Fire Emblem: Engagefeatures several new and unique mechanics to further complicate the series' already complex and engage turn-based tactical strategy gameplay, and chief among them all are the Emblem Rings. Capable of turning the tide of a battle in an instant and making lackluster units shine, they’re a necessary part of the adventure.

RELATED:Fire Emblem Engage: Complete Guide To The SomnielAltogether there are13 Emblem Ringsto collect (and15 with the Expansion Pass), and each one of them boasts their own unique properties. In addition to the ability to Engage with these rings, any unit can learn each Emblem’s skills, allowing for numerous possibilities when it comes to making an army you can be proud of.

Summoning Marth For The First Time Chapter 1

How To Get Emblem Rings

The primary way to get more Emblem Rings is byplaying through the story, but there are also free Emblem Rings/Bracelets and optional Paralogues if you’ve purchased the Expansion Pass. On average, you should receive an Emblem every other chapter. Eventually, you will have the option tochallenge their Paralogues and unlock their upper Bond Levels, increasing the range of bonded levelsfrom 10 to 20.These Paralogues are entirely optional.

All Emblem Rings And Locations

Veyle In The Bandit Ruins Of Firene

Ring of the Lady of the Plains

Ring of the Instructor

Manage Inherited Skills Menu For Alear

Ring of the Crux of Fate

Ring of the Connector

Marth Running Alongside Alear In Opening Cutscene

S p o i l e r

Emblem Sigurd Beside Queen Lemura

Following Chapter 10, you will lose several Emblem Rings. However, you will be able to gain them back in later chapters.

All Lost Rings And When To Reclaim Them

Emblem Celica’s First Summoning Pose

Chapter 17

Inheritable Skills

Each Emblem Ring has their own set ofunique skills.Of those skills,20are available for your units to inherit by spendingSkill Points(SP). Skill Points can be gained by equipping an Emblem Ring to gain SP equal to the XP you receive in battle or a Bond Ring to gain a small amount of SP. For every unit,two inheritable skills can be equipped, and some skills cannot overlap or double when a unit is wearing an Emblem Ring.

to Inherit a skill, a unitmust have at least a C-tier bond with an Emblem(or a level 5 bond), but they do not have to have ever equipped the ring. Likewise, they do not need to equip the Emblem Ring to use that Emblem’s skills. More skills will unlock as the bonds with an Emblem grow. you’re able to grow bonds by:

Yunaka Engaging With Emblem Micaiah First Time

Tiki

Alear*

*Alear has no inheritable skills. In order to have access to Alear’s skills,a unit must be paired with Alear’s Emblem Ring.

SP Cost

Perceptive

When initiating combat, gain +15 Avoid during combat (increases with high Speed).

5

Roy Crossing Arms As He’s Summoned First Time

250

500

Leif Closing His Fist With Eyes Closed During First Summon

Sword Agility 1

When using a sword, gain +10 Avoid in exchange for -10 Critical.

Break Defenses

Unit makes an extra attack at 50 percent damage if attack breaks foe.

2,000

Emblem Lucina Relaxing and Sitting During First Summoning

1,500

Sword Agility 2

When using a sword, gain +15 Avoid in exchange for -10 Critical.

6

1,000

Unyielding

If HP is 20 percent or less at the start of the player phase, unit restores 20 percent of their max HP.

7

100

Sword Agility 3

When using a sword, gain +20 Avoid in exchange for -10 Critical.

8

9

2,500

Unyielding+

If HP is 30 percent or less at the start of the player phase, unit restores 30 percent of their max HP.

12

200

Sword Agility 4

When using a sword, gain +25 Avoid in exchange for -10 Critical.

13

3,000

14

3,500

Perceptive+

When initiating combat, grant Avo +30 during combat (increases with high Speed).

16

Sword Agility 5

When using a sword, gain +30 Avoid in exchange for -10 Critical.

17

4,000

Unyielding++

At start of player phase, if HP is 20 percent or less, restore 20 percent of max HP.

18

300

19

4,500

Lance Power 1

At a cost of Avoid -10, grant Attack +2 when using a lance.

Momentum

For each space moved before attacking, be granted Attack +1 to first strike during combat (Max +10).

Lance Power 2

At a cost of Avoid -10, grant Attack +4 when using a lance.

Lance Power 3

At a cost of Avoid -10, grant Attack +6 when using a lance.

Lance Power 4

At a cost of Avoid -10, grant Attack +8 when using a lance.

Momentum+

For each space moved before attacking, be granted Attack +2 to first attack during combat (Max +10).

Lance Power 5

At a cost of Avoid -10, grant Attack +10 when using a lance.

5,000

Holy Stance

When attacked by a Corrupted, unit deals 10 percent damage back to foe.

Resonance

If unit’s HP is 2 or more when a tome is equipped, unit sacrifices 1 HP and deals +2 damage during combat.

When using a tome, gain +3 Hit and Avoid.

When using a tome, gain +5 Hit and Avoid.

Favorite Food

In exchange for eating a packaged lunch, max out unit’s engage meter.

When using a tome, gainn +7 Hit and Avoid.

700

Holy Stance+

When using a tome, gain +10 Hit and Avoid.

Resonance+

If unit’s HP is 2 or more when a tome is equipped, unit sacrifices 1 HP and deals +3 damage during combat.

Holy Stance+++

When attacked by a Corrupted, unit deals 50 percent damage back to foe.

Staff Mastery 1

When using a staff, gain Hit +10 and heal an additional 3 HP.

Healing Light

When the user heals an ally with a staff, also self-recover 50 percent of the amount healed.

Staff Mastery 2

Staff Mastery 3

Staff Mastery 4

Hold Out

When unit has at least 30 percent HP at start of combat, the unit will always survive on at least 1HP.

Advance

A skill, when used, allows user to move one space toward a foe two spaces away and attack.

Sword Power 1

When using a sword, gain +2 Attack at cost of Avoid -10.

Sword Power 2

When using a sword, gain +4 Attack at cost of Avoid -10.

Hold Out+

When unit has at least 20 percent HP at start of combat, unit always survives with at least 1HP.

Sword Power 3

When using a sword, gain +6 Attack at cost of Avoid -10.

Sword Power 4

When using a sword, gain +8 Attack at cost of Avoid -10.

Hold Out++

When unit has at least 10 percent HP at start of combat, unit always survives with at least 1HP.

Sword Power 5

When using a sword, gain +10 Attack at cost of Avoid -10.

Hold Out+++

When unit has at least 2HP at start of combat, unit always survives with at least 1HP.

6,000

Vantage

Unit can counter before foe’s first attack if unit’s HP is 25 percent or less when following up.

When using a knife, gain +3 Hit and Avoid.

400

When using a knife, gain +5 Hit and Avoid.

Vantage+

Unit can counter before foe’s first attack if unit’s HP is 50 percent or less when following up.

When using a knife, grants +7 Hit and Avoid.

600

When using a knife, gain +10 Hit and Avoid.

Vantage++

Unit can counter before foe’s first attack if unit’s HP is 75 percent or less when following up.

When using a knife, gain +15 Hit and Avoid.

900

Dual Assist

Backup units are able to chain attack when allies attack foes within movement range (Trigger %=35).

Bow Agility

When using a bow, gain +10 Avoid at a cost of -10 Critical.

Bow Agility 2

When using a bow, gain +15 Avoid at a cost of -10 Critical.

Bow Agility 3

When using a bow, gain +20 Avoid at a cost of -10 Critical.

Dual Support

Grants a bonus to Avo that increases with a unit’s support level with adjacent allies (Max +90)

Bow Agility 4

When using a bow, gain +25 Avoid at a cost of -10 Critical.

Bow Agility 5

When using a bow, gain +30 Avoid at a cost of -10 Critical.

Dual Assist+

Backup units are able to chain attack when allies attack foes within movement range (Trigger %=70).

Alacrity

Unit’s follow-up (if possible) occurs before a foe’s counterattack if unit has a Spd advantage of 9 or more.

Speedtaker

Grants a stacking +2 Speed each time a unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle (Max +10).

Bow Focus 1

When using a bow, gain +10 Hit at a cost of -10 Dodge.

Bow Focus 2

When using a bow, gain +15 Hit at a cost of -10 Dodge.

Bow Focus 3

When using a bow, gain +20 Hit at a cost of -10 Dodge.

Alacrity+

Unit’s follow-up (if possible) occurs before a foe’s counterattack if unit has a Speed advantage of 7 or more.

Bow Focus 4

When using a bow, gain +25 Hit at a cost of -10 Dodge.

Alacrity++

Unit’s follow-up (if possible) occurs before a foe’s counterattack if unit has a Speed advantage of 5 or more.

Resolve

Gain +5 Defense and Resistance for a unit whose HP is and stays 75 percent or less.

Reposition

Skill that, when used, moves an adjacent ally on the opposite side of a unit.

Axe Power 1

When using an axe, gain +2 Attack at a cost of -10 Avoid.

Axe Power 2

When using an axe, gain +4 Attack at a cost of -10 Avoid.

Axe Power 3

When using an axe, gain +6 Attack at a cost of -10 Avoid.

Wrath

For each HP unit has lost, grants Crit +1 during combat (Max +30).

Axe Power 4

When using an axe, gain +8 Attack at a cost of -10 Avoid.

Resolve+

Divine Pulse

Missed hits may turn into an attack (Trigger %=30; chance increases with high Luck).

Increase EXP gain to 1.2x for self and adjacent allies.

Art Focus 1

When using an art, gain +10 Hit in exchange for -10 Dodge.

Art Focus 2

When using an art, gain +15 Hit in exchange for -10 Dodge.

Art Focus 3

When using an art, gain +20 Hit in exchange for -10 Dodge.

Art Focus 4

When using an art, gain +25 Hit in exchange for -10 Dodge.

Lost & Found

If unit finishes an action or waits next to an ally, may find an item and increase support with that ally (Trigger %=Luck).

Art Focus 5

When using an art, gain +30 Hit in exchange for -10 Dodge.

Divine Pulse+

Missed hits may turn into an attack (Trigger%=50; chance increases with high Luck).

HP +5

HP +7

Quality Time

After using a turn, unit restores 5 HP to nearby allies and slightly increases their support affection.

Sword Focus 1

When using a sword, gain +10 in exchange for Dodge -10.

Sword Focus 2

When using a sword, gain +15 in exchange for Dodge -10.

Draconic Hex

If unit begins combat, adds -4 to all of foe’s basic stats after combat. (Decreases by one each turn).

HP +10

Sword Focus 3

When using a sword, gain +20 in exchange for Dodge -10.

Sword Focus 4

When using a sword, gain +25 in exchange for Dodge -10.

HP +12

Sword Focus 5

When using a sword, gain +30 in exchange for Dodge -10.

Quality Time+

After using a turn, unit restores 10HP to nearby allies and slightly increases their support affection.

HP +15

Lunar Brace

When attacking with a physical attack, unit deals extra damage (20 percent of foe’s Defense).

Lance Agility

When using a lance, benefit from +10 Avoid in exchange for -10 Critical.

Lance Agility 2

When using a lance, benefit from +15 Avoid in exchange for -10 Critical.

Lance Agility 3

When using a lance, benefit from +20 Avoid in exchange for -10 Critical.

Lunar Brace+

When attacking with a physical attack, unit deals extra damage (30 percent of foe’s Defense).

Lance Agility 4

When using a lance, benefit from +25 Avoid in exchange for -10 Critical.

Lance Agility 5

When using a lance, benefit from +30 Avoid in exchange for -10 Critical.

Assembly Gambit

Skill that, when used, allows unit to move 1 space away after attacking an adjacent foe. The foe then is moved to the unit’s previous space.

Gain +1 Strength and Dexterity.

150

Gain +2 Strength and Dexterity.

1,600

Weapon Sync

When wielding the same weapon as a synced Emblem, gain +5 Attack during combat unit initiates. When engaged,gain +5 Attack regardless of weapon type.

Gain +3 Strength and Dexterity.

4,200

Gain +4 Strength and Dexterity.

Weapon Sync+

When wielding the same weapon as a synced Emblem, gain +7 Attack during combat unit initiates. When engaged, gain +7 Attack regardless of weapon type.

800

Gain +5 Strength and Dexterity.

8,400

HP/Lck +2

Gain +2 HP and Luck.

Geosphere

If allies are adjacent to unit at the start of the player phase, boost unit and adjacent allies' Defense and Resistance by +3 for one turn.

Special Guard 1

If the opponent is equipped with a special attack, take one less damage during combat.

HP/Lck +4

Gain +4 HP and Luck.

Lifesphere

When Waiting without attack or using items, unit restores 10 HP and alleviates status effects.

Special Guard 2

If the opponent is equipped with a special attack, take two less damage during combat.

Lightsphere

If unit initiates combat, this decreases the chance of receiving a critical hit from the foe by half.

10

HP/Lck +6

Gain +6HP and Luck.

1,100

Special Guard 3

If foe is equipped with a special attack, take three less damage during combat.

Lifesphere+

When Waiting without attack or using items, unit restores 30HP and alleviates status effects.

HP/Lck +8

Gain +8HP and Luck.

15

1,900

Geosphere+

If allies are adjacent to unit at the start of the player phase, boost unit and adjacent allies' Defense and Resistance by +5 for one turn.

Special Guard 4

If foe is equipped with a special attack, take four less damage during combat.

HP/Lck +`10

Gain +10HP and Luck.

3,600

Lifesphere++

When Waiting without attack or using items, unit restores 40 HP and alleviates status effects.

Special Guard 5

If foe is equipped with a special attack, take five less damage during combat.

Bond Rings

When you receive an Emblem Ring, you’ll be able tocreate Bond Rings. Bond Rings, when equipped, cangive a unit stat bonuses and minimal SP gainbut do not allow the unit to sync, engage, or use any synchronized skills. Each Bond Ring can represent a unique character from the world the original Emblem inhabited. There are10 characters to collect, and each character can appear infour different tiers: C, B, A, and S.

For a price of Bond Fragments, you canmeld these Bond Rings togetherwhen you have multiple of one character tocreate the next highest tier level.Each tier level gives a bonus of one extra stat increased.

Using Emblem Rings

Once equipped to a unit, there aretwo phasesa unit with an Emblem can be in at any time:

As a general state, your unit will begin and remain in a Synchronized state until you choose to Engage them.While Synchronized,your unit canenjoy all the synchronized skillsof their Emblem unlocked by their bond level,gain SP, andfill their Engage meter.During such time, youcannot use your Engage attacks or your Emblem’s unique weapons.Your Emblem will appear in combat with you as a ghostly figure and have attack animations with you, but they will deal no extra damage and have no use other than adding to your potential skill pool.

To Engage a unit with their Emblem, you mustselect to “Engage"them as afree actionon your turn - which can be done before or after you move - and have enough energy in yourEngage meterto successfully activate. You can check if your Engage meter is full by looking to theleft side of a unit’s healthbar;it is full if the circle is fully blue and glowing. If it has yet to be filled, you can fill your meter by:

If you wish tocancelyour engage, you canpress the B buttonuntil you’re back in your original position before making your first action.

Once Engaged, you’ll havethree roundsto use theunique weapons, anyEngage skillsavailable to you, and your ultimateEngage attack(ability, if your Emblem is Micaiah; her Engage ability heals instead of attacking).

When at last your Emblem meter falls to one,your unit will stay Engaged for the length of the enemy’s turn and revert to Synchronized at the beginning of your next turn. You may repeat this process as many times as you wish for the duration of battle.

In the case of Engaging with Emblem Edelgard, Dimitri, and Claude, you aregranted four turnsonce your bond level is high enough. When Engaged, your Engage skill allows you access to “Combat Arts” which trade the turns you are able to stay Engaged for powerful attacks with unique effects.