|Fire Emblem: Abstract Requiem|
You control an aspiring tactician named Avery who has just graduated from the Sacrue Tactics Academy. As their home nation of Sacrue wages war, they have to tough through a war that nobody really wants to be a part of. The story is set in relatively more modern times, being based off the late 1700's.
The game is split into three routes, depending on which country you decide to ally with at Chapter 1. There is no "good", "bad" or "neutral" route as the whole continent is at war. There are varying shades of moral gray throughout each campaign.
This path involves the player choosing to support Avery's home nation of Sacrue. Avery is immediately sent to war after graduating and is thrown into the deep end of the conflict. While the King demands total annexation of the neighboring lands to further his kingdom, Avery finds that the common soldiers are torn between their loyalty and whether the war that they are fighting is needed or not. While keeping true to his orders and with the help of Princess Erinys, Avery has to find a way to win the war for Sacrue while avoiding needless bloodshed without alerting the king.
This path has the player going off to the neutral country of Vlasais for Avery to further their studies. While a neutral country, Vlasais has a large army for protecting itself. While fairly prosperous, the country has internal tensions between the north and the south for their opposing ideals. Eventually, a civil war breaks out which Avery is caught up in. As this is going on, Sacrue uses the war to their advantage and strikes, involving the player in the rest of the continent's worries.
Al Marxia Route
This path has the player choosing to side with Al Marxia, which is the main country Sacrue seeks to conquer. It is a desert country but has a large wealth from its previous dark history in trading slaves and ruthless crusades. While under new more benevolent rulership, the rest of the continent is still bitter about it. Avery decides to pledge their service here as he opposes Sacrue's aggressive behavior and because they were Almarxis by birth.
Much like Fire Emblem: Genealogy of the Holy War, Fire Emblem: Awakening and Fire Emblem Fates, married characters produce offspring. However, this 2nd generation is not part of the main three routes and is a separate story altogether, featuring a time skip after the events of the first campaign, much like Genealogy of the Holy War and unlike Awakening and Fates, where the children characters get to fight alongside their parents. Some characters from the 1st generation return, but not as playable units. Instead, their children take the helm as playable characters alongside more new characters unrelated to the protagonists of the first generation. Their stats will be determined on their parents' supports and some of the characters may change appearance, class or even personality depending on their parents. It focuses on the three children of the royals from the first game's path -- Reece, son of Erinys; Leila, daughter of Aerija and Flint, the son of Lester. Also in focus is Leia, Avery's daughter, who inherits the class of whoever Avery married (or randomized if Avery has not married by the end of the main campaign). The campaign is split into 5 parts and follows how each of the characters are fighting to take down a group that calls themselves the New Light who are assasinating and attacking survivors of the previous war. Much like Radiant Dawn, all the stories cross and eventually culminate in a finale. Gameplay
A new weapon type is introduced to suit the 1700's era - muskets. Muskets use fixed damage outputs and their accuracy changes depending on how far away the target is from the user. They usually have 2-4 range and are good for either chip damage, a finishing blow or to snipe away a stray enemy.
The weapon triangle is changed slightly once more - the main triangle consists of three weapon types - Melee, Ranged and Magic. Inside each category is a smaller weapon triangle, which includes the original melee weapon triangle and magic triangle from the GBA games.
As with Fire Emblem Fates, weapon durability is gone and the weapons still use the debuff/effects system of that game. Staves remain limited use, however - but there are more types of staves this time round, encompassing a wide variety of effects from buffing an ally, debuffing an enemy, inflicting or curing status conditions, bringing back a deceased ally, general healing and many more.
For a full list of weapons, see Fire Emblem: Abstract Requiem/Weapons
Each playable character has their own personal skill as well as 5 other possible skills. Non-personal skills can be learnt by levelling up in a specific class. Units may reclass to gather skills, but only sparingly.
There are over 100 classes in the game, including the exclusive classes meant for specific characters. Characters can reclass from their base class into a different class according to the character reclassing. Like in Fire Emblem: Radiant Dawn, characters who are in the first tier of classes can promote into the 2nd tier by simply levelling up to level 21. However, the player can also promote them early through the use of a Master Seal.
The base returns from Fire Emblem Radiant Dawn, although it has been upgraded with more features akin to the "My Castle" feature in Fire Emblem Fates. It is accessible between most chapters. Here, the player can interact with their units in base conversation to see how they are feeling and reacting to the previous chapter's events. Unlike the rest of the game, the player controls Avery in a traversable 3D world without a grid, and one can see all the characters in 3D models. The player can also view supports here as well. In addition to this, the player can access an armory to buy weapons; a staff store to buy staves, trinkets and other useful items; a forge to create more powerful weapons and a training arena where the user can level up units between battles through bonus experience earned through battles. There is also a mess hall which functions like the one in Fire Emblem Fates where a unit is assigned cooking duty and may cook for the entire army. Depending on the dish and the unit's cooking prowess, the player's army will get a small boost to stats for the next battle.
Like in "My Castle", the player can collect different minerals and foodstuffs between battles and may buy them from base as well. These foodstuffs are able to be used in the mess hall, and the minerals are used to forge weapons. Depending on the chapter being played, the player may be able to access different things between chapters as well. For example, while setting camp in a busy town, the user can go to a lottery parlour to try their luck in winning items or gold. If near farmland, the player can get free foodstuffs. If near a mine, the player can send units to get ore for free. The player may also be able to access a wider variety of items by shopping in different stores as well. The player can also access their army records, DLC and other miscellaneous stuff in the records tent.
The player can capture generic enemy units that are not bosses or named characters. Once captured, you can convince that unit to join you for a fee of gold and materials after the battle. If the conditions are met, the generic unit (with a generic class portrait) will join the army. They will have randomized names, personalities and stat modifiers as well as below-average growths. Upon death they will say a generic set of death quotes and then disappear from the roster. They can also be dismissed in base. These units cannot support with other characters and have a random generic personal skill. They also cannot participate in base conversations, go on cooking duty or be seen walking around base.
As with many other Fire Emblem games, there are optional chapters to play and most can be accessed at any time after unlocking them. These will scale with the player's current level often come with a new recruitable character - often these are the "trainee" units which start out very weak but grow very fast and strong due to their shared skill in Aptitude.
There are also character-specific chapters. If the avatar gets an A-support with a character, they will unlock a character quest. Essentially, these are extra maps that contain rewards. The character that it pertains to must be deployed and the rewards often reference their class or backstory. These are meant to flesh out the characters and provide some backstory or development for them.
For a full list of character quests, see Fire Emblem: Abstract Requiem/Character Quests
The continent of Eldessa is where the game takes place.
|Sacrue||Llangwydd||An archipelago of islands in the north Hambrian sea. Led by King Selvid, a power-hungry ruler who seeks to expand his influence. Closely allied with Abram. Has a cold climate. It is currently struggling with food supplies as Sacruean soil is not good for farming, with only 2% of the land being arable.|
|Al Marxia||Narahmar||An arid desert country to the south of Eldessa. Once ravaged by war, its new Queen, Soarta, hopes to recover from its tyrannical past and repair relations with the rest of the continent. It is extremely wealthy and the inhabitants lead comfortable lives despite being in the desert.|
|Vlasais||Nuage||A mountain kingdom landlocked in the center of the continent, Vlasais is fiercely neutral and chooses to stay out of international disputes. It has some internal troubles going on, however. There is a large divide between the upper classes and lower classes.|
|Abram||Zhavansk||Located on the eastern shore of Eldessa, this small monarchy is highly influenced by Sacrue, although it does not follow its warmongering ideaology. It is mountainous and is fairly poor overall, and most inhabitants look to Sacrue and neighboring Corden for work.|
|Corden||Lafége||Corden is a middle power of the continent, where most residents live normal lives that are neither good or bad in comparison to the rest of the continent. It is known for its diverse fauna and its ruling family who often host lavish parties for the other royals.|
|Carlisle||Husmann||A country full of lakes in the north of the continent that is home to the Ursav people, who can transform into bear-like creatures. The country tends to keep to itself and away from human affairs. Strength speaks louder than words here, and its Ursav warriors are known and feared worldwide. As such, many Ursav find work as mercenaries.|
|Farraige||Cloch||A peaceful kingdom that is granted protection from other countries by Parsilia. Like Vlasais, it is neutral, but accepts refugees of all kinds from all over the world. It is a haven for those seeking respite, and its inhabitants are very hospitable.|
|Ashekar||Kayyat||The Ashekar Federation is made up of 46 regions that are individually governed and are in some ways each their own country, but all pledge to the union to protect one another should one be attacked. Their differences stop them from all uniting as one country, but all the member states get along well.|
|Harfelle||Byggðyk||The realm of the fire manaketes, Harfelle is an island nation in the north sea of Eldessa where temperatures rarely go above freezing. The fire manaketes pay no mind to this as they can warm themselves efficiently in the frozen climate. Its ruler is Lugille, who spreads her ideaology of hospitality and listening to her people.|
|Gysfresia||Santavalé||The island of wind manaketes. Ruled by Yssen, this nation is fiercely pacifist and hates conflict in the continent. Because of how hard it is to reach its shores, both tourists and aggressive enemy parties are scared off. Despite this, it is not isolationist and welcomes those who are able to visit.|
|Laxerta||Xeivis||Laxerta, the home of the water manaketes, is a group of islands in the southern Eldessan sea. Most of the homes here are built on stilts above the water, and is known for its cuisine and distinct fashion. It is also a popular destination for vacations, as the climate is agreeable and its natives friendly. Xalvey is its leader.|
|Parsilia||Zernig||The nation of Earth Manaketes is situated to the east of Vlasais, and is the opposite of its neighbor - Acreas, its ruler, is heavily involved in the continent's politics as a figurehead and voice of reason. The class divide is also very slight as most commodities are shared. It is quite simplistic, but the people are happy.|
|Vertigrad||Kalkus||Vertigrad is known for being the entertainment capital of the country, with many theaters and music halls. It is designated neutral territory, and all nations have sworn to protect it as a non-combative sanctuary. It is overseen by a council of 7 who all vote on the nation's policies.|
|Monteroja||Cavón||A war-torn country where many are suffering the consequences with high crime and a royal family that does nothing but care for their own. Many refugees take a dangerous trek from its mountains to Farraige, although unfortunately many die on the way. Most agree that if its situation continues, it may cease to be a nation.|
|Lacnoir||St. Valenz||The spiritual capital of the world, where many go on a pilgrimage to pray to the gods. It is a sanctuary for all regardless of faith, but is difficult to reach without guidance due to the steep climb required to get to it. It is the only theocracy in the continent.|
|Modrahora||Trtsk||A very liberal country where anyone can do whatever they want within reason. Many emigrate here for a new opportunity in life. It is heavily forested with some rainforest on its southern shore. The queen, Karna, is revered for both her beauty and steadfastness.|
|Yadaka||Dalasi||A beacon of culture and class, this steppe country is distantly related to Sacae on Elibe. It is known for its universities and scholars who help further the world's progress.|
As with every Fire Emblem game, there is a very large cast of characters to choose from when playing as well as many other characters you meet in the story.
|Cyan||Sacrue & Vlasais|
|Yellow||Vlasais & Al Marxia|
|Magenta||Al Marxia & Sacrue|
Minor Villains (Bosses)
Extra characters include recruitable bosses, story-important characters that survived and NPCs that can be recruited from base. They also include DLC characters that come with the DLC maps - for each of the DLC classes there is one extra unit of that class. These units have fewer supports than regular story counter parts, but have them nonetheless and are still functional as units.
Legacy characters are legendary heroes summoned from other worlds. They can have supports with select characters from the main campaign, and have special classes usually exclusive to them.
There are DLC maps available to be played.
|Spring Scramble - Town Square||The army is conscripted into ridding a town full of wanted criminals, all with bounties on their heads. The army is promised gold depending on how many enemies are killed. All units will get unique portraits in this chapter, where they are depicted in formalwear.||Gold|
|Summer Scramble - Sandstone Resort||The army is taking a break in a beach resort when the resort town is being raided by bandits. The army must drive off the bandits and stop the town from destruction. All units will get unique portraits in this chapter, where they are depicted in swimwear.||Supports build up twice as fast in this chapter. Obligatory fanservice.|
|Autumn Scramble||The army comes across a harvest festival and decides to claim some respite and join in the activities. The festival however has attracted barbarians who have come to steal the food and money the festival has to offer. The army must fend off the attackers. All units will get unique portraits in this chapter, where they are depicted in casual wear.||Random rare staves and items|
|Winter Scramble||The army is caught up in a snow festival in the middle of the mountains. In the festival there is a fighting tournament in which the army takes part in as the prizes listed are valuable weapons. All units will get unique portraits in this chapter, where they are depicted in winter wear.||Random rare weapons.|
|Guardians of the Gate||Uses the map "Cog of Destiny" from Fire Emblem: Rekka no Ken. Upon first completion, Clayton will join the party in the Holy Guard class.||Bright Ring (reclasses any unit into the Holy Guard class)|
|Rainforest Raid||The army arrives in a rainforest, which is currently amongst a tribal war. The army chooses to side with the Huntresses of the area who are defending from an attack by colonizers.||Warrior's Brand (reclasses female units into the Huntress class)|
|Witch's Trial||Is the same Witch's Trial Map from Fire Emblem Fates: DLC. Upon first completion, Agrafina, a character in the Witch class, will join the army after being impressed with their skill.||Witch's Mark (reclasses female units into the Witch class)|
|Dread Hunt||The army hunts down a group of notorious Dread Fighters who are causing havoc in the land.||Dread Scroll (reclasses any unit into the Dread Fighter class)|
|Chapel of Fading Light||Uses the map "Last Hope" from Fire Emblem: The Sacred Stones. The army must protect a Pontifex from assassins.||Saint's Robe (reclasses male units into the Pontifex class)|
|Clash of Steel||Uses the map "Two Falchions" from Fire Emblem: Awakening. The army chooses 6 of its finest units to duel it out against an enemy faction in Arena Ferox.||Secret Text (reclasses any unit into the Weapon Master class)|
|Ready, Aim, Fire||The army must survive an onslaught of ballista while getting to the boss within a turn limit.||Sighting Lens (reclasses any unit into the Cannoneer class)|
|Feathered Fate||Uses the map "Hinoka" from Fire Emblem Fates: Conquest.||Ebon Wing (reclasses any unit into the Beacon class)|
|Into the Forge||The army must kill notorious bandits that have been raiding a local blacksmith. Upon first completion, Chester, the blacksmith who forges weapons in base, joins the army in the Blacksmith class.||Diamond Hammer (reclasses male units into the Blacksmith class)|