Sacred Seals List

Seal Effect
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.

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.

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 Smoke 1

After combat, inflicts Atk-3 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 3

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

Attack +1

Grants Atk+1.

Attack +2

Grants Atk+2.

Attack +3

Grants Atk+3.

Brash Assault 1

Unit automatically makes a follow-up when at HP ≤ 30% 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 3

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

Breath of Life 1

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

Breath of Life 2

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

Breath of Life 3

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

Defense +1

Grants Def+1.

Defense +2

Grants Def+2.

Defense +3

Grants Def+3.

Deflect Magic 1

If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%.

Deflect Magic 2

If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%.

Deflect Magic 3

If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%.

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 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 3

If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%.

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 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 3

If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%.

Distant Def 1

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

Distant Def 2

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

Distant Def 3

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

Embla's Ward

Unit receives 0 damage.

Note: Restricted to AI only.

Fortify Def 1

Grants adjacent allies Def+2 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.

Fortify Def 3

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

Fortify Res 1

Grants adjacent allies Res+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.

Fortify Res 3

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

Guidance 1

If unit has 100% HP, 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 3

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

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.

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.

Hardy Bearing 3

Disables skills that change unit's attack priority.
Enemy skills that change attack priority are also disabled.

HP +3

Grants +3 to max HP.

HP +4

Grants +4 to max HP.

HP +5

Grants +5 to max HP.

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.

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.

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.

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.

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.

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.

Quickened Pulse

Special cooldown count -1 at start of Turn 1.

Resistance +1

Grants Res +1.

Resistance +2

Grants Res+2.

Resistance +3

Grants Res+3.

Speed +1

Grants Spd+1.

Speed +2

Grants Spd+2.

Speed +3

Grants Spd+3.

Spur Atk 1

Grants adjacent allies Atk+2 during combat.

Spur Atk 2

Grants adjacent allies Atk+3 during combat.

Spur Atk 3

Grants adjacent allies Atk+4 during combat.

Spur Def 1

Grants adjacent allies Def+2 during combat.

Spur Def 2

Grants adjacent allies Def+3 during combat.

Spur Def 3

Grants adjacent allies Def+4 during combat.

Spur Res 1

Grants adjacent allies Res+2 during combat.

Spur Res 2

Grants adjacent allies Res+3 during combat.

Spur Res 3

Grants adjacent allies Res+4 during combat.

Spur Spd 1

Grants adjacent allies Spd+2 during combat.

Spur Spd 2

Grants adjacent allies Spd+3 during combat.

Spur Spd 3

Grants adjacent allies Spd+4 during combat.

Squad Ace A 1

Grants HP+3.

Squad Ace A 2

Grants HP+4.

Squad Ace A 3

Grants HP+5.

Squad Ace B 1

Grants Def+1.

Squad Ace B 2

Grants Def+2.

Squad Ace B 3

Grants Def+3.

Squad Ace C 1

Grants Res+1.

Squad Ace C 2

Grants Res+2.

Squad Ace C 3

Grants Res+3.

Squad Ace D 1

Grants Spd+1.

Squad Ace D 2

Grants Spd+2.

Squad Ace D 3

Grants Spd+3.