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Castle
- This page is about castles as a mechanic in Genealogy of the Holy War. For their role in other games, see Terrain. For the feature in Fates, see My Castle.
In Fire Emblem: Genealogy of the Holy War, the central objective around which gameplay revolves is its castles. Each map has multiple castles, with the goal of the player being to seize all enemy-controlled castles. In addition to castles providing their usual terrain bonuses to units who guard them, they also provide numerous facilities for unit maintenance which in other games are typically found in preparations or bases.
Facilities
Home castle
In every chapter, the player starts at the chapter's home castle with some or all of their units waiting within it. Units which the player chooses not to use can be left waiting in the home castle, and the player can individually sortie each unit out onto the battlefield with no limitations on how many can be out in the field at a time. The home castle can host up to a total of 24 player units; at the top of the castle menu, the throne is where the Lord character of the current generation is designated (Sigurd or Seliph), and a nearby chair is for a Light Priestess closely connected to the Lord (Deirdre or Julia); the character slots at the top corners of the home castle are reserved for two close associates of the main Lord (Quan and Ethlyn for Sigurd, Oifey and Shannan for Seliph); the remaining twenty units are allocated to the columns of character slots in the lower part of the castle interior. Defending the castle is also necessary, if rarely an issue: if an enemy seizes the home castle, it is an automatic Game Over. To this end, the player can station a unit to guard the castle, and the castle is safe until this unit is killed.
Inside the home castle, the player can use numerous administrative facilities to manage their units. In addition to access to the castle town (see below), the player can set a unit to guard the castle and sortie out onto the battlefield. Within the castle, staves can be used on other units in the castle, gold can be exchanged between compatible units, and dance can be used to refresh every ally in the castle, though all of these actions will expend the unit's action. Additionally, from within the castle, ranged staves have both "Inside" and "Outside" options for targeting; "Inside" targets another ally inside the castle, like 1-range staves, while "Outside" has the same effect of departing the castle and casting from the castle gate and then returning to the castle, which can be manually replicated via the "Depart" command; this enables ranged staves to target units outside the castle, including the castle guard (who cannot be targeted by staves cast from within the castle), but as this requires the caster to depart the castle, it cannot be used if the castle gate is blocked by an enemy. The home castle is the only place in which class change can happen, and the only place in which the Valkyrie Staff can be used to revive a dead unit.
Home castles have another property: units cannot end their turn in front of their home castle. If a player unit tries to end their turn in front of their home castle, they will be forced to either enter the castle or guard it (if there is not a guard assigned already). This occurs even if that unit performs a non-wait action that would otherwise end their turn, such as talking, attacking, or using a staff, and occurs even if the unit does not have Canto. Furthermore, this also applies to the enemy, who are also unable to end their turn in front of their castles without being forced inside; as a result, enemies will never end their turn in front of their own castles, with the exception of units emerging from the castle who have no other tile to go to except the tile in front of the castle due to other units blocking them in. If the tiles immediately around the entrance to a castle are blocked by enemies, a unit emerging from the castle may attack and then return to the castle without inhibiting other units' ability to leave the castle; this allows several units—potentially the entire army—to all attack from the same space in the same turn.
Town
In all castles other than the home castle, the town is all that is accessible. In the home castle, visiting the town for any length of time will not consume a unit's turn, and can be visited multiple times by the same unit in a single turn.
The contents and facilities of all castle towns in a chapter are identical and carried between each other; for example, all castles share the exact same item shop with the exact same finite list of available items, and buying a weapon from one castle in a chapter also causes it to be unavailable in all other castles.
Weapon repair
The weapon repair shop provides a functionality only otherwise appearing in Fire Emblem: Three Houses: free and near-limitless access to repairing the durability of one's weapons. The fee for repairing a weapon is calculated based on its current remaining uses:
- (Worth / total uses) × (total uses − current remaining uses) = Repair cost
- Example: The Brave Lance has 50 uses and is worth 8,000G. If it had only 12 uses remaining, the price to repair it would be calculated thus:
(8,000 / 50) × (50 − 12) = 6,080
Thus, the fee to repair the Brave Lance is 6,080G.
- Example: The Brave Lance has 50 uses and is worth 8,000G. If it had only 12 uses remaining, the price to repair it would be calculated thus:
If a unit does not have enough money to fully repair a weapon or staff, the blacksmith will restore as many uses as their gold permits.
Pawn shop
The pawn shop is the only means for units to do anything resembling swapping their items between each other. Units can sell any of their items to the pawn shop for half the weapon's worth, placing them in a communal storage box; from there, any unit can buy the item back for its full worth (or equivalent; the price decreases as the weapon's durability lowers) to obtain it for themselves.
Item storage
- Main article:
Supply convoy
The item storage system provides a personal storage box for a unit's items. Unlike the supply convoy of other games, the storage system is not communal and items cannot be exchanged between units in it. The storage system is administered by Anna, marking her primary appearance in Genealogy of the Holy War.
Arena
- Main article:
Arena
In a variation on the usual arena, each chapter of Genealogy of the Holy War provides a set of seven arena opponents of increasing difficulty. At any castle town, a unit can challenge this arena for gold rewards and comparatively easy experience gain.
The arena is not available at all in the Prologue or in Chapter 6.
Augury
The augury's services are concerned with providing information about individual units. He can provide information on the visiting unit's love status, their win/loss record (excluding arena matches) and, in the second generation, the identities of the unit's parents.
Love points | Augury's comment |
---|---|
0–199 | "You've yet to find one to capture your heart." |
200–299 | "You've had (unit for whom they have the most love points) dwelling on your mind as of late." |
300–399 | "(unit for whom they have the most love points) has taken your fancy as of late." |
400–499 | "You're well and truly in love with (unit for whom they have the most love points)." |
500 | "You and (lover) are bound in holy matrimony!" |
Vendor
- Main article:
Vendor
The vendor allows purchase of weapons, staves and occasionally ring items. Unlike most other item shops in the rest of the series, these item shops have only one of each item in stock and further instances cannot be bought from that shop, unless they explicitly list a multiple instance of a given item as available.
List of castles by chapter
Prologue: Birth of a Holy Knight
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Sigurd's | Sigurd | Player | 4 | Chalphy | Arden | Home castle |
Evans | Munnir*/ Gerrard |
Enemy | 32+15 | Evans | Gerrard | Main objective |
Yngvi | DiMaggio | • Seized by Munnir on turn 1; DiMaggio then becomes the guardian. • Once seized by Sigurd, the west bridge will be lowered and 15 additional units will appear from Evans | ||||
Yngvi | Midir | Partner | 1 | Midir | ||
-- | Arvis | Partner | 1 | -- | -- | • Appears once Sigurd seizes Yngvi. • Does not have a faction, castle, or phase, and moves at the end of Evans Phase. |
Chapter 1: Lady of the Forest
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Sigurd's | Sigurd | Player | 10 | Evans | -- | Home castle |
Genoa | Cimbaeth | Enemy | 17+∞ | Genoa | Commander | Cimbaeth will retreat to Genoa Castle, returning a turn later with 12 additional units; this will continue indefinitely. |
Marpha | Munnir | Enemy | 21+10 | Marpha | Munnir | • The Marpha army emerges at the end of turn 1. • An additional 10 units appear to replace those killed sent after Edain. |
Verdane | Ayra* | Enemy | 3 | Verdane | -- | • The Verdane army appears once Genoa and Marpha have been seized. • A small portion of the Spirit Forest leading to the castle becomes traversable once Genoa and Marpha have been seized. |
Sandima | 23 | Sandima | ||||
Nordion | -- | Other | 1 | Nordion | -- | • The Nordion army does not emerge until Heirhein has arrived; once Heirhein has been routed, they return to Nordion castle. • Enemies will not attempt to capture Nordion Castle |
Eldigan | Partner | 9 | ||||
Heirhein | Elliot | Enemy | 12 | -- | -- | Appears once a castle has been seized. |
Chapter 2: Crisis in Agustria
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Sigurd's | Sigurd | Player | 15 | Evans | -- | Home castle |
Nordion | Lachesis* | Partner | 4 | Nordion | Lachesis | -- |
Heirhein | Bordeaux | Enemy | 26+∞ | Heirhein | Bordeaux | -- |
Infini | -- | Other | 7 | Infini | -- | The neutral Infini army is deployed at the end of turn 1. |
Macbeth | Enemy | 31 | Macbeth | The enemy Infini army is deployed once Heirhein has been seized. | ||
Mackily | -- | Other | 2 | Mackily | -- | The neutral Makily army is deployed at the end of turn 1. |
Clement | Enemy | 18 | Clement | The enemy Makily army is deployed once Infini has been seized. | ||
Agusti | Chagall | Enemy | 24+1 |
Agusti | Chagall | • The Agusti army is deployed once Infini has been seized. • An additional 18 units appear and the ramparts are removed once Mackily has been seized. |
Chapter 3: Eldigan, the Lionheart
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Sigurd's | Sigurd | Player | 21 | Agusti | -- | Home castle |
Sylvale | -- | Other | 3 | Sylvale | -- | • The enemy Sylvale army appears once Madino has been seized. • An additional 8 units appear a turn after either Eldigan retreats or the last Cross Knight is killed. • A bridge appears north of Madino once Sivail has been seized. |
Chagall | Enemy | 29+8 | Chagall | |||
Madino | Jacobi | Enemy | 39 | Madino | Jacobi | -- |
Orgahil | Duvall* | Enemy | 6+42 |
Orgahil | Duvall | The bulk of the Orgahil army appears once Sylvale has been seized. |
Chapter 4: Dance in the Skies
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Sigurd's | Sigurd | Player | 20 | Sailane | -- | Home castle |
-- | -- | Partner | 6−6 | -- | -- | • Appears after Silesse is seized by the Beigeritter. • Does not have a defined faction, castle, or phase, and moves at the end of Sigurd's phase. |
Tófa | Myos | Enemy | 45+∞ | Tófa | Myos | When any unit gets near the bridge, it is raised and becomes inaccessible; a thief can lower it again. |
Zaxon | Daccar | Enemy | 16+34 |
Zaxon | Daccar | • The Zaxon army appears once Tófa has been seized. The Beigeritter arrive one turn later and leave after seizing Silesse. • Additional forces appear after the Beigeritter seize Silesse. |
Silesse | Donovan | Seized by the Beigeritter | ||||
Silesse | Annand* | Other | 1+12 | -- | Annand's squad appears after Tófa is seized. |
Chapter 5: Doorway to Destiny
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Sigurd's | Sigurd | Player | 20 | Zaxon | -- | Home castle |
-- | Byron | Partner | 1 | -- | -- | Does not have a faction, castle, or phase, and moves at the end of Sigurd's Phase. |
Leonster | Quan | Partner | 10 | -- | -- | The Leonster army appears once Lubeck has been seized. |
Thracia | Travant | Other | 15 | -- | -- | The Thracian army appears once Lubeck has been seized; the army becomes an enemy once Leonster is routed. |
Magorn | Enemy | 14 | ||||
Lubeck | Lombard | Enemy | 47+∞ | Lubeck | Lombard | Seizing Lubeck causes the ramparts just south to be lowered. |
Phinora | Vaja | Enemy | 4 | Phinora | Vaja | • The Phinora army appears once Lubeck has been seized. • Seizing Phinora causes the Leonster army to be defeated and the rampart south of Velthomer to be lowered. |
Velthomer | -- | Enemy | 6+6 | Velthomer | -- | The Velthomer army appears once Lubeck has been seized; an additional 6 units appear upon seizing Phinora. • The army becomes neutral upon passing the rampart. |
Aida | Other | 13 | Aida | |||
Friege | Reptor | Enemy | 18 | -- | -- | • The Friege army appears once Phinora is seized. • Killing Reptor causes the Friege army to rout. |
Belhalla | -- | Other | 0 | Belhalla | -- | -- |
Chapter 6: Inheritors of Light
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Seliph's | Seliph | Player | 4 | Tirnanog | -- | Home castle |
Ganeishire | -- | Enemy | 24 | Ganeishire | Harold | -- |
Sophara | Iucharba | Other | 11+∞ | Sophara | Sophara | The army becomes an enemy after Ganeishire is seized, and becomes a partner if Iucharba is recruited. |
Enemy | ||||||
-- | Partner | 10 | ||||
Isaach | Iuchar | Other | 11+∞ | Isaach | Isaach | The army becomes an enemy after Ganeishire is seized, and becomes a partner if Iuchar is recruited. |
Enemy | ||||||
-- | Partner | 10 | ||||
Ribaut | Danann | Enemy | 6+12 |
Ribaut | Danann | An additional 12 units appear once Ganeishire has been seized. |
Chapter 7: Beyond the Desert
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Seliph's | Seliph | Player | 11+8 | Ribaut | -- | Home castle |
Aed | Kutuzov | Enemy | 20 | Aed | Kutuzov | The cliffs south of the castle become sands once Aed is seized. |
Dahna | -- | Other | 6 | Dahna | -- | • The border guards move to block off Dahna Castle once Aed is seized. • The enemy army appears once Melgen is seized. |
Bramsel | Enemy | 23+∞ | Bramsel | |||
Melgen | Ishtore | Enemy | 22 | Melgen | Ishtore | • The Melgen army appears once Aed has been seized. • The gates around Ulster are lowered when Melgen is seized. |
-- | -- | Partner | -- | Leonster | -- | The only facility that can be used is the Blacksmith. |
Ulster | Bloom | Enemy | 18+21 |
Ulster | Bloom | Additional forces appear once Melgen is seized. |
Chapter 8: The Wyvern Knights of Thracia
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Seliph's | Seliph | Player | 19+2 | Ulster | -- | Home castle |
Leonster | Leif | Leif, Finn, and Nanna/Jeanne start at the castle. | ||||
Connacht | Bloom | Enemy | 41+2 |
Connacht | Bloom | A bridge south of Connacht Castle raises once it is sezied |
Munster | -- | Enemy | 0 | Munster | -- | Munster becomes partner-aligned once Connacht is seized. |
Ced/Hawk* | Partner | 7−7 | Ced/Hawk | |||
Meath | -- | Enemy | 5+37 | Meath | -- | The Meath army appears once Connacht has been seized. |
Maykov | Maykov |
Chapter 9: For Whose Sake
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Seliph's | Seliph | Player | 21+3 | Meath | -- | Home castle |
Kapathogia | Hannibal | Enemy | 19−1 |
Kapathogia | Kanatz | • The caslte is seized upon recruiting Hannibal. • Seizing Kapathogia causes the ramparts to the northwest and near Grutia to be lowered. |
Luthecia | -- | Enemy | 5 | Luthecia | Distler | -- |
Grutia | Judah | Enemy | 21 | Grutia | Judah | • The Grutia army appears once Kapathogia is sezied. • Seizing Grutia Caslte causes the rampart east of the castle to be lowered. |
Thracia | Altena | Enemy | 10−1 |
Thracia | -- | Additional forces appear once Altena is killed or retreats and further appear once Grutia is seized. |
Travant | ||||||
Arion |
Chapter 10: Light and Dark
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Seliph's | Seliph | Player | 23 | Peruluke | -- | Home castle |
-- | -- | Partner | 6+6 | -- | -- | • Does not have a faction, castle, or phase, and moves at the end of Seliph's phase. • Additional units appear once Miletos Castle has been seized. |
Chronos | Hilda | Enemy | 16 | Chronos | Hilda | The rampart leading to Miletos is lowered when Chronos and Rados are seized. |
Rados | Riddell | Enemy | 19 | Rados | Morrigan | |
Miletos | -- | Enemy | 5+25 | Miletos | Zagam | • The Miletos army emerges once Chronos and Rados are seized. • The bridge connecting Miletos to Chalphy is raised once Miletos is seized. |
Chalphy | Julius | Enemy | 2+36 | Chalphy | -- | Julius and Ishtar emerge once Chronos and Rados have been seized; the army appears once Miletos has been seized. |
Arvis | Arvis |
Final Chapter: End of the Holy War
Combatants and castles | ||||||
---|---|---|---|---|---|---|
Army | Commander | Affiliation | Units | Castles | Guardian | Notes |
Seliph's | Seliph | Player | 23+1 | Chalphy | -- | Home castle |
Edda | Juphiel | Enemy | 39+∞ | Edda | Juphiel | The ramparts northwest of Chalphy and Edda castles are lowered upon seizing Edda. |
Dozel | Brian | Enemy | 8+29 |
Dozel | Dagon | • The Dozel army appears once Edda has been seized. • The rampart south of Friege is lowered upon seizing Dozel |
Friege | Hilda | Enemy | 19 | Friege | Baran | • The Friege army appears once Dozel has been seized. • The two ramparts east of Friege Castle are lowered once Friege is seized. |
Yngvi | Scipio | Enemy | 18 | -- | -- | • The Yngvi army emerges once a unit crosses the pass to Friege enters the range of a Friege unit. • The Yngvi army is tied to the Friege castle, and will disappear when it is siezed. |
Thracia | Arion | Enemy | 6 | -- | -- | • The Thracian army arrives one turn after Friege is seized. • The Thracian army becomes a partner once Altena talks to Arion. |
Partner | ||||||
Velthomer | Manfroy | Enemy | 7 | Velthomer | Manfroy | The Velthomer army emerges once Friege is seized. |
Belhalla | Julius | Enemy | 6+30 |
Belhalla | Julis | The Loptrians emerge once Dozel has been seized; the Belhalla army emerges once Friege is seized. |
See also
Fire Emblem: Genealogy of the Holy War | ||||||||||||||||||||||||||||||||||||||
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