|Warning: This wiki contains spoilers. Read at your own risk!|
Social media: If you would like, please join our Discord server, and/or follow us on Twitter or Tumblr!
Engage info: As the game has only recently released, we lack much key information. Please help add any info that you can.
- Condition redirects here. For the criteria for beating a chapter, which are also known as "victory conditions", see Objectives.
A unit's condition (Japanese: 状態 status), abbreviated Cond or Cd, refers to the presence or absence of a status effect (Japanese: 状態異常 status abnormality), which is an abnormal condition sustained by units during battle under certain circumstances thatinterferes with their ability to perform in combat. Typically inflicted by a weapon, staff or skill used by an opposing unit, or by hazards in the map's terrain itself, the spreading of status effects is a tactic used to have a disruptive impact on the successful function of an opposing army. Some games, however, have positive status effects.
While players can typically gain access to instruments inflicting status effects in limited quantities, for the most part status infliction is performed by enemy armies.
To be inflicted on a unit in the first place, the weapon/item/skill/hazard inflicting the status effect must actually successfully strike the target: for weapons this is based on the standard accuracy calculation, staves have a separate calculation based on the target's resistance, and skill infliction is a case-by-case basis depending on the individual skill. In The Binding Blade, The Blazing Blade, The Sacred Stones, Path of Radiance, and Radiant Dawn, all status staff effects will always have a hit chance based on variable factors, and a staff use will always be expended even if a miss occurs. Contrary to this, status staff effects in Genealogy of the Holy War can only ever target enemies who have a lower resistance stat than the user's magic stat, and the effect will never miss. Furthermore, status staves in Thracia 776 work similarly, as users can only target enemies with a staff if their Magic is higher than the enemy's. Provided these circumstances, the user can only miss if their skill is less than 10, and a staff use will not be expended upon a miss.
In addition to this, in Genealogy of the Holy War's versions of the Berserk Sword and Sleep Sword, there is a further check in place: once the weapon has hit the target, it has only a (30 - target's resistance)% chance to inflict the status effect.
Once inflicted, depending on the game, the status effect will automatically wear off after a set number of turns (usually 3 or 5), at the beginning of the unit's phase after the turn count has passed; the number of turns to go before a status effect lifts is actively counted down on the unit's profile, and also appears on the pop-up miniature status box for the unit on the map.
The exception is Thracia 776, in which status effects will not wear off automatically at all and will remain until the end of the map, the unit in question is restored by the appropriate staff or is inflicted by a different status effect. In Echoes: Shadows of Valentia, poison status also remains for the rest of the battle or until a healing method is used, but the game's other status effects last for only one turn each.
Most status effects can be actively healed through use of a Restore staff (with the exception of petrification in Thracia 776, which must be restored by the Kia staff), passively by a neighboring unit who possesses the Boon skill, or actively by Micaiah through use of Sacrifice (with no additional HP cost). Additionally, the Antitoxin item can be used on poisoned units to cure the poison, and the Radiant Dawn-exclusive Panacea item heals all status effects.
However, none of these items or skills exist in Fates, so there is no way to remove status effects other than waiting for them to expire.
Status effect types
When berserk status (Japanese: バサーク berserk) is applied to a unit, the unit loses control and will automatically attack the weakest unit within their range at the end of their relevant phase, regardless of whether the target is an ally or an enemy of the berserked unit. In the case of player units afflicted by berserk status, the player will not be allowed to move the unit, and they will be moved automatically by the game once the player ends their phase. In Genealogy of the Holy War, berserk has no effect when applied to a player unit.
If a berserked unit attacks one of their allies, their ally will not be able to attack them back at all, regardless of their weapon; the exception is Thracia 776, where units can fight back against berserked allies and even target them. Additionally, berserked units will not gain experience. In The Blazing Blade, if the player uses the "End Turn" command from the menu with one or more units "untapped" and a berserked player unit then causes a Game Over (such as by attacking and killing one of the lords), the Resume Chapter option in the main menu will not load the game into the combat in which the berserked unit triggers the Game Over, making it possible to potentially escape such a Game Over by acting with one or more of the untapped units.
Silence status (Japanese: サイレス silence)—called spellbind in Echoes: Shadows of Valentia—renders the afflicted unit unable to use magic tomes or staves. Additionally, a silenced unit will be unable to make use of the Talk or Support commands, literally silencing them from speaking in addition to the figurative silencing of preventing magic use. In Fates, silence also prevents the use of magic weapons.
In Echoes: Shadows of Valentia and Three Houses, the target must have the ability to use black and/or white magic to be able to be silenced. If not, they cannot be targeted by the Silence spell and skills which inflict silence will not do so.
From Genealogy of the Holy War to Radiant Dawn, silence status lasts for between 3 and 6 turns at a time. In Fates, Shadows of Valentia, and Three Houses, the silenced/spellbound state lasts for only one turn.
Sleep status (Japanese: スリープ sleep) puts the afflicted unit to sleep, immobilizing them and preventing them from counterattacking. However, depending on the game, sleep status may have no adverse affect on the unit's ability to dodge.
Additionally, in Thracia 776, sleep status will force a mounted unit to dismount; putting the victim to sleep is required if the player intends to capture a mounted unit, and by extension recruit Misha. In Thracia 776, the Sleep status also lowers all stats except HP, Luck, and Constitution to 0.
In Path of Radiance and Radiant Dawn, using Shove on a sleeping unit will reduce the unit's sleep length by 1 turn.
- For the "poison damage" effect in Fates, see Poison Strike.
Poison status (Japanese: ポイズン poison) inflicts small amounts of damage to the afflicted unit at the beginning of each of their turns until the condition wears off. In the majority of games, the damage dealt per turn is between 1 and 5 HP, randomly chosen per turn depending on the game in question. If a unit with low remaining HP is affected, poison can kill the unit. In Echoes: Shadows of Valentia, poison status deals 10 damage per turn but cannot kill, instead leaving the victim with 1 HP. In Three Houses, poison status deals roughly 10% of a unit's maximum HP as damage each turn, but once again cannot kill.
In Engage, poison acts very differently, no longer inflicting damage at the beginning of a turn. It instead increases the damage a unit takes during combat, acting by directly increasing the opponent's attack stat. Poison can be stacked up to three times, with each stack increasing the damage the afflicted unit takes: one stack makes them take +1 extra damage, two stacks make them take +3, and three stacks make them take +5. Additionally, poison does not wear off on its own, and can only be removed by using an Antitoxin or a Restore staff, or via skills like Lifesphere and Detoxify.
The use of weapons which inflict poison status is almost entirely exclusive to enemy forces, and the only poison-inflicting weapon which players can easily obtain in any game is Valaura in Radiant Dawn. While poison weapons can be stolen in Path of Radiance and Radiant Dawn, this is not easy and requires very specific planning and effort to accomplish. In the case of Thracia 776, the game is coded so that player units cannot inflict the poison status effect; additionally, if a poison weapon other than Jormungand is stolen by the player's army, it is reverted to a basic non-poisoning weapon (e.g. Poison Bows turn into Iron Bows). Starting with Shadows of Valentia, poison weapons became obtainable by forging specific rusted weapons in Shadows of Valentia or Iron weapons such as Iron Sword using Venomstones in Three Houses. In Engage, nearly all knives are capable of inflicting poison, and their chain attacks can also inflict poison if capable.
Petrify status (Japanese: ストーン stone), known as stone in Radiant Dawn, causes a unit to become completely unable to move. Related to sleep status but somewhat stronger, petrified units cannot dodge incoming attacks at all and are more vulnerable to critical hits: anyone attacking a petrified unit has their hit rate maximized and gains +30 critical hit rate. On the other hand, in Radiant Dawn all petrified units gain +10 defense, reflecting the solid stone nature of their petrified state.
Petrification is a minor plot point in Fire Emblem: Thracia 776: the tome inflicting the status is the property of Veld of the Loptr Church, and early in the game he petrifies Eyvel, whose subsequent rescue is one of Leif's primary motivations for the rest of the game. In Thracia 776, petrification cannot be undone with a standard Restore staff, and only the Kia staff can heal petrification; however, in later games a Restore staff will heal petrification. In Thracia 776, the Petrify status also lowers all stats except HP, Luck, and Constitution to 0.
In The Sacred Stones, petrified units are set to be in a "wait" state; after healing the unit of the status effect, the healed unit will be unable to act for that turn, being in a waiting state.
In Radiant Dawn, petrification status is unique in that a petrified unit will not be automatically healed of the condition as turns pass. It can only be reverted through the use of the appropriate status staves.
Paralysis status immobilizes the victim, preventing them from making any moves or actions while paralyzed; in Radiant Dawn and Three Houses, it also reduces its victim's movement stat to 0. Unlike sleep and petrification, paralysis is a more short-term condition, lasting only for one of the inflicted unit's phases (technically counted as two turns in the Tellius games).
In Gaiden's Act 5, the Falchion treasury's third skirmish map has an event where, at the beginning of a player phase, Jedah may hex Alm to paralyze him. When this happens, Alm is immediately set to have expended his turn, leaving the player with no choice but to end the phase.
In Three Houses, paralysis is used only by monster units. It is a more severe form of confusion, and occurs when all of a monster's barriers are destroyed. On top of preventing the unit from counterattacking, paralysis also prevents a unit from performing any action on their turn. The status lasts for one turn.
Shock status—called stun in Echoes: Shadows of Valentia—reduces its victim's movement stat to 0, preventing them from moving. Unlike paralysis, shocked units are not made unable to act, and on their phase they are able to initiate attacks against any enemies who are within their attack range. In Fates, stun also reduces the victim's avoid by 20%, and in Shadows of Valentia, avoid is reduced by 30%.
Shock/stun status lasts for one of the afflicted unit's phases (technically counted as two turns in the Tellius games).
Frozen is a status effect in Three Houses that reduces Mov to zero for a turn. It is identical in effect to the Shock status in Path of Radiance and Radiant Dawn.
Rattled is a status effect in Three Houses that reduces movement to zero and prevents the unit from taking advantage of any equipped battalions. Rattled status also decreases Hit, Crit, AS, Prt, Rsl, and Avo by around 10%. Rattled status is caused by nearly all offensive gambits, and cannot be inflicted on monster units.
Confusion is a status effect in Three Houses, used only by monster units. If one of a monster's barriers is destroyed, the monster will be confused, preventing them from counterattacking that turn. Confusion lasts until the monster is attacked, or until the next turn.
Impregnable Wall is a status effect introduced in Three Houses that reduces the damage taken and dealt by a particular unit to 1 for the duration of a single turn. Lethality, Assassinate (if Instant-KO effect triggered), and Bohr Χ ignore this effect and deal damage as they normally would.
Sacred Shield is a status effect introduced in Three Houses that negates all damage from ranged attacks for the duration of a single turn.
Blessing is a status effect introduced in Three Houses that allows a unit to survive any amount of lethal damage once, leaving them at 1 HP. Similarly to the Miracle skill, this effect is negated if the unit is already at 1 HP. Unlike most status effects in Three Houses, Blessing does not have a limited duration and lasts for the entire battle until its effect is activated.
Stride is a status effect introduced in Three Houses that increases movement by five for the duration of a single turn.
Torch is a status effect in Three Houses that increases area of vision in fog of war maps. The Torch item exists in other games with the same effect, but Torch is considered a status effect only in Three Houses.
Blood Sacrifice is a status effect in Three Houses' Cindered Shadows DLC. It is a stronger form of Poison.
Buffs and debuffs
Temporary stat increases or reductions inflicted by weapons or items have appeared since the first game in the series, though it has had increasing prevalence in the series since Fates. In Fire Emblem: The Blazing Blade, a set of four ring items usable by Nils and Ninian—Ninis's Grace, Set's Litany, Thor's Ire and Filla's Might—allowed them to perform a song/dance that applied temporary status effects boosting one or two of the recipient's stats by 10 for a single turn, wearing off and returning the unit's stats to normal on the next turn. Fire Emblem Awakening introduced a series of Rally skills, such as Rally Strength, that would go on to appear in many later games. These skills grant stat boosts (either to a range around the user or a single targeted ally, depending on the game) that always last for a single turn similarly to the boosting dances from The Blazing Blade. Throughout the series there have been items which, when used, give a unit a temporary stat boost that wears off after several turns, such as the resistance boost of Pure Water or Ward, or remain until the end of the chapter, such as the tonic items introduced in New Mystery of the Emblem.
Fire Emblem Fates expanded upon this with a system of stat debuffs which are achieved by successfully striking a target with certain weapons, with the target's stats slowly recovering back to normal as turns pass. Debuffs are most prominently seen through the use of daggers/shuriken, all of which give a different debuff, but weapons of other types can debuff, a debuff-inflicting series of Seal skills such as Seal Strength is introduced, and there is even a staff specifically designed to debuffing enemies. Certain powerful weapons even apply debuffs to the user after a successful hit, in order to balance the weapon's power.
In Heroes, buffs and debuffs are referred to as bonuses and penalties, respectively. In addition to being inflicted when hit by certain weapons, several weapons and skills apply them to multiple targets at once within the proximity of the weapon/skill's user. All buffs and debuffs last until their recipient completes their next action (attacking, waiting, etc.), at which point any buffs or debuffs they have are completely removed, instead of the Fates system of wearing off by one point per turn.
Fire Emblem: Three Houses features debuffs with similar mechanics to Heroes, with the main difference being that their effect always lasts for a complete turn from when they were applied instead of wearing off on the recipient's next action. For example, if an ally unit is afflicted with Seal Speed during a player phase, the speed decrease will still be in effect during the following enemy phase but will have worn off at the start of the next player phase.
Mechanics in Fates
When a debuff-inflicting weapon successfully strikes a unit during an attack, the debuffs are applied to the victim at the end of the attack, and are indicated by a downward-pointing arrow appearing on the unit's map sprite. All debuffs wear off slowly as turns pass, at a rate of restoring one point to each debuffed stat per turn until the unit's stats are back to normal.
- For example: Silas is struck by an enemy's Steel Shuriken, which inflicts a -3 strength, -4 defense, -4 resistance debuff on him. It takes three turns for the strength debuff to wear off and put his strength stat back to normal, and it takes four turns for the defense and resistance debuffs to wear off.
Debuffs do not stack with other debuffs of the same stat, but debuffs sustained by different stats will also apply. If a unit with an already-debuffed stat is hit with another weapon that debuffs the same stat, the stronger debuff takes priority: if the new attack's debuff reduces the stat by more points than the old one, it replaces the pre-existing debuff, but if it is a weaker reduction than the pre-existing debuff, the new debuff is ignored. Units with Inevitable End bypass this and stack any debuffs they inflict on top of any existing debuffs.
- For example: Oboro is struck by an enemy's Steel Dagger, which inflicts a -3 strength, -4 defense, -4 resistance debuff on her. A second enemy strikes her with a Soldier's Knife, which inflicts a -2 strength, -2 magic, -2 skill, -2 speed, -2 luck, -5 defense, -5 resistance debuff. The Soldier's Knife's strength debuff is lower than the Steel Dagger strength debuff she already has, so it is ignored, but its defense and resistance debuffs are stronger than the Steel Dagger debuffs to those stats, so they replace those debuffs and give her -5 defense and resistance. She is left with this set of debuffs: -3 strength, -2 magic, -2 skill, -2 speed, -2 luck, -5 defense, -5 resistance.
There are two types of recoil debuffs, inflicted upon the user of certain powerful weapons. The first and more common type is the -2 strength/magic and -2 skill debuff indicated with a red arrow, present mostly on Silver weapons as well as a handful of other weapons. This red stacking debuff can stack upon itself if the user repeatedly attacks, potentially crippling their offense after extended use. It will only apply once per combat, regardless of how many attacks the user made, and, for melee weapons, only applies if they landed at least one hit (ranged weapons stack regardless of whether or not any attacks hit). In pair up, only the lead unit can receive recoil debuffs from their weapon; a Dual-Striking support unit will never receive debuffs from their own weapon, nor will the lead unit receive debuffs from the supporting unit's weapon. If a unit is paired into their own replica in Attack Stance, they will only debuff themselves once, regardless of how many attacks the supporting unit lands; they receive no debuffs if they were using a melee weapon and none of the main unit's attacks landed (regardless of how many attacks the support unit landed).
The second type of recoil debuff is the purple toggling debuff, indicated by a unique purple arrow and only being present on a handful of very powerful weapons; the S-rank Melee Regalia (Hagakure Blade, Waterwheel and Aurgelmir) and the non-3-range A-rank ranged weapons (Ginnungagap, Dragon Spirit, Snake Spirit, Crescent Bow and Soldier's Knife). This debuff halves a units strength/magic (rounded up) until the next time the unit enters combat and attacks, regardless of what weapon they use to do so and whether or not any such attack hits. The debuff cannot stack, only gets applied once regardless of the number of attacks and does not apply if the user was using a melee weapon and lands no hits. The debuff will never be applied if it was already active at the start of combat, even if the unit is still using a requisite weapon. Supporting units in Attack Stance will not debuff themselves even if they equip such a weapon, but they will clear the debuff off of themselves if they attack at least once during combat. If a unit pairs into their own replica in Attack Stance and the debuff is active at the start of combat, the debuff lowers the damage of both main unit and replica until the end of combat, but will be cleared at the end of combat; if the debuff is not active, however, then if the supporting unit attacks at least once during combat, the debuff will not apply as the supporting unit's attack will instantly cancel the debuff after combat (if the supporting unit does not get to attack, the debuff still applies).
Chart of status effect appearances
|A ✓ means that the status effect exists in the game in question, while a ✗ indicates the contrary.|
Status effect infliction methods
This section has been marked as a stub. Please help improve the page by adding information.
|The Binding Blade||--||ユニットの状態です|
|The Blazing Blade||Physical condition.
Default is normal.
|The Sacred Stones||Physical condition.
Default is normal.
|Path of Radiance||The unit's current condition.||自分の状態をしめしています|
|Radiant Dawn||The unit's current condition.||現在の状態|
GBA "arena glitch"
In the Game Boy Advance games (The Binding Blade, The Blazing Blade, The Sacred Stones), there is a minor oversight involving the turn counter for all status effects. If a unit with a status effect is rescued and is held as a traveler when a turn ends, the turn counter will not have decreased in the next turn, keeping the status effect exactly as it was. In the case of poison status, this also prevents them from taking damage, although since berserked units cannot be rescued, they cannot take advantage of this protection.
Although relatively trivial and minor, it has one very specific use for which the oversight is famous. In The Blazing Blade, it can be used in conjunction with the dancer ring buff effects, usually the defensive boosts of Ninis's Grace, to easily exploit arenas to grind for stats and gold. The idea is that a player will use Ninis's Grace on a unit to boost their defenses, have them participate in an arena battle, rescue them, end the turn, drop them at the start of the next turn, have Nils/Ninian perform a normal dance/play to refresh them, have another unit heal them as necessary with staves, participate in an arena battle again, and so on. The defensive buffs will usually be enough to keep a healthy unit safe while exploiting the arena, as the arena does not account for the buff when calculating enemy opponent stats.
Etymology and other languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology, and notes|
- Status effect
|Names, etymology and in other regions|
|Language||Name||Definition, etymology, and notes|
Status/condition abnormality; this has been used far longer in Japanese than the English equivalent.
Altérations de statut