Sacred Seals can be equipped to skill slot S, and are effectively movable Passives.
A Seal can be equipped to one hero at a time, and you cannot own more than one of the same Sacred Seal. Any duplicate seals will automatically be exchanged for 300 Hero Feathers.
As a general rule, equipping a Seal at the same time as having the corresponding passive skill equipped makes the effects stack, for example having both the Breath of Life 3 seal and the Breath of Life 3 passive equipped effectively stacks the healing properties of both skills.
Sacred Seals can be earned by completing Quests, clearing Squad Assault challenges and by earning a high score in Tempest Trials. They can also be created and enhanced via the Sacred Seal Forge by using Sacred Coins.
SP "costs" listed for Sacred Seals in the table below are for arena score calculation purposes.
List of Sacred Seals[ | ]
Icon | Name | Description | SP | Badge Color |
---|---|---|---|---|
Aerobatics 1 | If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. | 60 | ||
Aerobatics 2 | If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. | 120 | ||
Aerobatics 3 | Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. | 240 | ||
Air Orders 1 | At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." | 60 | ||
Air Orders 2 | At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." | 120 | ||
Air Orders 3 | At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." | 240 | ||
Armor March 1 | 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.) | 60 | ||
Armor March 2 | 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.) | 120 | ||
Armor March 3 | 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.) | 240 | ||
Armored Blow 1 | If unit initiates combat, grants Def+2 during combat. | 50 | ||
Armored Blow 2 | If unit initiates combat, grants Def+4 during combat. | 100 | ||
Armored Blow 3 | If unit initiates combat, grants Def+6 during combat. | 200 | ||
Armored Boots | At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 100 | ||
Atk Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. | 60 | ||
Atk Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. | 120 | ||
Atk Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. | 240 | ||
Atk Opening 1 | At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) | 60 | ||
Atk Opening 2 | At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) | 120 | ||
Atk Opening 3 | At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) | 240 | ||
Atk Ploy 1 | At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions. | 60 | ||
Atk Ploy 2 | At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions. | 120 | ||
Atk Ploy 3 | At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions. | 240 | ||
Atk Smoke 1 | Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. | 60 | ||
Atk Smoke 2 | Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. | 120 | ||
Atk Smoke 3 | Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. | 240 | ||
Atk Tactic 1 | At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 60 | ||
Atk Tactic 2 | At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 120 | ||
Atk Tactic 3 | At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 240 | ||
Atk/Def Bond 1 | If unit is adjacent to an ally, grants Atk/Def+3 during combat. | 60 | ||
Atk/Def Bond 2 | If unit is adjacent to an ally, grants Atk/Def+4 during combat. | 120 | ||
Atk/Def Bond 3 | If unit is adjacent to an ally, grants Atk/Def+5 during combat. | 240 | ||
Atk/Def Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
60 | ||
Atk/Def Catch 2 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
120 | ||
Atk/Def Catch 3 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
240 | ||
Atk/Def Clash 1 | If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) | 60 | ||
Atk/Def Clash 2 | If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) | 120 | ||
Atk/Def Clash 3 | If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) | 240 | ||
Atk/Def Finish 1 | If unit is within 3 spaces of an ally, grants Atk/Def+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 60 | ||
Atk/Def Finish 2 | If unit is within 3 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 120 | ||
Atk/Def Finish 3 | If unit is within 3 spaces of an ally, grants Atk/Def+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 240 | ||
Atk/Def Form 1 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). | 60 | ||
Atk/Def Form 2 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). | 120 | ||
Atk/Def Form 3 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). | 240 | ||
Atk/Def Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
60 | ||
Atk/Def Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
120 | ||
Atk/Def Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
240 | ||
Atk/Def Oath 1 | At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn. | 60 | ||
Atk/Def Oath 2 | At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. | 120 | ||
Atk/Def Oath 3 | At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn. | 240 | ||
Atk/Def Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat. | 60 | ||
Atk/Def Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat. | 120 | ||
Atk/Def Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat. | 240 | ||
Atk/Def Solo 1 | If unit is not adjacent to an ally, grants Atk/Def+2 during combat. | 60 | ||
Atk/Def Solo 2 | If unit is not adjacent to an ally, grants Atk/Def+4 during combat. | 120 | ||
Atk/Def Solo 3 | If unit is not adjacent to an ally, grants Atk/Def+6 during combat. | 240 | ||
Atk/Res Bond 1 | If unit is adjacent to an ally, grants Atk/Res+3 during combat. | 60 | ||
Atk/Res Bond 2 | If unit is adjacent to an ally, grants Atk/Res+4 during combat. | 120 | ||
Atk/Res Bond 3 | If unit is adjacent to an ally, grants Atk/Res+5 during combat. | 240 | ||
Atk/Res Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
60 | ||
Atk/Res Catch 2 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
120 | ||
Atk/Res Catch 3 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
240 | ||
Atk/Res Form 1 | If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). | 60 | ||
Atk/Res Form 2 | If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). | 120 | ||
Atk/Res Form 3 | If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). | 240 | ||
Atk/Res Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
60 | ||
Atk/Res Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
120 | ||
Atk/Res Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
240 | ||
Atk/Res Oath 1 | At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn. | 60 | ||
Atk/Res Oath 2 | At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn. | 120 | ||
Atk/Res Oath 3 | At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn. | 240 | ||
Atk/Res Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat. | 60 | ||
Atk/Res Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat. | 120 | ||
Atk/Res Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat. | 240 | ||
Atk/Res Rein 1 | Inflicts Atk/Res-2 on foes within 2 spaces during combat. | 60 | ||
Atk/Res Rein 2 | Inflicts Atk/Res-3 on foes within 2 spaces during combat. | 120 | ||
Atk/Res Rein 3 | Inflicts Atk/Res-4 on foes within 2 spaces during combat. | 240 | ||
Atk/Res Solo 1 | If unit is not adjacent to an ally, grants Atk/Res+2 during combat. | 60 | ||
Atk/Res Solo 2 | If unit is not adjacent to an ally, grants Atk/Res+4 during combat. | 120 | ||
Atk/Res Solo 3 | If unit is not adjacent to an ally, grants Atk/Res+6 during combat. | 240 | ||
Atk/Spd 1 | Grants Atk/Spd+1. | 80 | ||
Atk/Spd 2 | Grants Atk/Spd+2. | 160 | ||
Atk/Spd Bond 1 | If unit is adjacent to an ally, grants Atk/Spd+3 during combat. | 60 | ||
Atk/Spd Bond 2 | If unit is adjacent to an ally, grants Atk/Spd+4 during combat. | 120 | ||
Atk/Spd Bond 3 | If unit is adjacent to an ally, grants Atk/Spd+5 during combat. | 240 | ||
Atk/Spd Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
60 | ||
Atk/Spd Catch 2 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
120 | ||
Atk/Spd Catch 3 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
240 | ||
Atk/Spd Clash 1 | If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) | 60 | ||
Atk/Spd Clash 2 | If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) | 120 | ||
Atk/Spd Clash 3 | If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) | 240 | ||
Atk/Spd Form 1 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3). | 60 | ||
Atk/Spd Form 2 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). | 120 | ||
Atk/Spd Form 3 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). | 240 | ||
Atk/Spd Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
60 | ||
Atk/Spd Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
120 | ||
Atk/Spd Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
240 | ||
Atk/Spd Oath 1 | At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn. | 60 | ||
Atk/Spd Oath 2 | At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. | 120 | ||
Atk/Spd Oath 3 | At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn. | 240 | ||
Atk/Spd Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. | 60 | ||
Atk/Spd Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. | 120 | ||
Atk/Spd Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat. | 240 | ||
Atk/Spd Rein 1 | Inflicts Atk/Spd-2 on foes within 2 spaces during combat. | 60 | ||
Atk/Spd Rein 2 | Inflicts Atk/Spd-3 on foes within 2 spaces during combat. | 120 | ||
Atk/Spd Rein 3 | Inflicts Atk/Spd-4 on foes within 2 spaces during combat. | 240 | ||
Atk/Spd Solo 1 | If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. | 60 | ||
Atk/Spd Solo 2 | If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. | 120 | ||
Atk/Spd Solo 3 | If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. | 240 | ||
Attack +1 | Grants Atk+1. | 30 | ||
Attack +2 | Grants Atk+2. | 60 | ||
Attack +3 | Grants Atk+3. | 120 | ||
Attack/Def +1 | Grants Atk/Def+1. | 80 | ||
Attack/Def +2 | Grants Atk/Def+2. | 160 | ||
Attack/Res 1 | Grants Atk/Res+1. | 80 | ||
Attack/Res 2 | Grants Atk/Res+2. | 160 | ||
Beast | Removes the condition to transform. | 240 | ||
Blade Session 1 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 1 + number of allies who have already acted (max value of 3). | 60 | ||
Blade Session 2 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 2 + number of allies who have already acted × 2 (max value of 6). | 120 | ||
Blade Session 3 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted × 3 (max value of 9). | 240 | ||
Blaze Dance 1 | If Sing or Dance is used, grants Atk+2 to target. | 50 | ||
Blaze Dance 2 | If Sing or Dance is used, grants Atk+3 to target. | 100 | ||
Blaze Dance 3 | If Sing or Dance is used, grants Atk+4 to target. | 200 | ||
Bold Fighter 1 | 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.) | 60 | ||
Bold Fighter 2 | 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.) | 120 | ||
Bold Fighter 3 | If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 240 | ||
Bonus Doubler 1 | Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently. | 60 | ||
Bonus Doubler 2 | Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently. | 120 | ||
Bonus Doubler 3 | Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. | 240 | ||
Bracing Blow 1 | If unit initiates combat, grants Def/Res+2 during combat. | 120 | ||
Bracing Blow 2 | If unit initiates combat, grants Def/Res+4 during combat. | 240 | ||
Bracing Stance 1 | If foe initiates combat, grants Def/Res+2 during combat. | 120 | ||
Bracing Stance 2 | If foe initiates combat, grants Def/Res+4 during combat. | 240 | ||
Brash Assault 1 | If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack. | 50 | ||
Brash Assault 2 | If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack. | 100 | ||
Brash Assault 3 | If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack. | 200 | ||
Brazen Atk/Def 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Def+3 during combat. | 60 | ||
Brazen Atk/Def 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Def+5 during combat. | 120 | ||
Brazen Atk/Def 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. | 240 | ||
Brazen Atk/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. | 60 | ||
Brazen Atk/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. | 120 | ||
Brazen Atk/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. | 240 | ||
Brazen Atk/Spd 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. | 60 | ||
Brazen Atk/Spd 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. | 120 | ||
Brazen Atk/Spd 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. | 240 | ||
Brazen Def/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. | 60 | ||
Brazen Def/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. | 120 | ||
Brazen Def/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. | 240 | ||
Brazen Spd/Def 1 | At start of combat, if unit's HP ≤ 80%, grants Spd/Def+3 during combat. | 60 | ||
Brazen Spd/Def 2 | At start of combat, if unit's HP ≤ 80%, grants Spd/Def+5 during combat. | 120 | ||
Brazen Spd/Def 3 | At start of combat, if unit's HP ≤ 80%, grants Spd/Def+7 during combat. | 240 | ||
Brazen Spd/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat. | 60 | ||
Brazen Spd/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat. | 120 | ||
Brazen Spd/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. | 240 | ||
Breath of Life 1 | If unit initiates combat, restores 3 HP to adjacent allies after combat. | 50 | ||
Breath of Life 2 | If unit initiates combat, restores 5 HP to adjacent allies after combat. | 100 | ||
Breath of Life 3 | If unit initiates combat, restores 7 HP to adjacent allies after combat. | 200 | ||
Chill Atk 1 | At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. | 60 | ||
Chill Atk 2 | At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. | 120 | ||
Chill Atk 3 | At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. | 240 | ||
Chill Atk/Def 1 | At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action. | 120 | ||
Chill Atk/Def 2 | At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action. | 240 | ||
Chill Atk/Res 1 | At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action. | 120 | ||
Chill Atk/Res 2 | At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action. | 240 | ||
Chill Def 1 | At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. | 60 | ||
Chill Def 2 | At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. | 120 | ||
Chill Def 3 | At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. | 240 | ||
Chill Def/Res 1 | At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action. | 120 | ||
Chill Def/Res 2 | At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action. | 240 | ||
Chill Res 1 | At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. | 60 | ||
Chill Res 2 | At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. | 120 | ||
Chill Res 3 | At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. | 240 | ||
Chill Spd 1 | At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. | 60 | ||
Chill Spd 2 | At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. | 120 | ||
Chill Spd 3 | At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. | 240 | ||
Chill Spd/Def 1 | At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action. | 120 | ||
Chill Spd/Def 2 | At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action. | 240 | ||
Chill Spd/Res 1 | At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action. | 120 | ||
Chill Spd/Res 2 | At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action. | 240 | ||
Close Def 1 | If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat. | 60 | ||
Close Def 2 | If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat. | 120 | ||
Close Def 3 | If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+6 during combat. | 240 | ||
Close Guard 1 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." | 60 | ||
Close Guard 2 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." | 120 | ||
Close Guard 3 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." | 240 | ||
Darting Blow 1 | If unit initiates combat, grants Spd+2 during combat. | 50 | ||
Darting Blow 2 | If unit initiates combat, grants Spd+4 during combat. | 100 | ||
Darting Blow 3 | If unit initiates combat, grants Spd+6 during combat. | 200 | ||
Darting Breath | If foe initiates combat, grants Spd+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) | 240 | ||
Darting Stance 1 | If foe initiates combat, grants Spd+2 during combat. | 50 | ||
Darting Stance 2 | If foe initiates combat, grants Spd+4 during combat. | 100 | ||
Darting Stance 3 | If foe initiates combat, grants Spd+6 during combat. | 200 | ||
Death Blow 1 | If unit initiates combat, grants Atk+2 during combat. | 50 | ||
Death Blow 2 | If unit initiates combat, grants Atk+4 during combat. | 100 | ||
Death Blow 3 | If unit initiates combat, grants Atk+6 during combat. | 200 | ||
Def Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. | 60 | ||
Def Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. | 120 | ||
Def Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. | 240 | ||
Def Opening 1 | At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) | 60 | ||
Def Opening 2 | At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) | 120 | ||
Def Opening 3 | At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) | 240 | ||
Def Ploy 1 | At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions. | 60 | ||
Def Ploy 2 | At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions. | 120 | ||
Def Ploy 3 | At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions. | 240 | ||
Def Tactic 1 | At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 60 | ||
Def Tactic 2 | At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 120 | ||
Def Tactic 3 | At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 240 | ||
Def/Res 1 | Grants Def/Res+1. | 80 | ||
Def/Res 2 | Grants Def/Res+2. | 160 | ||
Def/Res Bond 1 | If unit is adjacent to an ally, grants Def/Res+3 during combat. | 60 | ||
Def/Res Bond 2 | If unit is adjacent to an ally, grants Def/Res+4 during combat. | 120 | ||
Def/Res Bond 3 | If unit is adjacent to an ally, grants Def/Res+5 during combat. | 240 | ||
Def/Res Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
60 | ||
Def/Res Catch 2 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
120 | ||
Def/Res Catch 3 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
240 | ||
Def/Res Form 1 | If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). | 60 | ||
Def/Res Form 2 | If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). | 120 | ||
Def/Res Form 3 | If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). | 240 | ||
Def/Res Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
60 | ||
Def/Res Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
120 | ||
Def/Res Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
240 | ||
Def/Res Snag 1 | If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. | 60 | ||
Def/Res Snag 2 | If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. | 120 | ||
Def/Res Snag 3 | If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. | 240 | ||
Def/Res Solo 1 | If unit is not adjacent to an ally, grants Def/Res+2 during combat. | 60 | ||
Def/Res Solo 2 | If unit is not adjacent to an ally, grants Def/Res+4 during combat. | 120 | ||
Def/Res Solo 3 | If unit is not adjacent to an ally, grants Def/Res+6 during combat. | 240 | ||
Defense +1 | Grants Def+1. | 30 | ||
Defense +2 | Grants Def+2. | 60 | ||
Defense +3 | Grants Def+3. | 120 | ||
Defiant Atk 1 | At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. | 40 | ||
Defiant Atk 2 | At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. | 80 | ||
Defiant Atk 3 | At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. | 160 | ||
Defiant Def 1 | At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. | 40 | ||
Defiant Def 2 | At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. | 80 | ||
Defiant Def 3 | At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. | 160 | ||
Defiant Spd 1 | At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. | 40 | ||
Defiant Spd 2 | At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. | 80 | ||
Defiant Spd 3 | At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. | 160 | ||
Deflect Magic 1 | If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 30%. | 50 | ||
Deflect Magic 2 | If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 50%. | 100 | ||
Deflect Magic 3 | If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%. | 200 | ||
Deflect Melee 1 | If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 30%. | 50 | ||
Deflect Melee 2 | If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 50%. | 100 | ||
Deflect Melee 3 | If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%. | 200 | ||
Deflect Missile 1 | If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 30%. | 50 | ||
Deflect Missile 2 | If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 50%. | 100 | ||
Deflect Missile 3 | If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%. | 200 | ||
Desperation 1 | If unit’s HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 50 | ||
Desperation 2 | If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 100 | ||
Desperation 3 | If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 200 | ||
Dist. Counter (D) | Unit can counterattack regardless of foe's range. | 300 | ||
Dist. Counter (M) | Unit can counterattack regardless of foe's range. | 300 | ||
Distant Def 1 | If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. | 60 | ||
Distant Def 2 | If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. | 120 | ||
Distant Def 3 | If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. | 240 | ||
Distant Guard 1 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." | 60 | ||
Distant Guard 2 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." | 120 | ||
Distant Guard 3 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." | 240 | ||
Dragon's Wrath 1 | If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat. | 60 | ||
Dragon's Wrath 2 | If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat. | 120 | ||
Dragon's Wrath 3 | If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat. | 240 | ||
Drive Atk 1 | Grants Atk+2 to allies within 2 spaces during combat. | 120 | ||
Drive Atk 2 | Grants Atk+3 to allies within 2 spaces during combat. | 240 | ||
Drive Def 1 | Grants Def+2 to allies within 2 spaces during combat. | 120 | ||
Drive Def 2 | Grants Def+3 to allies within 2 spaces during combat. | 240 | ||
Drive Res 1 | Grants Res+2 to allies within 2 spaces during combat. | 120 | ||
Drive Res 2 | Grants Res+3 to allies within 2 spaces during combat. | 240 | ||
Drive Spd 1 | Grants Spd+2 to allies within 2 spaces during combat. | 120 | ||
Drive Spd 2 | Grants Spd+3 to allies within 2 spaces during combat. | 240 | ||
Earth Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. | 50 | ||
Earth Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. | 100 | ||
Earth Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. | 200 | ||
Earth Dance 1 | If Sing or Dance is used, grants Def+3 to target. | 50 | ||
Earth Dance 2 | If Sing or Dance is used, grants Def+4 to target. | 100 | ||
Earth Dance 3 | If Sing or Dance is used, grants Def+5 to target. | 200 | ||
Even Atk Wave 1 | At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
60 | ||
Even Atk Wave 2 | At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
120 | ||
Even Atk Wave 3 | At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
240 | ||
Even Def Wave 1 | At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
60 | ||
Even Def Wave 2 | At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
120 | ||
Even Def Wave 3 | At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
240 | ||
Even Res Wave 1 | At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
60 | ||
Even Res Wave 2 | At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
120 | ||
Even Res Wave 3 | At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
240 | ||
Even Spd Wave 1 | At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
60 | ||
Even Spd Wave 2 | At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
120 | ||
Even Spd Wave 3 | At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
240 | ||
Even Tempest 1 | At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 60 | ||
Even Tempest 2 | At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) | 120 | ||
Even Tempest 3 | At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) | 240 | ||
Fierce Breath | If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) | 240 | ||
Fierce Stance 1 | If foe initiates combat, grants Atk+2 during combat. | 50 | ||
Fierce Stance 2 | If foe initiates combat, grants Atk+4 during combat. | 100 | ||
Fierce Stance 3 | If foe initiates combat, grants Atk+6 during combat. | 200 | ||
Fire Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+2 during combat. | 50 | ||
Fire Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+4 during combat. | 100 | ||
Fire Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+6 during combat. | 200 | ||
Flashing Blade 1 | If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
60 | ||
Flashing Blade 2 | If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
120 | ||
Flashing Blade 3 | If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
240 | ||
Flier Formation 1 | If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. | 60 | ||
Flier Formation 2 | If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. | 120 | ||
Flier Formation 3 | Unit can move to a space adjacent to a flying ally within 2 spaces. | 240 | ||
Flier Guidance 1 | If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. | 60 | ||
Flier Guidance 2 | If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. | 120 | ||
Flier Guidance 3 | Flying allies within 2 spaces can move to a space adjacent to unit. | 240 | ||
Fort. Def/Res 1 | Grants Def/Res+3. Inflicts Atk-3. |
100 | ||
Fort. Def/Res 2 | Grants Def/Res+4. Inflicts Atk-3. |
200 | ||
Fortify Beasts | At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. | 200 | ||
Fortify Def 1 | At start of turn, grants Def+2 to adjacent allies for 1 turn. | 50 | ||
Fortify Def 2 | At start of turn, grants Def+3 to adjacent allies for 1 turn. | 100 | ||
Fortify Def 3 | At start of turn, grants Def+4 to adjacent allies for 1 turn. | 200 | ||
Fortify Dragons | At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. | 200 | ||
Fortify Res 1 | At start of turn, grants Res+2 to adjacent allies for 1 turn. | 50 | ||
Fortify Res 2 | At start of turn, grants Res+3 to adjacent allies for 1 turn. | 100 | ||
Fortify Res 3 | At start of turn, grants Res+4 to adjacent allies for 1 turn. | 200 | ||
Fortress Def 1 | Grants Def+3. Inflicts Atk-3. |
40 | ||
Fortress Def 2 | Grants Def+4. Inflicts Atk-3. |
80 | ||
Fortress Def 3 | Grants Def+5. Inflicts Atk-3. |
160 | ||
Fortress Res 1 | Grants Res+3. Inflicts Atk-3. |
40 | ||
Fortress Res 2 | Grants Res+4. Inflicts Atk-3. |
80 | ||
Fortress Res 3 | Grants Res+5. Inflicts Atk-3. |
160 | ||
Fury 1 | Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. | 50 | ||
Fury 2 | Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. | 100 | ||
Fury 3 | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. | 200 | ||
Gale Dance 1 | If Sing or Dance is used, grants Spd+2 to target. | 50 | ||
Gale Dance 2 | If Sing or Dance is used, grants Spd+3 to target. | 100 | ||
Gale Dance 3 | If Sing or Dance is used, grants Spd+4 to target. | 200 | ||
Goad Beasts | Grants Atk/Spd+4 to beast allies within 2 spaces during combat. | 200 | ||
Goad Dragons | Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. | 200 | ||
Ground Orders 1 | At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." | 60 | ||
Ground Orders 2 | At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." | 120 | ||
Ground Orders 3 | At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." | 240 | ||
Guard 1 | 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.) | 50 | ||
Guard 2 | 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.) | 100 | ||
Guard 3 | 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.) | 200 | ||
Guidance 1 | If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 60 | ||
Guidance 2 | If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 120 | ||
Guidance 3 | Infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 240 | ||
Hardy Bearing 1 | 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. |
50 | ||
Hardy Bearing 2 | 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. | 100 | ||
Hardy Bearing 3 | Disables unit's and foe's skills that change attack priority. | 200 | ||
Heavy Blade 1 | If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) | 60 | ||
Heavy Blade 2 | If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) | 120 | ||
Heavy Blade 3 | If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) | 240 | ||
Hone Atk 1 | At start of turn, grants Atk+2 to adjacent allies for 1 turn. | 50 | ||
Hone Atk 2 | At start of turn, grants Atk+3 to adjacent allies for 1 turn. | 100 | ||
Hone Atk 3 | At start of turn, grants Atk+4 to adjacent allies for 1 turn. | 200 | ||
Hone Beasts | At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. | 200 | ||
Hone Dragons | At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. | 200 | ||
Hone Spd 1 | At start of turn, grants Spd+2 to adjacent allies for 1 turn. | 50 | ||
Hone Spd 2 | At start of turn, grants Spd+3 to adjacent allies for 1 turn. | 100 | ||
Hone Spd 3 | At start of turn, grants Spd+4 to adjacent allies for 1 turn. | 200 | ||
HP +3 | Grants HP+3. | 40 | ||
HP +4 | Grants HP+4. | 80 | ||
HP +5 | Grants HP+5. | 160 | ||
HP/Atk 1 | Grants HP+3, Atk+1. | 100 | ||
HP/Atk 2 | Grants HP+4, Atk+2. | 200 | ||
HP/Def 1 | Grants HP+3, Def+1. | 100 | ||
HP/Def 2 | Grants HP+4, Def+2. | 200 | ||
HP/Res 1 | Grants HP+3, Res+1. | 100 | ||
HP/Res 2 | Grants HP+4, Res+2. | 200 | ||
HP/Spd 1 | Grants HP+3, Spd+1. | 100 | ||
HP/Spd 2 | Grants HP+4, Spd+2. | 200 | ||
Inf. Hexblade 1 | If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) | 60 | ||
Inf. Hexblade 2 | If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) | 120 | ||
Inf. Hexblade 3 | If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) | 240 | ||
Infantry Rush 1 | 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.)" | 60 | ||
Infantry Rush 2 | 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.)" | 120 | ||
Infantry Rush 3 | 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.)" | 240 | ||
Initiate Seal Atk 1 | Grants Atk+1. | 30 | ||
Initiate Seal Atk 2 | Grants Atk+2. | 60 | ||
Initiate Seal Atk 3 | Grants Atk+3. | 120 | ||
Initiate Seal Def 1 | Grants Def+1. | 30 | ||
Initiate Seal Def 2 | Grants Def+2. | 60 | ||
Initiate Seal Def 3 | Grants Def+3. | 120 | ||
Initiate Seal HP 1 | Grants HP+3. | 40 | ||
Initiate Seal HP 2 | Grants HP+4. | 80 | ||
Initiate Seal HP 3 | Grants HP+5. | 160 | ||
Initiate Seal Res 1 | Grants Res+1. | 30 | ||
Initiate Seal Res 2 | Grants Res+2. | 60 | ||
Initiate Seal Res 3 | Grants Res+3. | 120 | ||
Initiate Seal Spd 1 | Grants Spd+1. | 30 | ||
Initiate Seal Spd 2 | Grants Spd+2. | 60 | ||
Initiate Seal Spd 3 | Grants Spd+3. | 120 | ||
Iote's Shield | Neutralizes "effective against flying" bonuses. | 200 | ||
Kestrel Stance 1 | If foe initiates combat, grants Atk/Spd+2 during combat. | 120 | ||
Kestrel Stance 2 | If foe initiates combat, grants Atk/Spd+4 during combat. | 240 | ||
Life and Death 1 | Grants Atk/Spd+3. Inflicts Def/Res-3. |
50 | ||
Life and Death 2 | Grants Atk/Spd+4. Inflicts Def/Res-4. |
100 | ||
Life and Death 3 | Grants Atk/Spd+5. Inflicts Def/Res-5. |
200 | ||
Live to Serve 1 | When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. | 40 | ||
Live to Serve 2 | When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. | 80 | ||
Live to Serve 3 | When healing an ally with a staff, restores HP to unit = HP restored to target. | 160 | ||
Mirror Stance 1 | If foe initiates combat, grants Atk/Res+2 during combat. | 120 | ||
Mirror Stance 2 | If foe initiates combat, grants Atk/Res+4 during combat. | 240 | ||
Mirror Strike 1 | If unit initiates combat, grants Atk/Res+2 during combat. | 120 | ||
Mirror Strike 2 | If unit initiates combat, grants Atk/Res+4 during combat. | 240 | ||
Mystic Boost 1 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. | 60 | ||
Mystic Boost 2 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. | 120 | ||
Mystic Boost 3 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. | 240 | ||
Null Follow-Up 1 | 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. | 60 | ||
Null Follow-Up 2 | 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. | 120 | ||
Null Follow-Up 3 | Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. | 240 | ||
Obstruct 1 | If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
50 | ||
Obstruct 2 | If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
100 | ||
Obstruct 3 | If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
200 | ||
Odd Atk Wave 1 | At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 60 | ||
Odd Atk Wave 2 | At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 120 | ||
Odd Atk Wave 3 | At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 240 | ||
Odd Def Wave 1 | At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 60 | ||
Odd Def Wave 2 | At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 120 | ||
Odd Def Wave 3 | At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 240 | ||
Odd Res Wave 1 | At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 60 | ||
Odd Res Wave 2 | At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 120 | ||
Odd Res Wave 3 | At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 240 | ||
Odd Spd Wave 1 | At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 60 | ||
Odd Spd Wave 2 | At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 120 | ||
Odd Spd Wave 3 | At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) | 240 | ||
Odd Tempest 1 | At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 60 | ||
Odd Tempest 2 | At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) | 120 | ||
Odd Tempest 3 | At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) | 240 | ||
Panic Ploy 1 | At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions. | 60 | ||
Panic Ploy 2 | At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions. | 120 | ||
Panic Ploy 3 | At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions. | 240 | ||
Pegasus Flight 1 | At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.) | 60 | ||
Pegasus Flight 2 | At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.) | 120 | ||
Pegasus Flight 3 | At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.) | 240 | ||
Phantom Res 1 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. | 50 | ||
Phantom Res 2 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +8. | 100 | ||
Phantom Res 3 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +10. | 200 | ||
Phantom Spd 1 | If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +5. | 50 | ||
Phantom Spd 2 | If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +8. | 100 | ||
Phantom Spd 3 | If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. | 200 | ||
Poison Strike 1 | If unit initiates combat, deals 4 damage to foe after combat. | 60 | ||
Poison Strike 2 | If unit initiates combat, deals 7 damage to foe after combat. | 120 | ||
Poison Strike 3 | If unit initiates combat, deals 10 damage to foe after combat. | 240 | ||
Quick Riposte 1 | If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. | 60 | ||
Quick Riposte 2 | If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. | 120 | ||
Quick Riposte 3 | If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. | 240 | ||
Quickened Pulse | At the start of turn 1, grants Special cooldown count-1. | 100 | ||
Renewal 1 | At the start of every fourth turn, restores 10 HP. | 60 | ||
Renewal 2 | At the start of every third turn, restores 10 HP. | 120 | ||
Renewal 3 | At start of odd-numbered turns, restores 10 HP. | 240 | ||
Res Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Res-3 on foes in cardinal directions of unit through their next actions. | 60 | ||
Res Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Res-5 on foes in cardinal directions of unit through their next actions. | 120 | ||
Res Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Res-7 on foes in cardinal directions of unit through their next actions. | 240 | ||
Res Opening 1 | At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) | 60 | ||
Res Opening 2 | At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) | 120 | ||
Res Opening 3 | At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) | 240 | ||
Res Ploy 1 | At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions. | 60 | ||
Res Ploy 2 | At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. | 120 | ||
Res Ploy 3 | At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions. | 240 | ||
Res Tactic 1 | At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 60 | ||
Res Tactic 2 | At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 120 | ||
Res Tactic 3 | At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 240 | ||
Resistance +1 | Grants Res+1. | 30 | ||
Resistance +2 | Grants Res+2. | 60 | ||
Resistance +3 | Grants Res+3. | 120 | ||
Rouse Atk/Def 1 | At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn. | 60 | ||
Rouse Atk/Def 2 | At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. | 120 | ||
Rouse Atk/Def 3 | At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn. | 240 | ||
Rouse Def/Res 1 | At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn. | 60 | ||
Rouse Def/Res 2 | At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn. | 120 | ||
Rouse Def/Res 3 | At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn. | 240 | ||
Rouse Spd/Def 1 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn. | 60 | ||
Rouse Spd/Def 2 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. | 120 | ||
Rouse Spd/Def 3 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn. | 240 | ||
Savage Blow 1 | If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. | 50 | ||
Savage Blow 2 | If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. | 100 | ||
Savage Blow 3 | If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. | 200 | ||
Seal Atk 1 | Inflicts Atk-3 on foe through its next action after combat. | 40 | ||
Seal Atk 2 | Inflicts Atk-5 on foe through its next action after combat. | 80 | ||
Seal Atk 3 | Inflicts Atk-7 on foe through its next action after combat. | 160 | ||
Seal Spd 1 | Inflicts Spd-3 on foe through its next action after combat. | 40 | ||
Seal Spd 2 | Inflicts Spd-5 on foe through its next action after combat. | 80 | ||
Seal Spd 3 | Inflicts Spd-7 on foe through its next action after combat. | 160 | ||
Shield Session 1 | If foe initiates combat, grants bonus to unit's Def/Res during combat = 3 - number of foes who have already acted (min value of 1). | 60 | ||
Shield Session 2 | If foe initiates combat, grants bonus to unit's Def/Res during combat = 6 - number of foes who have already acted × 2 (min value of 2). | 120 | ||
Shield Session 3 | If foe initiates combat, grants bonus to unit's Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3). | 240 | ||
Sorcery Blade 1 | At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. | 60 | ||
Sorcery Blade 2 | At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. | 120 | ||
Sorcery Blade 3 | At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. | 240 | ||
Spd Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions. | 60 | ||
Spd Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions. | 120 | ||
Spd Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions. | 240 | ||
Spd Opening 1 | At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) | 60 | ||
Spd Opening 2 | At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) | 120 | ||
Spd Opening 3 | At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) | 240 | ||
Spd Ploy 1 | At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions. | 60 | ||
Spd Ploy 2 | At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions. | 120 | ||
Spd Ploy 3 | At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions. | 240 | ||
Spd Smoke 1 | Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. | 60 | ||
Spd Smoke 2 | Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. | 120 | ||
Spd Smoke 3 | Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. | 240 | ||
Spd Tactic 1 | At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 60 | ||
Spd Tactic 2 | At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 120 | ||
Spd Tactic 3 | At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. | 240 | ||
Spd/Def 1 | Grants Spd/Def+1. | 80 | ||
Spd/Def 2 | Grants Spd/Def+2. | 160 | ||
Spd/Def Bond 1 | If unit is adjacent to an ally, grants Spd/Def+3 during combat. | 60 | ||
Spd/Def Bond 2 | If unit is adjacent to an ally, grants Spd/Def+4 during combat. | 120 | ||
Spd/Def Bond 3 | If unit is adjacent to an ally, grants Spd/Def+5 during combat. | 240 | ||
Spd/Def Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
60 | ||
Spd/Def Catch 2 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
120 | ||
Spd/Def Catch 3 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
240 | ||
Spd/Def Form 1 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). | 60 | ||
Spd/Def Form 2 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). | 120 | ||
Spd/Def Form 3 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). | 240 | ||
Spd/Def Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
60 | ||
Spd/Def Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
120 | ||
Spd/Def Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
240 | ||
Spd/Def Oath 1 | At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn. | 60 | ||
Spd/Def Oath 2 | At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. | 120 | ||
Spd/Def Oath 3 | At start of turn, if unit is adjacent to an ally, grants Spd/Def+5 to unit for 1 turn. | 240 |