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Serenity in Ruin: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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===[[Emblem]] data===
===[[Emblem Ring]] data===
{{ChapChars
{{ChapChars
|game#=17
|game#=17
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{{!}} [[File:Is ns02 master seal.png|24px]]
{{!}} [[File:Is ns02 master seal.png|24px]]
{{!}} [[Master Seal]]
{{!}} [[Master Seal]]
{{!}} style="text-align: center" {{!}} 9
{{!}} style="text-align: center" {{!}} 9 <small>(+2)</small>
{{!}} style="text-align: right" {{!}} 2,500
{{!}} style="text-align: right" {{!}} 2,500
{{!-}}
{{!-}}
{{!}} style="border-bottom-left-radius: 15px" {{!}} [[File:Is ns02 second seal.png|24px]]
{{!}} style="border-bottom-left-radius: 15px" {{!}} [[File:Is ns02 second seal.png|24px]]
{{!}} [[Second Seal]]
{{!}} [[Second Seal]]
{{!}} style="text-align: center" {{!}} 15
{{!}} style="text-align: center" {{!}} 15 <small>(+3)</small>
{{!}} style="border-bottom-right-radius: 15px; text-align: right" {{!}} 2,500
{{!}} style="border-bottom-right-radius: 15px; text-align: right" {{!}} 2,500
{{tableend}}
{{tableend}}
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{{!}} [[File:Is ns02 steel ingot.png|24px]]
{{!}} [[File:Is ns02 steel ingot.png|24px]]
{{!}} [[Steel Ingot]]
{{!}} [[Steel Ingot]]
{{!}} style="text-align: center" {{!}} 50
{{!}} style="text-align: center" {{!}} 50 <small>(+40)</small>
{{!}} style="text-align: right" {{!}} 500
{{!}} style="text-align: right" {{!}} 500
{{!-}}
{{!-}}
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|mag=1
|mag=1
|dex=16
|dex=16
|spd=6
|spd=6{{h|−1|Penalized by weapon weight}}
|def=16
|def=16
|res=2
|res=2
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|mag=12
|mag=12
|dex=14
|dex=14
|spd=13
|spd=13{{h|−2|Penalized by weapon weight}}
|def=5{{h|+5|Granted by Shielding Art}}
|def=5{{h|+5|Granted by Shielding Art}}
|res=14
|res=14
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|mag=10
|mag=10
|dex=19
|dex=19
|spd=15
|spd=15{{h|−7|Penalized by weapon weight}}
|def=8
|def=8
|res=10
|res=10
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|mag=2
|mag=2
|dex=20
|dex=20
|spd=14
|spd=14{{h|−2|Penalized by weapon weight}}
|def=10
|def=10
|res=7
|res=7
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|mag=4
|mag=4
|dex=16
|dex=16
|spd=13
|spd=13{{h|−5|Penalized by weapon weight}}
|def=11
|def=11
|res=5
|res=5
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|mag=4
|mag=4
|dex=16
|dex=16
|spd=13
|spd=13{{h|−7|Penalized by weapon weight}}
|def=11
|def=11
|res=5
|res=5
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|mag=10
|mag=10
|dex=19
|dex=19
|spd=15
|spd=15{{h|−5|Penalized by weapon weight}}
|def=8
|def=8
|res=10
|res=10
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|mag=0
|mag=0
|dex=11
|dex=11
|spd=12
|spd=12{{h|−2|Penalized by weapon weight}}
|def=5
|def=5
|res=2
|res=2
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|mag=1
|mag=1
|dex=17
|dex=17
|spd=13
|spd=13{{h|−3|Penalized by weapon weight}}
|def=7
|def=7
|res=4
|res=4
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|mov=2
|mov=2
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}}
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}}
|notes=Begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.
|notes=• Automatically equips [[Fire Breath]] after initiating combat with [[Fireball]].<br>• Begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.
|last=y
|last=y
}}
}}
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|mag=20
|mag=20
|dex=16
|dex=16
|spd=15
|spd=15{{h|−1|Penalized by weapon weight}}
|def=9{{h|+5|Granted by Shielding Art}}
|def=9{{h|+5|Granted by Shielding Art}}
|res=23
|res=23
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|mag=15
|mag=15
|dex=22
|dex=22
|spd=19
|spd=19{{h|−7|Penalized by weapon weight}}
|def=13
|def=13
|res=15
|res=15
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|mag=5
|mag=5
|dex=22
|dex=22
|spd=18
|spd=18{{h|−1|Penalized by weapon weight}}
|def=16
|def=16
|res=12
|res=12
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|mag=5
|mag=5
|dex=22
|dex=22
|spd=18
|spd=18{{h|−5|Penalized by weapon weight}}
|def=16
|def=16
|res=12
|res=12
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|mag=8
|mag=8
|dex=22
|dex=22
|spd=17
|spd=17{{h|−4|Penalized by weapon weight}}
|def=16
|def=16
|res=10
|res=10
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|mag=8
|mag=8
|dex=22
|dex=22
|spd=17
|spd=17{{h|−6|Penalized by weapon weight}}
|def=16
|def=16
|res=10
|res=10
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|mag=15
|mag=15
|dex=22
|dex=22
|spd=19
|spd=19{{h|−5|Penalized by weapon weight}}
|def=13
|def=13
|res=15
|res=15
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|mag=2
|mag=2
|dex=12
|dex=12
|spd=14
|spd=14{{h|−1|Penalized by weapon weight}}
|def=9
|def=9
|res=5
|res=5
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|mag=4
|mag=4
|dex=25
|dex=25
|spd=15
|spd=15{{h|−2|Penalized by weapon weight}}
|def=12
|def=12
|res=9
|res=9
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|mov=2
|mov=2
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}}
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}}
|notes=• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked.
|notes=• Automatically equips [[Fire Breath]] after initiating combat with [[Fireball]].<br>• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked.
|last=y
|last=y
}}
}}
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|mag=26
|mag=26
|dex=20
|dex=20
|spd=19
|spd=19{{h|−1|Penalized by weapon weight}}
|def=14{{h|+5|Granted by Shielding Art}}
|def=14{{h|+5|Granted by Shielding Art}}
|res=30
|res=30
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|mag=9
|mag=9
|dex=27
|dex=27
|spd=22
|spd=22{{h|−1|Penalized by weapon weight}}
|def=23
|def=23
|res=17
|res=17
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|mag=20
|mag=20
|dex=27
|dex=27
|spd=23
|spd=23{{h|−7|Penalized by weapon weight}}
|def=18
|def=18
|res=21
|res=21
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|mag=9
|mag=9
|dex=27
|dex=27
|spd=22
|spd=22{{h|−5|Penalized by weapon weight}}
|def=23
|def=23
|res=17
|res=17
Line 1,520: Line 1,520:
|mag=12
|mag=12
|dex=27
|dex=27
|spd=21
|spd=21{{h|−4|Penalized by weapon weight}}
|def=21
|def=21
|res=15
|res=15
Line 1,539: Line 1,539:
|mag=12
|mag=12
|dex=27
|dex=27
|spd=21
|spd=21{{h|−6|Penalized by weapon weight}}
|def=21
|def=21
|res=15
|res=15
Line 1,596: Line 1,596:
|mag=20
|mag=20
|dex=27
|dex=27
|spd=23
|spd=23{{h|−5|Penalized by weapon weight}}
|def=18
|def=18
|res=21
|res=21
Line 1,634: Line 1,634:
|mag=8
|mag=8
|dex=30
|dex=30
|spd=19
|spd=19{{h|−2|Penalized by weapon weight}}
|def=17
|def=17
|res=14
|res=14
Line 1,660: Line 1,660:
|mov=2
|mov=2
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}}
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}}
|notes=• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Zephia]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked.
|notes=• Automatically equips [[Fire Breath]] after initiating combat with [[Fireball]].<br>• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Zephia]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked.
|last=y
|last=y
}}
}}
Line 2,092: Line 2,092:
==Strategy==
==Strategy==
{{strategy}}
{{strategy}}
{{sectstub}}
Chapter&nbsp;17 is notorious for its massive length, featuring '''6 bosses with Emblems''' as well as 39 other enemies. Not only that, every generic enemy is also ''promoted'' from here on out.
 
The first priority is dealing with the [[Halberdier]]s and [[General]]s near the starting position; while those attacking the Halberdiers have nothing to fear, those attacking the Generals may be in [[Griss]]' [[Dark Warp]] range.
 
Griss has 48 Attack with Dark Warp; it's a lot, but it's plenty survivable, especially if you chug a [[Pure Water]] beforehand to bring it down to 41 Attack. He will waste no time using it if he has a target, and he will easily overextend himself well past the attack ranges of any other enemy. He only has 39 Attack with his weak [[Seraphim]] tome, and 21 AS, so he should go down once ganged up on.
 
By now, Griss' Halberdier and [[Sage]] squad will be approaching; if they are getting in the way of the Griss fight, stall them with a Mystical/Dragon unit and [[Corrin]]; fire tiles have a high movement cost and will keep them out of the way for a turn. Regardless, as the [[Berserker]] squad will be on your tail by now, it's best to push through the Halberdiers and Sages as gaining ground will make the Berserkers take extra turns to reach you.
 
The map is designed so that the Halberdier squad in the bottom left, the [[Sniper]] squad near the center right, the Berserker squad on the bottom of the map and Griss' minions all approach the player's starting position in the span of about 2-3 turns, thus likely overwhelming the player units with more threats than they can possibly deal with at once. This is why it is important to push northwards early, as if the player can get into Griss' starting area, they can easily defend a pair of 1-wide chokepoints (which the [[Corrupted Wyrm]] can't cross), while also throwing the enemy timing out of whack. Now, only one squad will approach the bridges at a time, which can be easily managed.
 
Once the aggressive enemies are routed, there are only two enemy groups left to deal with. The first is the [[Marni]]-[[Mauvier]] squad in the bottom left; provoking any member of those squads will provoke all nine of them. The other is the [[Veyle]]-[[Zephia]]-[[Hyacinth]] group, composed of every remaining enemy not in the Marni-Mauvier squad. If the player tries to fight Marni and Mauvier first, they will basically get forced to attack Marni's group head on, as trying to provoke Mauvier from the side will put them in range of a Corrupted Wyrm that aggro the other three bosses; consequently, both Marni and Mauvier's groups will slam into the army at the same time and overwhelm the player.
 
It is overall safer to use a flier to lure the infamous '''12-Mov''' Zephia across the water. It'll provoke the rest of her army, but they take such a long time to reach Griss' starting area that they won't be a problem for the time being. Zephia herself tends to [[Canter]] back over the water, and since her mobility is way too high to run or hide from, this basically necessitates [[Entrap]] to put her into position to be ganged up on.
 
Once Zephia goes down, the next objective is to deal with the incoming swarm of enemies. It's best to use Flame [[Dragon Vein]]s to slow them down and chip them down wholesale. In fact, once the enemy army reaches the bridge, simply having two bulky units block the bridges can severely restrict the amount of damage the enemy can do, as the [[Paladin]]s will get to the front with their higher movement and block the rest of the enemies. As long as you don't accidentally kill too many of the Paladins in front too soon, the bosses can't do much at all. Assassinate the High Priest to cut off the enemy source of healing and prepare to deal with the bosses.
 
Veyle will likely need to be dealt with first, as she is more of a threat with her [[Rapier]] and [[Obscurité]] tome. Lure her into using Obscurité by intentionally leaving a 1-range Paladin alive at the front of the line, and repeatedly killing the enemy behind him until Veyle takes that spot. Obscurité weighs Veyle down by quite a bit, making her easy to gang up on; since she will have it equipped, however, it may be prudent to have your units use Pure Water beforehand. Once she exposes herself, kill the Paladin blocking the way and move in for the kill; the cramped nature of the bridges means that its best to attack with units that can one-round her with [[Engage attack]]s or can displace themselves out of the way with Canter. [[Astra Storm]] can also hit her for some damage without having anyone get in the way. Once she goes down, plug the gap back up by moving a bulky unit forward to keep the rest of the enemies blocked.
 
Hyacinth is next, and he's mostly a walking wall. While he has 60 HP and 30/30 defenses, he doesn't have a good way to wallbreak a high-DEF unit. As with Veyle casting Obscurité, Hyacinth prefers to chuck [[Master Lance]]s at you from behind a Paladin, which isn't much of a threat due to its low Might and awful Hit. It's better to simply withstand his attacks as you clean up the rest of the fodder as long as you don't put any low-DEF units in his range, as prematurely killing his first life bar gives him the [[Light Brand]]. Once he's alone, swarm him with your units and he should go down.
 
With Veyle, Zephia and Hyacinth off the map, Mauvier and Marni become much easier to deal with, as it is now possible to approach Mauvier from the north or east sides. This will cause Mauvier's group to aggro and overextend themselves far away from Marni's group, making it possible to clear them out before Marni can even get close enough to interfere. Mauvier's main threat is his 10 crit from [[Shine]], which is a problem for low-Lck units; if you let him equip [[Nosferatu]], he just becomes an absolute pain to kill. His backup is also on the slow side and weak to anti-cavalry weapons, so taking his group out quickly should not be an issue.
 
Marni for the most part is a physical brick wall, with her 64 HP and 37 Defense. Since she has [[Hold Out+]], she requires 2 rounds to kill no matter what. However, she folds to any sort of magical attack, and even if Hold Out+ stops her from dying, the damage boost from [[Divinely Inspiring]] ignores Marni's defenses, meaning even weak units can deal the last points of damage needed to finish her healthbars off. Just be careful not to let Marni attack Alear ''or someone next to Alear''. She has the Roy [[Wyrmslayer]], which as 10 MT instead of the usual 8, and combined with her 33 Strength, Alear will get burnt to a crisp by her '''63 Attack''', and yes, she can and ''will'' use [[Blazing Lion]] to hit and kill Alear as a secondary target. Once she goes down, the chapter thankfully ends.


==Trivia==
==Trivia==
*This chapter has a set of [[Unused content in Fire Emblem Engage|unused reinforcements]] consisting of four [[Paladin]]s that wield [[Silver Lance]]s.<ref>{{Cite web|url=https://fe17.triangleattack.com/maps/serenity_in_ruin|title=Chapter 17: Serenity in Ruin Interactive Map|site=Triangle Attack|retrieved=March 25, 2023}}</ref>
*This chapter has a set of [[Unused content in Fire Emblem Engage|unused reinforcements]] consisting of four [[Paladin]]s that wield [[Silver Lance]]s.<ref>{{Cite web|url=https://fe17.triangleattack.com/maps/serenity_in_ruin|title=Chapter&nbsp;17: Serenity in Ruin Interactive Map|site=Triangle Attack|retrieved=March 25, 2023}}</ref>


==Etymology and other languages==
==Etymology and other languages==