain attacking when a nearby ally attacks. Engage Skill: Bond Shield: has an 80% chance of nullifying damage taken by nearby allies (Qi Adepts have a 100% chance instead) Engage Attack: All For One: all allies within two spaces join in for Chain Attacks. Alear's Dragon style will get all style specific perks. Considering at least some Emblems have two different perks for two different skills, this sets Alear (and any other dragons we get) up as able to get the most out of any given Emblem with such split bonuses, so this is something to keep in mind when planning your loadouts. ABOUT BYLETH (not a spoiler for FE16 or FE17, I'm only isolating it because this is purely speculation)\: * The Engaging with Emblems trailer says this is an Engage Skill, but Alear is seen using Divine Speed without Engaging at 1:04. ** In the Engaging trailer at 4:39, the Mystical Citrinne gets a Type Bonus for this skill, so it's possible that either Mystical units also get the added attacks OR that skill descriptions will change to match Alear's Dragon type when they equip a Ring (the original example showed it getting boosted from the Dragon style). *** We've only seen these equipped when using their respective Engage Attacks so far, so we may need to take this with a grain of salt. **** At 5:04 of the aforementioned trailer, Merrin seems to have Mani Katti in their inventory (based on its appearance in this image). Considering Sol Katti is considered Lyn's strongest weapon in-universe, I'm not sure what to make of its absence even at Bond Level 20. Then again, Byleth's inventory seems to change based on who he's paired with at various points in that trailer, so maybe something similar is happening here. Or maybe each Emblem has their own supply of excess weapons you can swap in and out based on circumstances? EMBLEM BRACELETS: DLC Emblems are introduced inside Bracelets (presumably to avoid plot holes with the "12 Rings" main plot), with the first three of the four DLC Waves introducing some. WAVE 1 (Jan 20th 2023) EMBLEMS Tiki Equipment: Eternal Claw, Smash Tail, Ice Breath Sync Skill: Starsphere's Protection: boost stat growth rates (i.e. increase the odds of stats increasing when levelling up) Engage Skill: Dragon Transformation (turn into a dragon, but we don't know how many spaces this occupies on the map) Engage Technique: Divine Dragon's Blessing: give an ally another health bar. Claude, Dimitri, Edelgard (the active Emblem seems to switch at the start of each turn) Equipment: Failnaught, Areadhbar, Aymr Sync Skills: Working Together Friendly Rivalry: change to a random Emblem at the start of the turn Lineage: Boost EXP gained by 20%. Gambit: Raging Flames (Edelgard). I assume "Wave Attack" and "Ashes and Dust" are here instead when the other Lords are active. Engage Skill: "Combat Art" (some kind of buff?) Engage Attack: "Continuous Flower-Moon-Wind Flash": Attack with Aymr, Areadhbar and Failnaught in that order. CLASSES: Classes are divided into "Styles", that are used to determine (among other things) which Emblems they get bonuses from. Right now we know of the following styles: Dragon - seemingly unique to Alear (as mentioned earlier: Dragons are said to get all style-specific perks from Emblem Rings) Qi Adept - Martial Monk, Dancer (are able to "Chain Guard" when at max HP, which lets them block an attack on an adjacent ally in exchange for 20% of their own HP). Backup - infantry sword/ axe/ lance units (these units can "Chain Attack": if an ally attacks an enemy within their own range, they can join in and attack first - with reduced DMG it seems) Mystical - infantry mages (this style negates enemy terrain bonuses during combat) Covert - infantry archers/ dagger users (this type gets twice the bonuses from terrain) Some (unpromoted?) Covert types such as Thieves have 5 Mov compared to other unpromoted infantry classes' 4 Mov. Flier - guess Cavalry - you have three tries Armored - and the first two don't count. "Flier, Cavalry and Armored" seem to apply to all fliers, cavaliers and armors respectively, regardless of their specific class/ weapon availability. There are nine base classes, each with two branching promotions each (think FE2/ 8/ 15). Of these, one promotion is a direct upgrade to the base class while the second trades some strength in the starting weapon for proficiency in another weapon or a mount. For example, the Sword Fighter (B Rank Sword) can become either a Swordmaster (S Rank Sword) or a Hero (A Rank Sword + B Rank in either Lance or Axe). The secondary proficiency is chosen upon promotion and can't be changed later, a la FE9/ 10's promotions. As you may have noticed, this means classes are once again locked to specific weapons as in titles before FE16. Weapon ranks are also fixed depending on class as in FE4. There are also two "Special Classes" that do not promote: Thief, which can be reclassed into, and Dancer which is specific to a single character, also like pre-FE16 titles. And as with those titles, all classes have a level cap of 20 with the exception of those two special classes. If I had to guess, I'd say those two cap at 40 instead. This isn't proven, but is what happened with Azura's custom Songstress class in Fates. In addition to the above, Alear and the Nobles have unique classes (that otherwise follow the Lv 20 cap rule). Each noble of a given country start in the same base class but promote into unique Advanced Classes. Speaking of Advanced Classes, only these have Class Skills that are unlocked at Level 5 (Special Class Skills are unlocked at Lv 25 instead). List of all generic class stats (as well as one of the Noble's two classes) c/o @Tharne: List of Class Skills and Proficiencies c/o @Hiroki and @Azz: Huge thanks to all three of you! CLASS CHANGING: Class Changing seems to be somewhere between 3H and the 3DS games in terms of flexibility, with some Tellius influences thrown in: Master Seals (can promote to an advanced version of the unit's current class) and Second Seals (can side- or downgrade) return from the latter. Units can switch to any class if they have the required weapon proficiencies (e.g. a character with a talent in axes can promote to any axe class of an appropriate rank). Units can gain other weapon proficiencies from Emblems. Similar to the Tellius games' promotions, there are variants of (some) classes that allow different weapons, e.g. a Hero with sword and lance access alongside a Hero with sword and axe access. WEAPONS/ COMBAT: Weapon durability is gone! Staves (at least healing staves) still have durability though so Celica having a Restore staff could be very helpful (I assume Micaiah will have a staff and/ or Sacrifice too). Weapon durability may have been replaced with a "pros and cons" system a la Fates. For example, some weapons are now called "heavy weapons". When initiating an attack using a heavy weapon (such as Greatblades, Greatlances, Ike's Hammer and Aymr), the user is forced to attack last but will trigger Smash, which pushes foe back 1 tile. If they hit a wall or another unit (i.e the tile they are supposed to go to is occupied), they will be Broken. Heavy weapons cannot double. Weapons can also be forged (adding "+#") to the end of their names. The extent of this is still unknown. Weapons can also be imbued by an Emblem (e.g. here's a weapon with Sigurd's symbol), which grants extra stats based on that Emblem. Each Emblem can only infuse one weapon at a time, but this infusion can be moved around so you aren't locked into a weapon once you infuse it. We've seen some weapons returning from Tellius (e.g. Greatlances) so there seems to be a wider variety of them on offer. On top of the existing weapon triangle returning, we have a new relationship of martial arts (i.e. brawling) beating all ranged weapons. Staves have been split into two categories: red and green. Green staves are healing ones, while I assume red ones are offensive (e.g. "Silence" in older games). About Daggers: Daggers can poison enemies Poisoned units take more damage from attacks and poison can be stacked. Poison can only be cured with Restore Staffs or Antidotes A list of weapons and their stats is being compiled in this spreadsheet by @Cysx. For weapon and skill icons, check out the following image. Thank you for collecting these @Aggro Incarnate, and thank you @kienquocsi for the translations! BREAK: Break is a new mechanic. As mentioned above it can be inflicted by Smashing an enemy into something/ someone, but the primary means of inflicting it is through battle. When attacking with WT advantage, you can "stun" an opponent, leaving them unable to counterattack until their next action. The exact criteria is still unclear though - you may need a high enough weapon rank as well (or maybe a higher rank than the opponent has for their weapon), since we've seen some examples of WTA attacks not breaking the enemy. Breaks can happen in the middle of a fight too, so you can stop an enemy from countering and immediately follow-up if you're fast enough! (I assume Marth's Break Defense makes this easier to do.) However, Armor units are immune to being broken due to WT disadvantage. It's unclear if Smashing can still break them though, or if there's going to be any skills that allow breaking them in battle anyway (like the aforementioned Break Defense, possibly?) OTHER: Characters also gain equal SP in battle to the regular EXP, though we don't yet know what this is used for. Skill assignment as in FEH, perhaps? So far the UI shows room for 8 inventory items: five for each character (with their currently equipped weapon separated from the rest) and three items from their Ring. As mentioned at the end of the Emblem Ring section, it's possible that the Emblems' inventory can be customized or varies for each recipient, so I wouldn't be surprised if they all have more than just three possible items to offer, not just Byleth and Corrin. Not a technical detail per se but maybe an important one lore-wise: all the Emblem characters are explicitly referred to as "Emblem X" (e.g. "Emblem Marth") in subtitles and by Marth himself, so they seem to be copied from other worlds and not taken a la Heroes. They also all have purple eyes instead of their natural ones to further demonstrate this. The Spirits of the Fallen mechanic from Three Houses is back. If you had an online membership, these would appear on the map where other players died (yellow spirits) or their enemies died (purple spirits). Stepping on the former spots would grant EXP and restore weapon durability (maybe they'd add to the Engage Meter here?) while the latter gave items. Just like Dark Souls! Units can be poisoned. The "Xs" next to each of those units may indicate either deeper levels of poisoning or be a countdown until it is healed. Treasure chests are returning, as are thieves that will try to loot them and escape from the battle if you don't catch them in time. Paralogues are present. Buildings you can enter to talk to NPCs are returning. Enemies that can destroy those buildings are also present. Locked doors are present, but these can either be unlocked or broken down (like walls in past games). Breakable walls also seem to be present. DRAGON'S TIME CRYSTAL: This is this game's Divine Pulse/ Mila's Turnwheel. We don't know if damage and accuracy are pre-rolled a la 3H, but it can be used to undo your actions if you make a mistake. Normal difficulty gives you unlimited uses while Hard and Maddening give you ten, though it's currently unknown if this is the starting or even a fixed number of uses. --- I didn't want to talk about characters or plot since that could get spoilery (and I wanted this to act as a source for pure technical info, like a preliminary wiki even). Please let me know what I missed!
  15. From what the previews of the games were the gameplay is great and tight. The character and story was bland. I don't know how to feel bout that your takes.
  16. Since we know that Fire Emblem franchise had been adding LGTB options since Fates and had been using it for future games except for the remakes. We do know that Corrin and Byleth had LGTB marriage options for some other Fire Emblem units and this would possibly have Alear have it as well. Since we just saw Engage trailer reveal last month, we still don't have a confirmation of any of the new playable characters who are technically have any LGTB supports for Alear. Since Three Houses gave Byleth about 10 Same Gender Marriage Options, I don't know if Alear might possibly going to have about above 10 or less depending on how Engage really gave it out in the final version gets released? So, I'm going to make a guessing thread of what playable characters debut from Fire Emblem Enage who you think they could possibly get LGTB supports for Alear and you can't pick the Legacy Fire Emblem characters for this guessing topic? I'm might go to limit the guessing on the limit to 3 characters as of right now till we see who does have the LGTB supports for Alear when the game comes out? (I could possibly have it cranked up to 5 around in December since we might get more news of more characters before the release) My guessing picks might possibly be: Purple Hair Magic User Woman - She kind of gives me the Tharja vibes, but her incarnation, Rhajat, did have LGTB support with Corrin in Fates. Cramme* - Since his profile does say he idolizes Alear, I am don't know if Gust is going to give him the same LGTB marriage for Alear or not? Citrinne - I think she's going to pull the LGTB surprise at the release. (We don't have an official localized name revealed for Cramme yet)
  17. So today's Game Awards just revealed a new trailer for Fire Emblem Engage. They just announced an Expansion Pass is coming to Fire Emblem Engage. They just revealed the new Emblem Rings that are coming to DLC are the Three Houses leaders, Edelgard, Dimitri, & Claude (just showed off their pre-timeskip outfits) and Tiki (the younger version and currently the only Manakete Emblem Ring using Dragon Powers). Other type of content mentioned in the Wave 1 info are In-game Support Items, In-game accessories, and the Silver Card. The first wave is going to be on January 20th. Nintendo just dropped the trailer right now.
  18. Since Three Houses and the upcoming Engage did managed to add Brawl as a weapon-type in the FE series. If they decided to add Brawl as a new weapon-type for Heroes similar to like they managed to add the Beast Weapon-types in the game when Book III was released and OC FE Heroes characters like Freyja and Freyr became the first OC FEH Beasts in Book 4. Do you think we could see Brawl weapon-types and some Gauntlets weapons can be added somewhere when the possible Book VII comes out (+ maybe additional OC FEH units with Brawl Weapons possibly added in Book VII as well?) since some of the Brawler units added in like Balthus had been chosen as an Axe unit due to Brawl weapon-type wasn't added to Fire Emblem Heroes yet? And if Brawl weapon-type was added in, do you think it's going to be in the colorless category for the first release for the Brawl weapon-type units and then later getting added to the color category in the later release like how the Colored Bows were added in later and then the Colorless Dragon Stones were added later on as well?
  19. Since we know that Fire Emblem Engage is coming in January 20th, 2023. I definitely wondered besides Alear (and presumably the other Gender as a Bonus later on like Male Byleth) that they're going to pick out for the first Engage Banner in Heroes when they appear in possibly around January. Since we did see they did with Echoes: Shadows of Valentia and Three Houses in 2017 & 2019 like how they added the first protagonist and put the rest of the other three Heroes in their Banners first and add the rest of the casts later on. I do predict that they are going to be doing the same thing for Engage in Fire Emblem Heroes. My first Engage Banner Prediction Picks that I think it might be possible going to be are: Male Alear (Sword) Vander (Green Axe Cavalry) Céline (Red Tome) Duo Hero Framme and her possible brother (we have no idea what his name is yet) (Staff, I don't think they're going to use Brawler yet since we still don't have a Brawler type added in FEH yet for Framme or Tome for the possible Brother) Bonus: Female Alear (Sword) Do post your Engage Banner Picks that you find them fit in for the First Engage Banner when they possibly come to January.
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