Magical Lantern | |
---|---|
Weapon type | |
Might | 8 |
Range | 2 |
Required | Elthunder Ellight |
SP | 200 |
Exclusive? | No |
String ID | SID_魔道のランタン
|
Numeric ID | 3426
|
Description | At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat. |
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Status effects | ||
Traverse Terrain | Unit | At start of turn if Unit is within 2 spaces of an Ally |
Special Cooldown Charge +1 | ||
Combat effects | ||
Atk/Res+5 | Unit | Player Phase or an Ally is within 2 spaces of Unit |
Notes[ | ]
- Magical Lantern applies the Traverse Terrain status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Traverse Terrain is acquired during the enemy phase, it will disappear when the next player phase begins.
- Traverse Terrain only neutralizes the mobility reduction of terrain that slows units; forests, trenches, and spaces affected by 【Divine Vein (Flame)】 or 【Divine Vein (Water)】.
- Forests only slow Infantry units. Cavalry units cannot occupy or pass through forests.
- Trenches only slow Cavalry units. Infantry units are not slowed by trenches.
- Spaces affected by 【Divine Vein (Flame)】 or 【Divine Vein (Water)】 can slow ranged units of all move types.
- Magical Lantern applies the Special Cooldown Charge +1 status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Special Cooldown Charge +1 is acquired during the enemy phase, it will disappear when the next player phase begins.
- 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 the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases 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 Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- The stat increase that can be applied by Magical Lantern is considered a temporary buff.
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Thunder 4 | Elthunder 4 | Magical Lantern 4 | Magical Lantern+ 5 |
Gallery[ | ]
In other languages[ | ]
Language | Name |
---|---|
Japanese | 魔道のランタン |
German | Magische Lampe |
Spanish (Europe) | Farol mágico |
Spanish (Latin America) | Farol mágico |
French | Lampe magique |
Italian | Lanterna magica |
Traditional Chinese (Taiwan) | 魔道提燈 |
Portuguese | Lanterna mágica |