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Fire Emblem Heroes/Skill Description Revisions

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This is a sub-page of Fire Emblem Heroes.

Hmmm...
To do:
  • Add the names of the associated summoning events for Book I / II
  • Briefly describe what is changed in each revision

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)