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What we know of Engage's mechanics so far.


DefyingFates
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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.)

  1. 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**.
  2. 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.
  3. 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.
  4. 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.
  5. 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)
  6. 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.)
  7. 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).
  8. 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.
  9. 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%.
  10. 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)
  11. 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.
  12. 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)\:

Spoiler

Byleth's weapons are the Heroes' Relics. Let's assume that all characters will get a max of three items from an Emblem judging by past footage, and that all characters will receive the Sword of the Creator at a high enough Bond Level (since that's Byleth's Prf). This leaves us with two unknown items for Armored units and one item for the other non-Dragon classes (we've seen three items for Alear already), for nine items in total.* Coincidentally, there are nine Heroes' Relics we haven't seen yet, if we include the three introduced in Three Hopes (which may be important since those are the only Tomes among the Heroes' Relics):

  • Aegis Shield - Equippable
  • Crusher - Axe
  • Freikugel - Axe
  • Lance of Ruin - Lance
  • Thunderbrand - Sword
  • Ichor Scroll - Tome (Hopes)
  • Suttungur's Mystery - Tome (Hopes)
  • Fetters of Dromi - Equippable
  • Hrotti - Tome (Hopes)

If I had to guess I'd say the first two are for Armored units since one's a shield and the other's a hammer, and Freikugel could go to Fliers since the original owner was also a flier, but I don't feel confident making assumptions for the others. Cavs and Backup already have a lance and sword respectively for example, so doubling up on those (tripling if you include SotC) doesn't make sense. I assume Qi Adepts and Mysticals will get a tome each, but have no clue which ones.

* Update: there seem to only be 8 styles, so there are only eight slots left. We could still get eight of the above, but if Three Hopes is being exempted we may get two items that appear twice or two Sacred Weapons to fill the gaps (such as Caduceus Staff for Qi Adepts to help them heal better and Sword of Seiros because it's an iconic weapon in-universe).

* 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

  1. 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.
  2. 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:

Spoiler

https://i.imgur.com/0F7N9Ba.png

List of Class Skills and Proficiencies c/o @Hiroki and @Azz:

Spoiler

Alear and the first two Nobles':

Spoiler

Alear:

Dragon Child - B Sword
Divine Dragon - A Sword, B Arts
Skill: Divine Spirit: Unit's Engage Meter is reduced by one segment

Alfred:

Noble - B Lance
Avenir - B Sword, A Lance
Skill: Golden Lotus: During combat, may prevent 50% of physical damage taken. Trigger %=Dex

Céline:

Noble - B Sword, B Tome
Vidame - B Sword, A Tome, B Staff
Skill: Ignis: During combat, may add half of Str to magic damage or half of Mag to all other damage. Trigger %=Dex

Other Classes. Note that while Sword/Lance/Axe Fighers each have separate promotions, the different types of the other movement types do not:

Sword/Lance/Axe Fighter (B Sword/Lance/Axe) Backup type

Swordmaster (S Sword) Backup type (2nd tier of Sword Fighter)
Skill: Run Through - Use to attack an adjacent foe, then move to the space opposite that foe.

Hero (A Sword, B Lance/Axe) Backup type (2nd tier of Sword Fighter)
Skill: Brave Assist - If unit's HP is at max while unit makes a chain attack, unit attacks twice.

Halberdier (S Lance) Backup type (2nd tier of Lance Fighter)
Skill: Pincer Attack - If unit initiates combat while an ally is on the opposite side of the foe, always follow up (if weapon allows).

Royal Knight (A Lance, C Staff) Cavalry type (2nd tier of Lance Fighter)
Skill: Reforge - If unit's HP is 11 or more and an adjacent ally is broken after combat, sacrifices 10 HP and removes the break status from ally.

Berserker (S Axe) Backup type (2nd tier of Axe Fighter)
Skill: Smash+ - When making a smash attack, push the target 2 spaces instead of 1.

Warrior (A Axe, C Bow) (2nd tier of Axe Fighter)
Skill: Merciless - Units deals +50 % damage against broken foes.

 

Archer (B Bow) Covert type

Sniper (S Bow) Covert type (2nd tier of Archer)
Skill: No Distractions - Grants Crit+10 during a combat with a foe that can't counter.

Bow Knight (C Sword/Lance/Axe, A Bow) Cavalry type (2nd tier of Archer)
Skill: Careful Aim - If unit initiates combat without moving first, grants Hit+40 during combat.

 

Sword/Lance/Axe Armour (B Sword/Lance/Axe) Armored type

General (A Sword/Lance/Axe) Armored type (2nd tier of Sword/Lance/Axe Armor)
Skill: Swap - Use to switch places with an adjacent ally.

Great Knight (B Sword/Lance/Axe - Uses combo of two weapon types) Cavalry type (2nd tier of Sword/Lance/Axe Armor)
Skill: Allied Defense - If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe.

 

Sword/Lance/Axe Cavalier (B Sword/Lance/Axe) Cavalry type

Paladin (A Sword/Lance/Axe) Cavalry type (2nd tier of Sword/Lance/Axe Cavalier)
Skill: Pivot - Use to move to the opposite side of and adjacent ally.

Wolf Knight (B Sword/Lance/Axe, A Knife) Cavalry type (2nd tier of Sword/Lance/Axe Cavalier)
Skill: Hobble - If unit initiates comat with a knife, inflicts Mov-2 on foe for 1 turn.

 

Sword/Lance/Axe Flier (B Sword/Lance/Axe) Flying type

Griffin Knight (A Sword/Lance/Axe, C Staff) Flying type (2nd tier of Sword/Lance/Axe Flier)
Skill: Clear the Way - Unit's space and adjacent spaces have a movement cost of 1 for allies.

Wyvern Knight (B Sword/Lance/Axe - Uses combo of two weapon types) Flying type (2nd tier of Sword/Lance/Axe Flier)
Skill: Air Raid - If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat.

 

Mage (B Tomes) Mystical type

Sage (S Tomes, B Staff) Mystical type (2nd tier of Mage)
Skill: Spell Harmony - If unit initiates combat with a tome, grants Atk equal to the number of adjacent allies with tome.

Mage Knight (B Sword/Lance/Axe, A Tomes) Cavalry type (2nd tier of Mage)
Skill: Chaos Style - if unit intiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat.

 

Martial Monk (B Staff, C Arts) Qi Adept

Martial Master (A Staff, S Arts) Qi Adept (2nd tier of Martial Monk)
Skill: Diffuse Healer - hen unit is healed by a staff, all adjacent allies also recover 50 % of the HP that the unit recovered.

High Priest (B Tomes, S Staff, C Arts) Qi Adept (2nd tier of Martial Monk)
Skill: Self-Heling - Unit can target itself with healing staves.

 

Thief (S Knife) Covert type
Skill: Pass - Foes do not block this unit's movement.

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!

Spoiler

image.png

Note: Compact Axe seems to be the equivalent of the Slim Sword and Lance.

Translations:

Lances:

てつの大槍: Iron Greatlance*

はがねの大槍: Steel Greatlance*

きんの大槍: Silver Greatlance*

火の槍: Flame Lance

Body Arts:

見習いの体術: Training Body Art

護身の体術: Self-Protect Body Art

閃進の体術: Quick Body Art

Staves:

コラプス: Collapse**

Skills:

真っ向勝負: Direct Confrontation

溜め息: Sigh

* These are different from Greatlances in Tellius, which are 長槍, but I cannot find a better name from them

** Transliteration

Updates:

image.png.4f7126ef02c22e298568bcf6b6d128c7.png Rescue

image.png.41991b073b4a31fdc18f531401b431a9.png Silver Greataxe

Roy's Skills (second row).

Leif's skills and two Engage Weapons (second row).

(Also, Thoron is confirmed to have a 1-3 attack range.)

"Elsurge": a tome with only 1-range but guaranteed to hit?

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!

Edited by DefyingFates
Added Master Lance to Leif and usage info to the Time Crystal.
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All of the things you called Engage Skill are Engage Attacks, and some of the Sync Skills are Engage Skills 

For Marth it looks like Perception and Break Defenses re Sync Skills while Divine Speed is an Engage Skill and Lodestar Rush is an Engage Attack
Corrin's Dragon Vein is a Sync Skill
Celica seems has Holy Stance, Rsonance, and Favorite Food as Sync Skills, Echo as an Engage Skill and Warp Ragnarok as an Engage Attack

Edited by Mysterique Sign
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For the most part that seems correct however some of the skills you have listed as Synchro skills are Engage skills. Marth's Divine Speed, Sigurd's Gallop, Celica's Echo Attack, Lyn's Call Doubles and Byleth's Instruct seem to all be Engaged exclusive. Based on screenshots, each Emblem has three Synchro skills and two Engage skills (one of which is a special ability that does massive damage (or is a super buff like Byleth's Goddess Dance)). 

You can see this is the screenshot here with Alear engaging with Marth where it says she'll get access to his Rapier, along with Divine Speed and Lodestar Rush.

Spoiler

engage-emblem-ring-analysis-016.jpg

Meanwhile in this screenshot where Alear and Marth are not engaged, you'll see both of those skills greyed out. You'll also see in the next screenshot Seadall also has two skills of Corrin (one being Torrential Roar, the other unknown) also both greyed out because he isn't Engaged.

Spoiler

engage-emblem-ring-analysis-061.jpg

engage-emblem-ring-analysis-078.jpg

Odd that Corrin seems to have a Synchro skill you can use without being Engaged but I'm sure we'll see others. Other than that everything you have seems correct.

I believe we saw that Lyn also gives access to her Mani Katti in a screenshot with Merrin but I could be incorrect.

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They really want us to have Alear using Marth, huh.

Emblems sure seem busted. I wonder if there will be a limit of how many you can have equipped on a map because using all 12 at the same time sounds rather crazy. Or the enemies need to be decently durable at the very least and require heavy abuse of Emblems.

1 hour ago, DefyingFates said:
  • Mystical - (infantry?) mages

Is there footage of Ivy (or Hortensia, she's a flier mage too right?) where they show her style? If she's a Flier like she should be and not Mystical, it seems pretty much confirmed that Mystical will be infantry only.

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3 minutes ago, Safy said:

They really want us to have Alear using Marth, huh.

Emblems sure seem busted. I wonder if there will be a limit of how many you can have equipped on a map because using all 12 at the same time sounds rather crazy. Or the enemies need to be decently durable at the very least and require heavy abuse of Emblems.

Is there footage of Ivy (or Hortensia, she's a flier mage too right?) where they show her style? If she's a Flier like she should be and not Mystical, it seems pretty much confirmed that Mystical will be infantry only.

Yes, Ivy and Hortensia are both listed as fliers. Fogato is also listed as a cavalry despite using bows.

It seems like only infantry tome users will be mystical and infantry bow/dagger units will be covert/stealth units.

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28 minutes ago, Safy said:

They really want us to have Alear using Marth, huh.

Emblems sure seem busted. I wonder if there will be a limit of how many you can have equipped on a map because using all 12 at the same time sounds rather crazy. Or the enemies need to be decently durable at the very least and require heavy abuse of Emblems.

Is there footage of Ivy (or Hortensia, she's a flier mage too right?) where they show her style? If she's a Flier like she should be and not Mystical, it seems pretty much confirmed that Mystical will be infantry only.

I'm pretty sure Ivy's considered a flier, but I wanted to wait until we had confirmation that there weren't any other classes that blurred the line. At this point, more than seeing the other six Rings I'd really love an overview of how the heck Classes (and weapons) work this time!

57 minutes ago, Mysterique Sign said:

All of the things you called Engage Skill are Engage Attacks, and some of the Sync Skills are Engage Skills 

For Marth it looks like Perception and Break Defenses re Sync Skills while Divine Speed is an Engage Skill and Lodestar Rush is an Engage Attack
Corrin's Dragon Vein is a Sync Skill
Celica seems has Holy Stance, Rsonance, and Favorite Food as Sync Skills, Echo as an Engage Skill and Warp Ragnarok as an Engage Attack

Oh wow, I really dropped the ball on all of that xD

23 minutes ago, Azz said:

Yes, Ivy and Hortensia are both listed as fliers. Fogato is also listed as a cavalry despite using bows.

It seems like only infantry tome users will be mystical and infantry bow/dagger units will be covert/stealth units.

Thank you very much, for this and your earlier comment! I'll make the changes now!

P.S. Don't think we haven't noticed you change your pfp to two different Engage women with the same description, by the way 😛

Edit: Aaaaaand done! Please take a look and let me know if I missed anything else, everyone! I added Mani Katti too, Azz!

Edited by DefyingFates
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3 minutes ago, Mysterique Sign said:

Ivy and Rosado have icons for Flying and Dragon but are just listed as Flying, not sure what that indicates

They're Wyvern Riders of various types, so I think it just means they take damage from bows and dragon killers - just like Great Knights being treated as both armored and cavaliers. I don't think the dragon symbol has anything to do with Marth's Engage skills, I'm afraid.

P.S. How does the new version of the post look? I hope it's better now!

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3 hours ago, DefyingFates said:
  • Stealth - infantry archers, dagger users

Actually, it's "Covert" and coincidentally, Alcryst's class name is French for "Elite Sniper" So yeah, he's Takumi 2.0, folks; but with worse stats

Screenshot_20221126-151545.thumb.png.34c79738dadd39d6fefafc83adf1fbda.png

And here's Alear's promoted class since I was busy taking screenshots (it appears that it doesn't automatically comes with an new version of Liberation).

 

Screenshot_20221126-151350.thumb.png.e0a6fc7110f9d43d1662cec76fe5ce98.png

Edited by Armchair General
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I'll just point out one slight correction before saying what I must. Warp Ragnarok allows you to move to any tile you can attack from (1-2 range) within 14 tiles. It can not warp you to allies outside of coincidentally, from what we've seen.

... and thanks a lot for compiling all that ! There's need for resources like this considering the crazy influx of information we've been hit with.

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3 hours ago, DefyingFates said:
  • Engage Skill: Echo: can attack twice with 50% damage each time.
  • Engage Attack: Warp Ragnarok: warp next to an (ally or opponent) and attack (costs 1 HP).

Celica's echo skill also costs 1 HP per round of combat so 2 HP in total, if you want to include that. It can still double as well it would seem.

2022-09-13 11-56-19.00_26_56_57.Still017.jpg

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10 hours ago, Armchair General said:

Actually, it's "Covert" and coincidentally, Alcryst's class name is French for "Elite Sniper" So yeah, he's Takumi 2.0, folks; but with worse stats

And changed, thank you very much! I also added that Covert types seem to have more Mov than other infantry class types.

9 hours ago, Cysx said:

I'll just point out one slight correction before saying what I must. Warp Ragnarok allows you to move to any tile you can attack from (1-2 range) within 14 tiles. It can not warp you to allies outside of coincidentally, from what we've seen.

Thank you very much, updated!

9 hours ago, Cysx said:

... and thanks a lot for compiling all that ! There's need for resources like this considering the crazy influx of information we've been hit with.

And thank you so much for this, Cysx! That really means a lot to me, I hope this is helpful for people!

9 hours ago, god_ewan said:

Celica's echo skill also costs 1 HP per round of combat so 2 HP in total, if you want to include that. It can still double as well it would seem.

I completely missed that, thank you very much!

49 minutes ago, Sentinel07 said:

I thought Ridersbane was what Sigurd granted, unless there was a video I missed.

I believe Knightkiller is the Japanese name for Ridersbane. I got my wires crossed on that one, thank you for pointing that out! That's been updated too!

Thank you all again! Please let me know what else I've missed!

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22 minutes ago, DefyingFates said:

I also added that Covert types seem to have more Mov than other infantry class types

Yeah, the main thing that I want to point out about this is that Alcryst is at Lv. 1 in that screenshot and that the fact that his class is called Elite Sniper, I'm somewhat convinced that this is his promoted Lord Class.

Plus, he has 4 Move in this bridge battle while we don't have an frame of reference of exactly when do we travel to the desert kingdom

 

 

And it also turns out that the basic Archer class still has 4 mov.

Who knows, maybe they'll be unhindered by forest tiles or something. 4-5 points of movement isn't exactly an lot to work with in an group of 12 people; but it's not much of an issue, going by these trailers.

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54 minutes ago, Armchair General said:

Who knows, maybe they'll be unhindered by forest tiles or something. 4-5 points of movement isn't exactly an lot to work with in an group of 12 people; but it's not much of an issue, going by these trailers.

Yeah, and it does seem like promoted classes move further and maps get larger later on, so it doesn't seem like map design is going to be stifled by limited movement either. Thanks for the links!

55 minutes ago, Armchair General said:

Plus, he has 4 Move in this bridge battle while we don't have an frame of reference of exactly when do we travel to the desert kingdom

We've seen generic Covert types with 5 Mov so this is curious, unless that bridge also counts as some sort of desert tile perhaps. Hmm...

Speaking of desert tiles, I really hope dismounting returns. I loved that feature in 3H.

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Thank you for making this! Here are something that I want to add:

18 hours ago, DefyingFates said:

Emblems grant the following perks

Might want to add that Emblem's Equipments are only accessible after engaging

18 hours ago, DefyingFates said:

Covert - infantry archers, dagger users (unpromoted Covert types seem to have 5 Mov compared to other unpromoted infantry classes having 4 Mov)

Only infantry dagger users are covert type, since Merrin (Wolf Knight, which uses dagger) is a cavalry type

Also, like other have said, not all unpromoted Covert types have 4 movement

3 hours ago, DefyingFates said:

We've seen generic Covert types with 5 Mov so this is curious

I guess that particular generic Covert is a Thief, which does have 5 movement like our friend Yunaka here

image.png.16b33110e08eb63e1b87b325bc273794.png

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16 minutes ago, kienquocsi said:

Thank you for making this! Here are something that I want to add:

Thank you very much! I'm really glad people like this!

16 minutes ago, kienquocsi said:

Might want to add that Emblem's Equipments are only accessible after engaging

Done! That's what happens when you forget that the thing you're writing is meant to be for people who have no idea at all of what Engage is, my bad!

17 minutes ago, kienquocsi said:

Only infantry dagger users are covert type, since Merrin (Wolf Knight, which uses dagger) is a cavalry type

That was my intention with the original text, but I changed the comma to a slash so hopefully it's easier to understand.

21 minutes ago, kienquocsi said:

I guess that particular generic Covert is a Thief, which does have 5 movement like our friend Yunaka here

I added a note about how not all Coverts have 5 Mov, thank you for all of this!

I also added a clarification to the bottom of the Classes' section regarding weapon-locking, and underlined the part about the other three movement types to be a bit clearer. It's not good to be ambiguous in places like this.

Please let me know if there's anything else I've missed!

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2 hours ago, kienquocsi said:
6 hours ago, DefyingFates said:

 

I guess that particular generic Covert is a Thief, which does have 5 movement like our friend Yunaka here

I find it a bit weird that she's unarmed, though. Otherwise, her stats are somewhat identical to Rosemary (who's an Lv 5 Hero/Backup with 5 Mov).  And it would be kind of weird if there's only two tiers of regular classes and the nobles greatly outperform the regular ones (not that this is an unusual), since anything that takes place after Brodia has an lot of people promoted into something that has 5 movement. 

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I have a feeling that some things in the Emblems trailer are manipulated. At one point Framme only had HP tonics in her inventory and you also have Vander being an Axe Fighter for some reason (tho it could also imply reclassing/second sealing to lower class levels from FEA is back) so I wouldn't take Yunaka having nothing in her inventory or having inflated stats (tho as a Thief, I can see why she would have extra movement since Thieves generally have better Mov than your regular infantry unit). We've also seen Diamant have varying stat levels in trailers (in the Sigurd trailer he has better stats at level 3 as a Lord than he does at level 12 as a Lord from his intro vid on Twt.

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2 hours ago, Azz said:

I have a feeling that some things in the Emblems trailer are manipulated. At one point Framme only had HP tonics in her inventory and you also have Vander being an Axe Fighter for some reason (tho it could also imply reclassing/second sealing to lower class levels from FEA is back)

Oh, the trailers (especially the ENG ones) were absolutely manipulated, though I think Vander demoting is likely a mechanic: maybe promoted classes can switch back to prior classes at will a la 3H? So his progression could be Axe Fighter -> Axe Cavalier -> (Axe) Paladin or something along those lines. Or of course, the second seal mechanic. I suspect changing Mov is off-limits though, since that's a fundamental part of how a class functions (compared to just giving them massive buffs for the sake of a crit for the trailers).

Speaking of mechanics, I'm surprised at the lack of a "Divine Pulse", justified in-universe or not. I imagined that'd be a mainstay since it persisted from Echoes to 3H, but I guess we're going back to the Fates-style for that too~

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On 11/27/2022 at 3:24 AM, DefyingFates said:

Engage Attack: Astra Storm: use a bow to deal low damage x5 from a distance.

I think it's too soon to say Astra Storm will deal low damage, since we have only seen it in action twice:

- Ivy: She's normally a magic user, so her strength should not be the best

- Timerra against a monster enemy: Monster enemies may have high defense, so who knows

On 11/27/2022 at 3:24 AM, DefyingFates said:

since we've seen some examples of WTA attacks not breaking the enemy

It is unconfirmed, but we've consistently seen Armor Knights immune to being broken

On 11/27/2022 at 3:24 AM, DefyingFates said:

Synchro Skills: Perception (increased evasion), Break Defenses, Unyielding

Based on my observations, I think that Marth has a Synchro skill that grants another attack with half might after breaking the opponent (likely to be Break Defense). This is definitely unconfirmed though.

 

Also, weapon rank seems to be locked aka FE4 style, although, you guess it, unconfirmed

Edited by kienquocsi
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3 hours ago, kienquocsi said:

Based on my observations, I think that Marth has a Synchro skill that grants another attack with half might after breaking the opponent (likely to be Break Defense). This is definitely unconfirmed though.

Thanks! The third attack matches the description of Divine Speed which according to the trailer is an Engage Skill which is what caught me off-guard. Maybe the trailer got it wrong? I've added a note to the description to reflect this. Thanks again for bringing it to my attention!

3 hours ago, kienquocsi said:

I think it's too soon to say Astra Storm will deal low damage, since we have only seen it in action twice:

Good call. I put "low" in brackets. I'd be surprised if the damage was reduced somewhat though, due to the long range nature of the attack.

3 hours ago, kienquocsi said:

It is unconfirmed, but we've consistently seen Armor Knights immune to being broken

I forgot about that!

Thank you for all of this, I really appreciate the help!

3 hours ago, kienquocsi said:

Also, weapon rank seems to be locked aka FE4 style, although, you guess it, unconfirmed

As always, it seems xD

I've added the Classes you mentioned in the other thread too, I hope everything looks good there as well!

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nvqspjr4in1a1.png

I think this an interesting detail on outfit and color hair change for Engage/fusion system.

hq-version-of-the-engage-character-wheel

(Sorry couldn't get a better picture)

It does seem the hair color its according to Lords' flame from the wheel.

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16 minutes ago, Naoshi said:

[snip]

Ooh, thank you very much for all of this! I really appreciate you getting it! May I ask where it was first posted?

18 minutes ago, Naoshi said:

It does seem the hair color its according to Lords' flame from the wheel.

That makes a lot of sense for three of them, but Sigurd's flame is light blue while his hair color is lilac. Maybe the mural is outdated? The flames match everyone else though, so I think you're right about them being represented in gameplay, thanks again! After all, why else would Byleth give pink hair when that's the least used color in his design? Actually, that could be exactly why.

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