Anonymous

Site News
Warning: This wiki contains spoilers. Read at your own risk!

Social media: If you would like, please join our Discord server, and/or follow us on Twitter (X) or Tumblr!

Skills: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
m
Text replacement - "([Ll])evel (\d+)" to "$1evel $2"
m (Text replacement - "([Ll])evel (\d+)" to "$1evel $2")
Line 15: Line 15:
The next game with a skill system after ''Radiant Dawn'', {{title|Awakening}}, removed distinct types of skills in favor of a simpler system where all skills are learned from classes, and can then be [[#Equippable skills|equipped]] whenever. {{title|Fates}}, while continuing to use this system and not using the term, introduces a new form of personal skills to the series. In it, every normal playable unit has a single completely unique skill which cannot be unequipped, and cannot be learned by other units by any means. These are often designed to reflect the unit's character in some way. Playable unit-unique skills would continue to be featured in later games in the series, and come to explicitly be named personal skills, effectively replacing the previous definition.
The next game with a skill system after ''Radiant Dawn'', {{title|Awakening}}, removed distinct types of skills in favor of a simpler system where all skills are learned from classes, and can then be [[#Equippable skills|equipped]] whenever. {{title|Fates}}, while continuing to use this system and not using the term, introduces a new form of personal skills to the series. In it, every normal playable unit has a single completely unique skill which cannot be unequipped, and cannot be learned by other units by any means. These are often designed to reflect the unit's character in some way. Playable unit-unique skills would continue to be featured in later games in the series, and come to explicitly be named personal skills, effectively replacing the previous definition.


{{title|Three Houses}} and {{title|Engage}}, while retaining the equipped skills system, return to a more rigid definition of different types of skills. In addition to equipped skills and the now so named personal skills, the class skills system from the earlier games returns mostly unchanged, where all units of a certain class have an unremovable skill or set of skills. In ''Three Houses'', most classes have class skills, but in ''Engage'' only advanced classes have skills, and units can only use them once they reach level 5 in the class.
{{title|Three Houses}} and {{title|Engage}}, while retaining the equipped skills system, return to a more rigid definition of different types of skills. In addition to equipped skills and the now so named personal skills, the class skills system from the earlier games returns mostly unchanged, where all units of a certain class have an unremovable skill or set of skills. In ''Three Houses'', most classes have class skills, but in ''Engage'' only advanced classes have skills, and units can only use them once they reach level 5 in the class.


====Equippable skills====
====Equippable skills====
Line 614: Line 614:
'''Mastery skills''' (Japanese: {{hl|奥義スキル|Ōgi sukiru}} ''esoteric skills'') are a classification of powerful skills in the Tellius duology and a sub-type of class/<wbr>soldier skills. The majority of class families are associated with a mastery skill, which normally are trigger skills dealing exceedingly potent amounts of damage to enemies. All mastery skills consume a very high amount of capacity, hindering the ability to equip them alongside other skills. In other games, the mastery skill distinction does not exist and they are treated as normal, if uncommon, skills; additionally, a few ''Path of Radiance'' mastery skills were downgraded to become normal skills in ''Radiant Dawn''. All three of the sword skills of the Jugdral duology also act as mastery skills in Tellius.
'''Mastery skills''' (Japanese: {{hl|奥義スキル|Ōgi sukiru}} ''esoteric skills'') are a classification of powerful skills in the Tellius duology and a sub-type of class/<wbr>soldier skills. The majority of class families are associated with a mastery skill, which normally are trigger skills dealing exceedingly potent amounts of damage to enemies. All mastery skills consume a very high amount of capacity, hindering the ability to equip them alongside other skills. In other games, the mastery skill distinction does not exist and they are treated as normal, if uncommon, skills; additionally, a few ''Path of Radiance'' mastery skills were downgraded to become normal skills in ''Radiant Dawn''. All three of the sword skills of the Jugdral duology also act as mastery skills in Tellius.


In ''Path of Radiance'', mastery skills are learned by [[:Category:Advanced classes|advanced-class beorc units]] and [[laguz]] units above level 15 by equipping them with an [[Occult]] scroll. In ''Radiant Dawn'', beorc units automatically obtain their mastery skill upon promoting to their [[:Category:Third-tier advanced classes|third-tier advanced class]], while laguz units gain their mastery skills by using a [[Satori Sign]] item after reaching a minimum level of 30.
In ''Path of Radiance'', mastery skills are learned by [[:Category:Advanced classes|advanced-class beorc units]] and [[laguz]] units above level&nbsp;15 by equipping them with an [[Occult]] scroll. In ''Radiant Dawn'', beorc units automatically obtain their mastery skill upon promoting to their [[:Category:Third-tier advanced classes|third-tier advanced class]], while laguz units gain their mastery skills by using a [[Satori Sign]] item after reaching a minimum level of 30.


{| class="mw-collapsible mw-collapsed basic" style="padding: 3px; border-spacing: 4px; border-width: 2px; width: 90%"
{| class="mw-collapsible mw-collapsed basic" style="padding: 3px; border-spacing: 4px; border-width: 2px; width: 90%"
Line 1,083: Line 1,083:
==={{title|Engage}}===
==={{title|Engage}}===
{{main|List of skills in Fire Emblem Engage|l1=List of skills in ''Fire Emblem Engage''}}
{{main|List of skills in Fire Emblem Engage|l1=List of skills in ''Fire Emblem Engage''}}
In {{FE17}}, each playable character has a unique personal skill. In addition, each promoted [[Class]] at level 5, and each special Class at level 25 gains a unique class skill that is lost when [[reclass]]ing to another class.
In {{FE17}}, each playable character has a unique personal skill. In addition, each promoted [[Class]] at level&nbsp;5, and each special Class at level&nbsp;25 gains a unique class skill that is lost when [[reclass]]ing to another class.


The bulk of the skill system is through the [[Emblem Ring]] mechanic. When synced with an Emblem, a unit will be granted several skills. At level 1, an emblem provides one sync skill, and will provide more, as well as improved versions of sync skills, as the bond level is raised. Starting with bond level 5, a unit can inherit the sync skills, as well as some other skills that only take effect when inherited and equipped, at the cost of [[SP]]. Only two inherited skills can be equipped at once. In addition, each emblem has one engage skill (with the exception of Emblem [[Alear]], who cannot be synced with and only has engage skills), that is provided when Engaged with the unit, and an engage attack, which can be used once per engaged state. Engage skills and engage attacks can also gain additional effects based on the user's [[unit type]]. These are detailed on the skills' individual pages.
The bulk of the skill system is through the [[Emblem Ring]] mechanic. When synced with an Emblem, a unit will be granted several skills. At level&nbsp;1, an emblem provides one sync skill, and will provide more, as well as improved versions of sync skills, as the bond level is raised. Starting with bond level&nbsp;5, a unit can inherit the sync skills, as well as some other skills that only take effect when inherited and equipped, at the cost of [[SP]]. Only two inherited skills can be equipped at once. In addition, each emblem has one engage skill (with the exception of Emblem [[Alear]], who cannot be synced with and only has engage skills), that is provided when Engaged with the unit, and an engage attack, which can be used once per engaged state. Engage skills and engage attacks can also gain additional effects based on the user's [[unit type]]. These are detailed on the skills' individual pages.


Like past games, some skills can only be used by enemy units, and are unobtainable by the player.
Like past games, some skills can only be used by enemy units, and are unobtainable by the player.