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“Provide for us, Emblem of the Holy War.”
Sombron corrupting the Ring of the Holy Knight in Chapter 10,

The Ring of the Holy Knight is an Emblem Ring introduced in Fire Emblem Engage. The ring houses the spirit of Emblem Sigurd.

Overview[]

The Ring of the Holy Knight enables to wearer to wield Sigurd's power in combat. When the Emblem Rings were distributed throughout Elyos, the Ring of the Holy Knight was among the six retained by Lythos. When Alear awoke 1000 years after the rings were distributed, Queen Lumera brought Alear to Lythos Castle and decided to train them in combat in hopes of reawakening their memories. Using the Ring of the Holy Knight for their sparring match, she was ultimately unsuccessful in helping them remember their lost memories.

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Later that night, Elusia invaded Lythos to steal the Rings in the Ring Vault. Lumera was successful in repelling the forces but soon expired afterwards, gifting Alear the Ring of the Holy Knight while tasking them to recover all twelve Emblem Rings.

In Chapter 10, Alear, having gathered six of the rings, attempted to stop King Hyacinth from resurrecting Sombron, but was unable to stop his revival. After overpowering Alear, Sombron was able to steal the rings Alear had, including the Ring of the Holy Knight, corrupting its power. The Ring would be used against them as their forces as they escaped Destinea Cathedral. Later, the Four Hounds lead by a brainwashed Veyle would attack Florra Port using the stolen Rings. In the aftermath of the battle, Veyle is temporarily able to regain control of herself and is able to steal back the Ring of the Holy Knight and send it to Alear who was able to revert the Emblem Ring.

"End of spoilers. It's a pleasure doing business with you!"

In-Game Stats[]

Stat Boosts[]

Bond Level HP Strength Magic Defense Resistance Dexterity Speed Luck Build Move
1 +1 +1 +1 +1
2 +2 +1 +1 +1
4 +2 +2 +1 +1
8 +2 +2 +2 +1
12 +2 +3 +2 +1
14 +3 +3 +2 +1
16 +3 +3 +3 +1
18 +4 +3 +3 +1
19 +4 +4 +3 +1

Skills and Weapons[]

Bond Level Icon Name Description Type SP Notes
1 Canter Unit can move 2 spaces after acting. Sync Skill (Can Inherit) 1000
1 Hit +10 Grants Hit+10. Inheritable Skill 500
1 Gallop Grants Mov+5. Engage Skill Dragon: Grants another Mov+1.
Cavalry: Grants another Mov+2.
Covert: Unit does not pay extra movement cost on any terrain.
1 Override Use to attack and move through a line of adjacent foes. Sword/lance only. Engage Attack Dragon: +20% damage.
Armored: 10% chance of breaking target.
Mystical: Deals extra damage=25% of Mag.
Qi Adept: 20% chance of breaking target.
1 Ridersbane (Sigurd) Lance wielded by Emblem Sigurd. Effective: Cavalry. Engage Weapon
2 Lance Power 1 Grants Atk+2 at a cost of Avo-10 when using a lance. Inheritable Skill 1000
3 Momentum Grants Atk+1 to first attack during combat for each space unit moved before attacking. (Max +10) Sync Skill (Can Inherit) 1000
4 Hit +15 Grants Hit+15. Inheritable Skill 1000
5 Skill Inheritance Unit can inherit this Emblem's skills. Unlock
6 Lance Power 2 Grants Atk+4 at a cost of Avo-10 when using a lance. Inheritable Skill 2000
6 Lance Prof. Proficiency with lances. Required for promotion to certain classes. Unlock
7 Headlong Rush Grants immunity to freeze. Sync Skill (Can Inherit) 200
8 Lance Power 3 Grants Atk+6 at a cost of Avo-10 when using a lance. Inheritable Skill 3000
9 Sword Prof. Proficiency with swords. Required for promotion to certain classes. Unlock
10 Brave Lance (Sigurd) Lance wielded by Emblem Sigurd. If user initiates combat, attacks twice. Engage Weapon
11 Strong Bond Unit stays engaged 1 additional turn. Unlock
12 Hit +20 Grants Hit+20. Inheritable Skill 1500
13 Canter+ Unit can move 3 spaces after acting. Sync Skill (Can Inherit) 2000
14 Lance Power 4 Grants Atk+8 at a cost of Avo-10 when using a lance. Inheritable Skill 4000
15 Tyrfing Sword wielded by Emblem Sigurd. Grants Res+5. Engage Weapon
16 Hit +25 Grants Hit+25. Inheritable Skill 2000
17 Momentum+ Grants Atk+1 to first attack during combat for each space unit moved before attacking. Sync Skill (Can Inherit) 2000
18 Lance Power 5 Grants Atk+10 at a cost of Avo-10 when using a lance. Inheritable Skill 5000
19 Hit +30 Grants Hit+30. Inheritable Skill 2500
20 Deep Synergy Unit's engage meter is shortened one step. Unlock

Overall[]

The Ring of the Holy Knight is highlighted by high mobility thanks to the natural Canto skill from the start which can apply even to non-Cavalry units. To enhance the emphasis on movement, Momentum boosts damage based on how far the user moves before attacking. For the most part, the ring works well with high mobility classes like Alfred's Noble class and series traditional Cavalier classes. This is especially due to the class's emphasis on Lance Proficiency for those seeking to empower lance units in general like Knights and Pegasus Knight units.

Once Engaged, The Ring of the Holy Knight gives the user an additional +5 to their movement range from Gallop and depending on their Battle Style, they gain more movement (Dragon Units gain +1 additional movement and Cavalry gain +2) and Covert Units remove terrain movement penalties if they can traverse it naturally. This heightened movement works with the class's Engage Attack Override which lets the user dash through a line of enemies and deal damage so long as the user is wielding a sword or lance. Because of the movement, it also syncs with the Momentum skill.

The Emblem Weapons of the Ring of the Holy Knight includes Ridersbane to deal effective damage to Cavalry units, a Brave Lance so the user can attack twice if they initiate combat, and Tyrfing which gives an innate +5 Res.

Trivia[]

  • The Ring of the Holy Knight is the only Emblem Ring whose invocation is not said by Alear first.