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The best skills to inherit in Fire Emblem Engage

Each Fire Emblem title introduces a new twist for either the tactical combat sections of the game or the social aspects. With Fire Emblem Engage, the stars of the show are Emblem Rings, which allow you to equip rings to your units that pair them with a hero from previous titles. These rings give a few stat buffs, but also allow that unit to use some of the skills of that specific hero, more of which unlock as they level up. Normally, those skills can only be used while a ring is equipped, but you do have the option to inherit skills from an Emblem to keep for good. Here’s how skill inheritance works, and which skills are the best ones in Fire Emblem Engage.

How to inherit skills

Alear equips Marth's ring in Fire Emblem Engage.
Image used with permission by copyright holder

In order to inherit skills from an Emblem Ring, a few things are required.

First, you need to reach chapter 4 and unlock the Ring Chamber in the Somniel. Second, you need to make sure to have enough Skill Points (SP) to purchase the skill, as well as have at least a Bond level of 5 with whichever Emblem you want to inherit skills from. The higher the Bond level, the more skills open up to be inherited, but also the more they will cost.

Once those requirements are met, you can go to the Ring Chamber and access the pedestal to enter the Inherit Skills menu. This will allow you to browse all the available Emblems and skills you can inherit, plus their SP cost. Skills range from as low as 100 SP all the way up to 2,000 SP to inherit, so think carefully about where you want to spend those hard-earned points.

Keep in mind that each unit can only inherit a maximum of two skills from Emblems. You can always swap them later, but don’t expect to make one superpowered unit this way.

Best skills to inherit

Marth striking a pose.
Image used with permission by copyright holder

Here are the best skills you should look to spend your SP on for each of the 12 base Emblems in the game.

Marth

Avoid +30: Unlocked at Bond level 19, Avoid is an easy add to any character. It is a flat buff of +30 to that unit’s Avoid stat, meaning there is a huge chance they will simply avoid most incoming damage in combat.

Celica

Holy Stance: This is a bit of a situational skill, but you can get it right away since it is one of her default skills. With it, any damage that unit takes from a Corrupted unit will have 10% of it reflected back onto them.

Sigurd

Canter +: Tactics games are all about managing your positioning and attacks. This skill takes some of that pressure off by letting your unit move up to three spaces after they act. You need a Bond level of 13 to inherit this one.

Leif

Vantage: This is the default level of the skill that you can get right away, but you can upgrade it as stronger versions become available. With it, units will counterattack before the attacker strikes if your unit has 25% HP or less when the fight starts. The higher the level, the less HP loss is needed for the effect to trigger.

Roy

Strength +2: If you’re using Roy, you want to hit hard. Strength +2, well, gives +2 strength. You can access it right off the bat.

Lyn

Alacrity: The speed-focused Emblem gives an amazing skill with Alacrity, which also gets better versions as you level up. By default, you can inherit this skill the moment you reach Bond level 5. This skill makes it so any units that can deal a follow-up attack will do so before the enemy’s counter as long as your speed is nine or more than theirs.

Eirika

Gentility: At the lowest level, this skill simply reduces all incoming damage by three, but can be upgraded all the way to five once your Bond level hits 18.

Ike

Wrath: Requiring a level-13 Bond level, Wrath grants you +1 Crit for the total number of HP the unit you’re attacking has lost (up to a maximum of 30), which is perfect for finishing off slightly wounded foes.

Micaiah

Healing Light: One of the most difficult situations you can find yourself in in Fire Emblem Engage is when you need to decide whether to use your healer to heal another unit or themselves. With Healing Light, that decision is nullified. If you’re using a Staff, any healing this unit does will also heal them for 50% of the amount their target is healed for.

Lucina

Dual Support: A level-13 Bond skill, this will give you a bonus to Avoidance that scales with that unit’s Support level to adjacent allies up to a maximum of +90. Just like Marth’s skill, not getting hit is never a bad buff.

Corrin

Quality Time: The base form can be inherited right away, and absolutely should. After a unit finishes acting, or simply waits, they will heal any adjacent teammate’s HP by 5, plus increase Support. The higher-level version that you can get after Bond level 18 increases that healing to 10 HP.

Byleth

Mentorship: The former professor from Three Houses continues being an inspiration with their initial Mentorship skill you can inherit right at Bond level 5. Once acquired, that unit will always have a 1.2X experience multiplier, which also applies to any adjacent allies. While situational on how well it will work for other units, simply getting that XP multiplier on one unit as early as possible will make power-leveling them much easier.

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One of the most exciting parts of diving into a brand new sci-fi universe like Starfield is discovering all the new futuristic technologies. There are of course spaceships and jetpacks, but what you'll be using most often will be the suite of weaponry. We haven't gone completely beyond the use of traditional guns as we recognize them, but that doesn't mean there aren't more exotic and exciting weapons to find. All weapons fit into a few major categories, but there are many unique variants that have far better stats or special traits that put them above the rest. Here is a quick list of some of the best weapons in Starfield.
Best weapons in Starfield

Magshear
Rifles are among the most common weapons in Starfield, and also the most reliable. They're good at most ranges, tend to have a good rate of fire, and can be tweaked with plenty of mods. The Megshear rifle in particular is one of the most powerful of its class we've encountered. It uses .50 MI ammo, meaning it's going to pack a heavy punch of 12 damage per shot, which is quite high when you consider it has a fire rate of 300. It has a standard range of 40, which is typical, but has five mod slots you can use to tune it to your liking.
Razorback
Let's face it, plenty of you are going to be role-playing a Han Solo-style bounty hunter in Starfield. As such, you will want to be backing the best pistol possible. Pistols may not be viable in most shooters, but there are plenty that can not only hold their own here but even be some of the best weapons in the game. The Razorback, for example, hits like a truck at 61 base damage. This is a revolver-style gun, though, so you have to deal with a very low fire rate of 12 and only six shots per mag, but with eight mod slots, you can turn this hand cannon into just about anything you want.
N67 Smartgun
We all know that scene in Aliens where the Marines pull out the huge smartguns and unload on the xenomorphs swarming them, right? The N67 Smartgun looks more like a traditional chaingun than that but is functionally just as effective. Each round does 11 damage, but when you're spitting bullets out at a fire rate of 350, that adds up very quickly. Each mag holds 300 bullets, with a decent range of 40, but you're trading off accuracy which is just below half at 49.3% so you want to be close. This is a unique gun, meaning it comes with Shattering, which makes it super effective against armor, plus has two mods already installed: a Compensator and Armor-Piercing Rounds.
Technophile's Pacifier
There's not much to say about shotguns in Starfield that you don't already know. Still, if you want to get the most bang for your buckshot, go with the Technophile's Pacifier. Each blast kicks out 93 damage at a decent fire rate of 20. The range, as you would expect, is only 17, but you can up it some thanks to six available mod slots. It is also pretty accurate off the bat at 55.9% and holds seven shells before reloading.
Assassin's Beowulf
Back to rifles, but this time we're looking at more of a sniper-style gun. The Assassin's Beowulf is perfect for scoping out an outpost and picking off targets from the shadows. It deals 44 damage with great range and accuracy. It comes with eight mod slots open, so you will need to tinker with it to add on a scope, long barrel, suppressor, and whatever else you like, but it can easily become your most trusty sniper.
Brawler's Equinox
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Ember
One of the coolest pistols in the Settled Systems has to be the Ember. Sticking to laser weapons, this one actually has the special effect of shooting ignition beams that can ignite enemies. In terms of raw stats, you're looking at 12 energy damage at a good 25 firing rate, but a low base range of 24. Still, you have seven mod slots to work with, which is well worth it to take advantage of those awesome ignition beams.
Poison Barrow Knife
Just because we have all kinds of new guns and lasers doesn't mean a classic knife isn't worth keeping handy for when things get tough or your ammo runs dry. Rather than pick something like an axe, we opt for knives, specifically the Poison Barrow Knife. This is a very rare drop, but absolutely worth hunting down. It will only do 22 damage per hit, but you can probably guess by the name that it has a bit more going on. First is that this deals an extra 30% damage to aliens, which isn't all that useful, but the second perk will give each hit a random chance to inflict poison on an enemy. Poison, if you're unaware, will slowly drain a target's health, but also slow their movement speed.

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Picking a console is a big decision. They're not cheap, so unless gaming is your passion, you probably don't want to spend the cash to grab all three of the major ones. That's why we've collected the best prices on every version of the three major consoles. Below you'll find Xbox Series S and X deals, PlayStation 5 deals, and Nintendo Switch deals (on all the various versions). We've listed the best prices at the major retailers, and any deals we could find among them. Once you've grabbed your console, check out the best video games deals to go along with them.
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As much as you're a pilot in Armored Core 6, you're just as much a mechanic. Almost every mission will have you back in the garage swapping out parts, buying new ones, replacing weapons, and customizing your mech for the task at hand. This is quite different from typical FromSoftware games due to the fact that you can't actually improve any weapon or mech part, but that doesn't mean the only way to get better is to buy new parts. OS Tuning upgrades play a major part in your build by giving you a wide range of advantages at the cost of OS Tuning chips you earn from the Arena. These come in passive and active types, and you can unlock and keep all the passives active at once, but will need to pick and choose between active ones. Here are the most powerful OS upgrades you should spend your chips on in Armored Core 6.
Best OS upgrades

Quick Turn
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Repair Kits
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Assault Armor
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Explosive Weapons
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Direct Hit Modifier
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