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Skills: Difference between revisions
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| [[File:Is snes02 luna.png]] [[Luna]] | | [[File:Is snes02 luna.png]] [[Luna]] | ||
| If activated, user's next strike ignores the enemy's [[Defense]] and [[Resistance]]{{h|*|Genealogy of the Holy War}}/[[Magic]]{{h|*|Thracia 776}}. {{h|This attack also ignores the standard hit check|Genealogy of the Holy War}}. | | If activated, user's next strike ignores the enemy's [[Defense]] and [[Resistance]]{{h|*|Genealogy of the Holy War}}/[[Magic (stat)|Magic]]{{h|*|Thracia 776}}. {{h|This attack also ignores the standard hit check|Genealogy of the Holy War}}. | ||
| {{Y}} | | {{Y}} | ||
| {{Y}} | | {{Y}} | ||
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|style="border-bottom-right-radius: 15px"|Combat | |style="border-bottom-right-radius: 15px"|Combat | ||
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[[Canto]] and the [[Brave weapon|brave]] effect of weapons are also internally treated as hidden skills, though they are simple to track as they are only associated with mounted units and brave weapons respectively. | |||
In addition, ''Thracia 776'' also has three hidden, unnamed skills given to certain units. If using the ''Lil' Manster'' [[Fan translation|translation patch]], it is possible to see these normally hidden skills via a setting in the options menu. | |||
* An immortality skill (named "Miracle+" in ''Lil' Manster''), that functions similarly to Miracle with a 100% activation rate, making the unit with the skill unkillable. This skill also makes the unit immune to status effects. This is given to plot-important characters who are meant to stay alive later, such as [[Eyvel]] and [[Kempf]]. Note that this is unrelated to the unused [[Immortal]] skill that functions completely differently. | |||
* An uncapturable skill (named "[[Anchor]]" in ''Lil' Manster'') that prevents the unit from being captured. As with the previous skill, this is given to plot-important characters, though some like Eyvel and [[Tanya]] in chapter 8x are made immortal but not uncapturable. | |||
* Certain civilians are given a skill that prevents the AI from attacking them (named "[[Noncombatant]]" in ''Lil' Manster''). Note that this does not prevent enemies from capturing an unarmed unit. | |||
==={{title|The Sacred Stones}}=== | ==={{title|The Sacred Stones}}=== | ||
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| [[Ward Arrow]] | | [[Ward Arrow]] | ||
| [[ | | [[Silence (status)|Seals target's magic]] for one turn after combat | ||
|- | |- | ||
| [[Plenitude]] | | [[Plenitude]] | ||
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|- | |- | ||
| [[Eerie Screech]] | | [[Eerie Screech]] | ||
| [[ | | [[Silence (status)|Seals target's magic]] after combat | ||
|- | |- | ||
| [[Duma's Gift]] | | [[Duma's Gift]] |
Latest revision as of 13:45, 18 June 2024
The skill system (Japanese: スキル Skill) is a Fire Emblem series gameplay mechanic revolving around the use of special abilities, called skills, which grant additional abilities to individual units which subvert the normal flow of gameplay. Learned by units both depending on their class and on a personal basis, skills possess a wide variety of effects which serve to both augment and hinder a unit's performance and capabilities in battle, and are used by both playable units and the enemy army.
While skills as a defined mechanic first appeared in Fire Emblem: Genealogy of the Holy War, skill-like features of certain classes have existed since Shadow Dragon & the Blade of Light. In Three Houses, skills are instead known as abilities.
Overview
Classifications
Class and personal skills
From the introduction of the system in Genealogy of the Holy War to Radiant Dawn, skills are divided into two categories which dictate their availability: class skills (Japanese: 兵種スキル class skill) and personal skills (Japanese: 個人スキル personal skill), or "soldier" and "citizen" respectively in Path of Radiance. A class skill is a skill possessed by all units of a certain class, whereas a personal skill is a skill specifically inherent or taught to an individual unit and has no direct association with a class. Overlap in the two categories is possible, as a skill which is a class skill for some classes may be available as a personal skill for some units. Thracia 776 additionally has weapon skills (Japanese: 武器スキル weapon skill), which are gained while equipping specific weapons that grant them. These are present in other games, but are only shown on a unit's skill list in Thracia 776 and Echoes: Shadows of Valentia, and are only referred to as such in Thracia.
- Example: Pavise is a class skill in Genealogy of the Holy War and Thracia 776, associated with Generals, Barons and Emperors in the former, and Barons only in the latter. However, Xavier also possesses Pavise as a personal skill.
A sub-category of class skills is mastery skills in Path of Radiance and Radiant Dawn, which are class skills available only to advanced classes (requiring the use of an Occult scroll in the former game) and are typically more potent than "normal" skills.
The next game with a skill system after Radiant Dawn, Awakening, removed distinct types of skills in favor of a simpler system where all skills are learned from classes, and can then be equipped whenever. Fates, while continuing to use this system and not using the term, introduces a new form of personal skills to the series. In it, every normal playable unit has a single completely unique skill which cannot be unequipped, and cannot be learned by other units by any means. These are often designed to reflect the unit's character in some way. Playable unit-unique skills would continue to be featured in later games in the series, and come to explicitly be named personal skills, effectively replacing the previous definition.
Three Houses and Engage, while retaining the equipped skills system, return to a more rigid definition of different types of skills. In addition to equipped skills and the now so named personal skills, the class skills system from the earlier games returns mostly unchanged, where all units of a certain class have an unremovable skill or set of skills. In Three Houses, most classes have class skills, but in Engage only advanced classes have skills, and units can only use them once they reach level 5 in the class.
Equippable skills
From Awakening onward, the original idea of personal skills is somewhat reworked with the introduction of a unit's personal skill pool, which their learned skills accumulate in and can be equipped from at the player's leisure. Awakening and Fates do not use the terms "personal skill" and "class skill", referring to everything as simply "skills". In these games, almost all skills are learned by leveling up in a certain class, which grants access to that class' skills to the unit at set levels. These skills are then retained in the skill pool across all further reclasses and class changes. However, a small few units do have access to skills which cannot be learned from any of the classes they have access to; in particular, every bonus unit in Awakening has at least one skill outside their default class, with some being otherwise unavailable to them due to gender.
In Three Houses, they are known as equipped abilities, and are learned from a variety of sources, most often by raising a unit's skill levels. Other sources include Class mastery, unlocking units' budding talents, and special events. In Engage, they are known as inherited skills and are acquired exclusively by spending SP to inherit them from Emblem Rings.
Offensive skills
- Main article:
Offensive skill
An offensive skill is any skill which has a percentage chance of activating derived from a specific stat possessed by the user or their target, usually their Skill stat. In common fandom parlance, however, the term is most commonly used to refer to directly offensive skills with this activation criteria, such as Sol and Luna.
Restrictions
In Thracia 776, there is no restriction on how many skills a unit can learn. Theoretically, a unit can be taught all eight of the skills learnable from the game's skill manuals with no restriction, though in practice the limited quantities of the skill manuals and the size of the playable cast discourage expending all of one's skill manuals on a single unit. Needless to say, a unit who already possesses a given skill cannot learn it a second time from a manual.
In Path of Radiance and Radiant Dawn, skill restriction is determined by the capacity stat. Every unit has a set number of capacity points depending on their class, which are consumed by the skills they have been taught; every skill has a set number of capacity points which it requires to be available if it is to be taught to a unit, with the required point threshold depending on the individual skill. Generally speaking, advanced classes have a higher capacity than basic classes, and laguz possess the highest capacity of any class. It is important to remember that mandatory class skills such as Shove and Canto (marked with the icon ) do consume capacity points and cannot be removed to free up capacity. There is also a physical limit in place in Radiant Dawn, where regardless of how much capacity they have left over, a unit cannot learn more than six skills, including any irremovable ones.
Path of Radiance Radiant Dawn
Capacity | Classes possessing this capacity |
---|---|
0 | Civilian |
15 | Sword Knight • Lance Knight • Axe Knight • Bow Knight • Pegasus Knight • Wyvern Rider |
20 | Ranger • Myrmidon • Soldier • Fighter • Archer • Knight • Paladin • Falcon Knight • Princess Crimea • Wyvern Lord • Mage • Priest • Cleric • Thief • Bandit |
25 | Lord • Hero • Swordmaster • Halberdier • Warrior • Sniper • General • Sage • Bishop • Valkyrie • Assassin • Berserker • Lion • Tiger • Cat • Hawk • Raven |
40 | General (Black Knight only) • King Daein • White Dragon • Red Dragon • Hawk (Tibarn only) • Raven (Naesala only) • Heron |
Games from Awakening forward (with the exception of Echoes) feature a system where units can only have a certain number of skills active on themselves at a time; any surplus skills are stored in a pool of skills available to the individual unit, and all units can freely swap around, apply or remove skills in the menu when outside of battle. Awakening and Fates allow five player-assigned skills active per unit at a time, with Fates additionally featuring a sixth, always equipped personal skill unique to each unit. Three Houses builds upon this further, allowing for one personal skill, five player-assigned skills, and up to three skills inherent to a unit's class. In Engage, player units may only have four non-Emblem skills active at a time; one personal skill, two player-assigned skills, and one class-specific skill unlocked by reaching a certain level. Equipping an Emblem Ring will grant them as many as six additional skills unique to that Emblem Ring.
List of skills by game
Technically speaking, class skills exist in almost every game in the series, in the sense of abilities dependent on specific classes, and indeed many abilities available to classes in non-skill-enabled games are considered skills in games with a formal skill system (in some cases, such as Canto and Shove, a skill already existed in an hidden and undefined state in earlier games with skill systems before finally being given a proper skill entry in a later game with a skill system). However, only ten titles in the main series actually possess a formal skill system.
Genealogy of the Holy War and Thracia 776
Genealogy of the Holy War and Thracia 776 are the originators of the formal skill system, with the original eighteen skills debuting in the former. Of these eighteen only two, Critical and Follow-Up, did not return in Thracia 776 as the game's mechanics were altered to render their respective functions part of standard gameplay as per the rest of the series.
In Genealogy of the Holy War, they are given categories in the skill menu: Standard (Japanese: いっぱん), Combat (Japanese: せんとう), and Special Sword (Japanese: とくしゅ剣). Special sword skills are a specific subcategory of offensive trigger skills which are available only for unmounted sword-wielding units (Myrmidon, Swordmaster, Forrest, Thief, Thief Fighter, Dancer) and cannot be learned by mounted or non-sword-wielding units under any circumstances, and cannot activate simultaneously if multiples are possessed by a single unit. These restrictions were lifted in Thracia 776 onward, allowing them to be freely learned and used by any class, as well as allowing multiple Special Swords to activate on the same attack.
Skills in Genealogy of the Holy War and Thracia 776 | ||||
---|---|---|---|---|
Skill | Effect | Available in: Genealogy |
Available in: Thracia |
Category (Genealogy) |
Accost | Engages the enemy in another round of combat, up to 20 more times*/once*. | ✓ | ✓ | Combat |
Adept | It deals two consecutive hits against the enemy. Does activate when wielding a brave weapon*. | ✓ | ✓ | Combat |
Astra | If activated, user's next strike becomes five consecutive strikes. It is possible for any and all of the strikes to be a critical hit. | ✓ | ✓ | Special Sword |
Bargain | Reduces prices at the vendor, weapon repair shop and pawn shop* by 50%. | ✓ | ✓ | Standard |
Charm | +10% hit rate and avoid to all allied units within a 3-tile radius of the user. | ✓ | ✓ | Standard |
Critical | Allows the user to perform critical hits. | ✓ | ✗ | Combat |
Dance | Refreshes all four*/one* adjacent allies, or all other allies in the home castle*, allowing them to move again if they have already moved. | ✓ | ✓ | Standard |
Follow-Up | Enables the user to make follow-up attacks if user's attack speed exceeds foe's. | ✓ | ✗ | Combat |
Luna | If activated, user's next strike ignores the enemy's Defense and Resistance*/Magic*. This attack also ignores the standard hit check. | ✓ | ✓ | Special Sword |
Miracle | The user's avoid is increased by [(11 − HP) × 10] for one turn.*/ If activated, for the entire round of combat, the user will avoid any attack that would kill them.* |
✓ | ✓ | Standard |
Nihil | It negates the enemy's special sword skills, critical hits and bonus damage.*/ It negates the enemy's combat-related skills.* |
✓ | ✓ | Combat |
Paragon | It doubles the user's experience gain. | ✓ | ✓ | Standard |
Pavise | If activated, negates an enemy attack against the user. Can't activate if foe is using Nosferatu, or Earth Sword at 2-range. | ✓ | ✓ | Combat |
Renewal | It heals 5-10 HP to the user at the beginning of the user's phase.*/ It heals 10-20% of the user's HP at the beginning of the user's phase.* |
✓ | ✓ | Standard |
Sol | If activated, user's next strike recovers HP equal to damage dealt to foe. This attack also ignores the standard hit check. | ✓ | ✓ | Special Sword |
Steal | On a successful hit, user takes all of the enemy's gold. Also grants guaranteed critical hits if the foe has Wrath active.*/ The user can steal weapons and items from enemies, if (user's Speed > enemy's Speed) and (user's Con > weapon/item's Weight)* |
✓ | ✓ | Combat |
Vantage | If Current HP < (Max HP/2) + 1, negate foe's Accost and user always strikes first in combat.*/ The user always strikes first, unless the foe also has Vantage.* |
✓ | ✓ | Combat |
Wrath | The user always unleashes a critical hit when Current HP < (Max HP/2) + 1.*/ The user always unleashes a critical hit on their non-follow-up counterattacks when the enemy attacks first (affected by attack order changes from Vantage).* |
✓ | ✓ | Combat |
Canto and the brave effect of weapons are also internally treated as hidden skills, though they are simple to track as they are only associated with mounted units and brave weapons respectively.
In addition, Thracia 776 also has three hidden, unnamed skills given to certain units. If using the Lil' Manster translation patch, it is possible to see these normally hidden skills via a setting in the options menu.
- An immortality skill (named "Miracle+" in Lil' Manster), that functions similarly to Miracle with a 100% activation rate, making the unit with the skill unkillable. This skill also makes the unit immune to status effects. This is given to plot-important characters who are meant to stay alive later, such as Eyvel and Kempf. Note that this is unrelated to the unused Immortal skill that functions completely differently.
- An uncapturable skill (named "Anchor" in Lil' Manster) that prevents the unit from being captured. As with the previous skill, this is given to plot-important characters, though some like Eyvel and Tanya in chapter 8x are made immortal but not uncapturable.
- Certain civilians are given a skill that prevents the AI from attacking them (named "Noncombatant" in Lil' Manster). Note that this does not prevent enemies from capturing an unarmed unit.
The Sacred Stones
The Sacred Stones reintroduced skills to the series following their absence in its two predecessors, albeit in a significantly watered-down form compared to skill systems in other games. Seven skills are present in the game, all class skills. The game interface allots no specific space to profile skills and their effects, and the skills are only acknowledged briefly by name in the class descriptions.
Skills in The Sacred Stones | |||
---|---|---|---|
Skill | Activation | Effect | Class |
Great Shield | (Enemy's level)% | Nullifies damage dealt by the enemy, unless the attack can apply Poison. | General |
Sure Strike | (User's level)% | Maximizes the user's accuracy for one strike. | Sniper |
Silencer | 50% if attack rolls a critical hit | Instantly kills the enemy in one strike, gaining extra EXP for the kill. | Assassin |
Pick | Command | Allows the user to open doors and chests without keys or a Lockpick. | Rogue |
Pierce | (User's level)% | Nullifies the enemy's Defense. | Wyvern Knight |
Slayer | 100% | Allows the user to deal bonus damage to monsters. | Bishop |
Summon | Command | Summons a single Phantom onto the map as an ally. | Summoner, Necromancer |
Path of Radiance and Radiant Dawn
Regular skills
Skills in Path of Radiance and Radiant Dawn | |||
---|---|---|---|
Skill | Effect | Regular skill in: Path of Radiance |
Regular skill in: Radiant Dawn |
Nihil |
Negates enemy skills in battle. | ✓ (Personal) |
✓ (Personal and class) |
Vantage |
May grant the first strike. | ✓ (Personal) |
✓ (Personal) |
Adept |
Can deal a second consecutive hit. | ✓ (Personal) |
✓ (Personal) |
Wrath |
Boosts critical rate when HP is below a certain threshold. | ✓ (Personal) |
✓ (Personal) |
Miracle |
Can reduce fatal damage to half of user's current HP. | ✓ (Personal) |
✓ (Personal) |
Resolve |
Boosts Strength, Skill, and Speed when below half total HP. | ✓ (Personal) |
✓ (Personal) |
Counter |
May deal half damage dealt to unit back at enemy. | ✓ (Personal) |
✓ (Personal) |
Guard (GCN)/ |
May nullify further action from target. | ✓ (Personal) |
✓ (Personal) |
Corrosion |
May further reduce durability of target's weapon. | ✓ (Personal) |
✓ (Personal) |
Parity |
May negate all other skills and bonuses. | ✓ (Personal) |
✓ (Personal) |
Gamble |
May double critical rate at cost of half hit rate. | ✓ (Personal) |
✓ (Personal) |
Smite |
Can shove an ally two spaces instead of one. | ✓ (Personal) |
✓ (Personal) |
Celerity |
Increases movement by 2. | ✓ (Personal) |
✓ (Personal) |
Tempest |
Doubles biorhythm bonuses and penalties. | ✓ (Personal) |
✗ |
Serenity |
Halves biorhythm bonuses and penalties. | ✓ (Personal) |
✗ |
Provoke |
May attract enemies toward user. | ✓ (Personal) |
✓ (Personal) |
Shade |
May repel enemies from user. | ✓ (Personal) |
✓ (Personal) |
Renewal |
Restores 10% of maximum HP at start of user's turn phase. | ✓ (Personal) |
✓ (Personal) |
Savior |
Negates rescue penalties. | ✓ (Personal) |
✓ (Personal) |
Paragon |
Doubles experience gain. | ✓ (Personal) |
✓ (Personal) |
Reinforce |
Can summon three partner reinforcements. | ✓ (Personal) |
✗ |
Blossom |
Slows experience gain, but increases growth rates. | ✓ (Personal) |
✓ (Personal) |
Canto (GCN)/ |
Refreshes ally units. Radiant Dawn also allows biorhythm alteration, laguz transformation assistance, and healing of ally units. |
✓ (Personal) |
✓ (Personal) |
Insight |
Boots hit rate. Also boosts vision in Radiant Dawn. | ✓ (Personal) |
✓ (Personal) |
Vigilance |
Boosts avoid. Also boosts dodge in Radiant Dawn. | ✓ (Personal) |
✓ (Personal) |
Daunt |
Reduces enemy hit rate and critical rate. | ✓ (Personal) |
✓ (Personal) |
Mantle |
Negates all damage. In Radiant Dawn, ignored for non-blessed weapons, and additionally recovers user's HP at start of user's turn phase, and grants the effects of the Nihil and Fortune skills. | ✓ (Personal) |
✓ (Personal) |
Discipline (Path of Radiance) |
Decreases damage dealt by user. | ✓ (Personal) |
✗ |
Discipline (Radiant Dawn) |
Doubles weapon experience gain. | ✗ | ✓ (Personal) |
Impregnable |
No effect. | ✗ (Unused) |
✗ |
Lumina |
Enables use of light magic. | ✓ (Class) |
✗ (Replaced by weapon level) |
Knife |
Enables use of knives. | ✓ (Personal and class) |
✗ (Replaced by weapon level) |
Steal |
May steal weapons and items from target's inventory. | ✓ (Personal and class) |
✓ (Class) |
Shove |
May push ally one space away. | ✗ (Undefined) |
✓ (Class) |
Canto |
May use leftover movement after attacking or performing other actions. | ✗ (Undefined) |
✓ (Class) |
Critical +5 |
Boosts critical rate by 5%. | ✗ | ✓ (Class) |
Critical +10 |
Boosts critical rate by 10%. | ✗ | ✓ (Class) |
Critical +15 |
Boosts critical rate by 15%. | ✗ | ✓ (Class) |
Critical +20 |
Boosts critical rate by 20%. | ✗ | ✓ (Class) |
Critical +25 |
Boosts critical rate by 25%. | ✗ | ✓ (Class) |
Sacrifice |
Drains user's HP to heal target, also heals status effects. | ✗ | ✓ (Personal) |
Guard (Wii) |
May take a hit intended for an adjacent buddy support partner. | ✗ | ✓ (Personal) |
Fortune |
Negates critical hits. | ✗ | ✓ (Personal) |
Howl |
May stun indirect attackers. | ✗ | ✓ (Personal) |
Quickclaw |
May damage indirect attackers. | ✗ | ✓ (Personal) |
Wildheart |
Allows laguz to halfshift. | ✗ | ✓ (Personal) |
Shriek |
May negate target's Luck when attacked indirectly. | ✗ | ✓ (Personal) |
Imbue |
Restores HP to user based on Magic. | ✗ | ✓ (Personal) |
Pass |
Allows user to pass through spaces occupied by foes. | ✗ | ✓ (Personal) |
Beastfoe |
Allows user to deal bonus damage to beast laguz. | ✗ | ✓ (Personal) |
Birdfoe |
Allows user to deal bonus damage against bird laguz. | ✗ | ✓ (Personal) |
Dragonfoe |
Allows user to deal bonus damage against dragon laguz. | ✗ | ✓ (Personal) |
Flourish |
Allows user to weaken their damage output. | ✗ | ✓ (Personal) |
Disarm |
Unequips target's equipped weapon. | ✗ | ✓ (Personal) |
Mercy |
User cannot kill target; otherwise-lethal blows leave target with 1 HP. | ✗ | ✓ (Personal) |
Nullify |
Negates bonus damage done toward user. | ✗ | ✓ (Personal) |
Formshift |
Allows a laguz user to remain fully transformed at all times. | ✗ | ✓ (Personal) |
Blessing |
Restores HP to allies. | ✗ (Instead a mastery skill) |
✓ (Personal) |
Boon |
Heals status effects from allies. | ✗ (Instead a mastery skill) |
✓ (Personal) |
Glare |
May petrify target. | ✗ | ✓ (Personal) |
Pavise |
May negate all damage. | ✗ (Instead a mastery skill) |
✓ (Personal) |
Maelstrom |
May damage indirect attackers. | ✗ | ✓ (Personal) |
Blood Tide |
Boosts allies' Strength and Skill. | ✗ | ✓ (Personal) |
White Pool |
Boosts allies' Magic and Speed | ✗ | ✓ (Personal) |
Night Tide |
Boosts allies' Defense and Resistance | ✗ | ✓ (Personal) |
Stillness |
May strongly repel enemies. | ✗ | ✓ (Personal) |
Aurora |
Deals half damage taken back at enemy. | ✗ | ✓ (Personal) |
Mastery skills
Mastery skills (Japanese: 奥義スキル esoteric skills) are a classification of powerful skills in the Tellius duology and a sub-type of class/
In Path of Radiance, mastery skills are learned by advanced-class beorc units and laguz units above level 15 by equipping them with an Occult scroll. In Radiant Dawn, beorc units automatically obtain their mastery skill upon promoting to their third-tier advanced class, while laguz units gain their mastery skills by using a Satori Sign item after reaching a minimum level of 30.
Mastery skills in Path of Radiance and Radiant Dawn | |||
---|---|---|---|
Skill | Effect | Mastery skill in: Path of Radiance |
Mastery skill in: Radiant Dawn |
Aether |
Can launch consecutive attacks, using the power of Sol and Luna. | ✓ Lord, Hero |
✓ Vanguard |
Sol |
In certain conditions, restores as many HP as the damage dealt to an enemy.*/ Can inflict 3 times normal damage and restore HP equal to damage dealt.* |
✓ Paladin, Valkyrie |
✓ Gold Knight, Silver Knight, Valkyrie |
Luna |
In certain conditions, reduces enemy defense by half.*/ Can neutralize an enemy's defenses and multiply the unit's strength by 3.* |
✓ General, Halberdier |
✓ Marshall |
Astra |
In certain conditions, grants this unit 5 consecutive attacks at half damage.*/ Can launch 5 consecutive attacks.* |
✓ Swordmaster |
✓ Trueblade |
Impale |
Can multiply damage dealt by 4 times. | ✗ | ✓ Sentinel |
Colossus |
In certain conditions, increases damage when unit's Cn exceeds enemy's.*/ Can multiply the unit's strength by 3.* |
✓ Warrior, Berserker |
✓ Reaver |
Deadeye |
Doubles chance to hit and, in certain instances, puts enemy to sleep.*/ Can multiply damage by 3 times and put the enemy to sleep.* |
✓ Sniper |
✓ Marksman |
Stun |
In certain instances, immobilizes an enemy unit for 1 turn after being hit.*/ Can inflict 3 times normal damage and paralyze enemy until their next turn.* |
✓ Falcon Knight, Wyvern Lord, Princess Crimea |
✓ Seraph Knight, Dragonlord, Queen |
Lethality |
Can kill with a single strike. Does not work on all opponents. | ✓ Assassin |
✓ Assassin |
Bane |
Can reduce an enemy's HP to 1 with a strike. Does not work on all opponents. | ✗ | ✓ Whisper |
Flare |
In certain conditions, reduces enemy magic resistance by half.*/ Can nullify an opponent's resistance and restore HP equal to damage dealt.* |
✓ Sage, Bishop |
✓ Arch Sage, Summoner, Empress |
Corona |
Can nullify an opponent's resistance and halve their hit rate for one turn. | ✗ | ✓ Saint, Chancellor, Light Priestess |
Roar |
Immobilizes enemies on the next turn. Does not work against certain units.*/ Can multiply the unit's strength by 3 and shocks enemy for a turn.* |
✓ Lion, Tiger, Cat |
✓ Lion, Tiger |
Rend |
Can multiply the unit's strength by 5 and shocks enemy for a turn. | ✗ | ✓ Cat |
Savage |
Can multiply the unit's strength by 3 and halve enemy skill for a turn. | ✗ | ✓ Wolf |
Cancel |
In certain conditions, nullifies enemy attacks. | ✓ Hawk |
✗ (Downgraded to normal skill) |
Vortex |
Attacks with the same effect as Wind. | ✓ Raven |
✗ |
Tear |
Can multiply the unit's strength by 3 and halve enemy speed for a turn. | ✗ | ✓ Hawk, Raven |
Blessing |
Restores HP to a unit in an adjacent space. | ✓ Heron |
✗ (Downgraded to normal skill) |
Boon |
Returns an adjacent unit to normal condition. | ✓ Red Dragon, White Dragon |
✗ (Downgraded to normal skill) |
Ire |
Can inflict triple the normal amount of damage dealt. | ✗ | ✓ Red Dragon, White Dragon, Black Dragon |
Eclipse |
Can neutralize an enemy's defenses and multiply the unit's strength by 5. | ✗ | ✓ Black Knight |
Enemy- and NPC-exclusive skills
Enemy-exclusive skills in Path of Radiance and Radiant Dawn | |||
---|---|---|---|
Skill | Effect | Mastery skill in: Path of Radiance |
Mastery skill in: Radiant Dawn |
Daunt |
Reduces enemy hit rate and critical rate. | ✓ (Personal) |
✓ (Personal) |
Aurora |
Deals half damage taken back at enemy. | ✗ | ✓ (Personal) |
Awakening
- Main article:
List of skills in Fire Emblem Awakening
Fates
- Main article:
List of skills in Fire Emblem Fates
Echoes: Shadows of Valentia
Echoes: Shadows of Valentia is the first remake title in the series to include a defined skill system where its corresponding original game, Gaiden, did not. There are two primary types of skills in Shadows of Valentia, combat arts and passive skills. Most combat arts are learned as the result of earning enough skill points (SP) while equipped with a certain piece of equipment; combat arts usually involve losing a number of HP when used, and typically grant might and hit rate boosts in addition to a special effect. Passive skills associated with equipment take effect while the equipment remains equipped, while those not associated with equipment can mostly be subdivided into personal and class varieties, although there is some overlap.
Like The Sacred Stones but unlike other games with defined skill systems, each individual skill does not have a dedicated icon; in Shadows of Valentia's case, skills associated with equipment will bear an icon based on the type of equipment (sword, lance, bow, shield, ring), and icons also exist for personal, class skills, and defensive combat arts.
Combat arts
- Main article:
Combat art
Note that the below table does not include the SP cost, HP cost, Might boost, hit rate boost, or associated weapons or units; refer to the skill's article for that information.
Combat arts in Shadows of Valentia | |
---|---|
Skill | Special effect |
Curved Shot | No special effect |
Wrath Strike | No special effect |
Hit and Run | +30 to Avoid |
Subdue | Otherwise-fatal hits leave target with 1 HP |
Shove | Pushes adjacent ally forward 1 tile |
Swap | Switches places with adjacent ally |
Crosswise Cut | No special effect |
Heavy Draw | No special effect |
Duelist Sword | +30 to Avoid +20 to critical rate +4% to damage output |
Sunder | +30 to critical rate |
Hexblade | Converts attack to a magical strike, targeting foe's Resistance |
Lunge | +10 to critical rate Switches places with target after combat |
Penetrate | +10 to Avoid Moves forward 1 tile after combat |
Leonine Poise | -30 to Avoid +50 to critical rate User strikes last |
Foudroyant | -1 to Range +15 to Avoid Doubles Attack |
Knightkneeler | Deals bonus damage to mounted targets |
Armorcrush | Deals bonus damage to armored targets |
Death Blow | Deals bonus damage to armored targets |
Celestial Bow | Deals bonus damage to Terror targets |
Grounder | Deals bonus damage to flying targets |
Destreza | Fatal strikes always hit |
Encloser | Halts target's movement for one turn after combat |
Ward Arrow | Seals target's magic for one turn after combat |
Plenitude | Heals user equal to damage dealt to target |
Double Lion | +10 to Avoid Converts attack to a brave strike |
Vendetta | Adds user's accumulated damage to the Might calculation |
Dragonhaze | Adds user's Speed to the Might calculation |
Tigerstance | Adds user's Skill to the Might calculation |
Archballista | +2 to Range |
Trance Shot | +3 to Range |
Shadow Gambit | +10 to critical rate Ignores terrain effects on target |
Astral Blade | Strike deals five consecutive blows with halved Might |
Roundhouse | +20 each to Avoid and critical rate Ignores half of target's Defense and Resistance during strike |
Solar Thrust | No special effect |
Lunar Flash | +10 to critical rate |
Defensive | -5 to damage taken against physical strikes |
Coral Cover | Doubles terrain effects |
Aegis | Halves damage dealt by ranged strikes |
Speculum | Reflects magical damage back at attacker |
Pavise | Halves damage dealt by physical strikes |
Earth's Kiss | Halves damage dealt by magical strikes |
Windsweep | +10 to critical rate Negates counterattacks |
Thunderclap | +1 to Range, minimum 2 |
Earth's Boon | +5 each to Avoid and critical rate Grants provisions upon defeating target |
Flamberge | Converts attack to a brave magical strike |
Longearche | Fixes Range to 2 |
Tempest Lance | No special effect |
Mistdancer | +10 to Avoid -10 to damage taken against magical strikes |
Overrun | +10 to Avoid Pushes target forward 1 square after combat |
Hunter's Volley | +10 to critical rate Converts attack to a brave strike |
Scendscale | +2 to Range |
Ragnarok Ω | +1 to Range |
Triangle Attack | Must surround foe with three flying units with this skill to use; +40 critical rate when in use. |
Passive skills
Passive skills in Shadows of Valentia | |
---|---|
Skill | Effect |
Lifetaker | Restores HP after defeating target |
Soothing Light | Restores 5 HP to adjacent allies at start of user's phase |
Recovery | Restores 5 HP to user at start of user's phase |
Incarnation | Restores 5 HP to user at start of user's phase |
Deicide | Grants user ability to defeat Duma |
Hex | User may damage itself with its own strike instead of target |
Antihex | Nullifies any Hex skill on user's weapon |
Transmute | Marks user's weapon as a magic weapon |
Reconstruct | Shuffles two of user's non-Resistance growth rates eight times |
Evade Critical | User is immune to critical hits |
Banish | +10 to damage dealt against Terror targets |
Vengeful Cry | Allows user to counterattack regardless of range while using black magic |
Wrath | Increases critical rate while below half HP |
Magic +5 | +5 to Might while using black magic |
Discipline | +10 to hit rate while using black magic |
Influence | +1 to Range while using black magic |
Sophisticate | +2 to Range while using black magic |
Bowrange +1 | +1 to Range while using bows |
Bowrange +2 | +2 to Range while using bows |
Resistance +5 | +5 to Resistance |
Wildfire | +10 each to hit rate and Avoid |
Halve Swords | Halves damage dealt to user by a sword |
Halve Lances | Halves damage dealt to user by a lance |
Halve Axes | Halves damage dealt to user by an axe |
Sanctuary | Halves damage dealt to user by a Terror adversary |
Heavy Armor | Halves damage dealt to user by a bow |
Apotrope | Halves damage dealt to user by black magic |
Phantasm | Halves damage dealt to user by bows and black magic |
Teleportation | Allows user to teleport next to target and perform another action |
Divide | Splits user into two units |
Miracle | May survive fatal strike with 1 HP |
Eerie Screech | Seals target's magic after combat |
Duma's Gift | Negate's target's strikes |
Upheaval | Damages all units of opposing alignment on map |
Dark Spikes | Damages all units of opposing alignment in range |
Dragonskin | Halves damage taken by target's strikes |
Anathema | -20 Avoid to all enemies within 3 tiles |
Nullify Ailments | Nullifies status effects |
Anti-Cavalry | Deals bonus damage to mounted targets |
Anti-Armor | Deals bonus damage to armored targets |
Anti-Fliers | Deals bonus damage to flying targets |
Anti-Terrors | Deals bonus damage to Terror targets |
Pact | Nullifies HP cost when casting spells |
Absolve | Negates damage dealt to user by terrain |
Three Houses
- Main article:
List of abilities in Fire Emblem: Three Houses
In Three Houses, skills have been renamed to "abilities" to avoid conflict with the skill level system. Abilities are split into three categories: personal abilities, which are unit-specific and cannot be unequipped; class abilities, which are granted so long as a unit is within a certain class; and equipped abilities, which are learned through various means, and can be freely equipped and unequipped at any time outside of battle. Up to nine abilities can be active on a unit at once: one personal ability, three class abilities, and five equipped abilities. Combat arts have additionally been made separate from the ability system.
The methods of obtaining abilities have been changed, with most becoming available by raising a unit's skill level, or by achieving class mastery, a new feature in Three Houses. Every time a unit enters a round of combat, uses white magic, or uses a gambit, they will gain one point of class Exp for their current class. When the unit has earned enough class Exp for a class, the unit will learn that class's mastery ability and/or combat art.
Engage
- Main article:
List of skills in Fire Emblem Engage
In Fire Emblem Engage, each playable character has a unique personal skill. In addition, each promoted Class at level 5, and each special Class at level 25 gains a unique class skill that is lost when reclassing to another class.
The bulk of the skill system is through the Emblem Ring mechanic. When synced with an Emblem, a unit will be granted several skills. At level 1, an emblem provides one sync skill, and will provide more, as well as improved versions of sync skills, as the bond level is raised. Starting with bond level 5, a unit can inherit the sync skills, as well as some other skills that only take effect when inherited and equipped, at the cost of SP. Only two inherited skills can be equipped at once. In addition, each emblem has one engage skill (with the exception of Emblem Alear, who cannot be synced with and only has engage skills), that is provided when Engaged with the unit, and an engage attack, which can be used once per engaged state. Engage skills and engage attacks can also gain additional effects based on the user's unit type. These are detailed on the skills' individual pages.
Like past games, some skills can only be used by enemy units, and are unobtainable by the player.
Heroes
- Main article:
List of skills in Fire Emblem Heroes
Skills in Fire Emblem Heroes form the core of the gameplay experience, and come mainly in four types: weapon, assist, special, and passive. Weapon skills are subdivided into red, green, blue, and colorless categories, and those categories are further subdivided into three categories of their own. Passive skills can be subdivided into types A, B, C, as well as Sacred Seal and attuned skills.
Warriors
- Main article:
Crests (Warriors) § Skills
Skills are one of four types of crests in Fire Emblem Warriors, with the most varied variety of effects of all types of crests. Each character has one skill associated primarily with them that can be learned with more common materials; other characters can also make use of a character's personal skill, but doing so requires an essence and another rarer material.
Warriors: Three Hopes
- Main article:
List of abilities in Fire Emblem Warriors: Three Hopes
Fire Emblem Warriors: Three Hopes took the skill system that was present in Fire Emblem: Three Houses and tweaked it in order to accommodate the new gameplay. Personal abilities are now split into three groups while the others groups were left untouched. Black magic, white magic and dark magic are now put into the same category as combat arts. Additionally, personal abilities, combat arts and magic spells can now level up to level 3, increasing their effects.
There are several other types of abilities that units can utilize in battle:
- Class abilities are granted to units of certain classes and will be removed if the user changes their class.
- Class mastery abilities are abilities that are learned by units upon gaining a certain amount of class experience in a given class. Unlike most other Fire Emblem games, each class can bestow different abilities depending on the unit.
- Innate abilities are identical to class mastery abilities, but the game does not tell the player that these abilities can be learned by units.
- Battalion abilities are abilities granted to units while they have a battalion deployed.
In addition, certain weapons and accessories grant abilities to the user while equipped. Some of these abilities are unique while others can be learned from other sources. Shez can also give the Merc Whistle to an ally with an A-rank support to receive a special accessory that changes Shez's Unique Action Ability to that of their ally's.
Etymology and other languages
Names, etymology, and in other regions | ||
---|---|---|
Language | Name | Definition, etymology, and notes |
English |
• Skills |
• Used in all titles except Three Houses. |
Japanese |
• スキル |
• Skill |
Spanish |
Habilidad |
Ability |
French |
• Techniques |
• Skills. Used in other titles. |
German |
Fähigkeit |
Skill |
Italian |
Abilità |
Ability |
Korean |
스킬 |
Skill |
Simplified Chinese |
特技 |
Special skill |
Traditional Chinese |
特技 |
Special skill |