In Fire Emblem Engage, poison is a frustrating status effect that can slowly eat away at characters during battles. It is exclusively available on the Knife weapon type and can be dealt with using the antitoxin item or the Restore staff. Poison can be cured with the antitoxin item or the Restore staff. In Fire Emblem Engage, poison can be inflicted on enemy units through various means, such as using specific weapons.
In Engage, poisoned units take additional damage from other attacks, and the same fate applies to players. Poisoned units are denoted with a purple skull icon beside their health bar, while the number of stacks is shown by the number of Xs above it. The mechanics for dealing poison damage in Engage are simple to understand, stemming from a single weapon type: knives.
The main thing holding poison back in Fire Emblem Engage is how easy it is to kill enemies, so the additional low damage wouldn’t really be meaningful on the battlefield. Inflicting poison can be done through various means, such as using specific weapons or using the Lookout Ridge Event from the Expansion pass.
In summary, poison is a powerful tool in Fire Emblem Engage that can help turn the tide of battle in your favor if used correctly.
📹 Fire Emblem’s Toxicity Problem (No, this is literally about poison)
Fire Emblem’s toxicity problem. A confounding issue that has spanned… for decades! It took many years for Fire Emblem to fully …
Is Fire Emblem Engage disappointing?
These new gameplay mechanics were satisfying, but not enough to make up for the rest of the game’s shortcomings. Fans of the older games liked the new mechanics, but fans of the newer games didn’t. Fire Emblem Engage’s combat was risky, but the game’s characters, story, and social elements were not. ESRB T for Teen: Fantasy Violence, Mild Language, Mild Suggestive Themes.
How do you cure poison in Fire Emblem Engage?
Poison is the easiest status condition in the Fire Emblem series. Other status conditions stop the enemy from attacking, while poison does a little damage. Poison is the easiest status condition to cure. You can cure poison with the Restore Staff and other status-curing items. There’s also an item, the Antitoxin, that cures poison. Players often ignore poison because it’s easier to kill enemies with conventional weapons. In Three Houses DLC, Blood Sacrifice is a status condition similar to poison. It affects all four Ashen Wolves in Chapter 6 if the four vortexes are not blocked. Poisoned units take extra damage in Engage. Your units will also suffer the same fate. Poisoned units are shown with a purple skull icon beside their health bar. The number of stacks is shown by the number of Xs above it. Each poison stack increases damage by 1 for every hit. You can add more stacks with more knife attacks. The poison status lasts until the end of the stage or until it is cured.
What is the effect of poison?
Poisons are substances that damage living tissues and can hurt or kill. Poisons made by living things are often called toxins or venom. Poisons can be taken in, breathed in, injected, or absorbed through the skin. Not all poisons have the same effect. Some are more toxic than others. For example, a pinch of potassium cyanide can kill, but a single dose of salt is not as deadly. Poisoning can be acute (a single dose is very harmful) or chronic (repeated doses cause problems over time, like chemical carcinogens). Poisons can cause local or systemic effects. Local effects include hives, blisters, and inflammation. Systemic effects include hemorrhage, convulsions, vomiting, diarrhea, loss of consciousness, paralysis, and death. Pesticides used in agriculture can be poisonous to humans. Some industrial chemicals can be very toxic or carcinogenic. Most drugs and health products can be poisonous if used incorrectly. Radiation can be toxic. See also antidote; arsenic poisoning; fish poisoning; food poisoning; lead poisoning; medicinal poisoning; mercury poisoning; mushroom poisoning.
What is Poison effective to in Pokémon?
Poison attacks are strong against: Grass and Fairy Pokémon. Poison-type Pokémon are weak to: Ground and Psychic attacks. Best Poison-type attackers: Nihilego, Gengar, Roserade. Best Poison-type counters: Mewtwo, Hoopa, Groudon. Best Poison-type Charged Moves: Sludge Bomb, Gunk Shot, Sludge Wave.
Does poison Stack in Fire Emblem engage?
In Engage, poisoned units take extra damage. Your units also suffer the same fate. Poisoned units are shown with a purple skull icon beside their health bar. The number of stacks is shown by the number of Xs above it. Each poison stack increases damage by 1 for every hit. You can add more stacks with more knife attacks. The poison status lasts until the end of the stage or until it is cured.
Venin Edge; Venin Lance; Venin Axe; Venin Bow; Valaura; Jormungand; Poison (weapon); Poison Claw.
How long does poison last in Fire Emblem engage?
Last for 5 turns. Deals 1–3 damage to the unit at the start of their phase.
Source: Fire Emblem Wiki. For fans by fans. Poison is a status effect that first appeared in Fire Emblem: Thracia 776. In most games, it damages the unit at the start of each turn until it wears off. In earlier games, poison can kill a unit with low HP. In Shadows of Valentia and later, it can’t kill units. In Engage, poison acts differently. It no longer inflicts damage at the beginning of a turn. It makes units take more damage in combat. Poison can be stacked up to three times, increasing the damage the unit takes.
What does poison target?
Other classifications. Classifying by target sites or uses doesn’t usually predict anything. Such classifications are done to categorize known poisons. Target sites include the nervous system, the cardiovascular system, the reproductive system, the immune system, and the lungs, liver, and kidneys. Poisons are classified by their uses, such as pesticides, household products, pharmaceuticals, drugs of abuse, or industrial chemicals.
What is the function of poison?
In biochemistry, a poison is a substance that damages living tissues and is harmful or deadly to the body. It can be ingested, inhaled, absorbed through the skin, or injected. Although people have known about poisons since ancient times, their study began in the 16th century when Paracelsus said they were chemicals. Paracelsus introduced the concept of dose and studied the effects of poisons through experimentation. It wasn’t until the 19th century that the Spaniard Matthieu Orfila, the doctor to Louis XVIII, linked the chemistry of a toxin to how it affects the body of someone who has been poisoned. These concepts are still important in modern toxicology. Poisoning involves four things: the poison, the poisoned organism, the injury to the cells, and the symptoms and signs of death. These four elements are the cause, subject, effect, and consequence of poisoning. The organism is exposed to the toxic chemical to start the poisoning. When a toxic chemical is in the cells, it can hurt them. If the toxicity is severe, death may result.
How does poison work?
Toxins that are eaten or absorbed into the body can cause symptoms throughout the body. This is because they deprive cells of oxygen or activate or block enzymes and receptors. Symptoms may include changes in consciousness, body temperature, heart rate, and breathing.
Irritating substances hurt the mouth, throat, stomach, and lungs, causing pain, coughing, vomiting, and shortness of breath.
Toxins can cause rashes, pain, and blistering when they come into contact with the skin. Long exposures can cause dermatitis.
Does Poison get stronger Pokémon?
Poison types have changed a lot since Pokémon began. Fairy typing was introduced in Gen VI, which helped them become more popular. Poison types are underrated. They’re super effective against Fairy and Grass types, and they can resist Fighting, Bug, and their own moves. They still have some weaknesses and can’t damage five types, but they’re more than just poison-spitters. Pokémon Scarlet and Violet. In Pokémon Scarlet and Violet, players travel to Paladea to collect more Pokémon and complete quests.
What does poison in engage do?
One stack of poison increases damage to six. Two stacks of poison increases damage to eight. Once you have three stacks of poison, it will inflict damage.
What does Pokémon poison do?
Poison is a great way to add extra damage. So keep an eye out for your pokemons. Attacks or abilities that involve this special condition.
📹 How Poison Damage Works in Fire Emblem Engage #shorts #feengage
All dagger attacks and Fire Emblem engage caused a poison status it’s a stackable debuff that increases the amount of damage …
Hey all! We’re back after a few weeks since the last article. I’ve been really busy with work IRL but I’m glad to present a fun little article about Fire Emblem and poison. I hope you enjoyed it! Please leave a like and comment down below to show your support to help boost this article in people’s recommended tab! What was your favorite version of poison so far in the series?
Poison preventing or weakening healing is one thing that immediately came to mind. In my own RPG Maker project, it cuts healing (including regeneration) to a quarter of the usual effect AND does nonlethal percent damage, forcing Brill to spend time curing it, end a battle fast, or overspecialize in healing. But a game like Fire Emblem doesn’t even necessarily need the damage; turning off Physic and Vulneraries would potentially be dangerous on its own, once other threats get involved.
The one thing I think you missed was the poison strike ability in Three Houses. It’s pretty similar to its usage in conquest, but it’s pretty much only useful for enemy units (I’ve seen some arguments for its use on Ignatz, but death blow with hunter’s volley generally seems more useful) since in 3H you really want to be one rounding as much as possible. However, enemy archers with poison strike are super common on maddening, and especially in the early game will really frequently bring a unit to 1HP, it’s another interesting use, but once again it really only benefits the enemy.
The damage over time version of poison always felt more like something designed to be used against the player, rather than be a useful tool for the player to exploit as well. If you take the time to attack an enemy, generally you want to eliminate that enemy asap before they do too much damage to you on EP. Meaning you kill them before the poison effect would really do much to help. I really liked how Engage implemented the poison mechanic, it feels they finally struck a balance to make it both a threat and a useful tool for the player. Fates wasn’t bad, but it didn’t really feel like a poison mechanic, moreso considering it shared the same effect as other skills, like the ones mentioned in the article. But it did synergise better with ninja’s compared to the other skills, because of the debuff mechanics of throwing weapons.
the most creative use of poison in old games I’ve seen was Excelblem’s 0 strength strat to kill Lyon, because you can steal poison weapons with enemy control glitch and Lyon has massive defenses but no throne to heal him. As you pointed out, players using poison sucked, no wonder there weren’t legit poison weapons available.
I think the general issue with Poison is both how readily available things are to counteract it, as well as it generally doing very little to affect your overall performance with offense and defense. Poison doing very little would make sense in the scope of having really low amounts of access to healing to deal with it. Something like having your inventory stolen, and needing to fight your way through a map finding new resources. Or restricting your inventory amongst the army, so you can’t easily access your stores of medicine. Also doesn’t really help that Poison Weapons are treated like joke weapons, and have really bad stats that don’t complement the ability to try and status something reliably. I could see them swing stronger, or weaker with higher accuracy. But even when you get poisoned, it really doesn’t hinder anything about a unit that wouldn’t already kill them anyway. If they were low on HP, chances are you overextended or positioned yourself poorly. And in those rare cases, yes, poison can be dangerous. Considering it’s poison though, I feel like it should either weaken your offence or your defense. To better tie in with a unit’s survivability, and not be some extraneous status that happens after the fact. Honestly feel like Poison is an RPG artifact they haven’t touched since the beginning, as it falls more in line with that style of game.
I feel like a neat idea for poison would be lowering physical attack and attack speed of the poisoned unit. Perhaps it could also make the unit weak to a certain magic type (fire probably) in order to make it an actual obstacle. Imagine your mage dying to an enemy mage because they were poisoned, negating their typically high resistance, or being unable to deal with armored units because the poison makes you unable to deal meaningful damage. It would also turn it into a useful resource for players, making venin weapons or daggers actually valuable for once. It has the potential to be a little busted if the debuffs are too powerful, sure, but I really feel like they could be the key to making poison a good, meaningful mechanic.
Tbh I loved how engage handled poison. But I think it stopped too short… 0 damage daggers should be able to poison It should have gotten way worse as the stacks happened (2 damage per node seems fine) Healing it should have been easier. Anti toxin just becomes the new vulnerary after a while. And I wish it could limit normal healing by 80% (so instead of 10 hp gained make it 8,6,4,2,0 at max poison (to clarify I’d only want 20% reduced healing per tick. Strong enough healing would mitigate it but it’s a drain on resources to ignore it.))
I’m fairly certain Kaze also refers to the debuffs that shurikens give as poison when you fight him in chapter 2, but I may be misremembering that. Also, while Three Hopes wasn’t mentioned (probably for being a Warriors game), it does use a unique version of poison, having the usually passive damage while also reducing either strength or defense; I can’t remember which one. Granted, it’s not that useful as the poison weapons are equal to iron when it comes to might and durability in Three Hopes, and I don’t recall there being any poison skills, combat arts or magic, but it does help out in the early game, especially since I’m pretty sure Kronya always drops a free poison weapon in chapter 2.
Personally, it can go. The idea of poison only really works logically on the massive maps of Jugdral where travel & combat are blended thereby suggesting enough time passing for a poisoned/diseased wound to develop complications. Even in that kind of case, it seems better as a purely writing based concept and left out of gameplay, outside of having to go thru a level with reduced stats.
Poison worked really well with Break in engage. In most games you’d probably not want to send your low health thieves at a big threat because well… They’d get killed. But giving them a free combat to apply their status after breaking an enemy always felt so damn good to do. Makes the order in which units attack a boss matter as well
One series of articles i think could be really fun to see from your perspective, is what would happen if different lords were just dumped into the shoes of another, isekai style! How would Leif do at replacing Byleth? How would Ike fare if he replaced Corrin? For the sake of argument, let’s assume they keep their growths, personal skills (if any), and they start in the class closest to the lord they replace… As faithful to their old self as possible, while following the new games rules. Would they tend to carry the entire game or fall behind?
Pretty cool, the way I saw Engage’s poison is like a reimagination of Fate’s DEF/RES debuffs for knives/shuriken attacks. But yeah for most of the series history poison has been ridiculously ineffective when dealing passive damage. I’d wonder if it was more like Pokemon’s toxic and the damage doubled every turn it was in effect, it’d probably have been threatening enough to actually warrant anti-venoms even if it couldn’t kill a unit.
As I play and learn more about this series I see that Fates and Engage have great gameplay ideas no other game has ever tried. That makes them not only stand out but have some of the best FE gameplay you can get. Now if only they could they could get that with a decent story and cast. Then we’d have peak Fire Emblem.
Question, Ive just found your website and in 1 of the articles you talk about Radiant Dawn Ashera Staff and how hard is to obtain due to the recruitment needs Thing is, the whole need to be on a second run thing, Ive been able to get it since the my first playthrough, why people say you MUST be doing a 2nd playthrough to get this? The only thing I may have done different is passing data from Path of Radiance, since I own both games, maybe this somehow bypasses that need? But otherwise, I can do all secrets in a single run without problems that say “you must be on a second playthrough” since my first run through the game, this is a question I had for the longest time but never found who to ask to and just forgot with time
Poison is just a kind of annoying mechanic is most RPGs it appears in for me and I ignore it if the game allows for it. I do like the twist with Engage though. Makes it a bit more viable to go up against armored units without needing a massive weapon advantage in many cases. Just sucks that the best way I’ve found to use it is with the Mage Cannoneer so I have to go through those crappy dlc maps if I want to dot everything up before they get in range of my other units. Also MC works great with Claude’s gambit since you don’t even have to land a hit to apply a stack of poison.
Honestly, the GBA poison is the best. It isn’t a major threat on its own, but it’s a a small consistent bit of damage, and it will wear the player down if you aren’t paying attention. It’s a great way to give cannonfodder in the late game a relevant attack without just massivly inflating the stats of every enemy. And importantly, since its a DOT, and only a small DOT, it gives you the time to react. This makes it minor enough to not be frustating, but major enough that you do need to actually react to it at some point. Which is exactly what you need for stuff like Brigant cannonfodder in the lategame. Also, the fact that it’s limited to the AI is fine. articlegames thrive on assymetrical gameplay. Its one of the easiest ways to ensure the experience is (somewhat) balanced & fun. Engage’s poison is the worst because it fluctuates wildly between completly irrelevant and absurdly overpowered. This is especially frustrating when the game doesn’t give you the time to react due to how quickly the stacks can spiral out of control in a single turn.
in radiant Dawn poison could overwrite a previous status condition as I’ve learned the hard way. so I put a red dragon to sleep and I had one or two turns left before it woke up so I had to kill it now while it’s asleep so Micaiah who would normally be one hit killed by it can safely hit it, double to finish it off, and the prediction screen showed that he was not fighting back (cuz sleep) well she hits once with Valaura and suddenly big fucko attacks and one hit kills my bloody Micaiah sending me directly to game over. Now Y’all know that radiant dawn has that extra layer of fuck you inside of it. Enjoy the info.
Honestly Fates had my favorite version of poison. It really allows you to build a character that splashes damage around even if they can’t deal it out themselves. I appreciate the versatility of Engage’s poison though, allowing your whole team to make use of the damage buff. Perhaps a combination can be done in the future, but i think that may be too strong.
Tbh while I see why Engage’s poison is meaningful and dangerous to face. It never bothered me at all mostly bc it was so obvious who has it, combined with Engage more player phase instead of tanking style with the break mechanic. I never had to bother healing it it was too easy to plan around and counter. I think it could’ve been more spread out to more unit types so you actually can be caught off guard when it’s inflected
I know it’s not technically poison, but since it has a very similar utility compared to Engage’s poison I think it’s fair to talk about the stat debuffing weapons from Fate. Sure they work differently when it comes to enabling damage from your units and it has the added utility of decreasing the offensive capabilities of the enemies but I think it’s fair to say that Engage’s poison is derived from Fate’s debuffing weapons. On that note, these two debuffs (Fate stat debuff and Engage poison) are definitely my favorite status effects we had in the series so far. It truly adds a new layer of utility to some classes/units you can’t really find in the rest of the series.
For as long as I’ve known it, Fire Emblem has had a bit of a problem with meaningful negative effects. The way damage calculation works means that for the most part, units take so much damage proportional to HP from any one attack that if they’re going to die then they’re going to die in one or two rounds, and if they’re not going to do that then there’s nothing poison can do to change it. Most negative conditions only have an impact in edge cases where two attacks would leave about 15% or less HP remaining, and even that’s only for seal skill type effects, poison is even more niche. It tends to result in negative statuses just feeling like an alternative to magic as a tool for taking out super-high DEF units. An interesting consequence of this is that negative statuses feel like their value relative to other tools depends a lot on the difficulty, especially when difficulty is just the result of higher enemy stats. 10% of HP lost to a poison tick is a lot more meaningful when your units’ regular attacks are doing 20% damage than when they’re doing 70% damage.
I’m a bit surprised 3H is the only case so far where it features poison that follows the rules of “poison for thee, healing for me” through Verdand Wind’s poisonous magic swamp gimmick, as anyone not affiliated with Nemesis’ liberation army is inmune to the poison and gets some free healing instead (rip that one Agarthan from the start of the map tho).
I utterly hated poison in fates; if a dagger plinks off my general’s armor, how the hell did it poison me? It has to enter the bloodstream to “poison me”, that’s how it works, yeah? Is it radiating a literal aura of poisoned ill-will? It just made the already frustrating mechanic even more of a headache, nevermind the fact all three routes are LAZY with ninjas, poison abilities, and the like. It’s a game of such great status effects as “poison”, and “the ones poison’s disgusting viability generously allows to exist”; all of which include more stat lowering, such as with enfeeble, and the very rare freeze or entrap. If there was a character in fates immune to poison, they’d be my instant favorite, no question. If that exists, then that’s hilarious, I missed them :3 But good lord, it makes me never want to return to any route in fates.
At first I thought it was how toxic the fan base is, but this is good. I wonder, are you going to do a article on how toxic the Fire Emblem Fanbase is? I mean you’ve got the whole feud between elitists (Shadow Dragon-Radiant Dawn) and casual fans (Awakening, Fates, Three Houses and Engage), Yaoi/Yuri/non-canon shippers hating fan favorites like Cordelia, Sumia, Dorothea, Ingrid and any kind of female characters who are beautiful, cancel culture hating on womanizing characters like Sylvain, Dorothea and Inigo, pedophiles listing over underage characters like Petra, Lysithea, Lissa, Sakura, Nowi and Elise, and of course, the various death threats and hate mail a lot of developers and voice actors have received over the years. Example: Byleth’s male and female voice actors have received death threats when Byleth was in Super Smash Bros. Fire Emblem’s fandom is just as toxic as Naruto, Tokyo Ghoul, Durarara, Chainsaw Man, Spy x Family, Dragon Age, Marvel comics, DC comics, Baldur’s Gate, Assassin’s Creed, South Park, Family Guy, Disney, Avatar, Power Rangers, Transformers and Star Wars with their fandoms.
Kinda underselling Thracia’s poison a tad. It’s applied by dark mages who hit pretty hard and never heals on its own. Those two things make a massive difference compared to how effective it is compared to other entries. There are definitely times when a unit who’s far away gets hit by an attack that takes 75% of their health and now they’re on a timer or they just die on player phase.
Poison Strike in 3H took effect as long as the unit was hit by it, even if the attacker with the ability dies from counterattacks. I thought status effects were completely overkill in Fates. Debuff stacking, Hexing Rods were permanent, and there wasn’t any way to get rid of them or block them completely. Everything wearing off after one turn is all that’s needed, Antitoxins, Antidotes or whatever should cure every status effect, be sold in unlimited quantities at shops, and I would like to see more items in the future that give units a skill when used, even if it’s only one per file. Immune Status would be really nice.
Fun fact, due to Engage being delayed so long, it was actually supposed to be released BEFORE Three Hopes initially, which is really funny because Poison works very similarly in that game as it does in Engage. In Three Hopes, Poison is a debuffing status that lowers enemy defense and resistance drastically which allows you to deal more damage to them, rather than dealing damage to them over time. Three Hopes being released first unintentionally hinted at how Engage poison would work lmao