Sacred Seals List

Seal Effect
Armored Boots If unit's HP = 100% at start of turn, unit can move 1 extra space. (That turn only; does not stack.)
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.
Close Def 1 If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 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 3 If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.
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.
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 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.
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.
Drive Def 1 Grants allies within 2 spaces Def+2 during combat.
Drive Def 2 Grants allies within 2 spaces Def+3 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.
Fortress Res 1 Grants Res+3. Inflicts Atk-3.
Fortress Res 2 Grants Res+4. Inflicts Atk-3.
Fortress Res 3 Grants Res+5. Inflicts Atk-3.
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.
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 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 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.)
Hone Atk 1 Grants adjacent allies Atk+2 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 3 Grants adjacent allies Atk+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.
Hone Spd 2 Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Hone Spd 3 Grants adjacent allies Spd+4 through their next actions at the start of each turn.
HP +3 Grants +3 to max HP.
HP +4 Grants +4 to max HP.
HP +5 Grants +5 to max HP.
Initiate Seal Atk 1 Grants Atk+1.
Initiate Seal Atk 2 Grants Atk+2.
Initiate Seal Atk 3 Grants Atk+3.
Initiate Seal Def 1 Grants Def+1.
Initiate Seal Def 2 Grants Def+2.
Initiate Seal Def 3 Grants Def+3.
Initiate Seal HP 1 Grants HP+3.
Initiate Seal HP 2 Grants HP+4.
Initiate Seal HP 3 Grants HP+5.
Initiate Seal Res 1 Grants Res+1.
Initiate Seal Res 2 Grants Res+2.
Initiate Seal Res 3 Grants Res+3.
Initiate Seal Spd 1 Grants Spd+1.
Initiate Seal Spd 2 Grants Spd+2.
Initiate Seal Spd 3 Grants Spd+3.
Iote's Shield Neutralizes "effective against" bonuses.
Múspellflame Unit receives 0 damage.
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.
Quick Riposte 1 Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.
Quick Riposte 2 Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.
Quick Riposte 3 Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.
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.
Savage Blow 1 If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.
Savage Blow 2 If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.
Savage Blow 3 If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.
Seal Atk 1 After combat, foe suffers Atk-3 through its next action.
Seal Atk 2 After combat, foe suffers Atk-5 through its next action.
Seal Atk 3 After combat, foe suffers Atk-7 through its next action.
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.
Squad Ace E 1 Grants Atk+1.
Squad Ace E 2 Grants Atk+2.
Squad Ace E 3 Grants Atk+3.
Squad Ace F 1 Grants HP+3.
Squad Ace F 2 Grants HP+4.
Squad Ace F 3 Grants HP+5.
Squad Ace G 1 Grants Def+1.
Squad Ace G 2 Grants Def+2.
Squad Ace G 3 Grants Def+3.
Threaten Atk 1 Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Atk 2 Inflicts Atk-4 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.
Threaten Spd 1 Inflicts Spd-3 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 3 Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.