Light of Etruria | ||
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Weapon type | ||
Might | 14 | |
Range | 2 | |
Required | Atlas | |
SP | 400 | |
Exclusive? | Yes | |
String ID | SID_エトルリアの光
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Numeric ID | 4425
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Description [Collapse] |
Grants Res+3. At start of player phase or enemy phase, grants Spd/Res+6 and【Hexblade】to unit and allies within 2 spaces of unit for 1 turn, and also, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Spd-7,【Guard】, and 【Exposure】on those foes through their next actions. If foe initiates combat, inflicts penalty on foe's Atk/Spd during combat = 6 + 20% of unit's Res at start of combat, and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0). |
Grants Res+3. At start of player phase or enemy phase, grants Spd/Res+6 and【Hexblade】to unit and allies within 2 spaces of unit for 1 turn, and also, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Spd-7,【Guard】, and 【Exposure】on those foes through their next actions. If foe initiates combat, inflicts penalty on foe's Atk/Spd during combat = 6 + 20% of unit's Res at start of combat, and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0). 【Hexblade】 Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat). 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.) 【Exposure】 Foe's attacks deal +10 damage. |
Effects[ | ]
Effects | Targets | Conditions |
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Permanent effects | ||
Res+3 | Unit | — |
Status effects | ||
Spd/Res+6 | Unit & Allies within 2 spaces | At start of both Phases |
Hexblade | ||
Atk/Spd-7 | Foes within 3 rows or 3 columns centered on Unit | At start of both Phases if Unit's Res > Foe's Res+5 |
Guard | ||
Exposure | ||
Combat effects | ||
Atk/Spd-X X = 6 + 20% of Unit's Res at start of combat | Foe | Enemy Phase |
Survive with 1 HP | Unit | Enemy Phase & Unit's HP > 1 |
Notes[ | ]
- The stat increase that can be applied by Light of Etruria is considered a Bonus.
- Light of Etruria applies the Hexblade status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Hexblade is acquired during the enemy phase, it will disappear when the next player phase begins.
- Attacks that "calculate damage using the lower of foe's Def or Res" include attacks during combat and area-of-effect Specials.
- Close Ward, Mystic Boost 4, Divine Naga, Indignant Bow, Naga, Spirit Forest Writ, Splashy Bucket, and Splashy Bucket+ will disable this effect.
- Rare Talent, Aureola, Radiant Aureola, and Light and Dark II will disable this effect during combat, but not against area-of-effect Specials.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Hexblade is acquired during the enemy phase, it will disappear when the next player phase begins.
- The stat decrease that can be applied by Light of Etruria is considered a Penalty.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Penalties for their first action.
- If the unit also has Grand Strategy, any Penalties will remain active until the start of that unit's next phase.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Penalties for their first action.
- Light of Etruria applies the Guard status effect.
- The "Special cooldown charge -X" effect will stack with the "Special cooldown charge +X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If used alongside another source of "Special cooldown charge -X", only the higher of the two charge reductions will apply.
- This means that if a unit has two "Special cooldown charge -1" effects from two different sources, the battle will play out as if only one "Special cooldown charge -1" effect is active.
- Skills such as Spd/Def Tempo 4 and Whirling Grace will neutralize effects that inflict "Special cooldown charge -X" on its user.
- Light of Etruria applies the Exposure status effect.
- The damage boosting effect is a flat +10 damage that ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage reduction effects such as Gust, Atk/Spd Excel, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, Gold Perfection, or Nine-Realm Pact will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
- "If foe initiates combat" means if a foe triggers combat during the enemy phase. The unit being initiated upon does not need to deal damage, nor be able to counterattack.
- However, if the effect is applied after combat, the unit being initiated upon must also survive it to fulfill this condition.
- The stat decrease that can be applied by Light of Etruria is considered a temporary debuff.
- A stat comparison made "At start of combat" ignores temporary buffs and temporary debuffs.
- Temporary buffs and temporary debuffs from skills such as Death Blow and Rauðrfox+ will not affect the outcome.
- Only stat boosts outside of combat, such as Bonuses and Penalties, will affect the outcome.
- The unit with Light of Etruria only survives a single attack, so a second attack will still be lethal. If unit is at exactly at 1 HP and is hit with a lethal attack, Light of Etruria will not trigger.
- Light of Etruria stacks with other "unit survives with 1 HP" effects.
- Non-Special "unit survives with 1 HP" effects have priority over Specials such as Miracle and Life Unending, however most of them only trigger once per combat.
- The Special cooldown count of Specials such as Miracle and Life Unending are unaffected by non-Special "unit survives with 1 HP" effects.
- Light of Etruria only stacks with Special skills such as Miracle and Life Unending.
- Non-Special "unit survives with 1 HP" effects can be neutralized by effects such as Neutralizes non-Special "unit survives with 1 HP" effects or Black Yule Lance.
- For more information, see Damage calculation.
- Light of Etruria stacks with other "unit survives with 1 HP" effects.
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List of owners[ | ]
Unit | Skill chain |
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Light of Etruria 5 |
Gallery[ | ]
In other languages[ | ]
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