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Love: Difference between revisions

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m (Support was in FE3 but it had no points or levels)
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* [[Sigurd]] and [[Deirdre]] will automatically fall for each other upon Deirdre's recruitment, and thus have no love growths with any other characters.
* [[Sigurd]] and [[Deirdre]] will automatically fall for each other upon Deirdre's recruitment, and thus have no love growths with any other characters.
* [[Quan]] and [[Ethlyn]] are bound to each other prior to the game's events.
* [[Quan]] and [[Ethlyn]] are bound to each other prior to the game's events - they start as lovers and cannot fall in love with anyone else.
* [[Finn]], [[Hannibal]], and [[Altena]] cannot fall in love during the second generation.
* [[Finn]], [[Hannibal]], and [[Altena]] cannot fall in love during the second generation.



Revision as of 22:25, 4 June 2021


This page has been marked as a stub. Please help improve the page by adding information.

The love system is a game mechanic that appeared in Fire Emblem: Genealogy of the Holy War which is similar to the support system as it is featured in games starting from The Binding Blade.

Mechanics

In both generations of Genealogy of the Holy War, most playable characters can fall in love with another character of the opposite gender. There are certain exceptions:

  • Sigurd and Deirdre will automatically fall for each other upon Deirdre's recruitment, and thus have no love growths with any other characters.
  • Quan and Ethlyn are bound to each other prior to the game's events - they start as lovers and cannot fall in love with anyone else.
  • Finn, Hannibal, and Altena cannot fall in love during the second generation.

Characters will fall in love when they accumulate a total of 500 love points with each other. Certain pairs have a base number of love points. Love points can be earned by the following methods:

  • Most characters will gain a certain amount of love points with each other simply by having both end their turns outside the base castle. This ends after the fiftieth turn of each chapter.
  • Love points will accumulate faster if the characters end their turns adjacent to each other. The jealousy system also affects this type of love growth. This ends after the fiftieth turn of each chapter.
  • Certain pairs have conversations that may boost their love points by a large amount, e.g. Lewyn and Erinys in Chapter 4.

A character can visit any allied castle and speak to the fortune teller there, who will judge the character's feelings for another character. His message will change depending on how many love points that character has accumulated with another character (<character> will refer to whomever that character has the most love points with):

  • 0-199: "You've yet to find one to capture your heart."
  • 200-299: "You've had <character> dwelling on your mind as of late."
  • 300-399: "<character> has taken your fancy as of late."
  • 400-499: "You're well and truly in love with <character>."
  • 500: "You and <character> are bound in holy matrimony!"

Once a couple reaches 500 love points, they receive the ability to give all of their gold to their lover, and also receive a combination bonus if they enter battle while standing next to each other. Couples in the first generation who fall in love will have two children, who will become playable in the second generation, inheriting certain attributes from their parents. If the female characters (other than Deirdre and Ethlyn) do not fall in love before the end of Chapter 5, or are killed, their children will be replaced by substitute characters.

References

Game mechanics
Out-of-battle management Base (BarracksBase CampBase conversationEveryone's ConditionsExpeditionGarreg Mach Monastery (Abyss) • My CastleSomniel) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPeddlerPreparationsRenownShopping (ArmoryBargainsForgeItem shopMerchantOnline shopSecret shop) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSide quest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • Turn (Turn rewind) • Weather (Fog of war) • Village
Stats Units ActionAffinityAuthorityBiorhythmCharmClass (Class masteryClass relative powerUnit type) • Constitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementProficiencyResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritical rateDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttack (Counterattack) • Auto-BattleBattalion (Gambit) • CantoChain attackChain GuardClass change (Reclass) • Combat artCrestsDance (GaldrarPlaySing) • Death (Decoy) • DismountDragon VeinEmblem RingsFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRallyRecruitmentRescue (Capture) • Skills (Offensive skill) • SmashStaggering BlowStatus effectsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations AttackAttack speedAvoidBonus damageCritical hit (Combination bonusDodgeTriangle Attack) • Hit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
Connectivity amiiboData transferDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
Other BarrierBirthdayClass rollGlitchesMultiple endingsRankingsSound RoomTactician bonus