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Status effects

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(Redirected fromCursed Fangs)
Condition redirects here. For the criteria for beating a chapter, which are also known as "victory conditions", seeObjectives.

A unit'scondition (Japanese:状態status), abbreviatedCond orCd, refers to the presence or absence of astatus effect (Japanese:状態異常status abnormality), which is an abnormal condition sustained byunits 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 byhazards 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.

Mechanics

Infliction

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 standardaccuracy calculation, staves have a separate calculation based on the target'sresistance, and skill infliction is a case-by-case basis depending on the individual skill. InThe Binding Blade,The Blazing Blade,The Sacred Stones,Path of Radiance, andRadiant 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 inGenealogy of the Holy War can only ever target enemies who have a lower resistance stat than the user'smagic stat, and the effect will never miss. Furthermore, status staves inThracia 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 theirskill is less than 10, and a staff use will not be expended upon a miss.

In addition to this, inGenealogy of the Holy War's versions of theBerserk Sword andSleep 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.

Duration

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. In theGame Boy Advance games, the status countdown does not go down if the unit isrescued.

The exception isThracia 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. InEchoes: 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.

Healing

Most status effects can be actively healed through use of aRestore staff (with the exception of petrification inThracia 776, which must be restored by theKia staff), passively by a neighboring unit who possesses theBoon skill, or actively byMicaiah through use ofSacrifice (with no additional HP cost). Additionally, theAntitoxin item can be used on poisoned units to cure the poison, and theRadiant Dawn-exclusivePanacea item heals all status effects.

However, none of these items or skills exist inFates, so there is no way to remove status effects other than waiting for them to expire.

Status effect types

Berserk

Rath attacksEliwood while berserked.
Main article:Berserk (status)

Whenberserk 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. InGenealogy 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 isThracia 776, where units can fight back against berserked allies and even target them. Additionally, berserked units will not gainexperience. InThe 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

Main article:Silence (status)

Is wii status silence.pngSilence status (Japanese:サイレスsilence)—calledspellbind inEchoes: 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 theTalk orSupport commands, literally silencing them from speaking in addition to the figurative silencing of preventing magic use. InFates, silence also prevents the use ofmagic weapons.

InEchoes: Shadows of Valentia andThree 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.

FromGenealogy of the Holy War toRadiant Dawn, silence status lasts for between 3 and 6 turns at a time. InFates,Shadows of Valentia, andThree Houses, the silenced/spellbound state lasts for only one turn.

Sleep

Main article:Sleep (status)

Is wii status sleep.pngSleep 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. Similar to silenced units, sleeping units cannot be talked to or have support conversations with other units.

Additionally, inThracia 776, sleep status will force a mounted unit todismount; putting the victim to sleep is required if the player intends tocapture a mounted unit, and by extensionrecruitMisha. InThracia 776, the Sleep status also lowers all stats except HP, luck, and constitution to 0.

InPath of Radiance andRadiant Dawn, usingShove on a sleeping unit will reduce the unit's sleep length by 1 turn.

Poison

Main article:Poison (status)
For the "poison damage" effect inFates, seePoison Strike.

Is wii status poison.pngPoison 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 5HP, randomly chosen per turn depending on the game in question. If a unit with low remaining HP is affected, poison can kill the unit. InEchoes: Shadows of Valentia, poison status deals 10 damage per turn but cannot kill, instead leaving the victim with 1 HP. InThree Houses, poison status deals roughly 10% of a unit's maximum HP as damage each turn, but once again cannot kill.

InEngage, 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'sattack 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 anAntitoxin or aRestore staff, or viaskills likeLifesphere andDetoxify.

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 isValaura inRadiant Dawn. While poison weapons can bestolen inPath of Radiance andRadiant Dawn, this is not easy and requires very specific planning and effort to accomplish. In the case ofThracia 776, the game is coded so that player units cannot inflict the poison status effect; additionally, if a poison weapon other thanJormungand is stolen by the player's army, it is reverted to a basic non-poisoning weapon (e.g.Poison Bows turn intoIron Bows). Starting withShadows of Valentia, poison weapons became obtainable byforging specific rusted weapons inShadows of Valentia or Iron weapons such asIron Sword usingVenomstones inThree Houses. InEngage, nearly allknives are capable of inflicting poison, and theirchain attacks can also inflict poison if capable.

Petrification

AGorgon petrifiesRennac.
Main article:Petrify (status)

Is wii status petrify.pngPetrify status (Japanese:ストーンstone), known asstone inRadiant 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 tocritical hits: anyone attacking a petrified unit has theirhit rate maximized and gains +30 critical hit rate. On the other hand, inRadiant Dawn all petrified units gain +10defense, reflecting the solid stone nature of their petrified state.

Petrification is a minor plot point inFire Emblem: Thracia 776: the tome inflicting the status is the property ofVeld of theLoptr Church, and early in the game he petrifiesEyvel, whose subsequent rescue is one ofLeif's primary motivations for the rest of the game. InThracia 776, petrification cannot be undone with a standardRestore staff, and only theKia staff can heal petrification; however, in later games a Restore staff will heal petrification. InThracia 776, the Petrify status also lowers all stats except HP, Luck, and Constitution to 0.

InThe 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.

InRadiant 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

Jedah stunsAlm.
Main article:Paralysis

Is wii status paralysis.pngParalysis status immobilizes the victim, preventing them from making any moves or actions while paralyzed; inRadiant Dawn andThree Houses, it also reduces its victim'smovement 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).

InGaiden'sAct 5, theFalchion treasury's thirdskirmish map has an event where, at the beginning of a player phase,Jedah may hexAlm 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.

InThree Houses, paralysis is used only bymonster units. It is a more severe form of confusion, and occurs when all of a monster'sbarriers 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.

InThree Hopes, paralysis is once again used by onlymonster units. Monsters in this state have their stun gauge immediately depleted and any critical rushes they receive will instantly deplete their health bar. Inflicting paralysis on monsters also causes them to drop a rusted weapon orforging item.

Freeze

Main article:Freeze (status)

Is ns02 status freeze.pngFreeze status—calledshock inPath of Radiance andRadiant Dawn, andstunned inEchoes: Shadows of Valentia—reduces its victim'smovement 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. InFates, stun also reduces the victim'savoid by 20%, and inShadows 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).

Is fewa2 element thunder.png Shock returns inThree Hopes, retaining the same purpose of preventing a unit from moving. If an affected unit is launched into the air, they will also spread the Shock status to nearby units of the same affiliation.

Rattled

Is ns01 status rattled.pngRattled is a status effect inThree Houses that reducesmovement to zero and prevents the unit from taking advantage of any equippedbattalions. Rattled status also decreasesHit,Crit,AS,Prt,Rsl, andAvo by around 10%. Rattled status is caused by nearly all offensivegambits, and cannot be inflicted onmonster units.

Confusion

Is ns01 status confusion.pngConfusion is a status effect inThree Houses, used only bymonster units. If one of a monster'sbarriers 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 ns01 status impregnable wall.pngImpregnable Wall is a status effect introduced inThree Houses that reduces thedamage taken and dealt by a particular unit to 1 for the duration of a single turn.Lethality,Assassinate (if Instant-KO effect triggered), andBohr Χ ignore this effect and deal damage as they normally would. It is caused by use of theImpregnable Wall gambit.

Sacred Shield

Is ns01 status sacred shield.pngSacred Shield is a status effect introduced inThree Houses that negates alldamage from ranged attacks for the duration of a single turn. It is caused by the use of theSacred Shield gambit, itself exclusive to theKingdom Heavy Knights.

Blessing

Is ns01 status blessing.pngBlessing is a status effect introduced inThree Houses that allows a unit to survive any amount of lethal damage once, leaving them at 1 HP. Similarly to theMiracle skill, this effect is negated if the unit is already at 1 HP. Unlike most status effects inThree Houses, Blessing does not have a limited duration and lasts for the entire battle until its effect is activated. It is caused by theBlessing gambit.

Stride

Is ns01 status stride.pngStride is a status effect introduced inThree Houses that increasesmovement by five for the duration of a single turn. It is caused by theStride gambit.

Torch

Is ns01 status torch.pngTorch is a status effect inThree Houses that increases area of vision in fog of war maps. TheTorch item exists in other games with the same effect, but Torch is considered a status effect only inThree Houses.

Fallen Star

Is ns01 status fallen star.pngFallen Star is a status effect inThree Houses that allows a unit to evade all incoming attacks for a full round of combat, even against a 100% hit rate. It will only activate when its bearer would be hit by an incoming attack; if they would evade as a result of the standard hit check, Fallen Star does not activate. Once activated, the bearer will evade all incoming attacks for the remainder of that round of combat, and Fallen Star will be lost at the end of combat. Unlike most status effects inThree Houses, Fallen Star does not have a limited duration and lasts for the entire battle until its effect is activated. It is caused by use of theFallen Star combat art, exclusive to theFailnaught when wielded by a bearer of theCrest of Riegan.

Blood Sacrifice

Is ns01 status poison.pngBlood Sacrifice is a status effect inThree Houses' Cindered Shadows DLC. It is a stronger form of Poison.

Burning

Is fewa2 element fire.pngBurning is a status effect inThree Hopes that temporarily causes a unit to receive minor damage over time. Units affected by Burning receive extra damage fromfollow-up attacks.

Windtorn

Is fewa2 element wind.pngWindtorn is a status effect inThree Hopes that temporarily causes a unit to receive extra damage if they either have been launched into the air or they are a flying unit.

Frozen

Is fewa2 element ice.pngFrozen is a status effect inThree Hopes that temporarily renders a unit unable to take any action. Units affected by Frozen have loweredcritical avoid.

Spellbound

Is fewa2 element dark.pngSpellbound is a status effect inThree Hopes that temporarily decreases a unit'sdefense,resistance, andmovement. Units affected by Spellbound cannot reduce damage received while guarding.

Break

Main article:Break

Break is a status effect inEngage that prevents a unit from counterattacking during its next combat or until the end of the turn.

Cursed Fangs

Is ns02 status hp debuff 01.pngCursed Fangs is a status effect inEngage that lowers a target's MaxHP by 5. Dissimilar from debuffs, this status effect can stack on a unit multiple times and cannot be cured by time. The only way to cure Cursed Fangs is by the use of aRestore orFortify+ staff.

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 sinceFates.Fire Emblem Awakening introduced a series ofRally skills, such asRally 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 fromThe 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 theresistance boost ofPure Water orWard, or remain until the end of the chapter, such as the tonic items introduced inNew 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 ofdaggers/shuriken, all of which give a different debuff, but weapons of other types can debuff, a debuff-inflicting series ofSeal skills such asSeal Strength is introduced, and there is evena 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.

InHeroes, buffs and debuffs are referred to asbonuses andpenalties, 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 bonuses last for one turn and expire at the start of the recipient's next phase, and all penalties last until their recipient completes their next action (attacking, waiting, etc.), instead of theFates system of wearing off by one point per turn.

Fire Emblem: Three Houses features debuffs with similar mechanics toHeroes, 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 withSeal 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.

Dancer rings

Present only inThe Blazing Blade, dancer rings allowDancers andBards to cast a one-turn buff on units instead of granting them another action. Four such rings can be found, and they grant the following statuses:

Mechanics inFates

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'sSteel Shuriken, which inflicts a −3strength, −4defense, −4resistance 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 withInevitable End bypass this and stack any debuffs they inflict on top of any existing debuffs.

For example:Oboro is struck by an enemy'sSteel Dagger, which inflicts a −3strength, −4defense, −4resistance debuff on her. A second enemy strikes her with aSoldier's Knife, which inflicts a −2strength, −2magic, −2skill, −2speed, −2luck, −5defense, −5resistance 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). Inpair 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 ownreplica 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 andAurgelmir) and the non-3-range A-rank ranged weapons (Ginnungagap,Dragon Spirit,Snake Spirit,Crescent Bow andSoldier'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

WeaponPresent in:Notes
FE01FE02FE03FE04FE05FE06FE07FE08FE09FE10FE11FE12FE13FE14FE15FE16FE17
Berserk--
Silence--
Sleep--
Poison--
Dancer ringsUnused inFire Emblem: The Sacred Stones
Petrification--
Paralysis--
Shock--
Stat buffs--
Stat debuffs--
Frozen--
Rattled--
Confusion--
Stride--
Torch--
Break
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 astub. Please help improve the page by adding information.


ConditionInfliction methods
WeaponsStaves/itemsSkillsHazards
BerserkBerserk SwordBerserk----
Silence/SpellbindJudge*
Miasma Ball
Silence Blast
Silence
Elsilence
Eerie Screech
Ward Arrow
Tri-affliction
Magic Seal
SleepSleep Sword
Blizzard*
Sleep
Nightmare
Elsleep
Deadeye--
PoisonVenin Edge
Venin Lance
Venin Axe
Venin Bow
Valaura
Jormungand*
Poison
Venin Claws
• AllKnives*
Venomous
Venom Blast
--Tri-afflictionPoison jets
DefendNinis's Grace------
AttackFilla's Might------
CriticalThor's Ire------
DodgeSet's Litany------
PetrificationStone--Glare--
ParalysisJudge*--Roar*
Howl
Stun*
GaidenAct 5 hex event
Pitfalls
Shock/StunNumbing ClawsFreezeStun*
Roar*
Rend
Tri-affliction
Immobilize
Toxic Brew
--
Stat buffs--Ninis's Grace
Thor's Ire
Set's Litany
Filla's Might
Ward
• All "Rally" skills
Special Dance
Optimist
Calm
Fancy Footwork
Inspiring Song
• All "-⁠taker" skills exceptLifetaker
Self-Improver
Energized
Get Behind Me!
Meditation
Contemplative
--
Stat debuffs• Alldaggers/shuriken
Setsuna's Yumi
Iago's Tome
EnfeebleHighwayman
Icy Blood
Draconic Hex
Seal Defense
Seal Magic
Seal Resistance
Seal Speed
Seal Strength
Hobble
Dreadful Aura
Anima Focus
--
FrozenFreezing Breath
Iceball
Miasma Ball
Ice Breath
Freeze Blast
FreezeFlickering Flower
Book of Worlds
--
Rattled----Disturbance--
Confusion--------
Stride----Stride--
Torch--Torch----
Break• All weapons withweapon triangle advantage
• Allsmash weapons*
Break Blast
FractureOverride
Quadruple Hit
Astra Storm
Dragon Blast
Bond Blast
Houses Unite
Cataclysm
--

Flavor text

GameText
(English)
Text
(Japanese)
The Binding Blade
Physical condition.
Default is normal.
ユニットの状態です
何もなければ 正常です
The Blazing Blade
Physical condition.
Default is normal.
ユニットの状態です
何もなければ 正常です
The Sacred Stones
Physical condition.
Default is normal.
ユニットの状態です
何もなければ 正常です
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

Trivia

Etymology and other languages

Condition
Names, etymology, and in other regions
LanguageNameDefinition, etymology, and notes
English

Condition

Japanese

状態

Status/condition

Status effect
Names, etymology, and in other regions
LanguageNameDefinition, etymology, and notes
English

Status effect

Japanese

状態異常

Status/condition abnormality; this has been used far longer in Japanese than the English equivalent.

French

Altérations de statut

Status alterations

Gallery

References

See also

Game mechanics
Out-of-battle managementBase (BarracksBase CampBase conversationEveryone's ConditionsExpeditionGarreg Mach Monastery (Abyss) •My CastleSomniel) •Bonus experienceCalendarDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) •GoldLessonsMila ShrinesPeddlerPreparationsRenownShopping (ArmoryBargainsForgeItem shopMerchantOnline shopSecret shop) •Supply convoyWorld map
Battles and chaptersArenaBattle saveBossCastleChapter (Alternate routeParalogueSide quest) •ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) •Trial MapTurn (Turn rewind) •Weather (Fog of war) •Village
StatsUnitsActionAffinityAuthorityBiorhythmCharmClass (Class masteryClass relative powerUnit type) •Constitution (Aid) •DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMoraleMovementProficiencyResistanceSkillSpeedStrengthWeapon levelWeight
WeaponsBrave weaponCritical rateDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commandsAdjutantAttack (Counterattack) •Auto-BattleBattalion (Gambit) •CantoChain attackChain GuardClass change (Reclass) •Combat artCrestsDance (GaldrarPlaySing) •Death (Decoy) •DismountDragon VeinEmblem RingsFatigueInventoryLaguz transformationLove (JealousyInheritance) •Pair UpRallyRecruitmentRescue (Capture) •Skills (Offensive skill) •SmashStaggering BlowStatus effectsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unit) •Visit
CalculationsAttackAttack speedAvoidBonus damageCritical hit (Combination bonusDodgeTriangle Attack) •Hit rate (True hit) •Random number generatorWeapon triangle (Trinity of magic)
ConnectivityamiiboData transferDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
OtherBarrierBirthdayClass rollGlitchesMovieMultiple endingsRankingsSound RoomTactician bonus
Status effects
Recurring status effectsBerserkFreezeParalysisPetrifyPoisonSilenceSleepStat buffs and debuffs
Exclusive toThree HousesBlessingBlood SacrificeConfusionFallen StarImpregnable WallRattledSacred ShieldStrideTorch
Exclusive toWarriors: Three HopesBurningFrozenSpellboundWindtorn
Other status effectsBreakBuffs from dancer ringsCursed Fangs