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Fire Emblem Heroes/Skill Description Revisions
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This is a sub-page of Fire Emblem Heroes.
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Contents
- 1 2017-02-28
- 2 2017-04-21
- 3 2017-08-14
- 4 2017-09-15
- 5 2017-10-16
- 6 2017-11-14
- 7 2017-11-28
- 8 2017-12-08
- 9 2018-03-22
- 10 2018-04-10
- 11 2018-05-09
- 12 2018-05-21
- 13 2018-06-21
- 14 2018-07-13
- 15 2018-08-09
- 16 2018-10-09
- 17 2018-10-26
- 18 2019-01-23 (Hostile Strings)
- 19 2019-02-07 (Greil's Devoted)
- 20 2019-04-21 (A Season for Picnics)
- 21 2019-06-10 (From a Future Past)
- 22 2019-09-19 (The Chosen Ones)
- 23 2019-10-21 (Zofia's Call)
- 24 2019-10-31
- 25 2020-01-08 (Heir of Light)
- 26 2020-01-21 (A Star Is Born)
2017-02-28
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Physic | MSID_H_リブロー | Restores 8 HP to target and all allies within 2 spaces of target. |
Restores 8 HP. Rng: 2. |
2017-04-21
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Hit and Run | MSID_H_一撃離脱 | If unit initiates attack, unit advances 1 space after battle. |
If unit initiates attack, unit retreats 1 space after battle. |
Live for Bounty | MSID_H_豊穣の喜び | If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) |
2017-08-14
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Guard 1 | MSID_H_キャンセル1 | If unit's HP is 100% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
If unit's HP is 100% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
Guard 2 | MSID_H_キャンセル2 | If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
Guard 3 | MSID_H_キャンセル3 | If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
2017-09-15
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Beorc's Blessing | MSID_H_ベオクの加護 | Effective against flying and cavalry units. Foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.) |
If foe is cavalry or flier type, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.) |
2017-10-16
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Hardy Bearing 2 | MSID_H_不動の姿勢2 | Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled. |
Disables skills that change unit's attack priority. If unit has ≥ 50% HP at start of battle, enemy skills that change attack priority are also disabled. |
2017-11-14
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Monstrous Bow | MSID_H_骨の弓 | Effective against fliers. After combat, bonuses become penalties on all foes within 2 spaces through foe's next action. |
Effective against flying foes. After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
Monstrous Bow+ | MSID_H_骨の弓+ | Effective against fliers. After combat, bonuses become penalties on all foes within 2 spaces through foe's next action. |
Effective against flying foes. After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
Spectral Tome | MSID_H_ゴーストの魔道書 | After combat, bonuses become penalties on all foes within 2 spaces through foe's next action. |
After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
Spectral Tome+ | MSID_H_ゴーストの魔道書+ | After combat, bonuses become penalties on all foes within 2 spaces through foe's next action. |
After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
2017-11-28
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Bowbreaker 1 | MSID_H_弓殺し1 | If unit's HP ≥ 90% in combat against a bow user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Bowbreaker 2 | MSID_H_弓殺し2 | If unit's HP ≥ 70% in combat against a bow user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Bowbreaker 3 | MSID_H_弓殺し3 | If unit's HP ≥ 50% in combat against a bow user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Grani's Shield | MSID_H_グラニの盾 | Neutralizes "effective against" bonuses. | Neutralizes "effective against cavalry" bonuses. |
Iote's Shield | MSID_H_アイオテの盾 | Neutralizes "effective against" bonuses. | Neutralizes "effective against fliers" bonuses. |
Svalinn Shield | MSID_H_スヴェルの盾 | Neutralizes "effective against" bonuses. | Neutralizes "effective against armored" bonuses. |
2017-12-08
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
(Refined Blessed Bouquet+) | MSID_H_聖なるブーケ+改 | After combat, grants Def/Res+5 to unit and allies within 2 spaces for 1 turn. |
After combat, if unit attacked, grants Def/ Res+5 to unit and allies within 2 spaces of unit for 1 turn. |
(Refined Blue Egg+) | MSID_H_青の卵+改 | Restores 4 HP after combat. | After combat, if unit attacked, restores 4 HP. |
(Refined Carrot Axe+) | MSID_H_ニンジンの斧+改 | Restores 4 HP after combat. | After combat, if unit attacked, restores 4 HP. |
(Refined Carrot Lance+) | MSID_H_ニンジンの槍+改 | Restores 4 HP after combat. | After combat, if unit attacked, restores 4 HP. |
(Refined Clarisse's Bow+) | MSID_H_クライネの弓+改 | Effective against flying foes. After unit attacks, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions. |
Effective against flying foes. After combat, if unit attacked, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions. |
(Refined Cupid Arrow+) | MSID_H_キューピッドの矢+改 | Effective against flying foes. After combat, grants Def/Res+5 to unit and allies within 2 spaces for 1 turn. |
Effective against flying foes. After combat, if unit attacked, grants Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. |
(Refined Dancer's Fan+) | MSID_H_扇子+改 | If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
(Refined Dark Breath+) | MSID_H_闇のブレス+改 | After combat, inflicts Atk/Spd-7 to target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
After combat, if unit attacked, inflicts Atk/ Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
(Refined Deathly Dagger) | MSID_H_死神の暗器改 | After combat, deals 10 damage to target and foes within 2 spaces of target. Also inflicts Def/Res-7 through their next actions. |
After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target and inflicts Def/Res-7 through their next actions. |
(Refined First Bite+) | MSID_H_ファーストバイト+改 | After combat, grants Def/Res+5 to unit and allies within 2 spaces for 1 turn. |
After combat, if unit attacked, grants Def/ Res+5 to unit and allies within 2 spaces of unit for 1 turn. |
(Refined Green Egg+) | MSID_H_緑の卵+改 | Restores 4 HP after combat. | After combat, if unit attacked, restores 4 HP. |
(Refined Legion's Axe+) | MSID_H_ローローの斧+改 | After combat, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
(Refined Light Breath+) | MSID_H_光のブレス+改 | After combat, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
After combat, if unit attacked, grants Atk/Spd/ Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
(Refined Monstrous Bow+) | MSID_H_骨の弓+改 | Effective against flying foes. After combat, bonuses on target and all foes within 2 spaces of target become penalties through their next actions. |
Effective against flying foes. After combat, if unit attacked, bonuses on target and all foes within 2 spaces of target become penalties through their next actions. |
(Refined Rogue Dagger+) | MSID_H_盗賊の暗器+改 | After combat, inflicts Def/Res-6 on target and foes within 2 spaces of target through their next actions. Also grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. |
After combat, if unit attacked, inflicts Def/Res-6 on target and foes within 2 spaces of target through their next actions, and grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. |
(Refined Seashell+) | MSID_H_貝殻+改 | After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2. If attacking, unit takes 2 damage after combat. |
After combat, if unit attacked, inflicts Def/ Res-7 on target and foes within 2 spaces of target through their next actions. If unit's HP = 100% at start of combat, grants Atk/Spd/ Def/Res+2, but unit takes 2 damage after combat. |
(Refined Silver Dagger+) | MSID_H_銀の暗器+改 | After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
(Refined Smoke Dagger+) | MSID_H_紫煙の暗器+改 | After combat, inflicts Atk/Spd/Def/Res-6 on target and foes within 2 spaces of target through their next actions. |
After combat, if unit attacked, inflicts Atk/Spd/Def/Res-6 on target and foes within 2 spaces of target through their next actions. |
(Refined Spectral Tome+) | MSID_H_ゴーストの魔道書+改 | After combat, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
After combat, if unit attacked, bonuses on target and all foes within 2 spaces of target become penalties through their next actions. |
(Skill refine effect of Siegmund) | MSID_H_追撃攻R90 | Unit makes a guaranteed follow-up attack when HP ≥ 90% and attacking a foe that can counter. |
If unit initiates combat and unit's HP ≥ 90%, unit makes a guaranteed follow-up attack. |
(Skill refine effect of Sol Katti) | MSID_H_差し違えR75 | Unit makes a guaranteed follow-up attack when HP ≤ 75% and attacking a foe that can counter. |
If unit initiates combat against a foe that can counter and unit's HP ≤ 75%, unit makes a guaranteed follow-up attack. |
Absorb+ | MSID_H_アブゾーブ+ | Recovers HP = 50% of damage dealt. After combat, restores 7 HP to allies within 2 spaces of unit. |
Restores HP = 50% of damage dealt. After combat, if unit attacked, restores 7 HP to allies within 2 spaces of unit. |
Brash Assault 1 | MSID_H_差し違え1 | Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter. |
If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack. |
Brash Assault 2 | MSID_H_差し違え2 | Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter. |
If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack. |
Brash Assault 3 | MSID_H_差し違え3 | Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter. |
If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack. |
Candlelight | MSID_H_キャンドルサービス | After combat, foe inflicted with status preventing them from counterattacking. |
After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action. |
Candlelight+ | MSID_H_キャンドル+ | After combat, foe and foes within 2 spaces of target inflicted with status preventing counterattack through their next actions. |
After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. |
Dancer's Fan | MSID_H_扇子 | If unit initiates attack, adjacent allies recover 7 HP after combat. Also, enemy suffers Def/Res-5 after combat until the end of foe's next action. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. |
Dancer's Fan+ | MSID_H_扇子+ | If unit initiates attack, adjacent allies recover 7 HP after combat. Also, enemy suffers Def/Res-7 after combat until the end of foe's next action. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. |
Deathly Dagger | MSID_H_死神の暗器 | After combat, inflicts Def/Res-7 on foe through its next action. If unit initiated combat, 7 damage to foe after battle. |
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit initiated combat, deals 7 damage to foe after combat. |
Fear | MSID_H_フィアー | After combat, inflicts Atk-6 on targeted foe through its next action. |
After combat, if unit attacked, inflicts Atk-6 on foe through its next action. |
Fear+ | MSID_H_フィアー+ | After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. |
After combat, if unit attacked, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. |
Gravity | MSID_H_グラビティ | After any combat, prevents foe from moving more than 1 space through its next action. |
After combat, if unit attacked, prevents foe from moving more than 1 space through its next action. |
Gravity+ | MSID_H_グラビティ+ | After combat, prevents target and foes within 1 space of target from moving more than 1 space through their next actions. |
After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions. |
Iron Dagger | MSID_H_鉄の暗器 | After combat, inflicts Def/Res-3 on foe through its next action. |
After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. |
Kitty Paddle | MSID_H_猫の暗器 | Effective against foe using magic. After combat, if foe uses magic, foe suffers Def/Res-5 through foe's next action. |
Effective against magic foes. After combat, if unit attacked and if foe uses magic, inflicts Def/Res-5 on foe through its next action. |
Kitty Paddle+ | MSID_H_猫の暗器+ | Effective against foe using magic. After combat, if foe uses magic, foe suffers Def/Res-7 through foe's next action. |
Effective against magic foes. After combat, if unit attacked and if foe uses magic, inflicts Def/Res-7 on foe through its next action. |
Legion's Axe | MSID_H_ローローの斧 | After combat, bonuses on targeted foe become penalties through its next action. |
After combat, if unit attacked, bonuses on foe become penalties through its next action. |
Legion's Axe+ | MSID_H_ローローの斧+ | After combat, bonuses on targeted foe become penalties through its next action. |
After combat, if unit attacked, bonuses on foe become penalties through its next action. |
Monstrous Bow | MSID_H_骨の弓 | Effective against flying foes. After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
Effective against flying foes. After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
Monstrous Bow+ | MSID_H_骨の弓+ | Effective against flying foes. After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
Effective against flying foes. After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
Pain | MSID_H_ペイン | Inflicts 10 damage on targeted foe after combat. |
After combat, if unit attacked, deals 10 damage to foe. |
Pain+ | MSID_H_ペイン+ | Deals 10 damage to target and foes within 2 spaces of target after combat. |
After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target. |
Panic | MSID_H_パニック | After combat, bonuses on targeted foe become penalties through its next action. |
After combat, if unit attacked, bonuses on foe become penalties through its next action. |
Panic+ | MSID_H_パニック+ | After combat, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
Poison Dagger | MSID_H_秘毒の暗器 | Effective against infantry units. Infantry foes suffer Def/Res-4 after combat through their next actions. |
Effective against infantry foes. After combat, if unit attacked, inflicts Def/Res-4 on infantry foe through its next action. |
Poison Dagger+ | MSID_H_秘毒の暗器+ | Effective against infantry units. Infantry foes suffer Def/Res-6 after combat through their next actions. |
Effective against infantry foes. After combat, if unit attacked, inflicts Def/Res-6 on infantry foe through its next action. |
Rogue Dagger | MSID_H_盗賊の暗器 | After combat, inflicts Def/Res-3 on foe through its next action. Grants unit Def/Res+3 for 1 turn. |
After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. Grants unit Def/Res+3 for 1 turn. |
Rogue Dagger+ | MSID_H_盗賊の暗器+ | After combat, inflicts Def/Res-5 on foe through its next action. Grants unit Def/Res+5 for 1 turn. |
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. Grants unit Def/Res+5 for 1 turn. |
Seashell | MSID_H_貝殻 | Foe takes Def/Res-5 until end of foe's next action. If unit has 100% HP at start of combat, Atk/Spd/ Def/Res+2. If attacking, unit gets 2 damage after. |
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2, but unit takes 2 damage after combat. |
Seashell+ | MSID_H_貝殻+ | Foe takes Def/Res-7 until end of foe's next action. If unit has 100% HP at start of combat, Atk/Spd/ Def/Res+2. If attacking, unit gets 2 damage after. |
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2, but unit takes 2 damage after combat. |
Silver Dagger | MSID_H_銀の暗器 | After combat, inflicts Def/Res-5 on foe through its next action. |
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. |
Silver Dagger+ | MSID_H_銀の暗器+ | After combat, inflicts Def/Res-7 on foe through its next action. |
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. |
Slow | MSID_H_スロウ | After any combat, inflicts Spd-6 on foe through its next action. |
After combat, if unit attacked, inflicts Spd-6 on foe through its next action. |
Slow+ | MSID_H_スロウ+ | After combat, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions. |
After combat, if unit attacked, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions. |
Smoke Dagger | MSID_H_紫煙の暗器 | After combat, inflicts Def/Res-4 on foes within 2 spaces of target through their next actions. |
After combat, if unit attacked, inflicts Def/Res-4 on foes within 2 spaces of target through their next actions. |
Smoke Dagger+ | MSID_H_紫煙の暗器+ | After combat, inflicts Def/Res-6 on foes within 2 spaces of target through their next actions. |
After combat, if unit attacked, inflicts Def/Res-6 on foes within 2 spaces of target through their next actions. |
Spectral Tome | MSID_H_ゴーストの魔道書 | After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
Spectral Tome+ | MSID_H_ゴーストの魔道書+ | After combat, bonuses become penalties on all foes within 2 spaces of target through foes' next actions. |
After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
Steel Dagger | MSID_H_鋼の暗器 | After combat, inflicts Def/Res-3 on foe through its next action. |
After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. |
2018-03-22
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Bowbreaker 1 | MSID_H_弓殺し1 | If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Bowbreaker 2 | MSID_H_弓殺し2 | If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Bowbreaker 3 | MSID_H_弓殺し3 | If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
2018-04-10
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
(Refined Berkut's Lance+) | MSID_H_ベルクトの槍+改 | Grants Res+7 when unit is attacked. | If foe initiates combat, grants Res+7 during combat. |
(Refined Brynhildr) | MSID_H_ブリュンヒルデ改 | If in combat against magic foe, reduces damage from foe's first attack by 30%. |
Reduces damage from magic foe's first attack by 30%. |
(Refined Cymbeline) | MSID_H_シムベリン改 | Grants allies within 2 spaces Atk+3 during combat. |
Grants Atk+3 to allies within 2 spaces during combat. |
(Refined Dark Breath+) | MSID_H_闇のブレス+改 | After combat, if unit attacked, inflicts Atk/ Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
(Refined Eckesachs) | MSID_H_エッケザックス改 | Inflicts Def-6 on foes (excluding dragons) within 2 spaces at the start of each turn, through their next actions. |
At start of turn, inflicts Def-6 on foes (excluding dragons) within 2 spaces through their next actions. |
(Refined Falchion) | MSID_H_ファルシオン改 | Effective against dragon foes. Restores 10 HP at the start of every second turn. |
Effective against dragon foes. At the start of every second turn, restores 10 HP. |
(Refined Falchion) | MSID_H_ファルシオン覚醒改 | Effective against dragon foes. Restores 10 HP at the start of every second turn. |
Effective against dragon foes. At the start of every second turn, restores 10 HP. |
(Refined Falchion) | MSID_H_ファルシオン外伝改 | Effective against dragon foes. Restores 10 HP at the start of every second turn. |
Effective against dragon foes. At the start of every second turn, restores 10 HP. |
(Refined Flametongue+) | MSID_H_灼熱のブレス+改 | If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
(Refined Fujin Yumi) | MSID_H_風神弓改 | Effective against flying foes. If unit's HP ≥ 50%, unit is not slowed by terrain. (Does not apply to impassable terrain.) |
Effective against flying foes. If unit's HP ≥ 50%, unit cannot be slowed by terrain. (Does not apply to impassable terrain.) |
(Refined Legion's Axe+) | MSID_H_ローローの斧+改 | After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions. |
(Refined Light Breath+) | MSID_H_光のブレス+改 | After combat, if unit attacked, grants Atk/Spd/ Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
After combat, if unit attacked, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
(Refined Lightning Breath+) | MSID_H_雷のブレス+改 | Slows Special trigger (cooldown count+1). If attacked, unit can counterattack regardless of foe's range. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
(Refined Monstrous Bow+) | MSID_H_骨の弓+改 | Effective against flying foes. After combat, if unit attacked, bonuses on target and all foes within 2 spaces of target become penalties through their next actions. |
Effective against flying foes. After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions. |
(Refined Seashell+) | MSID_H_貝殻+改 | After combat, if unit attacked, inflicts Def/ Res-7 on target and foes within 2 spaces of target through their next actions. If unit's HP = 100% at start of combat, grants Atk/Spd/ Def/Res+2, but unit takes 2 damage after combat. |
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, deals 2 damage to unit. |
(Refined Sieglinde) | MSID_H_ジークリンデ改 | At start of turn, grants adjacent allies Atk+4 for 1 turn. |
At start of turn, grants Atk+4 to adjacent allies for 1 turn. |
(Refined Siegmund) | MSID_H_ジークムント改 | Grants adjacent allies Atk+4 through their next actions at the start of each turn. |
At start of turn, grants adjacent allies Atk+4 for 1 turn. |
(Refined Sol Katti) | MSID_H_ソールカティ改 | If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack. |
If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. |
(Refined Spectral Tome+) | MSID_H_ゴーストの魔道書+改 | After combat, if unit attacked, bonuses on target and all foes within 2 spaces of target become penalties through their next actions. |
After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions. |
(Skill refine effect of Armorsmasher+ etc.) | MSID_H_強化無効R重装 | If in combat against an armored foe, nullifies foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Neutralizes armored foes’ bonuses (from skills like Fortify, Rally, etc.) during combat. |
(Skill refine effect of Brynhildr) | MSID_H_追撃不可R遠守備1 | If foe uses bow, dagger, magic, or staff and unit's Def ≥ foe's Def+1, foe cannot make a follow-up attack. |
If foe uses bow, dagger, magic, or staff and unit's Def > foe's Def, foe cannot make a follow-up attack. |
(Skill refine effect of Cymbeline) | MSID_H_攻撃魔防の絆R飛行 | Grants Atk/Res+5 during combat if within 2 spaces of a flying ally. |
If unit is within 2 spaces of a flying ally, grants Atk/Res+5 during combat. |
(Skill refine effect of Deathly Dagger) | MSID_H_反撃抑制R魔 | Foes using magic cannot counterattack. | Magic foes cannot counterattack. |
(Skill refine effect of Falchion (Awakening)) | MSID_H_絆R全4 | Grants Atk/Spd/Def/Res+4 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat. |
(Skill refine effect of Falchion (Echoes)) | MSID_H_連撃消耗 | If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice then takes 5 damage after combat. |
If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 5 damage to unit after combat. |
(Skill refine effect of Felicia's Plate) | MSID_H_TP変動R魔 | Grants Special cooldown charge +1 if foe uses magic. (Only highest value applied. Does not stack.) |
If foe uses magic, grants Special cooldown charge +1. (Only highest value applied. Does not stack.) |
(Skill refine effect of Fujin Yumi) | MSID_H_追従R50 | If unit's HP ≥ 50%, unit can move adjacent to any ally within 2 spaces. |
If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces. |
(Skill refine effect of Hinoka's Spear) | MSID_H_先導R歩行飛行 | Infantry and flying allies within 2 spaces can move to a space adjacent to unit. |
Infantry and flying allies within 2 spaces can move to a space adjacent to unit. |
(Skill refine effect of Parthia) | MSID_H_対遠距離戦闘R攻撃 | Grants Atk+6 during combat if foe uses bow, dagger, magic, or staff. |
If foe uses bow, dagger, magic, or staff, grants Atk+6 during combat. |
(Skill refine effect of Sieglinde) | MSID_H_強化共有R | During combat, grants bonus to Atk/Spd/Def/Res = highest bonus on allies within 2 spaces. Each stat bonus calculated independently. |
Grants bonus to Atk/Spd/Def/Res = highest bonus on allies within 2 spaces during combat. Calculates each stat bonus independently. |
(Skill refine effect of Zanbato+ etc.) | MSID_H_強化無効R騎馬 | If in combat against a cavalry foe, nullifies foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Neutralizes cavalry foes’ bonuses (from skills like Fortify, Rally, etc.) during combat. |
Absorb | MSID_H_アブゾーブ | Recovers HP=50% of damage dealt. | Restores HP = 50% of damage dealt. |
Aegis | MSID_H_聖盾 | Reduces damage inflicted by attacks from foes 2 spaces away by 50%. |
If foe's Range = 2, reduces damage from that foe's attack by 50%. |
Aether | MSID_H_天空 | Resolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt. |
Treats foe’s Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt. |
Alondite | MSID_H_エタルド | Enables counterattack regardless of distance if this unit is attacked. |
Unit can counterattack regardless of foe's range. |
Amiti | MSID_H_アミーテ | Spd-2. Attack twice when initiating combat. |
Inflicts Spd-2. If unit initiates combat, unit attacks twice. |
Ardent Sacrifice | MSID_H_献身 | Heals adjacent ally 10 HP. Unit loses 10 HP (but cannot reach 0 this way). |
Restores 10 HP to target ally. Unit loses 10 HP but cannot go below 1. |
Armads | MSID_H_アルマーズ | Unit makes a guaranteed follow-up attack when attacked at HP ≥ 80%. |
If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. |
Armor March 1 | MSID_H_重装の行軍1 | If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) |
At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) |
Armor March 2 | MSID_H_重装の行軍2 | If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) |
At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) |
Armor March 3 | MSID_H_重装の行軍3 | If unit has an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) |
At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) |
Armored Blow 1 | MSID_H_金剛の一撃1 | Grants Def+2 during combat if unit initiates the attack. |
If unit initiates combat, grants Def+2 during combat. |
Armored Blow 2 | MSID_H_金剛の一撃2 | Grants Def+4 during combat if unit initiates the attack. |
If unit initiates combat, grants Def+4 during combat. |
Armored Blow 3 | MSID_H_金剛の一撃3 | Grants Def+6 during combat if unit initiates the attack. |
If unit initiates combat, grants Def+6 during combat. |
Armored Boots | MSID_H_重装のブーツ | If unit's HP = 100% at start of turn, unit can move 1 extra space. (That turn only; does not stack.) |
At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) |
Armorslayer | MSID_H_アーマーキラー | Effective against armored units. | Effective against armored foes. |
Armorslayer+ | MSID_H_アーマーキラー+ | Effective against armored units. | Effective against armored foes. |
Assassin's Bow | MSID_H_暗器殺しの弓 | Effective against fliers. If target has a dagger, it can't make a follow-up attack and this unit will. |
Effective against flying foes. In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Assassin's Bow+ | MSID_H_暗器殺しの弓+ | Effective against fliers. If target has a dagger, it can't make a follow-up attack and this unit will. |
Effective against flying foes. In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Astra | MSID_H_流星 | Grants +150% to damage dealt. | Boosts damage dealt by 150%. |
Atk Ploy 1 | MSID_H_攻撃の謀策1 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action. |
At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Atk Ploy 2 | MSID_H_攻撃の謀策2 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action. |
At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Atk Ploy 3 | MSID_H_攻撃の謀策3 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action. |
At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Atk Smoke 1 | MSID_H_攻撃の紫煙1 | After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions. |
Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. |
Atk Smoke 2 | MSID_H_攻撃の紫煙2 | After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions. |
Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. |
Atk Smoke 3 | MSID_H_攻撃の紫煙3 | After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions. |
Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. |
Atk/Def Bond 1 | MSID_H_攻撃守備の絆1 | Grants Atk/Def+3 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Def+3 during combat. |
Atk/Def Bond 2 | MSID_H_攻撃守備の絆2 | Grants Atk/Def+4 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Def+4 during combat. |
Atk/Def Bond 3 | MSID_H_攻撃守備の絆3 | Grants Atk/Def+5 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Def+5 during combat. |
Atk/Spd Bond 1 | MSID_H_攻撃速さの絆1 | Grants Atk/Spd+3 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Spd+3 during combat. |
Atk/Spd Bond 2 | MSID_H_攻撃速さの絆2 | Grants Atk/Spd+4 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Spd+4 during combat. |
Atk/Spd Bond 3 | MSID_H_攻撃速さの絆3 | Grants Atk/Spd+5 during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Spd+5 during combat. |
Aura | MSID_H_オーラ | Restores 5 HP to adjacent allies after any combat this unit initiates. |
If unit initiates combat, restores 5 HP to adjacent allies after combat. |
Axe Experience 1 | MSID_H_斧の経験1 | If unit survives and uses an axe, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses an axe, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Axe Experience 2 | MSID_H_斧の経験2 | If unit survives, all axe users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all axe allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
Axe Experience 3 | MSID_H_斧の経験3 | If unit survives, all axe users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all axe allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Axe Valor 1 | MSID_H_斧の技量1 | If unit survives and uses an axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses an axe, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Axe Valor 2 | MSID_H_斧の技量2 | If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all axe allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Axe Valor 3 | MSID_H_斧の技量3 | If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all axe allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Axebreaker 1 | MSID_H_斧殺し1 | If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Axebreaker 2 | MSID_H_斧殺し2 | If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Axebreaker 3 | MSID_H_斧殺し3 | If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Ayra's Blade | MSID_H_瞬閃アイラの剣 | Grants Spd+3. If unit's Spd - foe's Spd ≥ 1, gain Special cooldown charge +1 per attack. (If similar skill also used, only highest value applied.) |
Grants Spd+3. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
B Tome Exp. 2 | MSID_H_青魔の経験2 | If unit survives combat, all blue magic users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all blue tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
B Tome Exp. 3 | MSID_H_青魔の経験3 | If unit survives combat, all blue magic users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all blue tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
B Tome Valor 1 | MSID_H_青魔の技量1 | If unit survives and uses a blue tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a blue tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
B Tome Valor 2 | MSID_H_青魔の技量2 | If unit survives, all blue tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all blue tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
B Tome Valor 3 | MSID_H_青魔の技量3 | If unit survives, all blue tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all blue tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
B Tomebreaker 1 | MSID_H_青魔殺し1 | If unit's HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
B Tomebreaker 2 | MSID_H_青魔殺し2 | If unit's HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
B Tomebreaker 3 | MSID_H_青魔殺し3 | If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Beloved Zofia | MSID_H_宝剣ソフィア | Grants Def+3. If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+4, but if unit attacked, unit takes 4 damage after combat. |
Grants Def+3. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+4, but if unit attacked, deals 4 damage to unit after combat. |
Beorc's Blessing | MSID_H_ベオクの加護 | If foe is cavalry or flier type, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.) |
Neutralizes cavalry and flying foes’ bonuses (from skills like Fortify, Rally, etc.) during combat. (Skill cannot be inherited.) |
Berkut's Lance | MSID_H_ベルクトの槍 | Grants Res+4 when the unit is under attack. |
If foe initiates combat, grants Res+4 during combat. |
Berkut's Lance+ | MSID_H_ベルクトの槍+ | Grants Res+4 when the unit is under attack. |
If foe initiates combat, grants Res+4 during combat. |
Berserk Armads | MSID_H_狂斧アルマーズ | Accelerates Special trigger (cooldown count-1). If unit's HP ≤ 75% and Special triggers by attacking, Special cooldown count-1 at start of turn. Deals +10 damage when Special triggers. |
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. |
Binding Blade | MSID_H_封印の剣 | Grants Def/Res+2 when this unit is attacked. | If foe initiates combat, grants Def/Res+2 during combat. |
Black Luna | MSID_H_黒の月光 | Resolve combat as if foe suffered Def/Res-80%. (Skill cannot be inherited.) |
Treats foe’s Def/Res as if reduced by 80% during combat. (Skill cannot be inherited.) |
Blaze Dance 1 | MSID_H_業火の舞い1 | If Sing or Dance is used, target also granted Atk+2. |
If Sing or Dance is used, grants Atk+2 to target. |
Blaze Dance 2 | MSID_H_業火の舞い2 | If Sing or Dance is used, target also granted Atk+3. |
If Sing or Dance is used, grants Atk+3 to target. |
Blaze Dance 3 | MSID_H_業火の舞い3 | If Sing or Dance is used, target also granted Atk+4. |
If Sing or Dance is used, grants Atk+4 to target. |
Blazing Durandal | MSID_H_烈剣デュランダル | Grants Atk+3. If unit's Atk > foe's, unit gains Special cooldown charge +1. (If using other similar skill, only highest value applied.) |
Grants Atk+3. If unit's Atk > foe's Atk, grants Special Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Blessed Bouquet | MSID_H_聖なるブーケ | Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. |
Blessed Bouquet+ | MSID_H_聖なるブーケ+ | Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. |
Blizzard | MSID_H_ブリザード | Grants Res+3. Grants bonus to unit's Atk equal to total penalties on foe during combat. |
Grants Res+3. Grants bonus to unit's Atk = total penalties on foe during combat. |
Blue Egg | MSID_H_青の卵 | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Blue Egg+ | MSID_H_青の卵+ | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Blárowl | MSID_H_ブラーアウル | During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Blárowl+ | MSID_H_ブラーアウル+ | During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Blárraven | MSID_H_ナートブラー | Grants weapon advantage vs. colorless foes. |
Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Blárraven+ | MSID_H_ナートブラー+ | Grants weapon advantage vs. colorless foes. |
Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Blárserpent | MSID_H_ブラーサーペント | Grants Def/Res+6 during combat if foe initiates combat and uses bow, dagger, magic, or staff. |
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. |
Blárserpent+ | MSID_H_ブラーサーペント+ | Grants Def/Res+6 during combat if foe initiates combat and uses bow, dagger, magic, or staff. |
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. |
Blárwolf | MSID_H_ウルファブラー | Effective against cavalry units. | Effective against cavalry foes. |
Blárwolf+ | MSID_H_ウルファブラー+ | Effective against cavalry units. | Effective against cavalry foes. |
Bow Exp. 1 | MSID_H_弓の経験1 | If unit survives and uses a bow, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) |
If unit survives and uses a bow, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Bow Exp. 2 | MSID_H_弓の経験2 | If unit survives, all bow users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) |
If unit survives, all bow allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
Bow Exp. 3 | MSID_H_弓の経験3 | If unit survives, all bow users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applies.) |
If unit survives, all bow allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Bow Valor 1 | MSID_H_弓の技量1 | If unit survives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
If unit survives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Bow Valor 2 | MSID_H_弓の技量2 | If unit survives, all bow users on team get 1.5x SP. (Only highest value applied. Does not stack.) |
If unit survives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Bow Valor 3 | MSID_H_弓の技量3 | If unit survives, all bow allies get 2x SP. (Only highest value applied. Does not stack.) |
If unit survives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Brave Axe | MSID_H_勇者の斧 | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Axe+ | MSID_H_勇者の斧+ | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Bow | MSID_H_勇者の弓 | Spd-5. Effective against flying units. Attacks twice if unit initiates combat. |
Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Bow+ | MSID_H_勇者の弓+ | Spd-5. Effective against flying units. Attacks twice if unit initiates combat. |
Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Lance | MSID_H_勇者の槍 | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Lance+ | MSID_H_勇者の槍+ | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Sword | MSID_H_勇者の剣 | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Sword+ | MSID_H_勇者の剣+ | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brazen Atk/Def 1 | MSID_H_攻撃守備の大覚醒1 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Atk/Def+3 during combat. |
Brazen Atk/Def 2 | MSID_H_攻撃守備の大覚醒2 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Atk/Def+5 during combat. |
Brazen Atk/Def 3 | MSID_H_攻撃守備の大覚醒3 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. |
Brazen Atk/Spd 1 | MSID_H_攻撃速さの大覚醒1 | If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. |
Brazen Atk/Spd 2 | MSID_H_攻撃速さの大覚醒2 | If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. |
Brazen Atk/Spd 3 | MSID_H_攻撃速さの大覚醒3 | If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. |
Brazen Def/Res 1 | MSID_H_守備魔防の大覚醒1 | If unit's HP ≤ 80% at the start of combat, grants Def/Res+3 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. |
Brazen Def/Res 2 | MSID_H_守備魔防の大覚醒2 | If unit's HP ≤ 80% at the start of combat, grants Def/Res+5 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. |
Brazen Def/Res 3 | MSID_H_守備魔防の大覚醒3 | If unit's HP ≤ 80% at the start of combat, grants Def/Res+7 during combat. |
At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. |
Breath of Life 1 | MSID_H_生の息吹1 | If unit initiates attack, adjacent allies recover 3 HP after combat. |
If unit initiates combat, restores 3 HP to adjacent allies after combat. |
Breath of Life 2 | MSID_H_生の息吹2 | If unit initiates attack, adjacent allies recover 5 HP after combat. |
If unit initiates combat, restores 5 HP to adjacent allies after combat. |
Breath of Life 3 | MSID_H_生の息吹3 | If unit initiates attack, adjacent allies recover 7 HP after combat. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. |
Bright Naginata | MSID_H_白き血の薙刀 | Grants Atk/Def+4 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Def+4 during combat. |
Brynhildr | MSID_H_ブリュンヒルデ | If unit initiates attack, restricts foe's next-turn movement to 1 space or less. |
If unit initiates combat, inflicts status on foe restricting movement to 1 space through its next action. |
Buckler | MSID_H_小盾 | Reduces damage inflicted by attacks from adjacent foes by 30%. |
Reduces damage from an adjacent foe's attack by 30%. |
Cancel Affinity 1 | MSID_H_相性殺し1 | Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills. |
Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. |
Cancel Affinity 2 | MSID_H_相性殺し2 | Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated. |
Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, neutralizes weapon-triangle advantage granted by foe's skills. |
Cancel Affinity 3 | MSID_H_相性殺し3 | Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed. |
Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills. |
Candelabra | MSID_H_燭台 | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Candelabra+ | MSID_H_燭台+ | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Carrot Axe | MSID_H_ニンジンの斧 | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Carrot Axe+ | MSID_H_ニンジンの斧+ | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Carrot Lance | MSID_H_ニンジンの槍 | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Carrot Lance+ | MSID_H_ニンジンの槍+ | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Chill Spd 1 | MSID_H_速さの封印1 | At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. |
At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. |
Chill Spd 2 | MSID_H_速さの封印2 | At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. |
At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. |
Chill Spd 3 | MSID_H_速さの封印3 | At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. |
At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. |
Chilling Seal | MSID_H_氷の封印 | At the start of each turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.) |
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.) |
Clarisse's Bow | MSID_H_クライネの弓 | After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions. Effective against flying units. |
Effective against flying foes. If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat. |
Clarisse's Bow+ | MSID_H_クライネの弓+ | After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions. Effective against flying units. |
Effective against flying foes. If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat. |
Close Counter | MSID_H_近距離反撃 | Enables unit to counterattack regardless of distance to attacker. |
Unit can counterattack regardless of foe's range. |
Close Def 1 | MSID_H_近距離防御1 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat. |
If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat. |
Close Def 2 | MSID_H_近距離防御2 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat. |
If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat. |
Close Def 3 | MSID_H_近距離防御3 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat. |
If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+6 during combat. |
Crusader's Ward | MSID_H_聖騎士の加護 | If unit receives consecutive attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited.) |
If unit receives consecutive attacks and foe's Range = 2, reduces damage from foe's second attack onward by 80%. (Skill cannot be inherited.) |
Cupid Arrow | MSID_H_キューピッドの矢 | Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. Effective against fliers. |
Effective against flying foes. If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. |
Cupid Arrow+ | MSID_H_キューピッドの矢+ | Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. Effective against fliers. |
Effective against flying foes. If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. |
Cursed Lance | MSID_H_魔性の槍 | Grants Atk/Spd+2 and accelerates Special trigger (cooldown count-1). Unit takes 4 damage after combat. |
Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2. Deals 4 damage to unit after combat. |
Cymbeline | MSID_H_シムベリン | Grants adjacent allies Atk+4 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants adjacent allies Atk+4 for 1 turn after combat. |
Daggerbreaker 1 | MSID_H_暗器殺し1 | If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Daggerbreaker 2 | MSID_H_暗器殺し2 | If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Daggerbreaker 3 | MSID_H_暗器殺し3 | If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Dance | MSID_H_踊る | Enables target to take another action. Cannot be used on units with Sing or Dance. |
Grants another action to target ally. (Cannot target an ally with Sing or Dance.) |
Dancer's Ring | MSID_H_舞踏の輪 | If unit initiates attack, adjacent allies recover 7 HP after combat. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. |
Dancer's Ring+ | MSID_H_舞踏の輪+ | If unit initiates attack, adjacent allies recover 7 HP after combat. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. |
Dancer's Score | MSID_H_楽譜 | If unit initiates attack, adjacent allies recover 7 HP after combat. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. |
Dancer's Score+ | MSID_H_楽譜+ | If unit initiates attack, adjacent allies recover 7 HP after combat. |
If unit initiates combat, restores 7 HP to adjacent allies after combat. |
Dark Aura | MSID_H_オーラ外伝 | Grants adjacent allies who use swords, axes, lances, or dragonstones Atk+6 through their next actions at the start of each turn. |
At start of turn, if adjacent allies use sword, axe, lance, or dragonstone, grants Atk+6 to those allies for 1 turn. |
Dark Breath | MSID_H_闇のブレス | After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions. |
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat. |
Dark Breath+ | MSID_H_闇のブレス+ | After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions. |
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat. |
Dark Excalibur | MSID_H_エクスカリバー外伝 | Grants +10 to damage when Special triggers. |
Deals +10 damage when Special triggers. |
Dark Greatsword | MSID_H_黒き血の大剣 | Grants Atk/Spd+4 during combat if unit initiates combat. |
If unit initiates combat, grants Atk/Spd+4 during combat. |
Darting Blow 1 | MSID_H_飛燕の一撃1 | Grants Spd+2 during combat if unit initiates the attack. |
If unit initiates combat, grants Spd+2 during combat. |
Darting Blow 2 | MSID_H_飛燕の一撃2 | Grants Spd+4 during combat if unit initiates the attack. |
If unit initiates combat, grants Spd+4 during combat. |
Darting Blow 3 | MSID_H_飛燕の一撃3 | Grants Spd+6 during combat if unit initiates the attack. |
If unit initiates combat, grants Spd+6 during combat. |
Darting Stance 1 | MSID_H_飛燕の構え1 | Grants Spd+2 during combat if foe initiates combat. |
If foe initiates combat, grants Spd+2 during combat. |
Daylight | MSID_H_陽影 | Heal 30% of damage dealt. | Restores HP = 30% of damage dealt. |
Dazzling Staff 1 | MSID_H_幻惑の杖1 | If unit has 100% HP at the start of combat, the enemy cannot counterattack. |
At start of combat, if unit's HP = 100%, foe cannot counterattack. |
Dazzling Staff 2 | MSID_H_幻惑の杖2 | If unit has HP ≥ 50% at the start of combat, the enemy cannot counterattack. |
At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. |
Dazzling Staff 3 | MSID_H_幻惑の杖3 | The enemy cannot counterattack. | Foe cannot counterattack. |
Death Blow 1 | MSID_H_鬼神の一撃1 | Grants Atk+2 if unit initiates combat. |
If unit initiates combat, grants Atk+2 during combat. |
Death Blow 2 | MSID_H_鬼神の一撃2 | Grants Atk+4 if unit initiates combat. |
If unit initiates combat, grants Atk+4 during combat. |
Death Blow 3 | MSID_H_鬼神の一撃3 | Grants Atk+6 if unit initiates combat. |
If unit initiates combat, grants Atk+6 during combat. |
Deathly Dagger | MSID_H_死神の暗器 | After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit initiated combat, deals 7 damage to foe after combat. |
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit initiates combat, deals 7 damage to foe after combat. |
Def Ploy 1 | MSID_H_守備の謀策1 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action. |
At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Def Ploy 2 | MSID_H_守備の謀策2 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action. |
At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Def Ploy 3 | MSID_H_守備の謀策3 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action. |
At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Def Smoke 1 | MSID_H_守備の紫煙1 | After combat, inflicts Def-3 on foes within 2 spaces of target through their next actions. |
Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. |
Def Smoke 2 | MSID_H_守備の紫煙2 | After combat, inflicts Def-5 on foes within 2 spaces of target through their next actions. |
Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. |
Def Smoke 3 | MSID_H_守備の紫煙3 | After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions. |
Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. |
Defiant Atk 1 | MSID_H_攻撃の覚醒1 | Grants Atk+3 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. |
Defiant Atk 2 | MSID_H_攻撃の覚醒2 | Grants Atk+5 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. |
Defiant Atk 3 | MSID_H_攻撃の覚醒3 | Grants Atk+7 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. |
Defiant Def 1 | MSID_H_守備の覚醒1 | Grants Def+3 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. |
Defiant Def 2 | MSID_H_守備の覚醒2 | Grants Def+5 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. |
Defiant Def 3 | MSID_H_守備の覚醒3 | Grants Def+7 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. |
Defiant Res 1 | MSID_H_魔防の覚醒1 | Grants Res+3 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. |
Defiant Res 2 | MSID_H_魔防の覚醒2 | Grants Res+5 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. |
Defiant Res 3 | MSID_H_魔防の覚醒3 | Grants Res+7 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. |
Defiant Spd 1 | MSID_H_速さの覚醒1 | Grants Spd+3 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. |
Defiant Spd 2 | MSID_H_速さの覚醒2 | Grants Spd+5 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. |
Defiant Spd 3 | MSID_H_速さの覚醒3 | Grants Spd+7 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. |
Deflect Magic 1 | MSID_H_連撃防御・魔道1 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%. |
If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 30%. |
Deflect Magic 2 | MSID_H_連撃防御・魔道2 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%. |
If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 50%. |
Deflect Magic 3 | MSID_H_連撃防御・魔道3 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%. |
If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%. |
Deflect Melee 1 | MSID_H_連撃防御・剣槍斧1 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 30%. |
If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 30%. |
Deflect Melee 2 | MSID_H_連撃防御・剣槍斧2 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 50%. |
If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 50%. |
Deflect Melee 3 | MSID_H_連撃防御・剣槍斧3 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%. |
If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%. |
Deflect Missile 1 | MSID_H_連撃防御・弓暗器1 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 30%. |
If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 30%. |
Deflect Missile 2 | MSID_H_連撃防御・弓暗器2 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%. |
If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 50%. |
Deflect Missile 3 | MSID_H_連撃防御・弓暗器3 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%. |
If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%. |
Deft Harpoon | MSID_H_魚を突いた銛 | If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. If attacking, unit will take 2 damage after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Deft Harpoon+ | MSID_H_魚を突いた銛+ | If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. If attacking, unit will take 2 damage after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Desperation 1 | MSID_H_攻め立て1 | If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack. |
If unit’s HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. |
Desperation 2 | MSID_H_攻め立て2 | If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack. |
If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. |
Desperation 3 | MSID_H_攻め立て3 | If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack. |
If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. |
Dire Thunder | MSID_H_ダイムサンダ | Spd-5. Attack twice when initiating combat. |
Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Distant Counter | MSID_H_遠距離反撃 | Enables unit to counterattack regardless of distance to attacker. |
Unit can counterattack regardless of foe's range. |
Distant Def 1 | MSID_H_遠距離防御1 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. |
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. |
Distant Def 2 | MSID_H_遠距離防御2 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. |
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. |
Distant Def 3 | MSID_H_遠距離防御3 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. |
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. |
Divine Naga | MSID_H_聖書ナーガ | Effective against dragons. Foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. |
Effective against dragon foes. Neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Divine Tyrfing | MSID_H_聖剣ティルフィング | Grants Res+3. If in combat against foe using magic, unit receives 50% less damage from the first attack. |
Grants Res+3. Reduces damage from magic foe's first attack by 50%. |
Draconic Aura | MSID_H_竜裂 | Grants +30% to Atk. | Boosts Atk by 30%. |
Drag Back | MSID_H_引き込み | If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space. |
If unit initiates combat, unit moves 1 space away after combat. Target foe moves to unit's previous space. |
Dragon Fang | MSID_H_竜穿 | Grants +50% to Atk. | Boosts Atk by 50%. |
Dragon Gaze | MSID_H_伏竜 | Grants +30% to Atk. | Boosts Atk by 30%. |
Dragonskin | MSID_H_邪竜の鱗 | Neutralizes "effective against flying" bonuses. Grants Def/Res+4 during combat if foe initiates combat. |
Neutralizes "effective against flying" bonuses. If foe initiates combat, grants Def/Res+4 during combat. |
Draw Back | MSID_H_引き寄せ | Unit moves 1 space away from target ally, who moves to unit's former position. |
Unit moves 1 space away from target ally. Ally moves to unit’s previous space. |
Drive Atk 1 | MSID_H_攻撃の大紋章1 | Grants allies within 2 spaces Atk+2 during combat. | Grants Atk+2 to allies within 2 spaces during combat. |
Drive Atk 2 | MSID_H_攻撃の大紋章2 | Grants allies within 2 spaces Atk+3 during combat. | Grants Atk+3 to allies within 2 spaces during combat. |
Drive Def 1 | MSID_H_守備の大紋章1 | Grants allies within 2 spaces Def+2 during combat. |
Grants Def+2 to allies within 2 spaces during combat. |
Drive Def 2 | MSID_H_守備の大紋章2 | Grants allies within 2 spaces Def+3 during combat. |
Grants Def+3 to allies within 2 spaces during combat. |
Drive Res 1 | MSID_H_魔防の大紋章1 | Grants allies within 2 spaces Res+2 during combat. |
Grants Res+2 to allies within 2 spaces during combat. |
Drive Res 2 | MSID_H_魔防の大紋章2 | Grants allies within 2 spaces Res+3 during combat. |
Grants Res+3 to allies within 2 spaces during combat. |
Drive Spd 1 | MSID_H_速さの大紋章1 | Grants allies within 2 spaces Spd+2 during combat. |
Grants Spd+2 to allies within 2 spaces during combat. |
Drive Spd 2 | MSID_H_速さの大紋章2 | Grants allies within 2 spaces Spd+3 during combat. |
Grants Spd+3 to allies within 2 spaces during combat. |
Dull Ranged 2 | MSID_H_強化無効・遠距離2 | If unit's HP ≥ 50% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
At start of combat, if unit's HP ≥ 50% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Durandal | MSID_H_デュランダル | Grants Atk+4 during combat if unit initiates attack. |
If unit initiates combat, grants Atk+4 during combat. |
Earth Boost 1 | MSID_H_生命の大地1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Def+2 during combat. |
Earth Boost 2 | MSID_H_生命の大地2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Def+4 during combat. |
Earth Boost 3 | MSID_H_生命の大地3 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+6 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Def+6 during combat. |
Eckesachs | MSID_H_エッケザックス | Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. |
Embla's Ward | MSID_H_エンブラの加護 | Unit receives 0 damage. | Reduces damage dealt to unit to 0. |
Emerald Axe | MSID_H_深緑の斧 | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Emerald Axe+ | MSID_H_深緑の斧+ | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Escape Route 1 | MSID_H_離脱の行路1 | Enables unit whose own HP ≤ 30% to warp adjacent to any ally. |
If unit’s HP ≤ 30%, unit can move to a space adjacent to any ally. |
Escape Route 2 | MSID_H_離脱の行路2 | Enables unit whose own HP ≤ 40% to warp adjacent to any ally. |
If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally. |
Escape Route 3 | MSID_H_離脱の行路3 | Enables unit whose own HP ≤ 50% to warp adjacent to any ally. |
If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally. |
Escutcheon | MSID_H_長盾 | Reduces damage inflicted by attacks from adjacent foes by 30%. |
Reduces damage from an adjacent foe's attack by 30%. |
Excalibur | MSID_H_エクスカリバー | Effective against flying units. | Effective against flying foes. |
Expiration | MSID_H_邪竜のブレス | If attacked, unit can counterattack regardless of foe's range. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Falchion | MSID_H_ファルシオン | Effective against dragons. At the start of every third turn, unit recovers 10 HP. |
Effective against dragon foes. At the start of every third turn, restores 10 HP. |
Falchion | MSID_H_ファルシオン覚醒 | Effective against dragons. At the start of every third turn, unit recovers 10 HP. |
Effective against dragon foes. At the start of every third turn, restores 10 HP. |
Felicia's Plate | MSID_H_フェリシアの氷皿 | After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. Damage calculated using the lower of foe's Def or Res. |
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces through their next actions. Calculates damage using the lower of foe's Def or Res. |
Fensalir | MSID_H_フェンサリル | Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. |
Fierce Stance 1 | MSID_H_鬼神の構え1 | Grants Atk+2 during combat when this unit is attacked. |
If foe initiates combat, grants Atk+2 during combat. |
Fierce Stance 2 | MSID_H_鬼神の構え2 | Grants Atk+4 during combat when this unit is attacked. |
If foe initiates combat, grants Atk+4 during combat. |
Fierce Stance 3 | MSID_H_鬼神の構え3 | Grants Atk+6 during combat when this unit is attacked. |
If foe initiates combat, grants Atk+6 during combat. |
Fire Boost 1 | MSID_H_生命の業火1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Atk+2 during combat. |
Fire Boost 2 | MSID_H_生命の業火2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Atk+4 during combat. |
Fire Boost 3 | MSID_H_生命の業火3 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Atk+6 during combat. |
Firesweep Bow | MSID_H_火薙ぎの弓 | Effective against fliers. Unit and enemies cannot use counterattacks. |
Effective against flying foes. Unit and foe cannot counterattack. |
Firesweep Bow+ | MSID_H_火薙ぎの弓+ | Effective against fliers. Unit and enemies cannot use counterattacks. |
Effective against flying foes. Unit and foe cannot counterattack. |
Firesweep L+ | MSID_H_火薙ぎの槍+ | Unit and enemies cannot use counterattacks. | Unit and foe cannot counterattack. |
Firesweep Lance | MSID_H_火薙ぎの槍 | Unit and enemies cannot use counterattacks. | Unit and foe cannot counterattack. |
Firesweep S | MSID_H_火薙ぎの剣 | Unit and foes cannot counterattack. | Unit and foe cannot counterattack. |
Firesweep S+ | MSID_H_火薙ぎの剣+ | Unit and foes cannot counterattack. | Unit and foe cannot counterattack. |
First Bite | MSID_H_ファーストバイト | Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. |
First Bite+ | MSID_H_ファーストバイト+ | Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. |
Flashing Blade 1 | MSID_H_柔剣1 | If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
If unit’s Spd ≥ foe’s Spd+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Flashing Blade 2 | MSID_H_柔剣2 | If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
If unit’s Spd ≥ foe’s Spd+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Flashing Blade 3 | MSID_H_柔剣3 | If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
If unit’s Spd > foe’s Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Flier Formation 1 | MSID_H_編隊飛行1 | If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. |
If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. |
Flier Formation 2 | MSID_H_編隊飛行2 | If unit has HP ≥ 50%, unit can move to a space adjacent to a flier ally within 2 spaces. |
If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. |
Flier Formation 3 | MSID_H_編隊飛行3 | Unit can move to a space adjacent to a flier ally within 2 spaces. |
Unit can move to a space adjacent to a flying ally within 2 spaces. |
Follow-Up Ring | MSID_H_追撃リング | Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat. (Skill cannot be inherited.) |
At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack. (Skill cannot be inherited.) |
Fortify Armor | MSID_H_重盾の鼓舞 | Grants adjacent armored allies Def/Res+6 through their next actions at the start of each turn. |
At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. |
Fortify Cavalry | MSID_H_騎盾の鼓舞 | Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn. |
At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. |
Fortify Def 1 | MSID_H_守備の鼓舞1 | Grants adjacent allies Def+2 through their next actions at the start of each turn. |
At start of turn, grants Def+2 to adjacent allies for 1 turn. |
Fortify Def 2 | MSID_H_守備の鼓舞2 | Grants adjacent allies Def+3 through their next actions at the start of each turn. |
At start of turn, grants Def+3 to adjacent allies for 1 turn. |
Fortify Def 3 | MSID_H_守備の鼓舞3 | Grants adjacent allies Def+4 through their next actions at the start of each turn. |
At start of turn, grants Def+4 to adjacent allies for 1 turn. |
Fortify Dragons | MSID_H_竜盾の鼓舞 | Grants adjacent dragon allies Def/Res+6 through their next actions at the start of each turn. |
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. |
Fortify Fliers | MSID_H_飛盾の鼓舞 | Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn. |
At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. |
Fortify Res 1 | MSID_H_魔防の鼓舞1 | Grants adjacent allies Res+2 through their next actions at the start of each turn. |
At start of turn, grants Res+2 to adjacent allies for 1 turn. |
Fortify Res 2 | MSID_H_魔防の鼓舞2 | Grants adjacent allies Res+3 through their next actions at the start of each turn. |
At start of turn, grants Res+3 to adjacent allies for 1 turn. |
Fortify Res 3 | MSID_H_魔防の鼓舞3 | Grants adjacent allies Res+4 through their next actions at the start of each turn. |
At start of turn, grants Res+4 to adjacent allies for 1 turn. |
Fujin Yumi | MSID_H_風神弓 | Effective against flying units. Unit can pass through foes if own HP ≥ 50%. |
Effective against flying foes. If unit’s HP ≥ 50%, unit can move through foes’ spaces. |
Fury 1 | MSID_H_獅子奮迅1 | Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat. |
Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. |
Fury 2 | MSID_H_獅子奮迅2 | Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat. |
Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. |
Fury 3 | MSID_H_獅子奮迅3 | Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat. |
Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
Fólkvangr | MSID_H_フォルクヴァング | Grants Atk+5 at start of turn if unit's HP ≤ 50%. |
At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. |
G Tome Valor 1 | MSID_H_緑魔の技量1 | If unit survives and uses a green tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a green tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
G Tome Valor 2 | MSID_H_緑魔の技量2 | If unit survives, all green tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all green tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
G Tome Valor 3 | MSID_H_緑魔の技量3 | If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all green tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
G Tomebreaker 1 | MSID_H_緑魔殺し1 | If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
G Tomebreaker 2 | MSID_H_緑魔殺し2 | If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
G Tomebreaker 3 | MSID_H_緑魔殺し3 | If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Gale Dance 1 | MSID_H_疾風の舞い1 | If Sing or Dance is used, target also granted Spd+2. |
If Sing or Dance is used, grants Spd+2 to target. |
Gale Dance 2 | MSID_H_疾風の舞い2 | If Sing or Dance is used, target also granted Spd+3. |
If Sing or Dance is used, grants Spd+3 to target. |
Gale Dance 3 | MSID_H_疾風の舞い3 | If Sing or Dance is used, target also granted Spd+4. |
If Sing or Dance is used, grants Spd+4 to target. |
Galeforce | MSID_H_疾風迅雷 | If this unit initiates an attack, it can take another action after combat. (Once per turn only.) |
If unit initiates combat, grants unit another action after combat. (Once per turn.) |
Geyser Dance 1 | MSID_H_大地静水の舞い1 | If Sing or Dance is used, target also granted Def/Res+3. |
If Sing or Dance is used, grants Def/Res+3 to target. |
Geyser Dance 2 | MSID_H_大地静水の舞い2 | If Sing or Dance is used, target also granted Def/Res+4. |
If Sing or Dance is used, grants Def/Res+4 to target. |
Gleipnir | MSID_H_グレイプニル | Grants Res+3. If foe's HP = 100% at start of combat, grants Atk/Spd+3 during combat. |
Grants Res+3. At start of combat, if foe's HP = 100%, grants Atk/Spd+3 during combat. |
Glimmer | MSID_H_凶星 | Grants +50% to damage dealt. | Boosts damage dealt by 50%. |
Goad Armor | MSID_H_重刃の紋章 | Grants armored allies within 2 spaces Spd/Atk+4 during combat. |
Grants Atk/Spd+4 to armored allies within 2 spaces during combat. |
Goad Cavalry | MSID_H_騎刃の紋章 | Grants cavalry allies within 2 spaces Spd/Atk+4 during combat. |
Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. |
Goad Fliers | MSID_H_飛刃の紋章 | Grants flying allies within 2 spaces Spd/Atk+4 during combat. |
Grants Atk/Spd+4 to flying allies within 2 spaces during combat. |
Gradivus | MSID_H_グラディウス | Enables counterattack regardless of distance if this unit is attacked. |
Unit can counterattack regardless of foe's range. |
Gravity | MSID_H_グラビティ | After combat, if unit attacked, prevents foe from moving more than 1 space through its next action. |
After combat, if unit attacked, inflicts status on foe restricting movement to 1 space through its next action. |
Gravity+ | MSID_H_グラビティ+ | After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions. |
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. |
Great Flame | MSID_H_神炎のブレス | Grants Atk+3. If unit’s Def - foe’s Def ≥ 5, foe can’t make a follow-up attack. If foe's Range = 2, damage calculated using the lower of foe's Def or Res. |
Grants Atk+3. If unit’s Def ≥ foe’s Def+5, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Green Egg | MSID_H_緑の卵 | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Green Egg+ | MSID_H_緑の卵+ | If unit initiates attack, unit recovers 4 HP after the battle. |
If unit initiates combat, restores 4 HP after combat. |
Gronnowl | MSID_H_グルンアウル | During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Gronnowl+ | MSID_H_グルンアウル+ | During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Gronnraven | MSID_H_ナートグラン | Grants weapon advantage vs. colorless foes. |
Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Gronnraven+ | MSID_H_ナートグラン+ | Grants weapon advantage vs. colorless foes. |
Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Gronnwolf | MSID_H_ウルファグラン | Effective against cavalry units. | Effective against cavalry foes. |
Gronnwolf+ | MSID_H_ウルファグラン+ | Effective against cavalry units. | Effective against cavalry foes. |
Guard 1 | MSID_H_キャンセル1 | If unit's HP is 100% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) |
Guard 2 | MSID_H_キャンセル2 | If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) |
Guard 3 | MSID_H_キャンセル3 | If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using other similar skill, only highest value applied.) |
At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) |
Guard Bow | MSID_H_遠距離防御の弓 | Effective against flying foes. Grants Def/Res+6 during combat if unit is attacked by foe using bow, daggers, magic, or staff. |
Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat. |
Guard Bow+ | MSID_H_遠距離防御の弓+ | Effective against flying foes. Grants Def/Res+6 during combat if unit is attacked by foe using bow, daggers, magic, or staff. |
Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat. |
Guidance 1 | MSID_H_空からの先導1 | If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
Guidance 2 | MSID_H_空からの先導2 | If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
HP +3 | MSID_H_HP1 | Grants +3 to max HP. | Grants HP+3. |
HP +4 | MSID_H_HP2 | Grants +4 to max HP. | Grants HP+4. |
HP +5 | MSID_H_HP3 | Grants +5 to max HP. | Grants HP+5. |
Hagoita | MSID_H_羽子板 | Grants Def/Res+2 during combat to allies within 2 spaces. |
Grants Def/Res+2 to allies within 2 spaces during combat. |
Hagoita+ | MSID_H_羽子板+ | Grants Def/Res+2 during combat to allies within 2 spaces. |
Grants Def/Res+2 to allies within 2 spaces during combat. |
Hama Ya | MSID_H_破魔矢 | Effective against flying foes. Grants Def/Res+2 during combat to allies within 2 spaces. |
Effective against flying foes. Grants Def/Res+2 to allies within 2 spaces during combat. |
Hama Ya+ | MSID_H_破魔矢+ | Effective against flying foes. Grants Def/Res+2 during combat to allies within 2 spaces. |
Effective against flying foes. Grants Def/Res+2 to allies within 2 spaces during combat. |
Hammer | MSID_H_ハンマー | Effective against armored units. | Effective against armored foes. |
Hammer+ | MSID_H_ハンマー+ | Effective against armored units. | Effective against armored foes. |
Handbell | MSID_H_ハンドベル | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Handbell+ | MSID_H_ハンドベル+ | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Hardy Bearing 1 | MSID_H_不動の姿勢1 | Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled. |
Disables unit's skills that change attack priority. At start of combat, if unit's HP = 100%, disables foe's skills that change attack priority. |
Hardy Bearing 2 | MSID_H_不動の姿勢2 | Disables skills that change unit's attack priority. If unit has ≥ 50% HP at start of battle, enemy skills that change attack priority are also disabled. |
Disables unit's skills that change attack priority. At start of combat, if unit's HP ≥ 50%, disables foe's skills that change attack priority. |
Hardy Bearing 3 | MSID_H_不動の姿勢3 | Disables skills that change unit's attack priority. Enemy skills that change attack priority are also disabled. |
Disables unit's and foe's skills that change attack priority. |
Heal | MSID_H_ライブ | Restores 5 HP. | Restores 5 HP to target ally. |
Heavenly Light | MSID_H_天照 | When healing an ally with a staff, all other allies recover 10 HP. |
When healing an ally with a staff, restores 10 HP to all allies. |
Heavy Blade 1 | MSID_H_剛剣1 | If unit’s Atk - foe’s Atk ≥ 5, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
If unit’s Atk ≥ foe’s Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Heavy Blade 2 | MSID_H_剛剣2 | If unit’s Atk - foe’s Atk ≥ 3, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
If unit’s Atk ≥ foe’s Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Heavy Blade 3 | MSID_H_剛剣3 | If unit’s Atk - foe’s Atk ≥ 1, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Heavy Spear | MSID_H_貫きの槍 | Effective against armored units. | Effective against armored foes. |
Heavy Spear+ | MSID_H_貫きの槍+ | Effective against armored units. | Effective against armored foes. |
Hibiscus Tome | MSID_H_ハイビスカスの本 | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Hibiscus Tome+ | MSID_H_ハイビスカスの本+ | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Hinoka's Spear | MSID_H_ヒノカの紅薙刀 | Grants Atk/Spd+4 during combat if infantry or flying ally is within 2 spaces of unit. |
If unit is within 2 spaces of a flying or infantry ally, grants Atk/Spd+4 during combat. |
Hit and Run | MSID_H_一撃離脱 | If unit initiates attack, unit retreats 1 space after battle. |
If unit initiates combat, unit moves 1 space away after combat. |
Holy Vestments | MSID_H_聖衣 | Reduces damage inflicted by attacks from foes 2 spaces away by 30%. |
If foe's Range = 2, reduces damage from that foe's attack by 30%. |
Hone Armor | MSID_H_重刃の鼓舞 | Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn. |
At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. |
Hone Atk 1 | MSID_H_攻撃の鼓舞1 | Grants adjacent allies Atk+2 through their next actions at the start of each turn. |
At start of turn, grants Atk+2 to adjacent allies for 1 turn. |
Hone Atk 2 | MSID_H_攻撃の鼓舞2 | Grants adjacent allies Atk+3 through their next actions at the start of each turn. |
At start of turn, grants Atk+3 to adjacent allies for 1 turn. |
Hone Atk 3 | MSID_H_攻撃の鼓舞3 | Grants adjacent allies Atk+4 through their next actions at the start of each turn. |
At start of turn, grants Atk+4 to adjacent allies for 1 turn. |
Hone Cavalry | MSID_H_騎刃の鼓舞 | Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn. |
At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. |
Hone Dragons | MSID_H_竜刃の鼓舞 | Grants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn. |
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. |
Hone Fliers | MSID_H_飛刃の鼓舞 | Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. |
At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. |
Hone Spd 1 | MSID_H_速さの鼓舞1 | Grants adjacent allies Spd+2 through their next actions at the start of each turn. |
At start of turn, grants Spd+2 to adjacent allies for 1 turn. |
Hone Spd 2 | MSID_H_速さの鼓舞2 | Grants adjacent allies Spd+3 through their next actions at the start of each turn. |
At start of turn, grants Spd+3 to adjacent allies for 1 turn. |
Hone Spd 3 | MSID_H_速さの鼓舞3 | Grants adjacent allies Spd+4 through their next actions at the start of each turn. |
At start of turn, grants Spd+4 to adjacent allies for 1 turn. |
Ice Mirror | MSID_H_氷の聖鏡 | Reduces damage unit takes from foes 2 spaces away by 30%. If Special triggers, boosts unit's next attack by total damage was reduced (by any source, including other skills). Resets at end of combat. (Skill cannot be inherited.) |
If foe's Range = 2, reduces damage from foe's attacks by 30%. Boosts unit's next attack by total damage reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.) |
Imbue | MSID_H_治癒 | When healing an ally with a staff, increases recovered HP by 10. |
When healing an ally with a staff, restores an additional 10 HP to target ally. |
Infantry Pulse 1 | MSID_H_歩行の鼓動1 | Special cooldown count-1 at start of turn 1 for any infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.) |
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-5. (Stacks with similar skills.) |
Infantry Pulse 2 | MSID_H_歩行の鼓動2 | Special cooldown count-1 at start of turn 1 for any infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.) |
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-3. (Stacks with similar skills.) |
Infantry Pulse 3 | MSID_H_歩行の鼓動3 | Special cooldown count-1 at start of turn 1 for any infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.) |
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit’s HP. (Stacks with similar skills.) |
Iote's Shield | MSID_H_アイオテの盾 | Neutralizes "effective against fliers" bonuses. | Neutralizes "effective against flying" bonuses. |
Iron Bow | MSID_H_鉄の弓 | Effective against flying units. | Effective against flying foes. |
Ivaldi | MSID_H_イーヴァルディ | Grants Def+3. If foe's HP = 100% at start of combat, grants Atk/Spd+3 during combat. |
Grants Def+3. At start of combat, if foe's HP = 100%, grants Atk/Spd+3 during combat. |
Kadomatsu | MSID_H_門松 | Grants Def/Res+2 during combat to allies within 2 spaces. |
Grants Def/Res+2 to allies within 2 spaces during combat. |
Kadomatsu+ | MSID_H_門松+ | Grants Def/Res+2 during combat to allies within 2 spaces. |
Grants Def/Res+2 to allies within 2 spaces during combat. |
Kagami Mochi | MSID_H_鏡餅 | Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces through their next actions. |
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Kagami Mochi+ | MSID_H_鏡餅+ | Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces through their next actions. |
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Killer Bow | MSID_H_キラーボウ | Effective against flying units. Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). Effective against flying foes. |
Killer Bow+ | MSID_H_キラーボウ+ | Effective against flying units. Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). Effective against flying foes. |
Kindled-Fire Balm | MSID_H_業火の祝福 | When healing an ally with a staff, grants all allies Atk+4 for 1 turn. |
When healing an ally with a staff, grants Atk+4 to all allies for 1 turn. |
Knock Back | MSID_H_叩き込み | If unit initiates attack, foe is moved 1 space away after combat. |
If unit initiates combat, target foe moves 1 space away after combat. |
Lance Valor 1 | MSID_H_槍の技量1 | If unit survives and uses a lance, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a lance, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Lance Valor 2 | MSID_H_槍の技量2 | If unit survives, all lance users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all lance allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Lance Valor 3 | MSID_H_槍の技量3 | If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all lance allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Lancebreaker 1 | MSID_H_槍殺し1 | If unit's HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Lancebreaker 2 | MSID_H_槍殺し2 | If unit's HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Lancebreaker 3 | MSID_H_槍殺し3 | If unit's HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Legion's Axe | MSID_H_ローローの斧 | After combat, if unit attacked, bonuses on foe become penalties through its next action. |
After combat, if unit attacked, converts bonuses on foe into penalties through its next action. |
Legion's Axe+ | MSID_H_ローローの斧+ | After combat, if unit attacked, bonuses on foe become penalties through its next action. |
After combat, if unit attacked, converts bonuses on foe into penalties through its next action. |
Light Breath | MSID_H_光のブレス | Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat. |
Light Breath+ | MSID_H_光のブレス+ | Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates. |
If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat. |
Lightning Breath | MSID_H_雷のブレス | Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1). |
Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. |
Lightning Breath+ | MSID_H_雷のブレス+ | Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1). |
Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. |
Lilith Floatie | MSID_H_リリスの浮き輪 | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Lilith Floatie+ | MSID_H_リリスの浮き輪+ | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Live for Bounty | MSID_H_豊穣の喜び | If unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, get 1.5x shards/crystals from a Training Tower map. (Only highest value applied. Does not stack.) |
Live for Honor | MSID_H_栄誉の喜び | If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, get 1.5x badges from a Training Tower map. (Only highest value applied. Does not stack.) |
Live to Serve 1 | MSID_H_ご奉仕の喜び1 | When healing allies with a staff, unit also recovers 50% of the HP restored. |
When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. |
Live to Serve 2 | MSID_H_ご奉仕の喜び2 | When healing allies with a staff, unit also recovers 75% of the HP restored. |
When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. |
Live to Serve 3 | MSID_H_ご奉仕の喜び3 | When healing allies with a staff, unit also recovers the same amount. |
When healing an ally with a staff, restores HP to unit = HP restored to target. |
Luna | MSID_H_月光 | Resolve combat as if foe suffered Def/Res-50%. | Treats foe’s Def/Res as if reduced by 50% during combat. |
Lunge | MSID_H_切り込み | If unit initiates attack, after combat, unit and targeted foe swap places. |
If unit initiates combat, unit and target foe swap spaces after combat. |
Martyr | MSID_H_セインツ | Restores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1). |
Slows Special trigger (cooldown count+1). Restores HP = damage dealt to unit. (Minimum of 7 HP.) Restores HP to unit = half damage dealt to unit. |
Martyr+ | MSID_H_セインツ+ | Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.) Also restores HP to unit = half suffered damage. |
Restores HP = damage dealt to unit +50% of Atk. (Minimum of 7 HP.) Restores HP to unit = half damage dealt to unit. |
Melon Crusher | MSID_H_スイカ割りの棍棒 | If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. If attacking, unit will take 2 damage after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Melon Crusher+ | MSID_H_スイカ割りの棍棒+ | If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. If attacking, unit will take 2 damage after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Mend | MSID_H_リライブ | Restores 10 HP. | Restores 10 HP to target ally. |
Miracle | MSID_H_祈り | If HP > 1, survive a lethal attack with 1 HP remaining. |
If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. |
Mirror Stance 1 | MSID_H_鬼神明鏡の構え1 | Grants Atk/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Res+2 during combat. |
Mirror Stance 2 | MSID_H_鬼神明鏡の構え2 | Grants Atk/Res+4 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Res+4 during combat. |
Mirror Strike 1 | MSID_H_鬼神明鏡の一撃1 | Grants Atk/Res+2 during combat if unit initiates attack. |
If unit initiates combat, grants Atk/Res+2 during combat. |
Mirror Strike 2 | MSID_H_鬼神明鏡の一撃2 | Grants Atk/Res+4 during combat if unit initiates attack. |
If unit initiates combat, grants Atk/Res+4 during combat. |
Monstrous Bow | MSID_H_骨の弓 | Effective against flying foes. After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
Effective against flying foes. After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions. |
Monstrous Bow+ | MSID_H_骨の弓+ | Effective against flying foes. After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
Effective against flying foes. After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions. |
Moonbow | MSID_H_月虹 | Resolve combat as if foe suffered Def/Res-30%. | Treats foe’s Def/Res as if reduced by 30% during combat. |
Mulagir | MSID_H_ミュルグレ | Effective against flying units. Grants Spd+3. If foe is a magic user, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. |
Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Múspellflame | MSID_H_ムスペルの炎 | Unit takes 0 damage. | Reduces damage dealt to unit to 0. |
Naga | MSID_H_ナーガ | Effective against dragons. Grants Def/Res+2 when this unit is attacked. |
Effective against dragon foes. If foe initiates combat, grants Def/Res+2 during combat. |
New Moon | MSID_H_影月 | Resolve combat as if foe suffered Def/Res-30%. | Treats foe’s Def/Res as if reduced by 30% during combat. |
Nidhogg | MSID_H_蛇弓ニーズヘッグ | Effective against flying units. During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
Effective against flying foes. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Night Sky | MSID_H_星影 | Grants +50% to damage dealt. | Boosts damage dealt by 50%. |
Noontime | MSID_H_夕陽 | Heal 30% of damage dealt. | Restores HP = 30% of damage dealt. |
Nóatún | MSID_H_ノーアトゥーン | Unit may move adjacent to any ally when HP ≤ 40%. |
If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally. |
Obstruct 1 | MSID_H_進軍阻止1 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.) |
If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
Obstruct 2 | MSID_H_進軍阻止2 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.) |
If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
Obstruct 3 | MSID_H_進軍阻止3 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.) |
If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
Pain+ | MSID_H_ペイン+ | After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target. |
Deals 10 damage to target and foes within 2 spaces of target after combat. |
Panic | MSID_H_パニック | After combat, if unit attacked, bonuses on foe become penalties through its next action. |
After combat, if unit attacked, converts bonuses on foe into penalties through its next action. |
Panic Ploy 1 | MSID_H_恐慌の奇策1 | At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action. |
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions. |
Panic Ploy 2 | MSID_H_恐慌の奇策2 | At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action. |
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions. |
Panic Ploy 3 | MSID_H_恐慌の奇策3 | At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action. |
At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions. |
Panic+ | MSID_H_パニック+ | After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. |
After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions. |
Parthia | MSID_H_パルティア | Effective against flying units. Grants Res+4 during combat if initiating attack. |
Effective against flying foes. If unit initiates combat, grants Res+4 during combat. |
Pass 1 | MSID_H_すり抜け1 | Unit can pass through foes if its own HP ≥ 75%. |
If unit’s HP ≥ 75%, unit can move through foes’ spaces. |
Pass 2 | MSID_H_すり抜け2 | Unit can pass through foes if its own HP ≥ 50%. |
If unit’s HP ≥ 50%, unit can move through foes’ spaces. |
Pass 3 | MSID_H_すり抜け3 | Unit can pass through foes if its own HP ≥ 25%. |
If unit’s HP ≥ 25%, unit can move through foes’ spaces. |
Pavise | MSID_H_大盾 | Reduces damage inflicted by attacks from adjacent foes by 50%. |
Reduces damage from an adjacent foe's attack by 50%. |
Phantom Spd 1 | MSID_H_速さの虚勢1 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +5 over actual value. |
If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Speed as if granted +5. |
Phantom Spd 2 | MSID_H_速さの虚勢2 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +8 over actual value. |
If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Speed as if granted +8. |
Phantom Spd 3 | MSID_H_速さの虚勢3 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +10 over actual value. |
If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Speed as if granted +10. |
Physic | MSID_H_リブロー | Restores 8 HP. Rng: 2. | Restores 8 HP to target ally. Range = 2. |
Physic+ | MSID_H_リブロー+ | Restores HP = 50% of Atk. (Minimum of 8 HP.) Rng: 2. |
Restores HP = 50% of Atk. (Minimum of 8 HP.) Range = 2. |
Pivot | MSID_H_回り込み | Unit moves to opposite side of adjacent ally. |
Unit moves to opposite side of target ally. |
Poison Strike 1 | MSID_H_蛇毒1 | Inflicts 4 damage to foe after any combat this unit initiates. |
If unit initiates combat, deals 4 damage to foe after combat. |
Poison Strike 2 | MSID_H_蛇毒2 | Inflicts 7 damage to foe after any combat this unit initiates. |
If unit initiates combat, deals 7 damage to foe after combat. |
Poison Strike 3 | MSID_H_蛇毒3 | Inflicts 10 damage to foe after any combat this unit initiates. |
If unit initiates combat, deals 10 damage to foe after combat. |
Quick Riposte 1 | MSID_H_切り返し1 | Unit automatically makes a follow-up attack if attacked at HP ≥ 90%. |
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. |
Quick Riposte 2 | MSID_H_切り返し2 | Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. |
If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. |
Quick Riposte 3 | MSID_H_切り返し3 | Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. |
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. |
Quickened Pulse | MSID_H_奥義の鼓動 | Special cooldown count -1 at start of Turn 1. |
At the start of turn 1, grants Special cooldown count-1. |
R Tome Exp. 1 | MSID_H_赤魔の経験1 | If unit survives and uses a red tome, unit gets 1.5x EXP. (Only highest multiplier applied. Does not stack.) |
If unit survives and uses a red tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
R Tome Valor 1 | MSID_H_赤魔の技量1 | If unit survives and uses a red tome, unit gets 1.5x SP. (If similar skill also used, only highest multiplier applied.) |
If unit survives and uses a red tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
R Tome Valor 2 | MSID_H_赤魔の技量2 | If unit survives, all red tome allies on team get 1.5x SP. (If similar skill also used, only highest multiplier applied.) |
If unit survives, all red tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
R Tome Valor 3 | MSID_H_赤魔の技量3 | If unit survives, all red tome allies on team get 2x SP. (If similar skill also used, only highest multiplier applied.) |
If unit survives, all red tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
R Tomebreaker 1 | MSID_H_赤魔殺し1 | If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
R Tomebreaker 2 | MSID_H_赤魔殺し2 | If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
R Tomebreaker 3 | MSID_H_赤魔殺し3 | If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Ragnell | MSID_H_ラグネル | Enables counterattack regardless of distance if this unit is attacked. |
Unit can counterattack regardless of foe's range. |
Raijinto | MSID_H_雷神刀 | Enables counterattack regardless of distance if this unit is attacked. |
Unit can counterattack regardless of foe's range. |
Rally Atk/Def | MSID_H_攻撃守備の応援 | Grants Atk/Def+3 to an adjacent ally until the end of the turn. |
Grants Atk/Def+3 to target ally for 1 turn. |
Rally Atk/Res | MSID_H_攻撃魔防の応援 | Grants Atk/Res+3 to an adjacent ally until the end of the turn. |
Grants Atk/Res+3 to target ally for 1 turn. |
Rally Atk/Spd | MSID_H_攻撃速さの応援 | Grants Atk/Spd+3 to an adjacent ally until the end of the turn. |
Grants Atk/Spd+3 to target ally for 1 turn. |
Rally Attack | MSID_H_攻撃の応援 | Grants Atk+4 to an adjacent ally until the end of the turn. |
Grants Atk+4 to target ally for 1 turn. |
Rally Def/Res | MSID_H_守備魔防の応援 | Grants Def/Res+3 to an adjacent ally until the end of the turn. |
Grants Def/Res+3 to target ally for 1 turn. |
Rally Defense | MSID_H_守備の応援 | Grants Def+4 to an adjacent ally until the end of the turn. |
Grants Def+4 to target ally for 1 turn. |
Rally Resistance | MSID_H_魔防の応援 | Grants Res+4 to an adjacent ally until the end of the turn. |
Grants Res+4 to target ally for 1 turn. |
Rally Spd/Def | MSID_H_速さ守備の応援 | Grants Spd/Def+3 to an adjacent ally until the end of the turn. |
Grants Spd/Def+3 to target ally for 1 turn. |
Rally Spd/Res | MSID_H_速さ魔防の応援 | Grants Spd/Res+3 to an adjacent ally until the end of the turn. |
Grants Spd/Res+3 to target ally for 1 turn. |
Rally Speed | MSID_H_速さの応援 | Grants Spd+4 to an adjacent ally until the end of the turn. |
Grants Spd+4 to target ally for 1 turn. |
Rauðrowl | MSID_H_ラウアアウル | During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Rauðrowl+ | MSID_H_ラウアアウル+ | During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
Rauðrraven | MSID_H_ナートラウア | Grants weapon advantage vs. colorless foes. |
Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Rauðrraven+ | MSID_H_ナートラウア+ | Grants weapon advantage vs. colorless foes. |
Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Rauðrwolf | MSID_H_ウルファラウア | Effective against cavalry units. | Effective against cavalry foes. |
Rauðrwolf+ | MSID_H_ウルファラウア+ | Effective against cavalry units. | Effective against cavalry foes. |
Reciprocal Aid | MSID_H_相互援助 | Swap HP with adjacent ally (neither unit can go above their max HP). |
Unit and target ally swap HP. (Neither can go above their max HP.) |
Reconcile | MSID_H_ヒール | Restores 7 HP each to target and this unit. |
Restores 7 HP to unit and target ally. |
Recover | MSID_H_リカバー | Restores 15 HP. Slows Special trigger (cooldown count+1). |
Slows Special trigger (cooldown count+1). Restores 15 HP to target ally. |
Recover Ring | MSID_H_リカバーリング | Restores 10 HP at the start of each turn. (Skill cannot be inherited.) |
At start of turn, restores 10 HP. (Skill cannot be inherited.) |
Refreshing Bolt | MSID_H_氷菓子の弓 | If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. If attacking, unit will take 2 damage after combat. Effective against fliers. |
Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Refreshing Bolt+ | MSID_H_氷菓子の弓+ | If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. If attacking, unit will take 2 damage after combat. Effective against fliers. |
Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Regal Blade | MSID_H_リガルブレイド | If foe's HP is 100% when combat starts, unit receives Atk/Spd+2 during combat. |
At start of combat, if foe’s HP = 100%, grants Atk/Spd+2 during combat. |
Rehabilitate | MSID_H_リバース | Restores 7 HP or more the further below 50% the target's HP is. Slows Special trigger (cooldown count+1). |
Slows Special trigger (cooldown count+1). If target's HP is ≤ 50%, the lower the target's HP, the more HP is restored. (Minimum of 7 HP.) |
Reposition | MSID_H_引き戻し | Moves adjacent ally to opposite side of unit. |
Target ally moves to opposite side of unit. |
Reprisal | MSID_H_血讐 | Grants bonus to damage dealt equal to 30% of damage suffered. |
Boosts damage dealt to foe by 30% of damage dealt to unit. |
Res Ploy 1 | MSID_H_魔防の謀策1 | At start of turn, foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action. |
At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Res Ploy 2 | MSID_H_魔防の謀策2 | At start of turn, foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action. |
At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Res Ploy 3 | MSID_H_魔防の謀策3 | At start of turn, foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action. |
At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Res Smoke 1 | MSID_H_魔防の紫煙1 | After combat, inflicts Res-3 on foes within 2 spaces of target through their next actions. |
Inflicts Res-3 on foes within 2 spaces of target through their next actions after combat. |
Res Smoke 2 | MSID_H_魔防の紫煙2 | After combat, inflicts Res-5 on foes within 2 spaces of target through their next actions. |
Inflicts Res-5 on foes within 2 spaces of target through their next actions after combat. |
Res Smoke 3 | MSID_H_魔防の紫煙3 | After combat, inflicts Res-7 on foes within 2 spaces of target through their next actions. |
Inflicts Res-7 on foes within 2 spaces of target through their next actions after combat. |
Resolute Blade | MSID_H_気鋭ワユの剣 | Grants Atk+3. Grants +10 to damage when Special triggers. |
Grants Atk+3. Deals +10 damage when Special triggers. |
Retribution | MSID_H_雪辱 | Grants bonus to damage dealt equal to 30% of damage suffered. |
Boosts damage dealt to foe by 30% of damage dealt to unit. |
Ridersbane | MSID_H_ホースキラー | Effective against cavalry units. | Effective against cavalry foes. |
Ridersbane+ | MSID_H_ホースキラー+ | Effective against cavalry units. | Effective against cavalry foes. |
Ruby Sword | MSID_H_旭日の剣 | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Ruby Sword+ | MSID_H_旭日の剣+ | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Sacae's Blessing | MSID_H_サカの加護 | If foe has sword, lance, or axe, foe cannot counterattack. (Skill cannot be inherited.) |
If foe uses sword, lance, or axe, foe cannot counterattack. (Skill cannot be inherited.) |
Sack o' Gifts | MSID_H_プレゼント袋 | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Sack o' Gifts+ | MSID_H_プレゼント袋+ | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Sacred Cowl | MSID_H_聖兜 | Reduces damage inflicted by attacks from foes 2 spaces away by 30%. |
If foe's Range = 2, reduces damage from that foe's attack by 30%. |
Sacrifice | MSID_H_癒しの手 | Converts penalties on target into bonuses. Restores target's HP = unit's current HP -1. Unit's HP reduced by amount restored. |
Converts penalties on target into bonuses. Restores HP to target = unit's current HP-1. Reduces unit's HP by amount restored. |
Sapphire Lance | MSID_H_蒼海の槍 | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Sapphire Lance+ | MSID_H_蒼海の槍+ | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Savage Blow 1 | MSID_H_死の吐息1 | If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. |
If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. |
Savage Blow 2 | MSID_H_死の吐息2 | If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. |
If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. |
Savage Blow 3 | MSID_H_死の吐息3 | If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. |
If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. |
Seal Atk 1 | MSID_H_攻撃封じ1 | After combat, foe suffers Atk-3 through its next action. |
Inflicts Atk-3 on foe through its next action after combat. |
Seal Atk 2 | MSID_H_攻撃封じ2 | After combat, foe suffers Atk-5 through its next action. |
Inflicts Atk-5 on foe through its next action after combat. |
Seal Atk 3 | MSID_H_攻撃封じ3 | After combat, foe suffers Atk-7 through its next action. |
Inflicts Atk-7 on foe through its next action after combat. |
Seal Atk/Def 1 | MSID_H_攻撃守備封じ1 | After combat, foe suffers Atk/Def-3 through its next action. |
Inflicts Atk/Def-3 on foe through its next action after combat. |
Seal Atk/Def 2 | MSID_H_攻撃守備封じ2 | After combat, foe suffers Atk/Def-5 through its next action. |
Inflicts Atk/Def-5 on foe through its next action after combat. |
Seal Atk/Spd 1 | MSID_H_攻撃速さ封じ1 | After combat, inflicts Atk/Spd-3 on foe through its next action. |
Inflicts Atk/Spd-3 on foe through its next action after combat. |
Seal Atk/Spd 2 | MSID_H_攻撃速さ封じ2 | After combat, inflicts Atk/Spd-5 on foe through its next action. |
Inflicts Atk/Spd-5 on foe through its next action after combat. |
Seal Def 1 | MSID_H_守備封じ1 | After combat, foe suffers Def-3 through its next action. |
Inflicts Def-3 on foe through its next action after combat. |
Seal Def 2 | MSID_H_守備封じ2 | After combat, foe suffers Def-5 through its next action. |
Inflicts Def-5 on foe through its next action after combat. |
Seal Def 3 | MSID_H_守備封じ3 | After combat, foe suffers Def-7 through its next action. |
Inflicts Def-7 on foe through its next action after combat. |
Seal Res 1 | MSID_H_魔防封じ1 | After combat, foe suffers Res-3 through its next action. |
Inflicts Res-3 on foe through its next action after combat. |
Seal Res 2 | MSID_H_魔防封じ2 | After combat, foe suffers Res-5 through its next action. |
Inflicts Res-5 on foe through its next action after combat. |
Seal Res 3 | MSID_H_魔防封じ3 | After combat, foe suffers Res-7 through its next action. |
Inflicts Res-7 on foe through its next action after combat. |
Seal Spd 1 | MSID_H_速さ封じ1 | After combat, foe suffers Spd-3 through its next action. |
Inflicts Spd-3 on foe through its next action after combat. |
Seal Spd 2 | MSID_H_速さ封じ2 | After combat, foe suffers Spd-5 through its next action. |
Inflicts Spd-5 on foe through its next action after combat. |
Seal Spd 3 | MSID_H_速さ封じ3 | After combat, foe suffers Spd-7 through its next action. |
Inflicts Spd-7 on foe through its next action after combat. |
Sealed Falchion | MSID_H_封剣ファルシオン | Effective against dragon foes. If unit's HP < 100% at start of combat, grants Atk/Spd/Def/Res+5 during combat. |
Effective against dragon foes. At start of combat, if unit's HP < 100%, grants Atk/Spd/Def/Res+5 during combat. |
Sealife Tome | MSID_H_熱帯魚の本 | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Sealife Tome+ | MSID_H_熱帯魚の本+ | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Seashell | MSID_H_貝殻 | After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2, but unit takes 2 damage after combat. |
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, deals 2 damage to unit. |
Seashell+ | MSID_H_貝殻+ | After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2, but unit takes 2 damage after combat. |
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, deals 2 damage to unit. |
Shield Pulse 1 | MSID_H_盾の鼓動1 | If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. |
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. |
Shield Pulse 2 | MSID_H_盾の鼓動2 | If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Unit takes 5 less damage when Special triggers. |
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers. |
Shield Pulse 3 | MSID_H_盾の鼓動3 | If unit's Special triggers based on a foe's attack, Special cooldown count-2 at start of turn 1. Unit takes 5 less damage when Special triggers. |
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers. |
Shove | MSID_H_体当たり | Push adjacent ally 1 space farther away. | Pushes target ally 1 space away. |
Siegfried | MSID_H_ジークフリート | Enables counterattack regardless of distance if this unit is attacked. |
Unit can counterattack regardless of foe's range. |
Sieglinde | MSID_H_ジークリンデ | Grants adjacent allies Atk+3 through their next actions at the start of each turn. |
At start of turn, grants Atk+3 to adjacent allies for 1 turn. |
Siegmund | MSID_H_ジークムント | Grants adjacent allies Atk+3 through their next actions at the start of each turn. |
At start of turn, grants Atk+3 to adjacent allies for 1 turn. |
Silver Bow | MSID_H_銀の弓 | Effective against flying units. | Effective against flying foes. |
Silver Bow+ | MSID_H_銀の弓+ | Effective against flying units. | Effective against flying foes. |
Sing | MSID_H_歌う | Enables target to take another action. Cannot be used on units with Sing or Dance. |
Grants another action to target ally. (Cannot target an ally with Sing or Dance.) |
Sinmara | MSID_H_シンモラ | Grants Def+3. Deals 20 damage to foes within 2 spaces at the start of each turn. |
Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces. |
Skadi | MSID_H_スカディ | Effective against flying foes. Grants Spd+3. At the start of turn 3, foes within 3 columns centered on unit take 10 damage and bonuses on those foes become penalties through their next actions. |
Effective against flying foes. Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions. |
Slaying Bow | MSID_H_キラーボウ2 | Effective against flying units. Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). Effective against flying foes. |
Slaying Bow+ | MSID_H_キラーボウ2+ | Effective against flying units. Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). Effective against flying foes. |
Smite | MSID_H_ぶちかまし | Push adjacent ally 2 spaces farther away. | Pushes target ally 2 spaces away. |
Sol | MSID_H_太陽 | Heal 50% of damage dealt. | Restores HP = 50% of damage dealt. |
Solar Brace | MSID_H_太陽の腕輪 | Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol.) |
Restores HP = 30% of damage dealt when Special triggers. (Stacks with effects of skills like Sol.) |
Solid-Earth Balm | MSID_H_大地の祝福 | When healing an ally with a staff, grants all allies Def+4 for 1 turn. |
When healing an ally with a staff, grants Def+4 to all allies for 1 turn. |
Spd Ploy 1 | MSID_H_速さの謀策1 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-3 until the end of foe's next action. |
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Spd Ploy 2 | MSID_H_速さの謀策2 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-4 until the end of foe's next action. |
At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Spd Ploy 3 | MSID_H_速さの謀策3 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-5 until the end of foe's next action. |
At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Spd Smoke 1 | MSID_H_速さの紫煙1 | After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions. |
Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. |
Spd Smoke 2 | MSID_H_速さの紫煙2 | After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions. |
Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. |
Spd Smoke 3 | MSID_H_速さの紫煙3 | After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions. |
Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. |
Spd/Def Bond 1 | MSID_H_速さ守備の絆1 | Grants Spd/Def+3 to unit during combat if adjacent to an ally. |
If unit is adjacent to an ally, grants Spd/Def+3 during combat. |
Spd/Def Bond 2 | MSID_H_速さ守備の絆2 | Grants Spd/Def+4 to unit during combat if adjacent to an ally. |
If unit is adjacent to an ally, grants Spd/Def+4 during combat. |
Spd/Def Bond 3 | MSID_H_速さ守備の絆3 | Grants Spd/Def+5 to unit during combat if adjacent to an ally. |
If unit is adjacent to an ally, grants Spd/Def+5 during combat. |
Spd/Res Bond 1 | MSID_H_速さ魔防の絆1 | Grants Spd/Res+3 to this unit during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Spd/Res+3 during combat. |
Spd/Res Bond 2 | MSID_H_速さ魔防の絆2 | Grants Spd/Res+4 to this unit during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Spd/Res+4 during combat. |
Spd/Res Bond 3 | MSID_H_速さ魔防の絆3 | Grants Spd/Res+5 to this unit during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Spd/Res+5 during combat. |
Spectral Tome | MSID_H_ゴーストの魔道書 | After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions. |
Spectral Tome+ | MSID_H_ゴーストの魔道書+ | After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. |
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions. |
Spur Atk 1 | MSID_H_攻撃の紋章1 | Grants adjacent allies Atk+2 during combat. | Grants Atk+2 to adjacent allies during combat. |
Spur Atk 2 | MSID_H_攻撃の紋章2 | Grants adjacent allies Atk+3 during combat. | Grants Atk+3 to adjacent allies during combat. |
Spur Atk 3 | MSID_H_攻撃の紋章3 | Grants adjacent allies Atk+4 during combat. | Grants Atk+4 to adjacent allies during combat. |
Spur Atk/Spd 1 | MSID_H_攻撃速さの紋章1 | Grants adjacent allies Atk/Spd+2 during combat. |
Grants Atk/Spd+2 to adjacent allies during combat. |
Spur Atk/Spd 2 | MSID_H_攻撃速さの紋章2 | Grants adjacent allies Atk/Spd+3 during combat. |
Grants Atk/Spd+3 to adjacent allies during combat. |
Spur Def 1 | MSID_H_守備の紋章1 | Grants adjacent allies Def+2 during combat. | Grants Def+2 to adjacent allies during combat. |
Spur Def 2 | MSID_H_守備の紋章2 | Grants adjacent allies Def+3 during combat. | Grants Def+3 to adjacent allies during combat. |
Spur Def 3 | MSID_H_守備の紋章3 | Grants adjacent allies Def+4 during combat. | Grants Def+4 to adjacent allies during combat. |
Spur Def/Res 1 | MSID_H_守備魔防の紋章1 | Grants adjacent allies Def/Res +2 during combat. |
Grants Def/Res +2 to adjacent allies during combat. |
Spur Def/Res 2 | MSID_H_守備魔防の紋章2 | Grants adjacent allies Def/Res +3 during combat. |
Grants Def/Res +3 to adjacent allies during combat. |
Spur Res 1 | MSID_H_魔防の紋章1 | Grants adjacent allies Res+2 during combat. | Grants Res+2 to adjacent allies during combat. |
Spur Res 2 | MSID_H_魔防の紋章2 | Grants adjacent allies Res+3 during combat. | Grants Res+3 to adjacent allies during combat. |
Spur Res 3 | MSID_H_魔防の紋章3 | Grants adjacent allies Res+4 during combat. | Grants Res+4 to adjacent allies during combat. |
Spur Spd 1 | MSID_H_速さの紋章1 | Grants adjacent allies Spd+2 during combat. | Grants Spd+2 to adjacent allies during combat. |
Spur Spd 2 | MSID_H_速さの紋章2 | Grants adjacent allies Spd+3 during combat. | Grants Spd+3 to adjacent allies during combat. |
Spur Spd 3 | MSID_H_速さの紋章3 | Grants adjacent allies Spd+4 during combat. | Grants Spd+4 to adjacent allies during combat. |
Spur Spd/Def 1 | MSID_H_速さ守備の紋章1 | Grants adjacent allies Spd/Def+2 during combat. |
Grants Spd/Def+2 to adjacent allies during combat. |
Spur Spd/Def 2 | MSID_H_速さ守備の紋章2 | Grants adjacent allies Spd/Def+3 during combat. |
Grants Spd/Def+3 to adjacent allies during combat. |
Steady Blow 1 | MSID_H_飛燕金剛の一撃1 | Grants Spd/Def+2 during combat when unit initiates attack. |
If unit initiates combat, grants Spd/Def+2 during combat. |
Steady Blow 2 | MSID_H_飛燕金剛の一撃2 | Grants Spd/Def+4 during combat when unit initiates attack. |
If unit initiates combat, grants Spd/Def+4 during combat. |
Steady Stance 1 | MSID_H_金剛の構え1 | Grants Def+2 during combat when this unit is attacked. |
If foe initiates combat, grants Def+2 during combat. |
Steady Stance 2 | MSID_H_金剛の構え2 | Grants Def+4 during combat when this unit is attacked. |
If foe initiates combat, grants Def+4 during combat. |
Steady Stance 3 | MSID_H_金剛の構え3 | Grants Def+6 during combat when this unit is attacked. |
If foe initiates combat, grants Def+6 during combat. |
Steel Bow | MSID_H_鋼の弓 | Effective against flying units. | Effective against flying foes. |
Still-Water Balm | MSID_H_静水の祝福 | When healing an ally with a staff, grants all allies Res+4 for 1 turn. |
When healing an ally with a staff, grants Res+4 to all allies for 1 turn. |
Stout Tomahawk | MSID_H_剛斧トマホーク | Enables counterattack regardless of distance if this unit is attacked. |
Unit can counterattack regardless of foe's range. |
Sturdy Blow 1 | MSID_H_鬼神金剛の一撃1 | Grants Atk/Def+2 during combat if unit initiates combat. |
If unit initiates combat, grants Atk/Def+2 during combat. |
Sturdy Blow 2 | MSID_H_鬼神金剛の一撃2 | Grants Atk/Def+4 during combat if unit initiates combat. |
If unit initiates combat, grants Atk/Def+4 during combat. |
Sturdy Stance 1 | MSID_H_鬼神金剛の構え1 | Grants Atk/Def+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Def+2 during combat. |
Sturdy Stance 2 | MSID_H_鬼神金剛の構え2 | Grants Atk/Def+4 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Def+4 during combat. |
Swap | MSID_H_入れ替え | Swap places with an adjacent ally. | Unit and target ally swap spaces. |
Swift Sparrow 1 | MSID_H_鬼神飛燕の一撃1 | If unit initiates combat, unit granted Atk/Spd+2 during battle. |
If unit initiates combat, grants Atk/Spd+2 during combat. |
Swift Sparrow 2 | MSID_H_鬼神飛燕の一撃2 | If unit initiates combat, unit granted Atk/Spd+4 during battle. |
If unit initiates combat, grants Atk/Spd+4 during combat. |
Swift Stance 1 | MSID_H_飛燕明鏡の構え1 | Grants Spd/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Spd/Res+2 during combat. |
Swift Stance 2 | MSID_H_飛燕明鏡の構え2 | Grants Spd/Res+4 during combat if foe initiates combat. |
If foe initiates combat, grants Spd/Res+4 during combat. |
Swift Strike 1 | MSID_H_飛燕明鏡の一撃1 | Grants Spd/Res+2 during combat if unit initiates attack. |
If unit initiates combat, grants Spd/Res+2 during combat. |
Swift Strike 2 | MSID_H_飛燕明鏡の一撃2 | Grants Spd/Res+4 during combat if unit initiates attack. |
If unit initiates combat, grants Spd/Res+4 during combat. |
Swift-Winds Balm | MSID_H_疾風の祝福 | When healing an ally with a staff, grants all allies Spd+4 for 1 turn. |
When healing an ally with a staff, grants Spd+4 to all allies for 1 turn. |
Sword Exp. 1 | MSID_H_剣の経験1 | If unit survives and uses a sword, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a sword, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Sword Exp. 2 | MSID_H_剣の経験2 | If unit survives, all sword users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all sword allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
Sword Exp. 3 | MSID_H_剣の経験3 | If unit survives, all sword users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all sword allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Sword Valor 1 | MSID_H_剣の技量1 | If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a sword, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Sword Valor 2 | MSID_H_剣の技量2 | If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all sword allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Sword Valor 3 | MSID_H_剣の技量3 | If unit survives, all sword users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all sword allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Swordbreaker 1 | MSID_H_剣殺し1 | If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 90% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Swordbreaker 2 | MSID_H_剣殺し2 | If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 70% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Swordbreaker 3 | MSID_H_剣殺し3 | If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot. |
If unit's HP ≥ 50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. |
Tannenboom! | MSID_H_聖樹 | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Tannenboom!+ | MSID_H_聖樹+ | Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. |
If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. |
Thani | MSID_H_セイニー | Grants Res+3. Effective against armored and cavalry foes. Against armored and cavalry foes using bow, dagger, magic, or staff, damage from first attack received by unit during combat reduced by 30%. |
Effective against armored and cavalry foes. Grants Res+3. If armored or cavalry foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30%. |
Threaten Atk 1 | MSID_H_攻撃の威嚇1 | Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. |
Threaten Atk 2 | MSID_H_攻撃の威嚇2 | Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. |
Threaten Atk 3 | MSID_H_攻撃の威嚇3 | Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. |
Threaten Def 1 | MSID_H_守備の威嚇1 | Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. |
Threaten Def 2 | MSID_H_守備の威嚇2 | Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. |
Threaten Def 3 | MSID_H_守備の威嚇3 | Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. |
Threaten Res 1 | MSID_H_魔防の威嚇1 | Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. |
Threaten Res 2 | MSID_H_魔防の威嚇2 | Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. |
Threaten Res 3 | MSID_H_魔防の威嚇3 | Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. |
Threaten Spd 1 | MSID_H_速さの威嚇1 | Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. |
Threaten Spd 2 | MSID_H_速さの威嚇2 | Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. |
Threaten Spd 3 | MSID_H_速さの威嚇3 | Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn. |
At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. |
Thökk | MSID_H_セック | Damage from staff calculated like other weapons. At start of turn, foes with bow, daggers, magic, or staff in cardinal directions with HP 3 or more lower than unit's can move only 1 space through their next actions. |
Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP+3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action. |
Tomato Tome | MSID_H_トマトの本 | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Tomato Tome+ | MSID_H_トマトの本+ | Grants allies within 2 spaces Atk/Spd+1 during combat. |
Grants Atk/Spd+1 to allies within 2 spaces during combat. |
Torrent Dance 1 | MSID_H_静水の舞い1 | If Sing or Dance is used, target also granted Res+3. |
If Sing or Dance is used, grants Res+3 to target. |
Triangle Adept 1 | MSID_H_相性激化1 | Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 10%. If unit has weapon-triangle disadvantage, reduces Atk by 10%. |
Triangle Adept 2 | MSID_H_相性激化2 | Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 15%. If unit has weapon-triangle disadvantage, reduces Atk by 15%. |
Triangle Adept 3 | MSID_H_相性激化3 | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. |
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. |
Tyrfing | MSID_H_ティルフィング | Grants Def+4 in battle if unit's HP ≤ 50%. |
If unit's HP ≤ 50%, grants Def+4 during combat. |
Urvan | MSID_H_ウルヴァン | Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, damage from second attack onward reduced by 80%. |
Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%. |
Urðr | MSID_H_ウルズ | If Sing or Dance is used, target also granted Atk/Spd/Def/Res+3. |
If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target. |
Valaskjálf | MSID_H_ヴラスキャルヴ | Enables unit at ≤ 50% HP to strike first, even when attacked. |
If unit’s HP ≤ 50% and foe initiates combat, unit can counterattack before foe’s first attack. |
Valflame | MSID_H_ファラフレイム | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk/Res-4 until the end of foe's next action. |
At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. |
Vantage 1 | MSID_H_待ち伏せ1 | Unit counterattacks first when attacked at HP ≤ 25%. |
If unit’s HP ≤ 25% and foe initiates combat, unit can counterattack before foe’s first attack. |
Vantage 2 | MSID_H_待ち伏せ2 | Unit counterattacks first when attacked at HP ≤ 50%. |
If unit’s HP ≤ 50% and foe initiates combat, unit can counterattack before foe’s first attack. |
Vantage 3 | MSID_H_待ち伏せ3 | Unit counterattacks first when attacked at HP ≤ 75%. |
If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe’s first attack. |
Vengeance | MSID_H_復讐 | Grants bonus to damage dealt equal to 50% of damage suffered. |
Boosts damage dealt to foe by 50% of damage dealt to unit. |
Vidofnir | MSID_H_翼槍ヴィドフニル | If unit is attacked by foe using sword, axe, or lance, unit receives Def+7 during combat. |
If foe initiates combat and uses sword, lance, or axe, grants Def+7 during combat. |
Ward Armor | MSID_H_重盾の紋章 | Grants armored allies within 2 spaces Def/Res+4 during combat. |
Grants Def/Res+4 to armored allies within 2 spaces during combat. |
Ward Cavalry | MSID_H_騎盾の紋章 | Grants cavalry allies within 2 spaces Def/Res+4 during combat. |
Grants Def/Res+4 to cavalry allies within 2 spaces during combat. |
Ward Dragons | MSID_H_竜盾の紋章 | Grants dragon allies within 2 spaces Def/Res+4 during combat. |
Grants Def/Res+4 to dragon allies within 2 spaces during combat. |
Ward Fliers | MSID_H_飛盾の紋章 | Grants flying allies within 2 spaces Def/Res+4 during combat. |
Grants Def/Res+4 to flying allies within 2 spaces during combat. |
Warding Blow 1 | MSID_H_明鏡の一撃1 | Grants Res+2 during combat if unit initiates the attack. |
If unit initiates combat, grants Res+2 during combat. |
Warding Blow 2 | MSID_H_明鏡の一撃2 | Grants Res+4 during combat if unit initiates the attack. |
If unit initiates combat, grants Res+4 during combat. |
Warding Blow 3 | MSID_H_明鏡の一撃3 | Grants Res+6 during combat if unit initiates the attack. |
If unit initiates combat, grants Res+6 during combat. |
Warding Breath | MSID_H_明鏡の呼吸 | Grants Res+4 during combat if unit is attacked. Also grants Special cooldown charge +1 per attack. (Does not stack. Only highest value applied.) |
If foe initiates combat, grants Res+4 during combat. Grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Warp Powder | MSID_H_転移の粉 | If unit's HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. |
If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. |
Wary Fighter 1 | MSID_H_守備隊形1 | Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%. |
If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. |
Wary Fighter 2 | MSID_H_守備隊形2 | Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%. |
If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. |
Wary Fighter 3 | MSID_H_守備隊形3 | Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%. |
If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. |
Water Boost 1 | MSID_H_生命の静水1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Res+2 during combat. |
Water Boost 2 | MSID_H_生命の静水2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+4 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Res+4 during combat. |
Water Boost 3 | MSID_H_生命の静水3 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Res+6 during combat. |
Watersweep 1 | MSID_H_水薙ぎ1 | If unit initiates attack, no follow-up occurs. Against foe with magic, staff, or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack. |
Watersweep 2 | MSID_H_水薙ぎ2 | If unit initiates attack, no follow-up occurs. Against foe with magic, staff, or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+3 and foe uses magic, staff, or dragonstone, foe cannot counterattack. |
Watersweep 3 | MSID_H_水薙ぎ3 | If unit initiates attack, no follow-up occurs. Against foe with magic, staff, or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses magic, staff, or dragonstone, foe cannot counterattack. |
Weirding Tome | MSID_H_奇異ルーテの書 | Grants Spd+3. At start of turn, all foes in cardinal directions, and with Res 1 or more lower than unit, suffer Spd-5 until the end of foes' next actions. |
Grants Spd+3. At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit’s Res through their next actions. |
Wind Boost 1 | MSID_H_生命の疾風1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Spd+2 during combat. |
Wind Boost 2 | MSID_H_生命の疾風2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Spd+4 during combat. |
Wind Boost 3 | MSID_H_生命の疾風3 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+6 during combat. |
At start of combat, if unit’s HP ≥ foe's HP+3, grants Spd+6 during combat. |
Windsweep 1 | MSID_H_風薙ぎ1 | If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses sword, lance, axe, bow, or dagger, foe cannot counterattack. |
Windsweep 2 | MSID_H_風薙ぎ2 | If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+3 and foe uses sword, lance, axe, bow, or dagger, foe cannot counterattack. |
Windsweep 3 | MSID_H_風薙ぎ3 | If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, or dagger, foe cannot counterattack. |
Wing Sword | MSID_H_ウイングソード | Effective against cavalry and armored foes. |
Effective against armored and cavalry foes. |
Wings of Mercy 1 | MSID_H_救援の行路1 | Enables unit to warp adjacent to any ally with HP ≤ 30%. |
If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally. |
Wings of Mercy 2 | MSID_H_救援の行路2 | Enables unit to warp adjacent to any ally with HP ≤ 40%. |
If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally. |
Wings of Mercy 3 | MSID_H_救援の行路3 | Enables unit to warp adjacent to any ally with HP ≤ 50%. |
If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally. |
Wo Dao | MSID_H_倭刀 | Grants +10 to damage when Special triggers. |
Deals +10 damage when Special triggers. |
Wo Dao+ | MSID_H_倭刀+ | Grants +10 to damage when Special triggers. |
Deals +10 damage when Special triggers. |
Wrath 1 | MSID_H_怒り1 | If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. |
At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. |
Wrath 2 | MSID_H_怒り2 | If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. |
At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. |
Wrath 3 | MSID_H_怒り3 | If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. |
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. |
Wrathful Staff 1 | MSID_H_神罰の杖1 | If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. |
At start of combat, if unit's HP = 100%, calculates damage from staff like other weapons. |
Wrathful Staff 2 | MSID_H_神罰の杖2 | If unit has HP ≥ 50% at the start of combat, damage from their staff will be calculated the same as other weapons. |
At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons. |
Wrathful Staff 3 | MSID_H_神罰の杖3 | Damage from unit's staff will be calculated the same as other weapons. |
Calculates damage from staff like other weapons. |
Yato | MSID_H_夜刀神 | Grants Spd+4 during combat if unit initiates attack. |
If unit initiates combat, grants Spd+4 during combat. |
Zanbato | MSID_H_斬馬刀 | Effective against cavalry units. | Effective against cavalry foes. |
Zanbato+ | MSID_H_斬馬刀+ | Effective against cavalry units. | Effective against cavalry foes. |
Élivágar | MSID_H_エリヴァーガル | If unit initiates attack, bonuses on foes within 2 spaces of the target become penalties through their next actions. |
If unit initiates combat, converts bonuses on foes within 2 spaces of target into penalties through their next actions. |
2018-05-09
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
(Refined Parthia) | MSID_H_パルティア改 | Effective against flying foes. If foe uses magic, damage from first attack received by unit during combat reduced by 30%. |
Effective against flying foes. Reduces damage from magic foe's first attack by 30%. |
(Refined Seashell+) | MSID_H_貝殻+改 | After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, deals 2 damage to unit. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
(Refined Siegmund) | MSID_H_ジークムント改 | At start of turn, grants adjacent allies Atk+4 for 1 turn. |
At start of turn, grants Atk+4 to adjacent allies for 1 turn. |
(Skill refine effect of Wind's Brand) | MSID_H_アウルR | During combat, boosts Atk/Spd/Def/Res by number of adjacent allies × 2. |
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. |
(Skill refine effect of Siegmund) | MSID_H_追撃攻R90 | If unit initiates combat and unit's HP ≥ 90%, unit makes a guaranteed follow-up attack. |
If unit's HP ≥ 90% and unit initiates combat, unit makes a guaranteed follow-up attack. |
Atk/Res Bond 1 | MSID_H_攻撃魔防の絆1 | Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Res+3 during combat. |
Atk/Res Bond 2 | MSID_H_攻撃魔防の絆2 | Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Res+4 during combat. |
Atk/Res Bond 3 | MSID_H_攻撃魔防の絆3 | Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. |
If unit is adjacent to an ally, grants Atk/Res+5 during combat. |
B Tome Exp. 1 | MSID_H_青魔の経験1 | If using blue magic and unit survives combat, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a blue tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Beloved Zofia | MSID_H_宝剣ソフィア | Grants Def+3. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+4, but if unit attacked, deals 4 damage to unit after combat. |
Grants Def+3. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+4, but after combat, if unit attacked, deals 4 damage to unit. |
Blazing Durandal | MSID_H_烈剣デュランダル | Grants Atk+3. If unit's Atk > foe's Atk, grants Special Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Grants Atk+3. If unit's Atk > foe's Atk, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Blárraven | MSID_H_ナートブラー | Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
Blárraven+ | MSID_H_ナートブラー+ | Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
Bracing Blow 1 | MSID_H_金剛明鏡の一撃1 | Grants Def/Res+2 during combat if unit initiates combat. |
If unit initiates combat, grants Def/Res+2 during combat. |
Bracing Blow 2 | MSID_H_金剛明鏡の一撃2 | Grants Def/Res+4 during combat if unit initiates combat. |
If unit initiates combat, grants Def/Res+4 during combat. |
Cymbeline | MSID_H_シムベリン | If unit initiates combat, grants adjacent allies Atk+4 for 1 turn after combat. |
If unit initiates combat, grants Atk+4 to adjacent allies for 1 turn after combat. |
Dagger Valor 1 | MSID_H_暗器の技量1 | If unit survives and uses a dagger, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives and uses a dagger, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Dagger Valor 2 | MSID_H_暗器の技量2 | If unit survives, all dagger users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) |
If unit survives, all dagger allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Dagger Valor 3 | MSID_H_暗器の技量3 | If unit survives, all dagger users on team get 2x SP. (If similar skill effects also used, only highest multiplier applies.) |
If unit survives, all dagger allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Deft Harpoon | MSID_H_魚を突いた銛 | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Deft Harpoon+ | MSID_H_魚を突いた銛+ | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Dull Ranged 1 | MSID_H_強化無効・遠距離1 | If unit's HP = 100% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
At start of combat, if unit's HP = 100% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Geirskögul | MSID_H_ゲイルスケグル | Grants Def+3. Grants allies with sword, lance, axe, bow, or dagger within 2 spaces Atk/Spd+3 during combat. |
Grants Def+3. If allies within 2 spaces use sword, lance, axe, bow, or dagger, grants Atk/Spd+3 to those allies during combat. |
Grimoire | MSID_H_グリモワール | If unit has ≥ 50% HP, unit can move to a space adjacent to an ally within 2 spaces. |
If unit's HP ≥ 50%, unit can move to a space adjacent to an ally within 2 spaces. |
Gronnraven | MSID_H_ナートグラン | Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
Gronnraven+ | MSID_H_ナートグラン+ | Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
Leiptr | MSID_H_レイプト | Unit can counterattack regardless of foe's range. |
Unit can counterattack regardless of foe's range. |
Martyr | MSID_H_セインツ | Slows Special trigger (cooldown count+1). Restores HP = damage dealt to unit. (Minimum of 7 HP.) Restores HP to unit = half damage dealt to unit. |
Slows Special trigger (cooldown count+1). Restores X HP to target (X = damage dealt to unit + 7). Restores Y HP to unit (Y = half damage dealt to unit). |
Melon Crusher | MSID_H_スイカ割りの棍棒 | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Melon Crusher+ | MSID_H_スイカ割りの棍棒+ | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Phantom Spd 1 | MSID_H_速さの虚勢1 | If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Speed as if granted +5. |
If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Spd as if granted +5. |
Phantom Spd 2 | MSID_H_速さの虚勢2 | If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Speed as if granted +8. |
If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Spd as if granted +8. |
Phantom Spd 3 | MSID_H_速さの虚勢3 | If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Speed as if granted +10. |
If a skill compares unit’s Spd to a foe’s or ally's Spd, treats unit's Spd as if granted +10. |
R Tome Exp. 2 | MSID_H_赤魔の経験2 | If unit survives and uses a red tome, all red tome allies on team get 1.5x EXP. (Only highest multiplier applied. Does not stack.) |
If unit survives, all red tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
R Tome Exp. 3 | MSID_H_赤魔の経験3 | If unit survives and uses a red tome, all red tome allies on team get 2x EXP. (Only highest multiplier applied. Does not stack.) |
If unit survives, all red tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Ragnarok | MSID_H_ライナロック | If unit has 100% HP at the start of combat, unit receives Atk/Spd+5. If attacking, unit will receive 5 damage after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but after combat, if unit attacked, deals 5 damage to unit. |
Ragnarok+ | MSID_H_ライナロック+ | If unit has 100% HP at the start of combat, unit receives Atk/Spd+5. If attacking, unit will receive 5 damage after combat. |
At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but after combat, if unit attacked, deals 5 damage to unit. |
Rauðrraven | MSID_H_ナートラウア | Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
Rauðrraven+ | MSID_H_ナートラウア+ | Grants weapon-triangle advantage against colorless foes. Inflicts weapon-triangle disadvantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
Refreshing Bolt | MSID_H_氷菓子の弓 | Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Refreshing Bolt+ | MSID_H_氷菓子の弓+ | Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2. If unit initiates combat, deals 2 damage to unit after combat. |
Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Seashell | MSID_H_貝殻 | After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, deals 2 damage to unit. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. |
Seashell+ | MSID_H_貝殻+ | After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, deals 2 damage to unit. |
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. |
Sol Katti | MSID_H_ソールカティ | If wielder initiates attack at HP ≤ 50%, any follow-up occurs immediately. |
If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. |
Steady Breath | MSID_H_金剛の呼吸 | If attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.) |
If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Warding Stance 1 | MSID_H_明鏡の構え1 | Grants Res+2 during combat when this unit is attacked. |
If foe initiates combat, grants Res+2 during combat. |
Warding Stance 2 | MSID_H_明鏡の構え2 | Grants Res+4 during combat when this unit is attacked. |
If foe initiates combat, grants Res+4 during combat. |
Warding Stance 3 | MSID_H_明鏡の構え3 | Grants Res+6 during combat when this unit is attacked. |
If foe initiates combat, grants Res+6 during combat. |
Watersweep 1 | MSID_H_水薙ぎ1 | If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack. |
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack. |
2018-05-21
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Axe Experience 1 | MSID_H_斧の経験1 | If unit survives and uses an axe, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives and uses an axe, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Axe Experience 2 | MSID_H_斧の経験2 | If unit survives, all axe allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all axe allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
Axe Experience 3 | MSID_H_斧の経験3 | If unit survives, all axe allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all axe allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Axe Valor 1 | MSID_H_斧の技量1 | If unit survives and uses an axe, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses an axe, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Axe Valor 2 | MSID_H_斧の技量2 | If unit survives, all axe allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all axe allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Axe Valor 3 | MSID_H_斧の技量3 | If unit survives, all axe allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all axe allies on team get 2x SP. (Only highest value applied. Does not stack.) |
B Tome Exp. 1 | MSID_H_青魔の経験1 | If unit survives and uses a blue tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives and uses a blue tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
B Tome Exp. 2 | MSID_H_青魔の経験2 | If unit survives, all blue tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all blue tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
B Tome Exp. 3 | MSID_H_青魔の経験3 | If unit survives, all blue tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all blue tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
B Tome Valor 1 | MSID_H_青魔の技量1 | If unit survives and uses a blue tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a blue tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
B Tome Valor 2 | MSID_H_青魔の技量2 | If unit survives, all blue tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all blue tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
B Tome Valor 3 | MSID_H_青魔の技量3 | If unit survives, all blue tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all blue tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Bow Exp. 1 | MSID_H_弓の経験1 | If unit survives and uses a bow, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives and uses a bow, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Bow Exp. 2 | MSID_H_弓の経験2 | If unit survives, all bow allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all bow allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
Bow Exp. 3 | MSID_H_弓の経験3 | If unit survives, all bow allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all bow allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Bow Valor 1 | MSID_H_弓の技量1 | If unit survives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Bow Valor 2 | MSID_H_弓の技量2 | If unit survives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Bow Valor 3 | MSID_H_弓の技量3 | If unit survives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Dagger Valor 1 | MSID_H_暗器の技量1 | If unit survives and uses a dagger, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a dagger, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Dagger Valor 2 | MSID_H_暗器の技量2 | If unit survives, all dagger allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all dagger allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Dagger Valor 3 | MSID_H_暗器の技量3 | If unit survives, all dagger allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all dagger allies on team get 2x SP. (Only highest value applied. Does not stack.) |
G Tome Exp. 1 | MSID_H_緑魔の経験1 | If unit survives and uses a green tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives and uses a green tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
G Tome Exp. 2 | MSID_H_緑魔の経験2 | If unit survives, all green tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all green tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
G Tome Exp. 3 | MSID_H_緑魔の経験3 | If unit survives, all green tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all green tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
G Tome Valor 1 | MSID_H_緑魔の技量1 | If unit survives and uses a green tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a green tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
G Tome Valor 2 | MSID_H_緑魔の技量2 | If unit survives, all green tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all green tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
G Tome Valor 3 | MSID_H_緑魔の技量3 | If unit survives, all green tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all green tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Lance Valor 1 | MSID_H_槍の技量1 | If unit survives and uses a lance, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a lance, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Lance Valor 2 | MSID_H_槍の技量2 | If unit survives, all lance allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all lance allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Lance Valor 3 | MSID_H_槍の技量3 | If unit survives, all lance allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all lance allies on team get 2x SP. (Only highest value applied. Does not stack.) |
R Tome Exp. 1 | MSID_H_赤魔の経験1 | If unit survives and uses a red tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives and uses a red tome, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
R Tome Exp. 2 | MSID_H_赤魔の経験2 | If unit survives, all red tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all red tome allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
R Tome Exp. 3 | MSID_H_赤魔の経験3 | If unit survives, all red tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all red tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
R Tome Valor 1 | MSID_H_赤魔の技量1 | If unit survives and uses a red tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a red tome, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
R Tome Valor 2 | MSID_H_赤魔の技量2 | If unit survives, all red tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all red tome allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
R Tome Valor 3 | MSID_H_赤魔の技量3 | If unit survives, all red tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all red tome allies on team get 2x SP. (Only highest value applied. Does not stack.) |
Sword Exp. 1 | MSID_H_剣の経験1 | If unit survives and uses a sword, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives and uses a sword, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
Sword Exp. 2 | MSID_H_剣の経験2 | If unit survives, all sword allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all sword allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
Sword Exp. 3 | MSID_H_剣の経験3 | If unit survives, all sword allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
While unit lives, all sword allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
Sword Valor 1 | MSID_H_剣の技量1 | If unit survives and uses a sword, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives and uses a sword, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
Sword Valor 2 | MSID_H_剣の技量2 | If unit survives, all sword allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
While unit lives, all sword allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
Sword Valor 3 | MSID_H_剣の技量3 | If unit survives, all sword allies on team get 2x SP. (Only highest value applied. Does not stack.) |
While unit lives, all sword allies on team get 2x SP. (Only highest value applied. Does not stack.) |
2018-06-21
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Naglfar | MSID_H_ナグルファル | Grants weapon-triangle advantage against colorless foes. |
Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. |
2018-07-13
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Summer's Breath | MSID_H_真夏のブレス | Effective against dragon foes. Grants Def+3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) |
Effective against dragon foes. Grants Def+3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
2018-08-09
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
(Skill refine effect of Felicia's Plate) | MSID_H_TP変動R魔 | If foe uses magic, grants Special cooldown charge +1. (Only highest value applied. Does not stack.) |
If foe uses magic, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Ayra's Blade | MSID_H_瞬閃アイラの剣 | Grants Spd+3. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Grants Spd+3. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Blazing Durandal | MSID_H_烈剣デュランダル | Grants Atk+3. If unit's Atk > foe's Atk, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Grants Atk+3. If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Bold Fighter 1 | MSID_H_攻撃隊形1 | If unit's HP = 100% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) |
If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) |
Bold Fighter 2 | MSID_H_攻撃隊形2 | If unit's HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) |
If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) |
Bold Fighter 3 | MSID_H_攻撃隊形3 | If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) |
If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) |
Flashing Blade 1 | MSID_H_柔剣1 | If unit’s Spd ≥ foe’s Spd+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If unit’s Spd ≥ foe’s Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Flashing Blade 2 | MSID_H_柔剣2 | If unit’s Spd ≥ foe’s Spd+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If unit’s Spd ≥ foe’s Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Flashing Blade 3 | MSID_H_柔剣3 | If unit’s Spd > foe’s Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If unit’s Spd > foe’s Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Heavy Blade 1 | MSID_H_剛剣1 | If unit’s Atk ≥ foe’s Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If unit’s Atk ≥ foe’s Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Heavy Blade 2 | MSID_H_剛剣2 | If unit’s Atk ≥ foe’s Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If unit’s Atk ≥ foe’s Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Heavy Blade 3 | MSID_H_剛剣3 | If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Infantry Rush 1 | MSID_H_歩行の剛撃1 | Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" |
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" |
Infantry Rush 2 | MSID_H_歩行の剛撃2 | Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" |
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" |
Infantry Rush 3 | MSID_H_歩行の剛撃3 | Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" |
Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" |
Vengeful Fighter 1 | MSID_H_迎撃隊形1 | If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) |
If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) |
Vengeful Fighter 2 | MSID_H_迎撃隊形2 | If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) |
If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) |
Vengeful Fighter 3 | MSID_H_迎撃隊形3 | If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) |
If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) |
Warding Breath | MSID_H_明鏡の呼吸 | If foe initiates combat, grants Res+4 during combat. Grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
2018-10-09
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Bonfire | MSID_H_緋炎 | Boosts damage dealt by 50% of unit's Def. | Boosts damage by 50% of unit's Def. |
Chilling Wind | MSID_H_氷点 | Boosts damage dealt by 50% of unit's Res. | Boosts damage by 50% of unit's Res. |
Draconic Aura | MSID_H_竜裂 | Boosts Atk by 30%. | Boosts damage by 30% of unit's Atk. |
Dragon Fang | MSID_H_竜穿 | Boosts Atk by 50%. | Boosts damage by 50% of unit's Atk. |
Dragon Gaze | MSID_H_伏竜 | Boosts Atk by 30%. | Boosts damage by 30% of unit's Atk. |
Fire Emblem | MSID_H_炎の紋章 | Boosts damage dealt by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.) |
Boosts damage by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.) |
Glacies | MSID_H_氷華 | Boosts damage dealt by 80% of unit's Res. | Boosts damage by 80% of unit's Res. |
Glowing Ember | MSID_H_蛍火 | Boosts damage dealt by 50% of unit's Def. | Boosts damage by 50% of unit's Def. |
Iceberg | MSID_H_氷蒼 | Boosts damage dealt by 50% of unit's Res. | Boosts damage by 50% of unit's Res. |
Ignis | MSID_H_華炎 | Boosts damage dealt by 80% of unit's Def. | Boosts damage by 80% of unit's Def. |
Missiletainn | MSID_H_魔書ミステルトィン | Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 for each magic ally on your team (including unit). |
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit). |
Regnal Astra | MSID_H_剣姫の流星 | Boosts damage dealt by 40% of unit's Spd. (Skill cannot be inherited.) |
Boosts damage by 40% of unit's Spd. (Skill cannot be inherited.) |
Reprisal | MSID_H_血讐 | Boosts damage dealt to foe by 30% of damage dealt to unit. |
Boosts damage by 30% of damage dealt to unit. |
Retribution | MSID_H_雪辱 | Boosts damage dealt to foe by 30% of damage dealt to unit. |
Boosts damage by 30% of damage dealt to unit. |
Vengeance | MSID_H_復讐 | Boosts damage dealt to foe by 50% of damage dealt to unit. |
Boosts damage by 50% of damage dealt to unit. |
2018-10-26
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Thökk | MSID_H_セック | Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP+3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action. |
Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action. |
2019-01-23 (Hostile Strings)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
(Skill refine effect of Naga) | MSID_H_特殊射程R竜 | In combat against a dragon foe, disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons," and unit can counterattack regardless of foe's range. |
In combat against a dragon foe, disables foe's skills that "calculate damage using the lower of foe's Def or Res" and unit can counterattack regardless of foe's range. |
2019-02-07 (Greil's Devoted)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Prayer Wheel | MSID_H_清冷の法具 | Grants Spd+3. If Sing or Dance is used, grants bonus to target's Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target already has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.) |
Grants Spd+3. If a skill like Sing or Dance is used, grants bonus to target's Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.) |
2019-04-21 (A Season for Picnics)
Internal ID | Old version | Updated version |
---|---|---|
MSID_近距離警戒1 | Close Guard | Close Guard 1 |
2019-06-10 (From a Future Past)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Warding Stance 4 | MSID_H_明鏡の構え4 | If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per foe's attack. (Only highest value applied. Does not stack.) |
If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) |
2019-09-19 (The Chosen Ones)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
(Refined Excalibur) | MSID_H_エクスカリバー改 | Effective against flying units. Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). Effective against flying units. |
Basilikos | MSID_H_バシリコス | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Berserk Armads | MSID_H_狂斧アルマーズ | Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. |
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. |
Creator Sword | MSID_H_天帝の剣 | Accelerates Special trigger (cooldown count-1). During combat, disables foe's skills that guarantee foe's follow-up attack or prevent unit's follow-up attack, and neutralizes skills that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. |
Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit. |
Dark Mystletainn | MSID_H_魔剣ミストルティン | Accelerates Special trigger (cooldown count-1). If Special triggers before or during combat, grants Special cooldown count-2 after combat. |
Accelerates Special trigger (cooldown count-1). If Special triggers before or during combat, grants Special cooldown count-2 after combat. |
Giant Spoon | MSID_H_ビッグスプーン | Deals +10 damage when Special triggers. |
Deals +10 damage when Special triggers. |
Giant Spoon+ | MSID_H_ビッグスプーン+ | Deals +10 damage when Special triggers. |
Deals +10 damage when Special triggers. |
Hauteclere | MSID_H_オートクレール | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Kagami Mochi | MSID_H_鏡餅 | Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Kagami Mochi+ | MSID_H_鏡餅+ | Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Killer Axe | MSID_H_キラーアクス | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Killer Axe+ | MSID_H_キラーアクス+ | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Killing Edge | MSID_H_キルソード | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Killing Edge+ | MSID_H_キルソード+ | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Killer Lance | MSID_H_キラーランス | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Killer Lance+ | MSID_H_キラーランス+ | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Lethal Carrot | MSID_H_ベビーキャロット | Deals +10 damage when Special triggers. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Deals +10 damage when Special triggers. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Lethal Carrot+ | MSID_H_ベビーキャロット+ | Deals +10 damage when Special triggers. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Deals +10 damage when Special triggers. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Malte | MSID_H_マルテ | Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. |
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. |
Mjölnir | MSID_H_トールハンマー | Accelerates Special trigger (cooldown count-1). If unit initiates combat, grants Spd+6 during combat. |
Accelerates Special trigger (cooldown count-1). If unit initiates combat, grants Spd+6 during combat. |
Mystletainn | MSID_H_ミストルティン | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Nameless Blade | MSID_H_無銘の一門の剣 | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Null C-Disrupt 1 | MSID_H_見切り・反撃不可1 | At start of combat, if unit's HP = 100%, neutralizes status effects and disables skills that prevent counterattacks during combat. |
At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat. |
Null C-Disrupt 2 | MSID_H_見切り・反撃不可2 | At start of combat, if unit's HP ≥ 50%, neutralizes status effects and disables skills that prevent counterattacks during combat. |
At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat. |
Null C-Disrupt 3 | MSID_H_見切り・反撃不可3 | Neutralizes status effects and disables skills that prevent counterattacks during combat. |
Neutralizes effects that prevent unit's counterattacks during combat. |
Null Follow-Up 1 | MSID_H_見切り・追撃効果1 | At start of combat, if unit's HP = 100%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack. |
At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Null Follow-Up 2 | MSID_H_見切り・追撃効果2 | At start of combat, if unit's HP ≥ 50%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack. |
At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Null Follow-Up 3 | MSID_H_見切り・追撃効果3 | Disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack. |
Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Pegasus Carrot | MSID_H_天馬のニンジン | Effective against armored foes. If unit has weapon-triangle advantage, neutralizes status effects and disables skills that prevent follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Pegasus Carrot+ | MSID_H_天馬のニンジン+ | Effective against armored foes. If unit has weapon-triangle advantage, neutralizes status effects and disables skills that prevent follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Slaying Axe | MSID_H_キラーアクス2 | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Slaying Axe+ | MSID_H_キラーアクス2+ | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Slaying Edge | MSID_H_キルソード2 | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Slaying Edge+ | MSID_H_キルソード2+ | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Slaying Lance | MSID_H_キラーランス2 | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Slaying Lance+ | MSID_H_キラーランス2+ | Accelerates Special trigger (cooldown count-1). |
Accelerates Special trigger (cooldown count-1). |
Ífingr | MSID_H_イーヴィングル | Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat and disables foe's skills that guarantee foe's follow-up attack, but after combat, if unit attacked, inflicts Atk/Spd/Def/ Res-4 on nearest ally through its next action. |
Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks during combat, but after combat, if unit attacked, inflicts Atk/Spd/Def/ Res-4 on nearest ally through its next action. |
2019-10-21 (Zofia's Call)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Blárblade | MSID_H_スレッダブラー | Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt. |
Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Blárblade+ | MSID_H_スレッダブラー+ | Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt. |
Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Brave Bow | MSID_H_勇者の弓 | Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Brave Bow+ | MSID_H_勇者の弓+ | Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. |
Gronnblade | MSID_H_スレッダグラン | Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt. |
Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Gronnblade+ | MSID_H_スレッダグラン+ | Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt. |
Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Harsh Command | MSID_H_一喝 | Converts penalties on target into bonuses. |
Converts penalties on target into bonuses. |
Iris's Tome | MSID_H_アイリスの書 | Adds total bonuses on unit to damage dealt. | Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Laevatein | MSID_H_レーヴァテイン | Grants Atk+3. Adds total bonuses on unit to damage dealt. |
Grants Atk+3. Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Odin's Grimoire | MSID_H_オーディンの黒書 | Adds total bonuses on unit to damage dealt. | Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Rauðrblade | MSID_H_スレッダラウア | Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt. |
Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Rauðrblade+ | MSID_H_スレッダラウア+ | Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt. |
Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat. |
Tharja's Hex | MSID_H_サーリャの禁呪 | Adds total bonuses on unit to damage dealt. | Grants bonus to unit’s Atk = total bonuses on unit during combat. |
The Cleaner | MSID_H_粛清の暗器 | Adds total bonuses on foe to damage dealt during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Grants bonus to unit’s Atk = total bonuses on unit during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
The Cleaner+ | MSID_H_粛清の暗器+ | Adds total bonuses on foe to damage dealt during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Grants bonus to unit’s Atk = total bonuses on unit during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Thunderhead | MSID_H_雷旋トルネード | Adds total bonuses on unit to damage dealt. | Grants bonus to unit’s Atk = total bonuses on unit during combat. |
2019-10-31
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Astra Blade | MSID_H_流星剣 | Grants Atk+3. If unit's Atk > foe's Def, boosts damage by 50% of unit's Atk minus foe's Def. |
Grants Atk+3. If unit's Atk > foe's Def, deals damage = 50% of unit's Atk minus foe's Def. |
The Cleaner | MSID_H_粛清の暗器 | Grants bonus to unit’s Atk = total bonuses on unit during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Grants bonus to unit’s Atk = total bonuses on foe during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
The Cleaner+ | MSID_H_粛清の暗器+ | Grants bonus to unit’s Atk = total bonuses on unit during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Grants bonus to unit’s Atk = total bonuses on foe during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
2020-01-08 (Heir of Light)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Guardian's Bow | MSID_H_守護者の烈弓 | Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's Spd > foe's Spd, inflicts Atk/Spd/Def-5 on foe during combat. |
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's Spd > foe's Spd at start of combat or during combat, inflicts Atk/Spd/Def-5 on foe during combat. (If unit and foe both have this weapon equipped, effect is calculated first for whoever initiates combat.) |
2020-01-21 (A Star Is Born)
Skill | Internal ID | Old version | Updated version |
---|---|---|---|
Mirage Longbow | MSID_H_幻影ロングボウ | Effective against flying foes. Grants Spd+3. If unit's Spd > foe's Spd, foe cannot make a follow-up attack. |
Effective against flying foes. Grants Spd+3. nIf unit's Spd > foe's Spd, foe cannot counterattack. |
(Source: RainThunder, feh-assets-json)