Effects[]
| Effects | Targets | Conditions |
|---|---|---|
| Base weapon | ||
| Status effects | ||
| Def/Res-7 | Target & Foes within 2 spaces of Target | After combat if Unit attacked |
| Combat effects | ||
| Cavalry effective damage | Unit | — |
| Atk/Spd/Def/Res+4 | Unit's HP ≥ 25% at start of combat | |
| Boosts damage by X% X = 20% of Unit's Spd | ||
| Reduces damage by 30% from Foe's first attack (including second attacks) | ||
| Neutralizes priority changing effects | Unit & Foe | |
| Skill refine effects | ||
| Map effects | ||
| Recover 7 HP | Unit | After combat on Player Phase or an Ally is within 2 spaces |
| Combat effects | ||
| Atk/Spd/Def/Res+4 | Unit | Player Phase or an Ally is within 2 spaces |
| Atk/Spd/Def/Res+X X = Bonuses on each of Foe's stats | ||
| Atk/Spd/Def/Res-X X = Bonuses on each of Foe's stats | Foe | |
| Special cooldown charge +1 | Unit | |
Notes[]
- When battling a Cavalry unit, damage is boosted by 50%.
- Grani's Shield and Fire Emblem will neutralize the damage boost against Cavalry units.
- The stat boost that can be applied during combat by Thief's Honesty is considered a temporary buff.
- The damage boosting effect of Thief's Honesty 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.
- Damage boosting effects stack additively, similar to flat damage-reduction effects and interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- A foe equipped with Invincibility Seals will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- A foe equipped with Invincible Sister will neutralize all sources of damage during combat except for the minimum 1 damage from Umbra Burst weapons only once per Phase after it triggers.
- A foe equipped with Vengeful God will neutralize all sources of damage during combat except for the minimum 1 damage from Umbra Burst weapons only once per Phase after Miracle triggers if that foe's HP ≥ 25% at start of combat.
- For more information, see Damage calculation.
- The non-Special "reduces damage by X%" effect is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- Umbra Burst weapons will always deal a minimum of 1 damage even if the foe is equipped with Invincible Sister, Vengeful God, Invincibility Seals, or damage reduction effects.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Non-Special "reduces damage by X%" effects can be neutralized or reduced only during combat by effects such as Share Spoils+ or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- Thief's Honesty only neutralizes effects that change the priority, or order of attacks, such as Desperation, Vantage, and Paranoia.
- Effects such as Guaranteed follow-ups during combat, which do not change the order, but rather guarantee that an attack will occur in whatever order is natural, are not affected.
If unit attacked
means if the user attacked at any time during combat. They do not need to initiate combat, deal damage, or survive.- This means that if the foe initiates combat and the user cannot counterattack, the effect will not trigger.
- The stat decrease that can be applied by Thief's Honesty is considered a Penalty.
- Any 【Penalty】 effect 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】 effect 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.
Upgrades[]
Thief's Honesty can be upgraded in the Weapon Refinery.
For a list of other upgradable weapons, see list of upgradable weapons.
For a list of other upgradable weapons, see list of upgradable weapons.
| Icon | Stats | Description 【Switch】
|
Cost | |
|---|---|---|---|---|
| — | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, grants Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, grants Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. | 400 SP, 500, 200 | |
| +2 HP, +1 Mt | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. | 400 SP, 500, 200 | |
| +2 HP, +2 Spd | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. | 400 SP, 500, 200 | |
| +2 HP, +3 Def | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. | 400 SP, 500, 200 | |
| +2 HP, +3 Res | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 | Effective against cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. | 400 SP, 500, 200 |
Notes[]
- "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 boost that can be applied during combat by Thief's Honesty is considered a temporary buff.
- The stat increasing effect of Thief's Honesty will activate if the foe receives Bonuses.
- The stat increasing effect will not be negated nor reduced if the foe receives Penalties.
- The stat increasing effect of Thief's Honesty will stack with the temporary debuffs from Neutralize Bonuses or sources of bonus neutralization.
- The stat increasing effect will be negated if the foe is affected by Panic (and not affected by Null Panic), or the foe has their Bonuses removed by a source of Bonus effect neutralization.
- The stat reduction that can be applied during combat by Thief's Honesty is considered a temporary debuff.
- The stat decreasing effect of Thief's Honesty will activate if the foe receives Bonuses.
- The stat decreasing effect will not be negated nor reduced if the foe receives Penalties.
- The stat decreasing effect will be negated if the foe is affected by Panic (and not affected by Null Panic), or the foe has their Bonuses removed by a source of Bonus effect neutralization.
- 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 Tempo Echo and Arcane Þrima will neutralize effects that grant "Special cooldown charge +X" to the foe.
- The healing effect is triggered regardless of whether Thief's Honesty's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Thief's Honesty's healing effect will still trigger.
- Thief's Honesty's user needs to survive the combat for the healing effect to trigger.
- Thief's Honesty's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Thief's Honesty's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
List of owners[]
| Unit | Skill chain |
|---|---|
| Thief's Honesty 5 |
In other languages[]
| Language | Name |
|---|---|
| Japanese | 辺境の盗賊の暗器 |
| German | Diebesehre |
| Spanish (Europe) | Daga convertida |
| Spanish (Latin America) | Daga convertida |
| French | Voleur honnête |
| Italian | Pugnale onesto |
| Traditional Chinese (Taiwan) | 邊境盜賊暗器 |
| Portuguese | Lisura do ladrão |
