SIGNET
Resource Hub for Fire Emblem Engage
Home
Overview
The goal of this project is to address a lack of cohesive information and to aid player planning for a recently released tactical strategy game called Fire Emblem Engage. Here, you will find pages listing useful data about many different aspects of the game, from playable Units, Class options, Emblems, Weapons, and more. Additionally, the Calculator functions allow you to experiment with various game data combinations and aid in game planning efforts. Please try out some different site functions and feel free to reference the explanations below for clarification if needed.
Explanation: Stats
A unit in Fire Emblem Engage has stats which fall into two categores; Basic stats, and Combat stats. Basic stats are
HP, Strength, Magic, Dexterity, Speed, Defense, Resistance, Luck, Build, and Movement. Aside from Movement, which is determined by class
and is immutable aside from certain buffs, each Basic stat has a percent chance to increase every time a unit levels up- this chance is
known as the Growth Rate. Additionally, these Basic stats have minimum possible values, as well as maximum possible values; these are the
Bases and Stat Caps, respectively. Every unit and every class has their own values for all of these Basic stats. In order to calculate
a unit's effective growths, bases, and caps, their own values for these stats are added to the values of the class they are in. The
Unit Planner under the Calculator section performs this function, and allows you to observe and
compare combinations with ease.
Strength (Str) affects damage the unit deals with physical attacks.
Magic (Mag) affects damage the unit deals with magical attacks.
Dexterity (Dex) determines hit rate and frequency of critical hits.
Speed (Spd) contributes to Avoid. If greater than or equal to foe's Spd +5, unit strikes twice.
Defense (Def) reduces damage from physical attacks.
Resistance (Res) reduces damage from magical attacks.
Luck (Lck) has various effects, including lowering risk of enemy criticals.
Build (Bld) prevents heavy weapons from slowing attack speed.
Movement (Mov) determines how many spaces a unit can move.
Combat stats are fairly more involved; they are computed from the Basic stats as well as other factors, such as equipped weapon and skills. Combat
stats are Physical Attack, Magical Attack, Hit, Avoid, Critical, and Dodge. Note that a unit will have either Physical or Magical Attack,
but not both simultaneously; an equipped weapon only deals one type of damage, and this type determines which stat is used.
Physical Attack (Ph Atk) is the unit's attack power when using a physical weapon. It is equal to a unit's Strength + the weapon's Might stat.
Magical Attack (Mag Atk) is the unit's attack power when using a magic weapon. It is equal to a unit's Magic + the weapon's Might stat.
Hit determines the odds of landing an attack. It is equal to a unit's Dexterity x2 + Luck/2 + the weapon's Hit stat.
Avoid (Avo) determines the odds of evading an attack. It is equal to Speed x2 + Luck/2 + the weapon's Avoid stat. However, if the weapon's Weight stat exceeds the unit's Build stat, that difference is subtracted from Speed.
Critical (Crit) determines the odds of landing a critical hit (triple damage). It is equal to half of a unit's Dexterity + the weapon's Critical stat.
Dodge (Ddg) determines the odds of avoiding a critical hit. It is equal to a unit's Luck + a weapon's Dodge stat.
Explanation: Skills
Skills have a myriad of effects on many different aspects of a unit's stats and abilities. Skills are separated by their source on
this site, but the All Skill Data page collects all of them into a single filterable list and is
a great place to search for certain effects across all categories of skills.
Inherited Skills come from Emblem Rings. Once a unit has a bond of at least Level 5 with an Emblem Ring, they have the ability to
exchange their own SP for an Emblem's inheritable skills. Some of these skills are also available as Sync skills when the unit has the Emblem
equipped, but in such cases, the Inherited and Sync skills will not stack; other skills are exclusively inheritable and cannot be obtained
otherwise. Each unit has two slots for equipped Inherited skills.
Personal Skills are unique to each unit. Every unit has exactly one personal skill, and it is always equipped.
Class Skills come from the unit's class. In Advanced tier and other special classes, a unit will learn the Class skill upon reaching
Level 5 in the class. The skill cannot be unequipped, but changing classes or otherwise reverting to Level 1 will remove the skill.
Sync Skills are tied to a unit's equipped Emblem Ring, and are always in effect while the Emblem Ring is equipped. The higher a unit's Bond level is
with the Emblem, the more Sync skills unlock. A unit therefore has a variable amount of Sync skills; zero if they have no equipped Emblem Ring, but one or more
if they do.
Engage Skills, like Sync skills, are tied to a unit's equipped Emblem Ring. However, an Emblem Ring has exactly one Engage skill, and it is not
constantly active; it only takes effect when the unit enters their "Engaged" form in combat, which lasts for 3-4 turns. Notably, certain Engage skills have
additional effects based on the unit's Class type (Armored, Cavalry, Flying, etc.); these variants are listed as unique instances of the skill for the sake of
clarity on this site.
Bond Skills come from a unit's equipped Bond Ring. Bond Rings are an alternative to equip instead of an Emblem Ring, meaning that a unit will
never have both in effect concurrently, and therefore cannot have Sync/Engage skills alongside a Bond Ring skill. Bond skills are akin to Sync skills in the
sense that they are always in effect with the Bond Ring equipped. However, Bond Rings only have up to one skill, and most do not have a skill at all, merely
providing a modest stat boost to the equipping unit.