Passive Skills

All
A
B
C
Title Effect Slot
Death Blow 1

Grants Atk+2 if unit initiates combat.

A
Death Blow 3

Grants Atk+6 if unit initiates combat.

A
Death Blow 2

Grants Atk+4 if unit initiates combat.

A
Spur Atk 1

Grants adjacent allies Atk+2 during combat.

C
Spur Atk 2

Grants adjacent allies Atk+3 during combat.

C
Spur Atk 3

Grants adjacent allies Atk+4 during combat.

C
Escape Route 1

Enables unit whose own HP ≤ 30% to wrap adjacent to any ally.

B
Escape Route 2

Enables unit whose own HP ≤ 40% to wrap adjacent to any ally.

B
Escape Route 3

Enables unit whose own HP ≤ 50% to wrap adjacent to any ally.

B
Spur Spd 1

Grants adjacent allies Spd+2 during combat.

C
Spur Spd 2

Grants adjacent allies Spd+3 during combat.

C
Spur Spd 3

Grants adjacent allies Spd+4 during combat.

C
Armored Blow 1

Grants Def+2 druing combat if unit initiates the attack.

A
Armored Blow 2

Grants Def+4 druing combat if unit initiates the attack.

A
Armored Blow 3

Grants Def+6 during combat if unit initiates the attack.

A
Breath of Life 1

If unit initiates attack, adjacent allies recover 3 HP after combat.

C
Breath of Life 2

If unit initiates attack, adjacent allies recover 5 HP after combat.

C
Breath of Life 3

If unit initiates attack, adjacent allies recover 7 HP after combat.

C
HP +3

Grants +3 to max HP.

A
HP +4

Grants +4 to max HP.

A
HP +5

Grants +5 to max HP.

A
Swordbreaker 1

If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Swordbreaker 2

If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Swordbreaker 3

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%

B
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

B
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

B
Spur Res 1

Grants adjacent allies Res+2 during combat

C
Spur Res 2

Grants adjacent allies Res+3 during combat

C
Spur Res 3

Grants adjacent allies Res+4 during combat

C
Lancebreaker 1

If unit's HP > 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 2

If unit's HP > 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 3

If unit's HP > 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Speed +1

Grants Spd+1

A
Speed +2

Grants Spd+2

A
Speed +3

Grants Spd+3

A
Fortify Res 1

Grants adajacent allies Res+2 through their next actions at the start of each turn.

C
Fortify Res 2

Grants adajacent allies Res+3 through their next actions at the start of each turn.

C
Fortify Res 3

Grants adjacent allies Res+4 through their next actions at the start of each turn.

C
Knock Back

If unit initiates attack, foe is moved 1 space away after combat

B
Fury 1

Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.

A
Fury 2

Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.

A
Fury 3

Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

A
Brash Assault 1

Unit automatically makes a follow-up when at HP < 30% and attacking a foe that can counter.

B
Brash Assault 2

Unit automatically makes a follow-up when at HP < 40% and attacking a foe that can counter.

B
Brash Assault 3

Unit automatically makes a follow-up when at HP < 50% and attacking a foe that can counter.

B
Defiant Def 1

Grants Def+3 at start of turn if unit's HP < 50%

A
Defiant Def 2

Grants Def+5 at start of turn if unit's HP < 50%

A
Defiant Def 3

Grants Def+7 at start of turn if unit's HP < 50%

A
Lunge

If unit initiates attack, after combat, unit and targeted foe swap places.

B
Darting Blow 1

Grants Spd+2 during combat if unit initiates the attack.

A
Darting Blow 2

Grants Spd+4 during combat if unit initiates the attack.

A
Darting Blow 3

Grants Spd+6 during combat if unit initiates the attack.

A
Savage Blow 1

If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.

C
Savage Blow 2

If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.

C
Savage Blow 3

If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.

C
Defiant Atk 1

Grants Atk +3 at start of turn if unit's HP ≤ 50%

A
Defiant Atk 2

Grants Atk +5 at start of turn if unit's HP ≤ 50%

A
Defiant Atk 3

Grants Atk +7 at start of turn if unit's HP ≤ 50%

A
Quick Riposte 1

Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.

B
Quick Riposte 2

Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.

B
Quick Riposte 3

Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

B
Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

C
Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

C
Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

C
Distant Counter

Enables unit to counterattack regardless of distance to attacker.

A
Goad Armor

Grants armored allies within 2 spaces Spd/Atk+4 during combat.

  • Requires Spur Atk 2 or Spur Spd 2.
C
Defiant Spd 1

Grants Spd+3 at start of turn if unit's HP ≤ 50%.

A
Defiant Spd 2

Grants Spd+5 at start of turn if unit's HP ≤ 50%.

A
Defiant Spd 3

Grants Spd+7 at start of turn if unit's HP ≤ 50%.

A
Close Counter

Enables unit to counterattack regardless of distance to attacker.

A
Threaten Spd 1

Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.

C
Threaten Spd 2

Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.

C
Threaten Spd 3

Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.

C
Hone Fliers

Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.

  • Requires Hone Atk 2 or Hone Spd 2.
C
Triangle Adept 1

Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.

A
Triangle Adept 2

Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.

A
Triangle Adept 3

Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.

A
Pass 1

Unit can pass through foes if its own HP ≥ 75%.

B
Pass 2

Unit can pass through foes if its own HP ≥ 50%.

B
Pass 3

Unit can pass through foes if its own HP ≥ 25%.

B
Live to Serve 1

When healing allies with a staff, unit also recovers 50% of the HP restored

B
Live to Serve 2

When healing allies with a staff, unit also recovers 75% of the HP restored

B
Live to Serve 3

When healing allies with a staff, unit also recovers the same amount

B
Seal Def 1

After combat, foe suffers Def -3 through its next action.

B
Seal Def 2

After combat, foe suffers Def -5 through its next action.

B
Seal Def 3

After combat, foe suffers Def -7 through its next action.

B
Fortify Fliers

Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn.

  • Requires Fortify Def 2 or Fortify Res 2.
C
Defense +1

Grants Def+1.

A
Defense +2

Grants Def+2.

A
Defense +3

Grants Def+3.

A
Obstruct 1

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)

B
Obstruct 2

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.)

B
Obstruct 3

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)

B
Wary Fighter 1

Prevents follow up attack in combat from unit and foes if unit's HP ≥ 90%

B
Wary Fighter 2

Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70%

B
Wary Fighter 3

Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50%

B
Life and Death 1

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

A
Life and Death 2

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

A
Life and Death 3

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

A
Spur Def 1

Grants adjacent allies Def+2 during combat.

C
Spur Def 2

Grants adjacent allies Def+3 during combat.

C
Ward Fliers

Grants flying allies within 2 spaces Def/Res+4 during combat.

  • Requires Spur Def 2 or Spur Res 2.
C
Spur Def 3

Grants adjacent allies Def+4 during combat.

C
Threaten Def 1

Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn

C
Threaten Def 2

Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn

C
Threaten Def 3

Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn

C
Resistance +1

Grants Res+1

A
Resistance +2

Grants Res+2

A
Resistance +3

Grants Res+3

A
Threaten Atk 1

Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.

C
Threaten Atk 2

Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.

C
Threaten Atk 3

Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.

C
Wings of Mercy 1

Enables unit to warp adjacent to any ally with HP ≤ 30%.

B
Wings of Mercy 2

Enables unit to warp adjacent to any ally with HP ≤ 40%.

B
Wings of Mercy 3

Enables unit to warp adjacent to any ally with HP ≤ 50%.

B
Seal Atk 1

After combat, foe suffers Atk-3 through its next action.

B
Seal Atk 2

After combat, foe suffers Atk-5 through its next action.

B
Seal Atk 3

After combat, foe suffers Atk-7 through its next action.

B
Attack +1

Grants Atk+1.

A
Attack +2

Grants Atk+2.

A
Attack +3

Grants Atk+3.

A
Fortify Def 1

Grants adjacent allies Def+2 through their next actions at the start of each turn.

C
Fortify Def 2

Grants adjacent allies Def+3 through their next actions at the start of each turn.

C
Fortify Def 3

Grants adjacent allies Def+4 through their next actions at the start of each turn.

C
Seal Res 1

After combat, foe suffers Res-3 through its next action.

B
Seal Res 2

After combat, foe suffers Res-5 through its next action.

B
Seal Res 3

After combat, foe suffers Res-7 through its next action.

B
Hone Atk 1

Grants adjacent allies Atk+2 through their next actions at the start of each turn.

C
Hone Atk 2

Grants adjacent allies Atk+3 through their next actions at the start of each turn.

C
Hone Atk 3

Grants adjacent allies Atk+4 through their next actions at the start of each turn.

C
Drag Back

If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space.

B
Ward Armor

Grants armored allies within 2 spaces Def/Res+4 during combat.

  • Requires Spur Def 2 or Spur Res 2.
C
Axebreaker 1

If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

B
Axebreaker 2

If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

B
Axebreaker 3

If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

B
Ward Cavalry

Grants cavalry allies within 2 spaces Def/Res+4 during combat.

  • Requires Spur Def 2 or Spur Res 2.
C
Renewal 1

At the start of every fourth turn, restores 10 HP.

B
Renewal 2

At the start of every third turn, restores 10 HP.

B
Renewal 3

At the start of every second turn, restores 10 HP.

B
Hone Cavalry

Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn.

  • Requires Hone Atk 2 or Hone Spd 2.
C
G Tomebreaker 1

If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

B
G Tomebreaker 2

If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

B
G Tomebreaker 3

If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

B
Fortify Cavalry

Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn.

  • Requires Fortify Res 2 or Fortify Def 2.
C
Warding Blow 1

Grants Res+2 during combat if unit initiates the attack.

A
Warding Blow 2

Grants Res+4 during combat if unit initiates the attack.

A
Warding Blow 3

Grants Res+6 during combat if unit initiates the attack.

A
Daggerbreaker 1

If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

B
Daggerbreaker 2

If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

B
Daggerbreaker 3

If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

B
Poison Strike 1

Inflicts 4 damage to foe after any combat this unit initiates.

B
Poison Strike 2

Inflicts 7 damage to foe after any combat this unit initiates.

B
Poison Strike 3

Inflicts 10 damage to foe after any combat this unit initiates.

B
Threaten Res 1

Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.

C
Threaten Res 2

Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn.

C
Threaten Res 3

Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.

C
R Tomebreaker 1

If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

B
R Tomebreaker 2

If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

B
R Tomebreaker 3

If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

B
Bowbreaker 1

If unit's HP ≥ 90% in combat against a bow user, unit makes a follow-up attack and foe cannot.

B
Bowbreaker 2

If unit's HP ≥ 70% in combat against a bow user, unit makes a follow-up attack and foe cannot.

B
Bowbreaker 3

If unit's HP ≥ 50% in combat against a bow user, unit makes a follow-up attack and foe cannot.

B
Desperation 1

If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.

B
Desperation 2

If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.

B
Desperation 3

If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.

B
Svalinn Shield

Neutralizes "effective against" bonuses.

A
Fortify Armor

Grants adjacent armored allies Def/Res+6 through their next actions at the start of each turn.

  • Requires Fortify Def 2 or Fortify Res 2.
C
Defiant Res 1

Grants Res+3 at start of turn if unit's HP ≤ 50%.

A
Defiant Res 2

Grants Res+5 at start of turn if unit's HP ≤ 50%.

A
Defiant Res 3

Grants Res+7 at start of turn if unit's HP ≤ 50%.

A
Seal Spd 1

After combat, foe suffers Spd-3 through its next action.

B
Seal Spd 2

After combat, foe suffers Spd-5 through its next action.

B
Seal Spd 3

After combat, foe suffers Spd-7 through its next action.

B
B Tomebreaker 3

If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

B
Goad Cavalry

Grants cavalry allies within 2 spaces Spd/Atk+4 during combat.

  • Requires Spur Atk 2 or Spur Spd 2.
C
Fortify Dragons

Grants adjacent dragon allies Def/Res +6 through their next actions at the start of each turn.

  • Requires Fortify Def 2 or Fortify Res 2.
C
Iote's Shield

Neutralizes "effective against" bonuses.

A
B Tomebreaker 1

If unit's HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

B
B Tomebreaker 2

If unit's HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

B
Swift Sparrow 1

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

A
Swift Sparrow 2

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

A
Attack Def +1

Grants Atk/Def+1.

A
Attack Def +2

Grants Atk/Def+2.

A
Axe Experience 1

If unit survives, unit gets 1.5x EXP. (If similar skill effects also used, only highest multipler applied.)

C
Axe Experience 2

If unit survives, all axe users on team get 1.5x EXP. (If similar skill effects also used, only highest multipler applied.)

C
Axe Experience 3

If unit survives, all axe users on team get 2x EXP. (If similar skill effects also used, only highest multipler applied.)

C
Live for Honor

If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)

B
Live for Bounty

If unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)

B
Goad Fliers

Grants flying allies within 2 spaces Spd/Atk+4 during combat.

  • Requires Spur Atk 2 or Spur Spd 2.
C
Hone Armor

Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn.

  • Requires Hone Atk 2 or Hone Spd 2.
C
Windsweep 1

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack.

B
Windsweep 2

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack.

B
Windsweep 3

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

B
Bow Exp. 1

If unit survives and uses a bow, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)

C
Bow Exp. 2

If unit survives, all bow users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)

C
Hit and Run

If unit initiates attack, unit\nadvances 1 space after battle.

B
Bow Exp. 3

If unit survives, all bow users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applies.)

C
Fortress Def 1

Grants Def+3. Inflicts Atk-3.

A
Fortress Def 2

Grants Def+4. Inflicts Atk-3.

A
Fortress Def 3

Grants Def+5. Inflicts Atk-3.

A
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.)

A
Watersweep 3

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

B
Spur Def/Res 2

Grants adjacent allies Def/Res +3 during combat.

C
Guard 3

If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1.
(If using similar skill, only highest value applied.)

B
Heavy Blade 2

If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack.
(If using other similar skill, only highest value applied.)

A
Heavy Blade 1

If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack.
(If using other similar skill, only highest value applied.)

A
Watersweep 2

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack.

B
Watersweep 1

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack.

B
Guard 2

If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1.
(If using similar skill, only highest value applied.)

B
Guard 1

If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1.
(If using similar skill, only highest value applied.)

B
Spur Def/Res 1

Grants adjacent allies Def/Res +2 during combat.

C
Grani's Shield

Neutralizes "effective against" bonuses.

A
Distant Def 3

If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.

A
Earth Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives def+6 during combat.

A
B Tome Exp. 3

If unit survives combat, all blue magic users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applied.)

C
Wrathful Staff 3

Damage from unit's staff will be calculated the same as other weapons.

B
Distant Def 2

If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.

A
Distant Def 1

If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.

A
Earth Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat.

A
Earth Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat.

A
B Tome Exp. 2

If unit survives, all blue tome users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)

C
B Tome Exp. 1

If unit survives and uses a blue tome, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)

C
Wrathful Staff 2

If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons.

B
Wrathful Staff 1

If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons.

B
Attack Res +2

Grants Atk/Res +2.

A
Wind Boost 3

If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.

A
Dazzling Staff 3

The enemy cannot counterattack.

B
Attack Res +1

Grants Atk/Res+1.

A
Wind Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.

A
Dazzling Staff 1

If unit has 100% HP at the start of combat, the enemy cannot counterattack.

B
Wind Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.

A
Dazzling Staff 2

If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.

B
Quickened Pulse

Special cooldown count -1 at start of Turn 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.

C
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.

C
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.

C
Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

C
Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

C
Sturdy Blow 1

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

A
Sturdy Blow 2

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

A
Sword Experience 1

If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sword Experience 2

If unit survives, all sword users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sword Experience 3

If unit survives, all sword users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Fire Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.

A
Fire Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.

A
Fire Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

A
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.

C
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.

C
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.

C
Close Defense 1

If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat.

A
Close Defense 2

If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat.

A
Close Defense 3

If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.

A
Axe Valor 1

If unit survives and uses a axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Axe Valor 2

If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Axe Valor 3

If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Lance Valor 1

If unit survives and uses a lance, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Lance Valor 2

If unit survives, all lance users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Lance Valor 3

If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

C
HP Def 1

Grants HP+3, Def+1.

A
HP Def 2

Grants HP+4, Def+2.

A
Seal Atk Spd 1

After combat, inflicts Atk/Spd-3 on foe through its next action.

B
Seal Atk Spd 2

After combat, inflicts Atk/Spd-5 on foe through its next action.

B
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.

C
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.

C
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.

C
Cancel Affinity 3

Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.

B
Sword Valor 3

If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.)

C
Drive Atk 2

Grants allies within 2 spaces Atk+3 during combat.

C
Shield Pulse 3

If unit's Special triggers based on a foe's attack, Special cooldown count -2 at start of turn 1. Unit takes 5 less damage when Special triggers.

B
HP/Spd 2

Grants HP+4, Spd +2.

A
Mirror Strike 2

Grants Atk/Res +4 during combat if unit initiates attack.

A
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.

C
Drive Atk 1

Grants allies within 2 spaces Atk+2 during combat.

C
Sword Valor 1

If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Sword Valor 2

If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Cancel Affinity 2

Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.

B
Cancel Affinity 1

Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.

B
Shield Pulse 1

If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.

B
Shield Pulse 2

If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.
Unit takes 5 less damage when Special triggers.

B
HP/Spd 1

Grants HP+3, Spd+1.

A
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.

C
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.

C
Mirror Strike 1

Grants Atk/Res+2 during combat if unit initiates combat.

A
Water Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat.

A
Water Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+4 during combat.

A
Water Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat.

A
Infantry Pulse 1

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.)

C
Infantry Pulse 2

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.)

C
Infantry Pulse 3

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.)

C
G Tome Valor 1

If unit survives and uses a green tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
G Tome Valor 2

If unit survives, all green tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
G Tome Valor 3

If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Spd Res 1

Grants Spd/Res+1.

A
Spd Res 2

Grants Spd/Res+2.

A
Swift Strike 1

If unit initiates combat, unit granted Spd/Res+2 during battle.

A
Swift Strike 2

If unit initiates combat, unit granted Spd/Res+4 during battle.

A
Armor March 1

If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

C
Armor March 2

If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

C
Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)

C
Fortress Res 1

Grants Res+3. Inflicts Atk-3.

A
Fortress Res 2

Grants Res+4. Inflicts Atk-3.

A
Fortress Res 3

Grants Res+5. Inflicts Atk-3.

A
Guidance 1

If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.

C
Guidance 2

If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.

C
Guidance 3

Infantry and armored allies within 2 spaces can move to a space adjacent to unit.

C
Spd Def 1

Grants Spd/Def+1.

A
Spd Def 2

Grants Spd/Def+2.

A
Seal Atk Def 1

After combat, inflicts Atk/Def-3 on foe through its next action.

B
Seal Atk Def 2

After combat, inflicts Atk/Def-5 on foe through its next action.

B
Drive Spd 2

Grants allies within 2 spaces Spd+3 during combat

C
Sacae's Blessing

If foe has sword, lance, or axe, foe cannot counterattack.

B
Beorc's Blessing

Effective against flying and cavalry units. Foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.)

B
Drive Spd 1

Grants allies within 2 spaces Spd+2 during combat.

C
Steady Blow 1

If unit initiates combat, unit granted Spd/Def+2 during battle.

A
Steady Blow 2

If unit initiates combat, unit granted Spd/Def+4 during battle.

A
Atk Smoke 1

After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.

C
Atk Smoke 2

After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.

C
Atk Smoke 3

After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.

C
Steady Stance 1

Grants Def+2 during combat when this unit is attacked.

A
Steady Stance 2

Grants Def+4 during combat when this unit is attacked.

A
Steady Breath

If attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.)

A
Atk/Spd 2

Grants Atk/Spd +2.

A
Wrath 3

If unt's HP <= 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.

B
Spur Spd/Def 2

Grants adjacent allies Spd/Def+3 during combat.

C
Flier Formation 3

Unit can move to a space adjacent to a flier ally within 2 spaces

B
Atk/Spd 1

Grants Atk/Spd+1.

A
Wrath 1

If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.

B
Wrath 2

If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.

B
Flier Formation 1

If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces.

B
Flier Formation 2

If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces.

B
Spur Spd/Def 1

Grants adjacent allies Spd/Def +2 during combat.

C
Steady Stance 3

Grants Def+6 during combat when this unit is attacked.

A