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The Fell & the Divine: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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Revision as of 18:29, 24 July 2023

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The Fell & the Divine

No image available.

Location

Lythos Castle

New units

Veyle

Previous chapter(s)

The Return

Next chapter(s)

The Four Hounds

The Fell & the Divine (Japanese: 神竜と邪竜 Divine Dragon and Evil Dragon) is the twenty-second chapter of Fire Emblem Engage. In this chapter, Veyle resurrects Alear, and the two and their army attempt to regain the Emblem Rings.

It is not possible to return to the world map or the Somniel during this chapter. In addition to the next main chapter, completing this chapter will also unlock the fourteenth and fifteenth paralogue chapters.

Plot

Main article: The Fell & the Divine/Script

In a mysterious vision, a red-haired Alear stands before a defeated Sombron, and then strikes him dead with their sword. As they walk away, they encounter a distressed Lumera. As Alear is telling her that the war is over, Sombron uses his remaining strength to blast Alear through the heart before succumbing to his wounds. Lumera rushes to cradle her dying child, who laments not being able to be a "good dragon". Lumera assures them that they will be a good, living dragon someday, and that she will give him a proper birthday gift when that arises. Alear thanks her, expressing their wish to be a Divine Dragon like her, then dies in her arms.

Alear awakens in a strange celestial realm, and they recognize the vision as one of their memories rather than a nightmare. They realize that they died protecting Veyle, and wonder if they might find their mother in the realm. Soon after, Veyle appears and tells them that Sombron has raised Gradlon, and that she had died to her evil personality. She apologizes to Alear and laments her failure to have her father see her as more than a defect. Though she suggests that the two fall asleep now, Alear urges her not to give up hope, but she does not accept. She mentions her ability to create the Corrupted, which gives Alear the idea to have her revive them as one. Veyle objects on account of Alear's fear of the Corrupted, but Alear responds by asking what she wants to live her life for. Caught off guard by the question, Veyle answers that she wants to be like them: a dragon who saves the world, and finally accepts their request.

In the real world, the malevolent Veyle taunts Mauvier and the rest of Alear's army, when her benevolent self suddenly fights back against her. Despite the malevolent self's protests, the benevolent Veyle manages to break the enchanted helmet and wrest control of her body, permanently dispelling her evil self. After briefly conversing with Mauvier, Veyle then moves to resurrect Alear as a Corrupted. Alear rises up and explains their plan to their army, assuring them that they are the same self as before. Veyle hands them the Ring of the Hero-King, and they attempt to summon Marth. Their second invocation brings him forth as a Dark Emblem, unable to speak. Suddenly, a horde of Corrupted comes forth, reacting to the summoned Emblem. Alear orders their army to move on to find the remaining Emblems and summon them all.

The group succeeds in regaining the rings and fending off the Corrupted. Alfred apologizes to Alear for doubting them, and Ivy, Timerra, and Diamant thank them and Veyle for their efforts. Suddenly, Alear loses the ability to move, and begins to vanish. Veyle attempts to re-cast her summoning spell, but it fails. Alear entrusts the Emblems to their army, then dies for a second time. As they are fading away, they hear the voices of all the Emblems, and they wish to continue fighting like the Emblems have. In response, the Emblems perform a miracle that grants Alear life by reviving them as the thirteenth Emblem: the Fire Emblem. Alear finds the ring Lumera gifted them as a birthday present, which has become their Emblem Ring. The Emblems explain that all twelve of them agreed to use the miracle on Alear, and that it would be their final gift to the world of Elyos. Alear thanks the Emblems, and thanks Marth personally.

As Alear reconvenes with Veyle, Vander, and the royals, they feel immense tremors coming from Gradlon. Marth directs their attention to the portal Sombron opened in the sky, and notes that a barrier prevents them from attempting to close it. He informs the group that the barrier is powered by Fell Dragon Shards, and Veyle offers to use her powers to guide the army to the three of them.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Recover all of the Emblem Rings, then rout the enemy Player Partner Other Enemy
Defeat: Crpt. Alear dies 1–13+1 {{{partner}}} 1−1+11−11 27+10
File:Cm fe17 22.png
Map dimensions:
21 columns by 27 rows

Character data

Characters
New units
Veyle
Small portrait veyle fe17.png
Fell Child
HP
36
Inventory
Obscurité
Misericorde
Elixir
Level
35
Automatically from turn 1
Required characters
Alear m ​
Available characters
Vander ​Clanne ​Framme ​Alfred ​Etie ​Boucheron ​Céline ​Louis ​Chloé ​Yunaka ​Alcryst ​Citrinne ​Lapis ​Diamant ​Amber ​Jade ​Ivy ​Zelkov ​Kagetsu ​Fogado ​Pandreo ​Bunet ​Timerra ​Merrin ​Panette ​Hortensia ​Seadall ​Rosado ​Goldmary ​Lindon ​Saphir ​Mauvier ​

Emblem data

Characters
New units
Marth
Small portrait marth fe17.png
Emblem
HP
N/A
Inventory
Rapier
Perceptive
Divine Speed
Lodestar Rush
Level
N/A
Automatically synced with Alear (Dark Emblem)
Automatically at the end of the chapter (Emblem)
Alear
Small portrait alear m emblem fe17.png
Emblem
HP
N/A
Inventory
Lyrátion
Holy Aura
Attuned
Dragon Blast
Level
N/A
Automatically at the end of the chapter
Required characters
Marth ​
Available characters
None

Note: During this chapter, all Emblems available from the base game in the previous chapter can be synced with by interacting with them on the map. When an Emblem is synced during this chapter, they will function as a Dark Emblem and cannot have their engage skills, engage weapons, or engage attacks used. Units retain whatever bond level they had with these Emblems prior to this chapter, but cannot have these grow during this chapter. Marth is also locked to Alear, and cannot be switched off of them. Syncing with one of the Dark Emblems will remove any bond rings and their effects from the unit. Units that have already synced with a Dark Emblem can attempt to talk to another, but this will only remove it from the map and not replace the unit's current Emblem.

Item data

Items
Name Obtainment Method
Is ns02 speedwing.png Speedwing Dropped by enemy Corrupted Wyrm
Is ns02 elixir.png Elixir Dropped by enemy Bow Knight
Is ns02 brionac.png Brionac Dropped by enemy Halberdier

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Bld Mov Inventory and Skills
Ma ns02 hero corrupted sword.png Corrupted Hero 13 2 48 20 1 24 26 14 8 14 12 5 Silver Sword
Both begin moving unprovoked on turn 2, or if either is provoked.
Ma ns02 sage corrupted female.png Corrupted Sage 13 1 31 5 23 22 19−3 7 20 12 8 5 Bolganone
Begins moving unprovoked on turn 2.
Ma ns02 paladin corrupted lance.png Corrupted Paladin 13 1 50 22 3 29 24−1 14 12 12 12 6 Silver Lance
Begins moving unprovoked on turn 3.
Ma ns02 wyvern knight corrupted female axe.png Corrupted Wyvern Knight 13 1 53 21 10 27 25−3 14 9 9 12 6 Silver Axe
Immediately begins moving unprovoked.
Ma ns02 warrior corrupted axe.png Corrupted Warrior 13 1 59 23 2 19 21−3 11 6 5 14 5 Silver Greataxe
Begins moving unprovoked on turn 2, or if a nearby Warrior, Sage, or Royal Knight is provoked.
Ma ns02 warrior corrupted axe.png Corrupted Warrior 13 1 59 23 2 19 21−2 11 6 5 14 5 Tomahawk
Begins moving unprovoked on turn 2, or if a nearby Warrior, Sage, or Royal Knight is provoked.
Ma ns02 sage corrupted female.png Corrupted Sage 13 1 31 5 23 22 19−1 7 20 12 8 5 Excalibur
Begins moving unprovoked on turn 2, or if a nearby Warrior or Royal Knight is provoked.
Ma ns02 royal knight corrupted female lance.png Corrupted Royal Knight 13 1 45 19 14 29 25−4 12 16 14 9 6 Silver Lance Physic
Begins moving unprovoked on turn 2, or if a nearby Warrior, Sage, or Royal Knight is provoked.
Ma ns02 royal knight corrupted female lance.png Corrupted Royal Knight 13 1 45 19 14 29 25−7 12 16 14 9 6 Flame Lance Physic
Begins moving unprovoked on turn 2, or if a nearby Warrior, Sage, or Royal Knight is provoked.
Ma ns02 corrupted wyrm corrupted.png Corrupted Wyrm Corrupted Wyrm 33 1 56 0 18 13 3 16 16 5 20 2 Fire Breath Fireball SpeedwingThis item is dropped upon this unit's defeat.
Begins moving if the nearby Griffin Knight is provoked.
Ma ns02 griffin knight corrupted sword.png Corrupted Griffin Knight 13 1 44 18 14 30 31−1 11 18 16 10 6 Silver Sword Physic
Begins moving if the nearby Corrupted Wyrm is provoked.
Ma ns02 general corrupted lance.png Corrupted General 13 1 56 23 2 24 10 28 4 9 18 4 Silver Lance
Begins moving if a nearby General, Wolf Knight, Swordmaster, or Martial Master is provoked.
Ma ns02 general corrupted axe.png Corrupted General 13 1 56 23 2 24 10 28 4 9 18 4 Silver Axe
Begins moving if a nearby General, Wolf Knight, Swordmaster, or Martial Master is provoked.
Ma ns02 wolf knight corrupted female knife.png Corrupted Wolf Knight 13 1 45 17 7 26 29 11 13 15 9 6 Peshkatz
Will not act until a unit is in range of at least two of the following—her, the two nearby Swordmasters, or the nearby Martial Master—or until one of them is fought, or until a nearby General is provoked; in any such case, she begins moving.
Ma ns02 swordmaster corrupted female.png Corrupted Swordmaster 13 2 43 17 5 28 31−2 11 10 16 9 5 Silver Sword
Will not act until a unit is in range of at least two of the following—either of them, the nearby Wolf Knight, or the nearby Martial Master—or until one of them is fought, or until a nearby General is provoked; in any such case, both begin moving.
Ma ns02 martial master corrupted art.png Corrupted Martial Master 13 1 43 16 16 17 17−1 11 16 12 11 5 Divine Fist Art Recover
Will not act until a unit is in range of at least two of the following—him, the nearby Wolf Knight, or the two nearby Swordmasters—or until one of them is fought, or until a nearby General is provoked; in any such case, he begins moving.
Ma ns02 sniper corrupted female.png Corrupted Sniper 13 1 44 22 2 33 20 12 8 11 10 5 Silver Bow
Begins moving if the nearby Bow Knight or Corrupted Wyrm is provoked.
Ma ns02 bow knight corrupted female.png Corrupted Bow Knight 13 1 44 17 6 29 24 9 12 12 10 6 Silver Bow ElixirThis item is dropped upon this unit's defeat.
Begins moving if the nearby Sniper or Corrupted Wyrm is provoked.
Ma ns02 corrupted wyrm corrupted.png Corrupted Wyrm Corrupted Wyrm 33 1 56 0 18 13 3 16 16 5 20 2 Fire Breath Fireball
Begins moving if the nearby Sniper or Bow Knight is provoked.
Ma ns02 berserker corrupted.png Corrupted Berserker 13 1 61 25 2 15 18 7 2 5 17 5 Poleaxe
Begins moving if a nearby Halberdier, Great Knight, or High Priest is provoked.
Ma ns02 halberdier corrupted.png Corrupted Halberdier 13 1 49 23 8 29 23−6 15 10 9 11 5 BrionacThis item is dropped upon this unit's defeat.
Begins moving if a nearby Berserker, Great Knight, or High Priest is provoked.
Ma ns02 great knight corrupted sword.png Corrupted Great Knight 13 2 50 20 4 27 16 25 8 12 14 6 Silver Sword
Both begin moving if either of them or a nearby Berserker, Halberdier, or High Priest is provoked.
Ma ns02 high priest corrupted female tome.png Corrupted High Priest 13 1 37 7 20 20 20−4 7 22 17 9 5 Elthunder Shielding Art Recover
Begins moving if a nearby Berserker, Halberdier, Great Knight, or High Priest is provoked.
Ma ns02 high priest corrupted female tome.png Corrupted High Priest 13 1 37 7 20 20 20 7 22 17 9 5 Elfire Shielding Art Recover
Begins moving if a nearby Berserker, Halberdier, Great Knight, or High Priest is provoked.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Bld Mov Inventory and Skills
Ma ns02 thief corrupted female.png Corrupted Thief 33 2 41 18 4 32 28 15 8 12 9 5 Silver Dagger
--
Ma ns02 sage corrupted female.png Corrupted Sage 13 2 31 5 23 22 19−1 7 20 12 8 5 Excalibur
--
Ma ns02 paladin corrupted lance.png Corrupted Paladin 13 1 50 22 3 29 24−1 14 12 12 12 6 Silver Lance
--
Ma ns02 great knight corrupted axe.png Corrupted Great Knight 13 1 50 20 4 27 16−1 25 8 12 14 6 Silver Axe
--
Ma ns02 wyvern knight corrupted female axe.png Corrupted Wyvern Knight 13 1 53 21 10 27 25−4 14 9 9 12 6 Brave Axe
--
Ma ns02 wyvern knight corrupted female axe.png Corrupted Wyvern Knight 13 1 53 21 10 27 25−3 14 9 9 12 6 Silver Axe
--
Ma ns02 griffin knight corrupted sword.png Corrupted Griffin Knight 13 1 44 18 14 30 31−1 11 18 16 10 6 Silver Sword Physic
--
Ma ns02 griffin knight corrupted lance.png Corrupted Griffin Knight 13 1 44 18 14 30 31 11 18 16 10 6 Killer Lance Physic
--

Reinforcements

  • Turn 5
    • 2 Thieves from near ally starting positions (Normal only)
    • 2/3 Wolf Knights from near ally starting positions (Hard/Maddening only)
    • 2 Thieves; one from southwest of the northwestern large pillar, one from northeast of the northeastern large pillar (Hard/Maddening only)
  • Turn 8
    • 2 Sages; one from southwest of the northwestern large pillar, one from northeast of the northeastern large pillar
    • 1 Paladin from the rubble near the northwest corner of the map
    • 1 Great Knight with a Silver Axe from west of the rubble near the northeast corner of the map
  • Turn 11
    • 2/3 Wyvern Knights from the rubble west of the two western large pillars
    • 2/3 Griffin Knights from east of the northeastern large pillar
    • 1 Sniper with a Killer Bow from southwest of the two western large pillars (Hard/Maddening only)
    • 1 Sniper with a Radiant Bow from southeast of the northeastern large pillars (Hard/Maddening only)
  • Every third turn starting from turn 13 (Maddening only)
  • Note: All reinforcements are halted when all of the Emblem Rings have been regained.

NPC data

NPC Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Bld Mov Inventory and Skills
Ma ns02 fell child veyle knife.png Veyle Fell Child 35 1 36 20 26 24 23−5 17 29 18 7 5 Obscurité Misericorde Elixir
Fell Protection Fell Spirit
Becomes playable on turn 1.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Bld Mov Inventory and Skills
Ma ns02 emblem byleth dark.png Byleth Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to him.
Ma ns02 emblem lucina dark.png Lucina Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to her.
Ma ns02 emblem lyn dark.png Lyn Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to her.
Ma ns02 emblem micaiah dark.png Micaiah Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to her.
Ma ns02 emblem celica dark.png Celica Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to her.
Ma ns02 emblem ike dark.png Ike Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to him.
Ma ns02 emblem sigurd dark.png Sigurd Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to him.
Ma ns02 emblem eirika dark.png Eirika Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to her.
Ma ns02 emblem roy dark.png Roy Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to him.
Ma ns02 emblem leif dark.png Leif Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to him.
Ma ns02 emblem corrin dark.png Corrin Emblem N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A 0 --
• Ignored by enemies.
• Leaves the map and syncs with a player unit upon one talking to her.

Reinforcements

  • If Alear ends their turn within 3 spaces of any Emblem Ring within a predetermined group, they will summon all Emblems from that group as NPC units. Player units can then talk to these Emblems to sync with them, removing them from the map as NPC units. The Emblem Rings are located and grouped as follows:
    • Byleth (column 17, row 10), Lucina (column 19, row 11), and Lyn (column 18, row 9)
    • Micaiah (column 7, row 14) and Celica (column 9, row 13)
    • Ike (column 5, row 21), Sigurd (column 4, row 19), and Eirika (column 3, row 20)
    • Roy (column 15, row 21), Leif (column 17, row 21), and Corrin (column 16, row 20)

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

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


Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

The Fell & the Divine

--

Japanese

神竜と邪竜

Divine Dragon and Evil Dragon

Spanish

El Caído y el Divino

The Fallen and the Divine

French

Dragons divin et déchu

Divine and fallen dragons

German

Dämonisch und göttlich

Demonic and divine

Italian

Divino e Maligno

Divine and Evil

References

← The Return • The Fell & the Divine • The Four Hounds →
Fire Emblem Engage
Playable characters AlcrystAlearAlfredAmberAnnaBoucheronBunetCélineChloéCitrinneClanneDiamantEtieFogadoFrammeGoldmaryGregoryHortensiaIvyJadeJeanKagetsuLapisLindonLouisMadelineMauvierMerrinNelNilPandreoPanetteRafalRosadoSaphirSeadallTimerraVanderVeyleYunakaZelestiaZelkov
Non-playable characters AnisseAnjeCalneyDurthonÈvePinetSeanSeforiaSommie
Bosses AlcrystAlfredAbymeBylethCamillaCelicaCélineChromCorrinDiamantEirikaFogadoGrissHectorHortensiaHyacinthIkeIvyLeifLucinaLumeraLynMarniMarthMauvierMicaiahMitanMorionNelucceNilPast AlearRobinRodineRoySigurdSombronSorenTerondaTetchieTikiTimerraTotchieVeronicaVeyleZephia
Background characters Nil
Emblems AlearBylethCamillaCelicaChromClaudeCorrinDimitriEdelgardEirikaEphraimHectorIkeLeifLucinaLynMarthMicaiahRobinRoySigurdSorenTikiVeronica
Regalia and personal weapons LibérationMisericordeObscuritéWille Glanz
Chapters Main story P: The Emblems • 1: Awake at Last • 2: Queen Lumera • 3: Hostilities • 4: A Land in Bloom • 5: Retaking the Castle • 6: The Stolen Ring • 7: Dark Emblem • 8: The Kingdom of Might • 9: A Clash of Forces • 10: The Fell Dragon Sombron • 11: Retreat • 12: The Sentinels • 13: Heroes of the Oasis • 14: The Battle for Solm • 15: Dancer in the Ruins • 16: Seashore Travels • 17: Serenity in Ruin • 18: The Cold Voyage • 19: The Dead Town • 20: The Kingless Castle • 21: The Return • 22: The Fell & the Divine • 23: The Four Hounds • 24: Recollections • 25: The Final Guardian • 26: The Last Engage
Paralogues Budding TalentMysterious MerchantThe ExaltThe Lady of the PlainsThe Radiant HeroThe InstructorThe Crux of FateThe Azure TwinThe Holy KnightThe Sage LordThe Dawn MaidenThe Young LionThe Caring PrincessThe Hero-KingThe Connector
Divine Paralogues The AncestorThe Brash GeneralThe Lonely HeirThe Radiant StrategistThe Doting SisterThe Shepherd Exalt
Fell Xenologue 1: Dragons from Afar • 2: Seeds of Unrest • 3: Path to War • 4: Clash of Queens • 5: The Fell Heir • 6: Seven Bracelets
Locations ElyosBrodiaElusiaFireneGradlonLythosSolmSomniel
Groups, objects, and concepts CorruptedEmblem RingsFour HoundsFour WindsFirst Fell Dragon War
Lists ChaptersCharactersClasses (Class change) • ItemsScriptsSkillsSupportsWeapons
Related topics Downloadable contentMangaName chart • Other games (Fire Emblem series) • Pre-release informationTimelineWorld map