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Sacred Seals List

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Sacred Seals List

Skills

Sacred Seals List

Seal Effect
Quickened Pulse
Special cooldown count -1 at start of Turn 1.
Squad Ace U 3
Grants HP+5
Brazen Atk/Spd 3
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat.
Brazen Atk/Spd 2
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat.
Brazen Atk/Spd 1
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat.
Renewal 3
At the start of every second turn, restores 10 HP.
Renewal 2
At the start of every third turn, restores 10 HP.
Renewal 1
At the start of every fourth turn, restores 10 HP.
Spd/Res 2
Grants Spd/Res +2.
Spd/Res 1
Grants Spd/Res+1.
Squad Ace V 3
Grants Def+3
Squad Ace V 2
Grants Def+2
Squad Ace V 1
Grants Def +1
Squad Ace U 2
Grants HP+4
Squad Ace W 1
Grants Res+1
Squad Ace U 1
Grants HP+3
Squad Ace T 3
Grants Atk+3
Squad Ace T 2
Grants Atk+2
Squad Ace T 1
Grants Atk+1
Squad Ace S 3
Grants Spd+3
Squad Ace S 2
Grants Spd+2
Squad Ace S 1
Grants Spd+1
Squad Ace R 3
Grants Res+3.
Squad Ace R 2
Grants Res+2.
Squad Ace R 1
Grants Res+1.
Chill Atk 3
At the start of each turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Røkkr
Neutralizes damage outside of combat (from skills like Poison Strike, etc.) except damage dealt by Specials that trigger before combat. Unit's HP can be reduced to 0 only by an attack from allied armies. Unit cannot restore its own HP. Exclusive for Røkkr Sieges bosses.
Squad Ace W 2
Grants Res +2.
Chill Atk 1
At the start of each turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.
Steady Stance 3
If foe initiates combat, grants Def+6 during combat.
Sturdy Blow 2

If unit initiates combat, grants Atk/Def+4 during combat.

Sturdy Blow 1

If unit initiates combat, grants Atk/Def+2 during combat.

Earth Boost 3

At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat.

Earth Boost 2

At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat.

Earth Boost 1

At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat.

Squad Ace X 3
Grants Spd+3.
Squad Ace X 2
Grants Spd+2.
Squad Ace X 1
Grants Spd+1.
Chill Spd 3
At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Chill Spd 2
At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action.
Chill Spd 1
At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Steady Stance 2
If foe initiates combat, grants Def+4 during combat.
Squad Ace W 3
Grants Res+3.
Steady Stance 1
If foe initiates combat, grants Def+2 during combat.
Attack/Res 2
Grants Atk/Res+2.
Attack/Res 1
Grants Atk/Res+1.
Spur Atk/Spd 2
Grants Atk/Spd+3 to adjacent allies during combat.
Spur Atk/Spd 1
Grants Atk/Spd+2 to adjacent allies during combat.
Atk/Res Bond 3
If unit is adjacent to an ally, grants Atk/Res+5 during combat.
Atk/Res Bond 2
If unit is adjacent to an ally, grants Atk/Res+4 during combat.
Atk/Res Bond 1
If unit is adjacent to an ally, grants Atk/Res+3 during combat.
Armored Blow 3
If unit initiates combat, grants Def+6 during combat.
Armored Blow 2
If unit initiates combat, grants Def+4 during combat.
Armored Blow 1
If unit initiates combat, grants Def+2 during combat.
Chill Atk 2
At the start of each turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.
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.)
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.

Atk/Def Bond 3
If unit is adjacent to an ally, grants Atk/Def+5 during combat.
Threaten Res 3
Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.
Fierce Stance 3
Grants Atk+6 during combat when this unit is attacked.
Fierce Stance 2
Grants Atk+4 during combat when this unit is attacked.
Drive Res 2
Grants allies within 2 spaces Res +3 during combat.
Drive Res 1
Grants allies within 2 spaces Res+2 during combat.
Fierce Stance 1
Grants Atk+2 during combat when this unit is attacked.
Squad Ace Q 3
Grants Def+3.
Squad Ace Q 2
Grants Def+2.
Squad Ace Q 1
Grants Def+1.
Atk/Def Bond 2
If unit is adjacent to an ally, grants Atk/Def+4 during combat.
Spur Def/Res 2
Grants adjacent allies Def/Res +3 during combat.
Atk/Def Bond 1
If unit is adjacent to an ally, grants Atk/Def+3 during combat.
Water Boost 3
At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat.
Water Boost 2
At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat.
Water Boost 1
At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat.
Gale Dance 3
If Sing or Dance is used, target also granted Spd+4.
Gale Dance 2
If Sing or Dance is used, target also granted Spd+3.
Gale Dance 1
If Sing or Dance is used, target also granted Spd+2.
Squad Ace P 3
Grants HP+5.
Squad Ace P 2
Grants HP+4.
Squad Ace P 1
Grants HP+3.
Darting Stance 3
If foe initiates combat, grants Spd+6 during combat.
Spur Def/Res 1
Grants adjacent allies Def/Res +2 during combat.
Atk/Spd Bond 1
Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
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.)
Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack.
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.)
Wind Boost 3
If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.
Wind Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.
Wind Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.
Torrent Dance 3
If Sing or Dance is used, target also granted Res+5.
Torrent Dance 2
If Sing or Dance is used, target also granted Res+4.
Torrent Dance 1
If Sing or Dance is used, target also granted Res+3.
Aerobatics 3
Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Aerobatics 2
If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Aerobatics 1
If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Darting Blow 3
Grants Spd+6 during combat if unit initiates the attack.
Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack.
Atk/Spd Bond 2
Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Brazen Atk/Def 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat.
Atk/Spd 2
Grants Atk/Spd +2.
Atk/Spd 1
Grants Atk/Spd +1.
Brazen Atk/Def 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat.
Brazen Atk/Def 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat.
Fire Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.
Fire Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.
Fire Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.
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.)
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.)
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.)
Atk/Spd Bond 3
Grants Atk/Spd+5 during combat if unit is adjacent to an ally.
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.

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.

Darting Stance 1
If foe initiates combat, grants Spd+2 during combat.
Spd/Def Bond 2

If unit is adjacent to an ally, grants Spd/Def+4 during combat.

Spd/Res Solo 3
If unit is not adjacent to an ally, grants Spd/Res+6 during combat.
Spd/Res Solo 2
If unit is not adjacent to an ally, grants Spd/Res+4 during combat.
Spd/Res Solo 1
If unit is not adjacent to an ally, grants Spd/Res+2 during combat.
Heavy Blade 3 / Flashing Blade 3

PLACEHOLDER SKILL FOR USE IN BUILDS. USE WHATEVER IS AVAILABLE TO YOU.

Brazen Spd/Res 3
At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat.
Brazen Spd/Res 2
At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat.
Brazen Spd/Res 1
At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat.
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.

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.

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.

Spd/Def Bond 3

If unit is adjacent to an ally, grants Spd/Def+5 during combat.

Spd/Def Bond 1

If unit is adjacent to an ally, grants Spd/Def+3 during combat.

Mirror Strike 2
If unit initiates combat, grants Atk/Res+4 during combat.
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.)
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.)
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.)
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.
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.
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.
Sturdy Stance 2
If foe initiates combat, grants Atk/Def+4 during combat.
Sturdy Stance 1
If foe initiates combat, grants Atk/Def+2 during combat.
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.)
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.
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.
Mirror Strike 1
If unit initiates combat, grants Atk/Res+2 during combat.
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.

Death Blow 3
If unit initiates combat, grants Atk+6 during combat.
Fort. Def Res 2

Grants Def/Res+4. Inflicts Atk-3.

Life and Death 2

Grants Atk/Spd+4. Inflicts Def/Res-4.

Life and Death 1

Grants Atk/Spd+3. Inflicts Def/Res-3.

Brazen Def/Res 3

At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat.

Brazen Def/Res 2

At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat.

Brazen Def/Res 1

At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat.

Atk/Spd Solo 3
If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Atk/Spd Solo 2
If unit is not adjacent to an ally, grants Atk/Spd+4 during combat
Atk/Spd Solo 1
If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.
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.

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.

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.

Fort. Def Res 1

Grants Def/Res+3. Inflicts Atk-3.

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.

Squad Ace AP 2

Grants HP+4, Spd+2

Squad Ace AP 1

Grants HP+3, Spd+1

Niðavellir Axiom

Reduces damage dealt to unit to 0.

(Note: CAN ONLY BE USED BY ENEMY UNITS)

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.)
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.)
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.)
Atk/Def Solo 3
If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
Atk/Def Solo 2
If unit is not adjacent to an ally, grants Atk/Def+4 during combat.
Atk/Def Solo 1
If unit is not adjacent to an ally, grants Atk/Def+2 during combat.
Hone Dragons
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
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.

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.
Death Blow 2
If unit initiates combat, grants Atk+4 during combat.
HP/Atk 1

Grants HP+3, Atk+1.

Spd/Res Bond 1

If unit is adjacent to an ally, grants Spd/Res+3 during combat.

Def/Res 1

Grants Def/Res+1.

Chill Def 3

At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.

Chill Def 2

At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.

Chill Def 1

At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.

Swift Stance 2

If foe initiates combat, grants Spd/Res+4 during combat.

Swift Stance 1

If foe initiates combat, grants Spd/Res+2 during combat.

Defiant Atk 3

At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn.

Defiant Atk 2

At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.

Defiant Atk 1

At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn.

Spd/Res Bond 3

If unit is adjacent to an ally, grants Spd/Res+5 during combat.

Spd/Res Bond 2

If unit is adjacent to an ally, grants Spd/Res+4 during combat.

Warding Stance 3

If foe initiates combat, grants Res+6 during combat.

Spur Atk/Res 1

Grants Atk/Res+2 to adjacent allies during combat.

Warding Stance 2

If foe initiates combat, grants Res+4 during combat.

Warding Stance 1

If foe initiates combat, grants Res+2 during combat.

HP/Spd 2

Grants HP+4, Spd+2.

HP/Spd 1

Grants HP+3, Spd+1.

Def/Res Bond 3

If unit is adjacent to an ally, grants Def/Res+5 during combat.

Def/Res Bond 2

If unit is adjacent to an ally, grants Def/Res+4 during combat.

Def/Res Bond 1

If unit is adjacent to an ally, grants Def/Res+3 during combat.

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.

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.

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.

HP/Atk 2

Grants HP+4, Atk+2

Def/Res 2

Grants Def/Res+2.

Spur Atk/Res 2

Grants Atk/Res+3 to adjacent allies during combat.

Death Blow 1
If unit initiates combat, grants Atk+2 during combat.
Defiant Def 2

At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn.

HP/Def 2
Grants HP+4, Def+2.
HP/Def 1
Grants HP+3, Def+1.
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.
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.
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.
Chill Res 3

At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

Chill Res 2

At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.

Chill Res 1

At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.

Mirror Stance 2

If foe initiates combat, grants Atk/Res+4 during combat.

Mirror Stance 1

If foe initiates combat, grants Atk/Res+2 during combat.

Defiant Def 3

At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn.

Defiant Def 1

At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn.

Flier Guidance 1

If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit.

Swift Sparrow 2

If unit initiates combat, grants Atk/Spd+4 during combat.

Swift Sparrow 1

If unit initiates combat, grants Atk/Spd+2 during combat.

Distant Guard 3

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."

Distant Guard 2

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."

Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

Steady Posture 2

If foe initiates combat, grants Spd/Def+4 during combat.

Steady Posture 1

If foe initiates combat, grants Spd/Def+2 during combat.

Warding Blow 3

If unit initiates combat, grants Res+6 during combat.

Warding Blow 2

If unit initiates combat, grants Res+4 during combat.

Warding Blow 1

If unit initiates combat, grants Res+2 during combat.

Flier Guidance 3

Flying allies within 2 spaces can move to a space adjacent to unit.

Flier Guidance 2

If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit.

Darting Stance 2
If foe initiates combat, grants Spd+4 during combat.
Brazen Atk/Res 3
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat.
Breath of Life 1
If unit initiates attack, adjacent allies recover 3 HP after combat.
Fortify Def 1
Grants adjacent allies Def+2 through their next actions at the start of each turn.
Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.
Savage Blow 1
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.
Brash Assault 3
Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter.
Brash Assault 2
Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Brash Assault 1
Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Guidance 3
Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 2
If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 1
If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Atk Smoke 3
After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.
Atk Smoke 2
After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.
Atk Smoke 1
After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.
Fortify Res 3
Grants adjacent allies Res+4 through their next actions at the start of each turn.
Hone Spd 1
Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Fortify Res 2
Grants adjacent allies Res+3 through their next actions at the start of each turn.
Spur Atk 3
Grants adjacent allies Atk+4 during combat.
Spur Atk 2
Grants adjacent allies Atk+3 during combat.
Spur Atk 1
Grants adjacent allies Atk+2 during combat.
Spur Res 3
Grants adjacent allies Res+4 during combat.
Spur Res 2
Grants adjacent allies Res+3 during combat.
Spur Res 1
Grants adjacent allies Res+2 during combat.
Spur Spd 3
Grants adjacent allies Spd+4 during combat.
Spur Spd 2
Grants adjacent allies Spd+3 during combat.
Spur Spd 1
Grants adjacent allies Spd+2 during combat.
Spur Def 3
Grants adjacent allies Def+4 during combat.
Savage Blow 3
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.
Hone Spd 2
Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Speed +3
Grants Spd+3.
Seal Atk 3
After combat, foe suffers Atk-7 through its next action.
Squad Ace E 1
Grants Atk+1.
Squad Ace D 2
Grants Spd+2.
Squad Ace D 1
Grants Spd+1.
Múspellflame
Unit receives 0 damage.
Initiate Seal HP 1
Grants HP+3.
Quick Riposte 3
Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.
Quick Riposte 2
Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.
Quick Riposte 1
Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.
Def Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action.
Def Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action.
Def Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action.
Seal Atk 2
After combat, foe suffers Atk-5 through its next action.
Hone Spd 3
Grants adjacent allies Spd+4 through their next actions at the start of each turn.
Seal Atk 1
After combat, foe suffers Atk-3 through its next action.
Iote's Shield
Neutralizes "effective against" bonuses.
Threaten Spd 3
Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Spd 2
Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Spd 1
Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Heavy Blade 2
If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.)
Heavy Blade 1
If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.)
Heavy Blade 3
If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Close Def 3
If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.
Close Def 2
If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat.
Close Def 1
If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat.
Spur Def 2
Grants adjacent allies Def+3 during combat.
Speed +2
Grants Spd+2.
Squad Ace E 3
Grants Atk+3.
Distant Def 1
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.
Deflect Missile 2
If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%.
Deflect Missile 1
If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 30%.
Deflect Melee 3
If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%.
Deflect Melee 2
If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 50%.
Deflect Melee 1
If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 30%.
Deflect Magic 3
If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%.
Deflect Magic 2
If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%.
Deflect Magic 1
If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%.
Panic Ploy 1
At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
Defense +1
Grants Def+1.
Squad Ace C 1
Grants Res+1.
Squad Ace B 1
Grants Def+1.
Squad Ace A 2
Grants HP+4.
Squad Ace A 1
Grants HP+3.
Spur Def 1
Grants adjacent allies Def+2 during combat.
Speed +1
Grants Spd+1.
Hardy Bearing 1
Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled.
HP +3
Grants +3 to max HP.
Fortify Res 1
Grants adjacent allies Res+2 through their next actions at the start of each turn.
Embla's Ward
Unit receives 0 damage. **Note**: Restricted to AI only.
Attack +1
Grants Atk+1.
Atk Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.
Resistance +1
Grants Res +1.
Phantom Spd 1

When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +5 over actual value.

Deflect Missile 3
If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%.
Squad Ace A 3
Grants HP+5.
Resistance +3
Grants Res+3.
Distant Def 3
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.
Resistance +2
Grants Res+2.
Phantom Spd 3
When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +10 over actual value.
Phantom Spd 2
When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +8 over actual value.
Panic Ploy 3
At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
Panic Ploy 2
At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
Hardy Bearing 3
Disables skills that change unit's attack priority. Enemy skills that change attack priority are also disabled.
Hardy Bearing 2
Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled.
HP +5
Grants +5 to max HP.
HP +4
Grants +4 to max HP.
Fortify Def 3
Grants adjacent allies Def+4 through their next actions at the start of each turn.
Fortify Def 2
Grants adjacent allies Def+3 through their next actions at the start of each turn.
Distant Def 2
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.
Squad Ace B 2
Grants Def+2.
Defense +3
Grants Def+3.
Defense +2
Grants Def+2.
Breath of Life 3
If unit initiates attack, adjacent allies recover 7 HP after combat.
Breath of Life 2
If unit initiates attack, adjacent allies recover 5 HP after combat.
Attack +3
Grants Atk+3.
Attack +2
Grants Atk+2.
Atk Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.
Atk Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.
Squad Ace D 3
Grants Spd+3.
Squad Ace C 3
Grants Res+3.
Squad Ace C 2
Grants Res+2.
Squad Ace B 3
Grants Def+3.
Squad Ace E 2
Grants Atk+2.
Squad Ace F 1
Grants HP+3.
Brazen Atk/Res 2

At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat.

Squad Ace L 2
Grants Def+2.
Fortress Def 2
Grants Def+4. Inflicts Atk-3.
Fortress Def 1

Grants Def+3.
Inflicts Atk-3.

HP/Res 2
Grants HP+4, Res+2.
HP/Res 1
Grants HP+3, Res+1.
Spd Ploy 3
At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 2
At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 1
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Flashing Blade 3
If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Flashing Blade 2
If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Flashing Blade 1
If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Squad Ace L 3
Grants Def+3.
Squad Ace L 1
Grants Def+1.
Seal Spd 1
Inflicts Spd-3 on foe through its next action after combat.
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.
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.
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.
Live to Serve 3
When healing an ally with a staff, restores HP to unit = HP restored to target.
Live to Serve 2
When healing an ally with a staff, restores HP to unit = 75% of HP restored to target.
Live to Serve 1
When healing an ally with a staff, restores HP to unit = 50% of HP restored to target.
Earth Dance 3
If Sing or Dance is used, grants Def+5 to target.
Earth Dance 2
If Sing or Dance is used, grants Def+4 to target.
Earth Dance 1
If Sing or Dance is used, grants Def+3 to target.
Squad Ace K 3
Grants HP+5.
Squad Ace K 2
Grants HP+4.
Fortress Def 3
Grants Def+5. Inflicts Atk-3.
Seal Spd 2
Inflicts Spd-5 on foe through its next action after combat.
Flier Formation 3
Unit can move to a space adjacent to a flying ally within 2 spaces.
Threaten Def 3
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.
Brazen Atk/Res 1
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat.
Spd/Def 2
Grants Spd/Def+2.
Spd/Def 1
Grants Spd/Def+1.
Squad Ace O 3

Grants Atk+3.

Squad Ace O 2

Grants Atk+2.

Squad Ace O 1

Grants Atk+1.

Drive Spd 2
Grants Spd+3 to allies within 2 spaces during combat.
Drive Spd 1
Grants Spd+2 to allies within 2 spaces during combat.
Blaze Dance 3
If Sing or Dance is used, grants Atk+4 to target.
Blaze Dance 2
If Sing or Dance is used, grants Atk+3 to target.
Blaze Dance 1
If Sing or Dance is used, grants Atk+2 to target.
Threaten Def 2
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Seal Spd 3
Inflicts Spd-7 on foe through its next action after combat.
Threaten Def 1
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.
Attack/Def +2

Grants Atk/Def+2.

Attack/Def +1
Grants Atk/Def+1.
Squad Ace N 3

Grants Spd+3.

Squad Ace N 2
Grants Spd+2.
Squad Ace N 1
Grants Spd+1.
Squad Ace M 3
Grants Res+3.
Squad Ace M 2
Grants Res+2.
Squad Ace M 1
Grants Res+1.
Squad Ace H 3
Grants Res+3.
Squad Ace H 2
Grants Res+2.
Squad Ace H 1
Grants Res+1.
Squad Ace K 1
Grants HP+3.
Flier Formation 2
If unit HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces.
Squad Ace F 2
Grants HP+4.
Initiate Seal Res 1
Grants Res+1.
Squad Ace G 3
Grants Def+3.
Squad Ace G 2
Grants Def+2.
Squad Ace G 1
Grants Def+1.
Armored Boots
If unit's HP = 100% at start of turn, unit can move 1 extra space. (That turn only; does not stack.)
Drive Def 2
Grants allies within 2 spaces Def+3 during combat.
Drive Def 1
Grants allies within 2 spaces Def+2 during combat.
Hone Atk 3
Grants adjacent allies Atk+4 through their next actions at the start of each turn.
Hone Atk 2
Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Hone Atk 1
Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Initiate Seal Res 3
Grants Res+3.
Initiate Seal Res 2
Grants Res+2.
Initiate Seal Def 3
Grants Def+3.
Threaten Atk 2
Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Initiate Seal Def 2
Grants Def+2.
Initiate Seal Def 1
Grants Def+1.
Initiate Seal Spd 3
Grants Spd+3.
Initiate Seal Spd 2
Grants Spd+2.
Initiate Seal Spd 1
Grants Spd+1.
Initiate Seal Atk 3
Grants Atk+3.
Initiate Seal Atk 2
Grants Atk+2.
Initiate Seal Atk 1
Grants Atk+1.
Initiate Seal HP 3
Grants HP+5.
Initiate Seal HP 2
Grants HP+4.
Squad Ace F 3
Grants HP+5.
Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Atk 3
Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
Flier Formation 1
If unit HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces.
Poison Strike 3
Inflicts 10 damage to foe after any combat this unit initiates.
Spd Smoke 3
Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat.
Spd Smoke 2
Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat.
Spd Smoke 1
Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat.
Squad Ace J 3
Grants Atk+3.
Squad Ace J 2
Grants Atk+2.
Squad Ace J 1
Grants Atk+1.
Drive Atk 2
Grants Atk+3 to allies within 2 spaces during combat.
Drive Atk 1
Grants Atk+2 to allies within 2 spaces during combat.
Squad Ace I 3
Grants Spd+3.
Squad Ace I 2
Grants Spd+2.
Squad Ace I 1
Grants Spd+1.
Poison Strike 2
Inflicts 7 damage to foe after any combat this unit initiates.
Fortress Res 1
Grants Res+3. Inflicts Atk-3.
Poison Strike 1
Inflicts 4 damage to foe after any combat this unit initiates.
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.
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.
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.
Res Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action.
Res Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action.
Res Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action.
Obstruct 3
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)
Obstruct 2
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.)
Obstruct 1
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)
Fortress Res 3
Grants Res+5. Inflicts Atk-3.
Fortress Res 2
Grants Res+4. Inflicts Atk-3.
Life and Death 3

Grants Atk/Spd+5. Inflicts Def/Res-5.