Fire Emblem Engage: Complete Guide To Emblem Rings

Quick Links

  • How To Get Emblem Rings
  • Inheritable Skills
  • Ephraim/Eirika Inheritable Skills
  • Edelgard/Dimitri/Claude Inheritable Skills
  • Bond Rings
  • Using Emblem Rings

Fire Emblem: Engage features several new and unique mechanics to further complicate the series' already complex and engage turn-based tactical strategy gameplay, and chief among them all are the Emblem Rings. Capable of turning the tide of a battle in an instant and making lackluster units shine, they're a necessary part of the adventure.

Following Chapter 10, you will lose several Emblem Rings. However, you will be able to gain them back in later chapters.

All Lost Rings And When To Reclaim Them

Ring Name

Hero

Chapter Reclaimed

Ring of the Hero King

Marth

Chapter 22

Ring of the Holy Knight

Sigurd

Chapter 17

Ring of the Caring Princess

Celica

Chapter 20

Ring of the Dawn Maiden

Micaiah

Chapter 19

Ring of the Young Lion

Roy

Chapter 19

Ring of the Sage Lord

Leif

Chapter 17

Inheritable Skills

Each Emblem Ring has their own set of unique skills. Of those skills, 20 are available for your units to inherit by spending Skill Points (SP). Skill Points can be gained by equipping an Emblem Ring to gain SP equal to the XP you receive in battle or a Bond Ring to gain a small amount of SP. For every unit, two inheritable skills can be equipped, and some skills cannot overlap or double when a unit is wearing an Emblem Ring.

In order to Inherit a skill, a unit must have at least a C-tier bond with an Emblem (or a level 5 bond), but they do not have to have ever equipped the ring. Likewise, they do not need to equip the Emblem Ring to use that Emblem's skills. More skills will unlock as the bonds with an Emblem grow. You can grow bonds by:

  • Participating in combat wearing the Emblem's ring
  • Using the Emblem's Engage skill or weapon
  • Fighting the Emblem in the Arena
  • Polishing the Emblem Ring in the Ring Vault (minimal)

Characters

Marth

Sigurd

Celica

Micaiah

Roy

Leif

Lucina

Lyn

Ike

Byleth

Corrin

Ephraim/Eirika

Edelgard/Dimitri/Claude

Tiki

Alear*

*Alear has no inheritable skills. In order to have access to Alear's skills, a unit must be paired with Alear's Emblem Ring.

Marth Inheritable Skills

Skill

Description

Bond Level

SP Cost

Perceptive

When initiating combat, gain +15 Avoid during combat (increases with high Speed).

5

250

Avoid +10

Gain +10 Avoid.

5

500

Sword Agility 1

When using a sword, gain +10 Avoid in exchange for -10 Critical.

5

500

Break Defenses

Unit makes an extra attack at 50 percent damage if attack breaks foe.

5

2,000

Avoid +15

Gain +15 Avoid.

5

1,500

Sword Agility 2

When using a sword, gain +15 Avoid in exchange for -10 Critical.

6

1,000

Unyielding

If HP is 20 percent or less at the start of the player phase, unit restores 20 percent of their max HP.

7

100

Sword Agility 3

When using a sword, gain +20 Avoid in exchange for -10 Critical.

8

2,000

Avoid +20

Gain +20 Avoid.

9

2,500

Unyielding+

If HP is 30 percent or less at the start of the player phase, unit restores 30 percent of their max HP.

12

200

Sword Agility 4

When using a sword, gain +25 Avoid in exchange for -10 Critical.

13

3,000

Avoid +25

Gain +25 Avoid.

14

3,500

Perceptive+

When initiating combat, grant Avo +30 during combat (increases with high Speed).

16

500

Sword Agility 5

When using a sword, gain +30 Avoid in exchange for -10 Critical.

17

4,000

Unyielding++

At start of player phase, if HP is 20 percent or less, restore 20 percent of max HP.

18

300

Avoid +30

Gain +30 Avoid.

19

4,500

Sigurd Inheritable Skills

Skill

Description

Bond Level

SP Cost

Canter

After acting, unit can move again up two tiles.

5

1,000

Hit +10

Gain +10 Hit.

5

500

Lance Power 1

At a cost of Avoid -10, grant Attack +2 when using a lance.

5

1,000

Momentum

For each space moved before attacking, be granted Attack +1 to first strike during combat (Max +10).

5

1,000

Hit +15

Gain +15 Hit.

5

1,000

Lance Power 2

At a cost of Avoid -10, grant Attack +4 when using a lance.

6

1,000

Headlong Rush

Become immune to freeze.

7

200

Lance Power 3

At a cost of Avoid -10, grant Attack +6 when using a lance.

8

3,000

Hit +20

Gain +20 Hit.

12

1,500

Canter+

After acting, unit can move again up 3 tiles.

13

2,000

Lance Power 4

At a cost of Avoid -10, grant Attack +8 when using a lance.

14

4,000

Hit +25

Gain +25 Hit.

16

2,000

Momentum+

For each space moved before attacking, be granted Attack +2 to first attack during combat (Max +10).

17

2,000

Lance Power 5

At a cost of Avoid -10, grant Attack +10 when using a lance.

5,000

5,000

Hit +30

Gain +30 Hit.

19

2,500

Celica Inheritable Skills

Skill

Description

Bond Level

SP Cost

Magic +2

Gain +2 Magic.

5

1,000

Holy Stance

When attacked by a Corrupted, unit deals 10 percent damage back to foe.

5

100

Magic +3

Gain +3 Magic.

5

3,000

Resonance

If unit's HP is 2 or more when a tome is equipped, unit sacrifices 1 HP and deals +2 damage during combat.

5

2,000

Tome Precision 1

When using a tome, gain +3 Hit and Avoid.

5

100

Tome Precision 2

When using a tome, gain +5 Hit and Avoid.

7

300

Favorite Food

In exchange for eating a packaged lunch, max out unit's engage meter.

8

200

Tome Precision 3

When using a tome, gainn +7 Hit and Avoid.

9

700

Holy Stance+

When attacked by a Corrupted, unit deals 10 percent damage back to foe.

12

500

Magic +4

Gain +4 Magic.

13

4,000

Tome Precision 4

When using a tome, gain +10 Hit and Avoid.

14

1,000

Resonance+

If unit's HP is 2 or more when a tome is equipped, unit sacrifices 1 HP and deals +3 damage during combat.

16

3,000

Holy Stance+++

When attacked by a Corrupted, unit deals 50 percent damage back to foe.

18

1,000

Magic +5

Gain +5 Magic.

19

5,000

Micaiah Inheritable Skills

Skill

Description

Bond Level

SP Cost

Resistance +2

Gain +2 Resistance.

5

300

Staff Mastery 1

When using a staff, gain Hit +10 and heal an additional 3 HP.

5

100

Healing Light

When the user heals an ally with a staff, also self-recover 50 percent of the amount healed.

5

200

Resistance +3

Gain +3 Resistance.

5

500

Silence Ward

Become immune to the effects of silence.

7

200

Staff Mastery 2

When using a staff, gain Hit +10 and heal an additional 3 HP.

8

300

Staff Mastery 3

When using a staff, gain Hit +10 and heal an additional 3 HP.

12

500

Resistance +4

Gain +4 Resistance.

14

1,000

Staff Mastery 4

When using a staff, gain Hit +10 and heal an additional 3 HP.

16

700

Resistance +5

Gain +5 Resistance.

19

2,000

Roy Inheritable Skills

Skill

Description

Bond Level

SP Cost

Strength +1

Gain +1 Strength.

5

500

Hold Out

When unit has at least 30 percent HP at start of combat, the unit will always survive on at least 1HP.

5

2,000

Strength +2

Gain +2 Strength.

5

1,000

Advance

A skill, when used, allows user to move one space toward a foe two spaces away and attack.

5

500

Sword Power 1

When using a sword, gain +2 Attack at cost of Avoid -10.

5

1,000

Sword Power 2

When using a sword, gain +4 Attack at cost of Avoid -10.

7

2,000

Hold Out+

When unit has at least 20 percent HP at start of combat, unit always survives with at least 1HP.

8

3,000

Strength +3

Gain +3 Strength.

9

3,000

Sword Power 3

When using a sword, gain +6 Attack at cost of Avoid -10.

9

3,000

Sword Power 4

When using a sword, gain +8 Attack at cost of Avoid -10.

12

4,000

Hold Out++

When unit has at least 10 percent HP at start of combat, unit always survives with at least 1HP.

13

5,000

Strength +4

Gain +4 Strength.

14

4,000

Sword Power 5

When using a sword, gain +10 Attack at cost of Avoid -10.

16

5,000

Strength +5

Gain +5 Strength.

17

5,000

Hold Out+++

When unit has at least 2HP at start of combat, unit always survives with at least 1HP.

18

5,000

Strength +6

Gain +6 Strength.

19

6,000

Leif Inheritable Skills

Skill

Description

Bond Level

SP Cost

Build +3

Gain +3 Build (Constitution).

5

500

Arms Shield

Take 3 less damage when unit has weapon advantage.

5

200

Vantage

Unit can counter before foe's first attack if unit's HP is 25 percent or less when following up.

5

500

Knife Precision 1

When using a knife, gain +3 Hit and Avoid.

5

100

Build +4

Grants +4 Build (Constitution).

6

1,000

Arms Shield+

Take 5 less damage when unit has weapon advantage.

7

400

Knife Precision 2

When using a knife, gain +5 Hit and Avoid.

9

300

Vantage+

Unit can counter before foe's first attack if unit's HP is 50 percent or less when following up.

12

1,000

Knife Precision 3

When using a knife, grants +7 Hit and Avoid.

13

500

Build +5

Gain +5 Build (Constitution).

14

2,000

Arms Shield++

Take 7 less damage when unit has weapon advantage.

16

600

Knife Precision 4

When using a knife, gain +10 Hit and Avoid.

17

700

Vantage++

Unit can counter before foe's first attack if unit's HP is 75 percent or less when following up.

18

2,000

Knife Precision 5

When using a knife, gain +15 Hit and Avoid.

19

900

Lucina Inheritable Skills

Skill

Description

Bond Level

SP Cost

Dexterity + 1

Gain +1 Dexterity.

5

100

Dexterity +2

Gain +2 Dexterity.

5

300

Dual Assist

Backup units are able to chain attack when allies attack foes within movement range (Trigger %=35).

5

1,000

Bow Agility

When using a bow, gain +10 Avoid at a cost of -10 Critical.

5

500

Bow Agility 2

When using a bow, gain +15 Avoid at a cost of -10 Critical.

7

1,000

Dexterity +3

Gain +3 Dexterity.

9

500

Bow Agility 3

When using a bow, gain +20 Avoid at a cost of -10 Critical.

12

2,000

Dual Support

Grants a bonus to Avo that increases with a unit's support level with adjacent allies (Max +90)

13

2,000

Bow Agility 4

When using a bow, gain +25 Avoid at a cost of -10 Critical.

14

3,000

Dexterity +4

Gain +4 Dexterity.

16

1,000

Bow Agility 5

When using a bow, gain +30 Avoid at a cost of -10 Critical.

17

4,000

Dual Assist+

Backup units are able to chain attack when allies attack foes within movement range (Trigger %=70).

18

2,000

Dexterity +5

Gain +5 Dexterity.

19

2,000

Lyn Inheritable Skills

Skill

Description

Bond Level

SP Cost

Speed +1

Gain +1 Speed.

5

100

Alacrity

Unit's follow-up (if possible) occurs before a foe's counterattack if unit has a Spd advantage of 9 or more.

5

1,000

Speed +2

Gain +2 Speed.

5

300

Speedtaker

Grants a stacking +2 Speed each time a unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle (Max +10).

5

2,000

Bow Focus 1

When using a bow, gain +10 Hit at a cost of -10 Dodge.

5

100

Bow Focus 2

When using a bow, gain +15 Hit at a cost of -10 Dodge.

7

300

Speed +3

Gain +3 Speed.

9

500

Bow Focus 3

When using a bow, gain +20 Hit at a cost of -10 Dodge.

12

500

Alacrity+

Unit's follow-up (if possible) occurs before a foe's counterattack if unit has a Speed advantage of 7 or more.

13

2,000

Bow Focus 4

When using a bow, gain +25 Hit at a cost of -10 Dodge.

14

700

Speed +4

Gain +4 Speed.

16

1,000

Alacrity++

Unit's follow-up (if possible) occurs before a foe's counterattack if unit has a Speed advantage of 5 or more.

18

3,000

Speed +5

Gain +5 Speed.

19

2,000

Ike Inheritable Skills

Skill

Description

Bond Level

SP Cost

Defense +1

Gain +1 Defense.

5

100

Demolish

Break destructible obstacles in one hit when using Destroy.

5

200

Resolve

Gain +5 Defense and Resistance for a unit whose HP is and stays 75 percent or less.

5

1,000

Defense +2

Gain +2 Defense.

5

300

Reposition

Skill that, when used, moves an adjacent ally on the opposite side of a unit.

5

200

Axe Power 1

When using an axe, gain +2 Attack at a cost of -10 Avoid.

5

1,000

Axe Power 2

When using an axe, gain +4 Attack at a cost of -10 Avoid.

7

2,000

Defense +3

Gain +3 Defense.

8

500

Axe Power 3

When using an axe, gain +6 Attack at a cost of -10 Avoid.

12

3,000

Wrath

For each HP unit has lost, grants Crit +1 during combat (Max +30).

13

2,000

Axe Power 4

When using an axe, gain +8 Attack at a cost of -10 Avoid.

14

4,000

Defense +4

Gain +4 Defense.

16

1,000

Resolve+

Gain +5 Defense and Resistance for a unit whose HP is and stays 75 percent or less.

18

2,000

Defense +5

Gain +5 Defense.

19

2,000

Byleth Inheritable Skills

Skill

Description

Bond Level

SP Cost

Luck +2

Gain +2 Luck.

5

100

Divine Pulse

Missed hits may turn into an attack (Trigger %=30; chance increases with high Luck).

5

250

Luck +4

Gain +4 Luck.

5

300

Mentorship

Increase EXP gain to 1.2x for self and adjacent allies.

5

250

Art Focus 1

When using an art, gain +10 Hit in exchange for -10 Dodge.

5

100

Art Focus 2

When using an art, gain +15 Hit in exchange for -10 Dodge.

6

300

Art Focus 3

When using an art, gain +20 Hit in exchange for -10 Dodge.

7

500

Luck +6

Gain +6 Luck.

8

500

Art Focus 4

When using an art, gain +25 Hit in exchange for -10 Dodge.

12

700

Lost & Found

If unit finishes an action or waits next to an ally, may find an item and increase support with that ally (Trigger %=Luck).

13

250

Art Focus 5

When using an art, gain +30 Hit in exchange for -10 Dodge.

14

1,000

Luck +8

Gain +8 Luck.

16

1,000

Luck +10

Gain +10 Luck.

17

2,000

Divine Pulse+

Missed hits may turn into an attack (Trigger%=50; chance increases with high Luck).

18

500

Luck +12

Gain +12 Luck.

19

3,000

Corrin Inheritable Skills

Skill

Description

Bond Level

SP Cost

HP +5

Gain +5 max HP.

5

300

HP +7

Gain +7 max HP.

5

500

Quality Time

After using a turn, unit restores 5 HP to nearby allies and slightly increases their support affection.

5

250

Sword Focus 1

When using a sword, gain +10 in exchange for Dodge -10.

5

100

Sword Focus 2

When using a sword, gain +15 in exchange for Dodge -10.

7

300

Draconic Hex

If unit begins combat, adds -4 to all of foe's basic stats after combat. (Decreases by one each turn).

8

2,000

HP +10

Gain +10 max HP.

9

1,000

Sword Focus 3

When using a sword, gain +20 in exchange for Dodge -10.

12

500

Pair Up

Prevents damage from foes' chain attacks against unit.

13

2,000

Sword Focus 4

When using a sword, gain +25 in exchange for Dodge -10.

14

700

HP +12

Gain +12 max HP.

16

2,000

Sword Focus 5

When using a sword, gain +30 in exchange for Dodge -10.

17

1,000

Quality Time+

After using a turn, unit restores 10HP to nearby allies and slightly increases their support affection.

18

500

HP +15

Gain +15 max HP.

19

3,000

Ephraim/Eirika Inheritable Skills

Skill

Description

Bond Level

SP Cost

Lunar Brace

When attacking with a physical attack, unit deals extra damage (20 percent of foe's Defense).

5

3,000

Dodge +10

Gives +10 to Dodge.

5

500

Lance Agility

When using a lance, benefit from +10 Avoid in exchange for -10 Critical.

5

500

Gentility

Take 3 less damage.

5

2,000

Dodge +15

Gives +15 to Dodge.

5

1,000

Lance Agility 2

When using a lance, benefit from +15 Avoid in exchange for -10 Critical.

7

1,000

Dodge +20

Gives +20 to Dodge.

8

1,500

Lance Agility 3

When using a lance, benefit from +20 Avoid in exchange for -10 Critical.

12

2,000

Lunar Brace+

When attacking with a physical attack, unit deals extra damage (30 percent of foe's Defense).

13

5,000

Dodge +25

Gives +25 to Dodge.

14

2,000

Lance Agility 4

When using a lance, benefit from +25 Avoid in exchange for -10 Critical.

16

3,000

Lance Agility 5

When using a lance, benefit from +30 Avoid in exchange for -10 Critical.

17

4,000

Gentility+

Take 5 less damage.

18

3,000

Dodge +30

Gives +30 to Dodge.

19

2,500

Edelgard/Dimitri/Claude Inheritable Skills

Skill

Description

Bond Level

SP Cost

Assembly Gambit

Skill that, when used, allows unit to move 1 space away after attacking an adjacent foe. The foe then is moved to the unit's previous space.

5

1,500

Str/Dex +1

Gain +1 Strength and Dexterity.

5

700

Lineage

Increase unit's EXP gain by 20 percent.

5

150

Bow Guard 1

When using a bow, take 1 less damage during combat.

5

200

Str/Dex +2

Gain +2 Strength and Dexterity.

7

1,600

Bow Guard 2

When using a bow, take 2 less damage during combat.

8

400

Weapon Sync

When wielding the same weapon as a synced Emblem, gain +5 Attack during combat unit initiates. When engaged,gain +5 Attack regardless of weapon type.

12

3,000

Str/Dex +3

Gain +3 Strength and Dexterity.

12

4,200

Bow Guard 3

When using a bow, take 3 less damage during combat.

14

600

Str/Dex +4

Gain +4 Strength and Dexterity.

16

6,000

Weapon Sync+

When wielding the same weapon as a synced Emblem, gain +7 Attack during combat unit initiates. When engaged, gain +7 Attack regardless of weapon type.

17

5,000

Bow Guard 4

When using a bow, take 4 less damage during combat.

17

800

Str/Dex +5

Gain +5 Strength and Dexterity.

18

8,400

Bow Guard 5

When using a bow, take 5 less damage during combat.

19

1,000

Tiki Inheritable Skills

Skill

Description

Bond Level

SP Cost

Starsphere

Enhance stat growth when leveling up.

5

1,500

HP/Lck +2

Gain +2 HP and Luck.

5

200

Geosphere

If allies are adjacent to unit at the start of the player phase, boost unit and adjacent allies' Defense and Resistance by +3 for one turn.

5

500

Special Guard 1

If the opponent is equipped with a special attack, take one less damage during combat.

5

200

HP/Lck +4

Gain +4 HP and Luck.

7

600

Lifesphere

When Waiting without attack or using items, unit restores 10 HP and alleviates status effects.

8

1,000

Special Guard 2

If the opponent is equipped with a special attack, take two less damage during combat.

9

400

Lightsphere

If unit initiates combat, this decreases the chance of receiving a critical hit from the foe by half.

10

900

HP/Lck +6

Gain +6HP and Luck.

12

1,100

Special Guard 3

If foe is equipped with a special attack, take three less damage during combat.

13

600

Lifesphere+

When Waiting without attack or using items, unit restores 30HP and alleviates status effects.

14

2,000

HP/Lck +8

Gain +8HP and Luck.

15

1,900

Geosphere+

If allies are adjacent to unit at the start of the player phase, boost unit and adjacent allies' Defense and Resistance by +5 for one turn.

16

1,000

Special Guard 4

If foe is equipped with a special attack, take four less damage during combat.

17

800

HP/Lck +`10

Gain +10HP and Luck.

18

3,600

Lifesphere++

When Waiting without attack or using items, unit restores 40 HP and alleviates status effects.

19

3,000

Special Guard 5

If foe is equipped with a special attack, take five less damage during combat.

19

1,000

Bond Rings

When you receive an Emblem Ring, you'll be able to create Bond Rings. Bond Rings, when equipped, can give a unit stat bonuses and minimal SP gain but do not allow the unit to sync, engage, or use any synchronized skills. Each Bond Ring can represent a unique character from the world the original Emblem inhabited. There are 10 characters to collect, and each character can appear in four different tiers: C, B, A, and S.

For a price of Bond Fragments, you can meld these Bond Rings together when you have multiple of one character to create the next highest tier level. Each tier level gives a bonus of one extra stat increased.

Using Emblem Rings

Once equipped to a unit, there are two phases a unit with an Emblem can be in at any time:

  • Phase One: Synchronized
  • Phase Two: Engaged

As a general state, your unit will begin and remain in a Synchronized state until you choose to Engage them. While Synchronized, your unit can enjoy all the synchronized skills of their Emblem unlocked by their bond level, gain SP, and fill their Engage meter. During such time, you cannot use your Engage attacks or your Emblem's unique weapons. Your Emblem will appear in combat with you as a ghostly figure and have attack animations with you, but they will deal no extra damage and have no use other than adding to your potential skill pool.

To Engage a unit with their Emblem, you must select to "Engage" them as a free action on your turn – which can be done before or after you move – and have enough energy in your Engage meter to successfully activate. You can check if your Engage meter is full by looking to the left side of a unit's healthbar; it is full if the circle is fully blue and glowing. If it has yet to be filled, you can fill your meter by:

  • Engaging in combat with enemies
  • Defeating foes
  • Stepping on Energy Well tiles (blue, circular glowing tiles on the map)

If you wish to cancel your engage, you can press the B button until you're back in your original position before making your first action.

Once Engaged, you'll have three rounds to use the unique weapons, any Engage skills available to you, and your ultimate Engage attack (ability, if your Emblem is Micaiah; her Engage ability heals instead of attacking).

When at last your Emblem meter falls to one, your unit will stay Engaged for the length of the enemy's turn and revert to Synchronized at the beginning of your next turn. You may repeat this process as many times as you wish for the duration of battle.

In the case of Engaging with Emblem Edelgard, Dimitri, and Claude, you are granted four turns once your bond level is high enough. When Engaged, your Engage skill allows you access to "Combat Arts" which trade the turns you are able to stay Engaged for powerful attacks with unique effects.

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