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In {{title|Genealogy of the Holy War}}'s [[castle]] towns, all units can readily access a weapon repair shop, which fully restores a weapon's durability for a fee equivalent to a fraction of the weapon's base [[worth]].
In {{title|Genealogy of the Holy War}}'s [[castle]] towns, all units can readily access a weapon repair shop, which fully restores a weapon's durability for a fee equivalent to a fraction of the weapon's base [[worth]].


From {{title|Shadow Dragon}} onward, two separate instances of the same weapon can be [[merge]]d together in the [[preparations]] menu, combining the remaining uses of both weapons into a single weapon. However, in {{title|Awakening}}, this cannot be done to [[forge]]d weapons. It is done automatically in the convoy in ''Awakening'', rather than being done manually by the player; this has the side effect of possibly merging weapons the player may not have wanted to be merged.
From {{title|Shadow Dragon}} onward, two separate instances of the same weapon can be merged together in the [[preparations]] menu, combining the remaining uses of both weapons into a single weapon. However, in {{title|Awakening}}, this cannot be done to [[forge]]d weapons. It is done automatically in the convoy in ''Awakening'', rather than being done manually by the player; this has the side effect of possibly merging weapons the player may not have wanted to be merged.
 
In {{title|Three Houses}} only, all [[black magic]], [[white magic]], and [[Dark (magic)|dark magic]] spells have all of their uses replenished at the end of the battle, though this is offset by the spells having lower durability across the board. This means that, instead of being limited by how many times they can be used per playthrough, they are instead limited by how many times they can be used per battle.


==Items and skills affecting durability==
==Items and skills affecting durability==
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