Special



Name Cooldown Effect
Daylight 4 Heal 30% of damage dealt
Noontime 3 Heal 30% of damage dealt
Sol 4 Heal 50% of damage dealt
New Moon 3 Resolve combat as if foe suffered Def/Res -30%
Moonbow 2 Resolve combat as if foe suffered Def/Res -30%
Luna 3 Resolve combat as if foe suffered Def/Res -50%
Aether 5 Resolve combat as if foe suffered Def/Res -50%. Unit restores HP=half damage dealt
Night Sky 4 Grants +50% to damage dealt
Glimmer 3 Grants +50% to damage dealt
Astra 5 Grants +150% to damage dealt
Glowing Ember 4 Boosts damage dealt by 50% of unit’s Def
Bonfire 3 Boosts damage dealt by 50% of unit’s Def
Ignis 4 Boosts damage dealt by 80% of unit’s Def
Retribution 3 Grants bonus to damage dealt equal to 30% of damage suffered
Reprisal 2 Grants bonus to damage dealt equal to 30% of damage suffered
Vengeance 3 Grants bonus to damage dealt equal to 50% of damage suffered
Dragon Gaze 4 Grants +30% to Atk
Draconic Aura 3 Grants +30% to Atk
Dragon Fang 4 Grants +50% to Atk
Chilling Wind 4 Boosts damage dealt by 50% of unit’s Res
Iceberg 3 Boosts damage dealt by 50% of unit’s Res
Glacies 4 Boosts damage dealt by 80% of unit’s Res
Galeforce 5 If unit initiates an attack, it can take another action after combat (once per turn only)
Miracle 5 If HP >1, survive a lethal attack with 1 HP remaining
Buckler 3 Reduces damage inflicted by attacks from adjacent foes by 30%
Escutcheon 2 Reduces damage inflicted by attacks from adjacent foes by 30%
Pavise 3 Reduces damage inflicted by attacks from adjacent foes by 50%
Holy Vestments 3 Reduces damage inflicted by attacks from foes 2 spaces away by 30%
Sacred Cowl 2 Reduces damage inflicted by attacks from foes 2 spaces away by 30%
Aegis 3 Reduces damage inflicted by attacks from foes 2 spaces away by 50%
Rising Flame 5 Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res)
Growing Flame 5 Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Atk minus foe’s Def or Res)
Blazing Flame 5 Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit’s Atk minus foe’s Def or Res)
Rising Wind 5 Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res)
Growing Wind 5 Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Atk minus foe’s Def or Res)
Blazing Wind 5 Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit’s Atk minus foe’s Def or Res)
Rising Light 5 Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res)
Growing Light 5 Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Atk minus foe’s Def or Res)
Blazing Light 5 Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit’s Atk minus foe’s Def or Res)
Kindled-Fire Balm 1 When healing an ally with a staff, grants all allies Atk +4 for 1 turn
Swift-Winds Balm 1 When healing an ally with a staff, grants all allies Spd +4 for 1 turn
Solid-Earth Balm 1 When healing an ally with a staff, grants all allies Def +4 for 1 turn
Still-Water Balm 1 When healing an ally with a staff, grants all allies Res +4 for 1 turn
Imbue 1 When healing an ally with a staff, increases recovered HP by 10
Heavenly Light 2 When healing an ally with a staff, all other allies recover 10 HP