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    Skill FAQ by polki90

    Version: 1.09 | Updated: 07/04/11 | Search Guide | Bookmark Guide

                               Fire Emblem: Radiant Dawn
                                      Skills FAQ
                                      by polki90
    This guide is generally spoiler free. Your eye might wander over some small 
    bits of info like recruitable characters, but the big stuff like plot events 
    isn't going to be discussed here. If you want to be safe, I recommend reading 
    this FAQ after you've beaten the game at least once. That way, there won't be 
    any surprises lurking around.
                  |           ~Table of Contents~             |[\TOC]
                  |I.   Version History		          |[\VRHI]
                  |II.  About Me/ Contact Information         |[\AMCI]
                  |III. About This FAQ                        |[\AFAQ]
                  |IV.  Introducton to Skills in FE: RD       |[\INTR]
                  |      A. Skills                            |[\SKIL]
                  |      B. Capacity                          |[\CAPA]
                  |      C. Scrolls                           |[\SCRL]
                  |      D. Activation                        |[\ACTI]
                  |V.   List of Skills (alphabetized)         |[\LIST]
                  |      A. Inherent Skills                   |[\INHS]
                  |      B. Personal Skills                   |[\PERS]
                  |      C. Mastery Skills                    |[\MASS]
                  |VI.  Frequently Asked Questions            |[\FAQS]
                  |VII. Credits and Legal Info                |[\CALI]
    Use Ctrl + F and enter the shortcut (in brackets above) to find things quickly.
                                 ~I. Version History~                       [\VRHI]
    Version 1.09 - 7/2/11
    -Corrected some mistakes, clarified some sentences. Just general cleanup.
    -Changed a couple of ratings based on my most recent playthrough.
    Version 1.08 - 1/19/09
    -Updated FAQ based on some subissions from readers.
    Version 1.07 - 11/21/08
    -Finished minor edits. Adjusted some priorities.
    Version 1.06 - 11/14/08
    -Updated FAQ based on some submissions from readers.
    Version 1.05 - 10/14/08
    -Finished minor edits.
    -Updated FAQ based on some submissions from readers.
    Version 1.04 - 8/18/08
    -Updated FAQ based on some submissions from readers.
    -Permitted more sites to use the FAQ.
    Version 1.03 - 8/2/08
    -Updated FAQ based on some submissions from readers.
    Version 1.02 - 7/27/08
    -Updated FAQ based on some submissions from readers. Keep 'em coming!
    Version 1.01 - 7/15/08
    -FAQ accepted!
    -Permitted more sites to use the FAQ.
    Version 1.00 - 7/11/08
    -Finished final editing.
    -FAQ submitted for approval.
    Version 0.95 - 7/10/08
    -Finished Credits and Legal Info section.
    -Finished Mastery Skills section.
    -Started final editing.
    Version 0.90 - 7/9/08
    -Continued Mastery Skills section.
    Version 0.80 - 7/8/08
    -Finished Frequently Asked Questions section.
    -Continued Mastery Skills section.
    Version 0.70 - 7/7/08
    -Finished About This FAQ section.
    -Continued Frequently Asked Questions section.
    -Continued Personal Skills section.
    -Started Mastery Skills section.
    -Started and finished Capacity section.
    -Started and finished Scrolls section.
    -Started and finished Activation section.
    -Started and finished guide shortcuts.
    Version 0.50 - 7/6/08
    -Continued Personal Skills section. 
    -Continued Frequently Asked Questions section.
    -Started and Finished About Me/Contact Information section.
    -Started Skills section.
    -Started Credits and Legal Info section.
    Version 0.30 - 7/5/08
    -Started and finished Inherent Skills section.
    -Started Personal Skills section.
    -Started Frequently Asked Questions section.
    Version 0.10 - 7/4/08
    -Finished the outline and table of contents for the FAQ.
    -Started and finished About This FAQ section.
                          ~II. About Me/ Contact Information~               [\AMCI]
    Leroy Jia
    aka polki90
    If you e-mail me, please put something about FE: RD in the subject so I don't 
    delete your message without opening it like I do 90% of my new messages. =D
    In addition, and this is just a personal request, but please make your e-mail 
    legible. Oh, and hate mail and stuff like that is going to be ignored.
    I've been a big Fire Emblem fan since FE7 came out in the US (2003, I believe).
    This game is my favorite in the series so far. I didn't see a Skills FAQ for
    this game, so I hope this one will help some players out. It was lots of fun
    to write!
                                 ~III. About This FAQ~                      [\AFAQ]
    The FAQ has the following format:
    SKILL NAME (listed alphabetically)
    Capacity: Amount of capacity necessary to equip the skill.
    Characters: Recruitable characters who already know the skill. In the Mastery
                skills section, I'll list the classes that learn the skill instead.
    Found: Ways to obtain the scroll (excluding characters who start with it).
    Restrictions: Sometimes, only certain characters can learn a skill. If that is
                  the case, I'll note that here.
    Effect: A brief description of what the skill does.
    Activation: How to get the skill to work.
    Advice: The kinds of characters I think should learn the skill. Naturally, this
            is going to be a bit subjective, but you don't have to listen to me.
    Priority: My condensed opinion of how necessary these skills are. I'm only 
              going to include this part for the Personal skills section because 
              they're the only kind that can be removed. You can kind of think of 
              it as a rating from 1 to 5. 
              VERY HIGH (5): A great skill. Should always be assigned to a unit.
              HIGH (4): A good skill. Try to make room for it if you can.
              MEDIUM (3): Not too bad. A good filler skill if you have free space.
              LOW (2): Lame. Don't equip it unless you really have nothing better.
              VERY LOW (1): Not worth your time. Probably better off selling it.
    Additional: Based on e-mail submissions readers like you send me, I'll put this
                section as a second opinion sort of thing.
    Each of the three sections are alphabetized. You can also use Ctrl+F to skip to
    a certain section without having to look for it. The shortcuts are next to the
    corresponding entries in the table of contents.
    I'm going to reiterate this: the "Advice" sections are my opinion. Feel free to
    disagree. You can e-mail me if you think I need to include a different point in
    this FAQ. Just make sure your e-mail is polite and legible. And put something 
    about FE: RD in the subject.
                        ~IV. Introduction to Skills in FE: RD~              [\INTR]
    Skills are a vital part of FE: RD play. They give your characters special 
    abilities that help them out both in battle and outside of it. This FAQ is a 
    list of all the skills in the game, where to find them, and my advice about 
    using them.
                                     ~IV.A. Skills~                         [\SKIL]
    Press Y (GameCube controller) or B+1 (Wiimote) to pull up data about a unit.
    Scroll over a couple of times until you see a big circle. This is where a 
    character's skills are listed.
    Skills with a lock next to them are permanent and cannot be removed. All the
    other skills, however, can be removed and placed on another character if you 
    want. With some exceptions of course...
                                    ~IV.B. Capacity~                        [\CAPA]
    Almost every skill takes a certain capacity to equip. The capacity is a number 
    that is a multiple of 5. In order to equip a skill, the unit must have as much
    free capacity as the skill calls for.
    1st tier Beorc units have 15 capacity. They gain 15 capacity upon promotion for
    a total of 30. When a second tier beorc unit promotes, he or she gains 30 more
    capacity (and a mastery skill) for a total of 60.
    Laguz start with 20 capacity. They gain 15 more when they reach level 15 for a
    total of 35, and they gain another 35 upon reaching level 30 for a total of 70.
    To sum up:
       Beorc (first tier)     15
       Beorc (second tier)    30
       Beorc (third tier)     60
       Laguz (level 1-14)     20
       Laguz (level 15-29)    35
       Laguz (level 30-40)    70
    Laguz royals (Kurthnaga, Dheginsea, Giffca, Caineghis, Skrimir, Tibarn, Nailah,
    and Naesala) get an extra 30 capacity, bringing their final total up to a 
    whopping 100 capacity.
    Now remember, units with Shove and Canto, aren't really going to have that as 
    much capacity as I listed above. Also, that extra 30 skill that third tier 
    beorc get is automatically taken up by a mastery skill (although some only cost
    25 capacity). So, plan accordingly!
    If a character comes with a skill, it takes up no capacity. On the other hand, 
    if you remove that skill to give to someone else, it takes space to learn. Even
    if you remove a skill a character came with and try to teach it to him or her
    again, it will take up space the second time.
    One more thing...a unit can only have a total of six assigned skills max, 
    regardless of capacity.
                                    ~IV.C. Scrolls~                         [\SCRL]
    Throughout the game, you'll find scrolls. These scrolls can be used at a base
    to teach the skill whose name is on the scroll. To make a character learn a 
    skill, go to Manage and then Skills when you are at a base. This will pull up a
    list of all the characters you currently have recruited. Select a character to
    assign or remove a skill.
    If you remove a skill from a character, that skill reverts back to a scroll 
    that can be given to another character. So, if you're not planning on using  
    certain characters, go ahead and strip them of their removable skills.
                                   ~IV.D. Activation~                       [\ACTI]
    So, how are skills actually put to use? It depends which one you're talking 
    about. Some of them give effects that are always active. Others are only active
    in battle and have a set %chance of activating. I've included the activation 
    rates of all the abilities in the list below. However, there's one more key to 
    getting a skill to activate more or less often: biorhythm.
    Skills will activate more often if your biorhythm is at best or good. On the 
    other hand, skills will activate less often if biorhythm is at bad or worst. 
    Other than that, I don't think there are any ways to change how often a skill 
    Specifically, biorhythm impacts skill activation in the following ways:
       BEST: +10% chance
       GOOD: +5% chance
       NORMAL: +0% chance
       BAD: -5% chance
       WORST: -10% chance
    So, if you really want a skill to activate, you should try getting a Heron to
    sing Bliss for your unit or something.
                                 ~V. List of Skills~                        [\LIST]
    And now, the meat of this FAQ. I've classified the skills into 3 kinds: 
    Inherent, Personal, and Mastery skills. Each section is alphabetized for your
                               ~V.A. Inherent Skills~                       [\INHS]
    Inherent skills are class- or character-specific skills that are locked. You 
    won't find them in scroll form anywhere.
    Capacity: 10
    Characters: All mounted units (horses, pegasi, wyverns) as well as laguz that 
                fly (Ravens, Hawks, Herons excluding Rafiel). Black dragons fly, 
                but they don't have Canto.
    Found: N/A
    Restrictions: N/A
    Effect: The unit can use any leftover movement to move again after it performs 
            an action such as attacking.
    Activation: After performing an action, you will be prompted to move the
                character again. 
    Advice: You really can't do anything after moving away. You can't use an item,
            you can't trade, and you sure as heck can't go for a second attack. All
            you can really do is move your unit into a better position if possible.
            For example, after attacking, if your unit took lots of damage, you can
            move him or her back to be healed. Or, you can attack someone and then
            move your unit to plug up holes in your formation to prevent enemies
            from breaking through your frontlines. Maybe you can move someone into 
            support range and give your unit a boost. All units with Canto have 
    	high movement ranges, so that's good.
    Capacity: 0
    Characters: Certain classes have certain critical boosts. They are as follows:
                CRITICAL +5: Myrmidons, Halberdiers, Reavers
                CRITICAL +10: Swordmasters, Sentinels, Snipers
                CRITICAL +15: Marksmen
                CRITICAL +20: Trueblades
                CRITICAL +25: Assassins
    Found: N/A
    Restrictions: N/A
    Effect: Adds "X" to the character's critical hit rate.
    Activation: The extra critical is automatically factored in whenever a battle
    Advice: I tend to view critical bonuses as compensation for not being able to
            use more than one weapon. Anyway, this skill comes free, so no 
            complaints, right? Free extra critical can't be a bad thing. If you
            give theses classes Killer weapons or Wrath or put a bond support right
            next to them, they'll score even more critical hits. Nice.
    Capacity: 0
    Characters: Tibarn, Naesala, Nailah, Caineghis
    Found: Chapter IV-F(3) => The boss leaves this skill behind...but only 
                              Kurthnaga can learn it.
    Restrictions: Laguz kings and queens only
    Effect: Keeps the transformation gauge at maximum, enabling the user to 
            transform at will.
    Activation: Use the Shift or Revert commands whenever.
    Advice: Formshift is just one of the many reasons I think Laguz Royals are
            better than ordinary laguz. It's a very useful ability that lets the
            unit stay transformed indefinitely without worrying about the 
            transformation gauge. Formshift can't be removed, so your other laguz 
            can't attain it-- with the sole exception of Kurthnaga who gains the
            ability in a plot event.
    Capacity: 0
    Characters: Herons 
    Found: N/A
    Restrictions: Herons only
    Effect: Allows Herons to sing to aid other units. The different songs are:
            VIGOR: Allows an ally that has moved to move again.
            BLISS: Moves an ally's biorhythm to best. Learned at level 15.
            SORROW: Moves an enemy's biorhythm to worst. Learned at level 15.
            VALOR: Completely fills an ally's transformation gauge (laguz). 
                   Learned at level 30.
            RECOVERY: Completely heals an ally's HP and resturns him or her to 
                      normal condition. Learned at level 40.
    Activation: A command appears if you can sing to an adjacent unit(s).
    Advice: Using Galdrar is the only way Herons can level up...unless you want to
            put them in combat or feed them bonus EXP. So, be sure to do lots of
            singing! I'm going to break this section up based on the different 
            VIGOR: Vigor is pretty useful in situations where you need a unit to 
                   perform two tasks. For example, if you need Micaiah to knock out
                   an enemy and heal an ally, Vigor will make that possible. And 
                   when you chant to more than one ally, Vigor's usefulness is 
                   multiplied. Just be sure to keep your Heron away from the 
                   frontlines. That almost always spells trouble. And watch out for
                   long-range magic, too. It's how my herons get killed 90% of the 
            BLISS: Biorhythm is sorta important to your characters in this game.
                   It boosts Accuracy, Avoid, and skill activation chances when at
                   good or best just to name a few things. On the other hand, it 
                   decreases those stats when at bad or worst. So, Bliss comes in 
                   handy when your character's biorhythm isn't at best. Just be 
                   wary: the effect is temporary, and after your unit is at best, 
                   there's nowhere to go but down...
            SORROW: This is kind of risky to use, seeing as it involves moving up
                    next to an enemy. It's also not that great of a deal because
                    using Bliss on an ally will give you similar advantages in 
                    battle. You don't need to use this song too much.
            VALOR: Well, if you use lots of laguz, Valor will come in handy. If you
                   don't, you'll probably feel ripped off by this ability. It's a
                   nice substitute for Olivi grasses and Laguz stones. The only 
                   difficult part is you have to get your laguz and Heron together.
                   But then again, that's not that hard because laguz have lots of 
            RECOVERY: By the time your Heron learns Recovery, you'll probably have
                      a few units who can heal. And chances are, you'll want to use
                      those units instead (for the EXP). Still, if there's some
                      situation where you need to heal more than one person at
                      once, Recovery might do the trick.
    Capacity: 30
    Characters: Nailah
    Found: N/A
    Restrictions: N/A
    Effect: Immobilizes an enemy for the rest of the chapter.
    Activation: A command appears if it can be used.
    Advice: Well, Glare seems like a pretty good ability at first. The problem,
            however, is that it misses a lot more than it hits. I'm not sure how
            the hit rate for Glare is calculated, but I've only been able to use
            it successfully a couple of times. Nailah is a very powerful unit, so
            she's probably better off in battle or doing something besides Glaring
            at enemies (her turn ends ater she uses it).
    Additional: [furryjenny] There seems to be some sort of defense boost when a 
                unit is petrified...although I don't know why. Also, Glare has a 
                lower chance of hitting when Nailah is untransformed, and enemy 
                Avoid and Dodge have no effect on the hit rate.
    Capacity: 0
    Characters: Janaff 
    Found: N/A
    Restrictions: N/A
    Effect: Increases accuracy by 20 and increses vision in fog of war by 5 spaces.
    Activation: Always active.
    Advice: It's basically a free bonus for using Janaff. However, +20 accuracy
            doesn't help too much when Janaff already has excellent skill. And the
            extra sight in fog of war doesn't help when there aren't any chapters
            to use it in! So, don't use Janaff just for this ability because it's 
            not that much of a help. (That doesn't mean Janaff is a bad unit, 
    Additional: [furryjenny] "If you don't care about Shriek (unless you're using a 
                lot of laguz, you don't) and have extra space, put Janaff in Ike's 
                group. In 4-1, fly him into the squares directly west of the 
                southern entrance, where ground units can't reach him, and since 
                he's on a cliff, he'll never be hit. You'll get a decent view and, 
                if you're lucky, a Coin." (Quoted directly)
    Capacity: 0
    Characters: Micaiah 
    Found: N/A
    Restrictions: N/A
    Effect: Heals ally's HP and hurts user's HP by the same amount. Also cures the 
            ally's status.
    Activation: A command appears if Micaiah is next to someone without full HP.
    Advice: Sacrifice is an ability that you want to use sparingly. After all,
            Micaiah probably isn't your strongest character, and continually 
            reducing her HP isn't a very good idea. In the beginning chapters,
            it's good for healing someone and getting cheap EXP. For example, if an
            ally levels up and gets a +1 to max HP, you might want to get Micaiah 
            to use Sacrifice. Of course, if you decide to train Laura, she and 
            Micaiah are going to be competing for EXP, so be wary of that. I guess
            if you wanted to, you could Sacrifice with Micaiah and then heal her 
            with Laura. But eh...that's a lot of work. If you're going to use 
            Sacrifice on larger wounds, make sure no one's going to attack Micaiah.
            Later on in the game (after part I), Sacrifice essentially becomes 
            obselete since Micaiah promotes and learns how to use staves.
    Additional: [furryjenny] Sacrifice also cures status effects, so that's one 
                advantage over the traditional staff. But, if you're trying to get 
                EXP from a poisoned character multiple times, don't use Sacrifice.
                Also, giving Micaiah a staff to hold after using Sacrifice will 
                help her regain lost HP next turn.
    Capacity: 5
    Characters: All characters who are not mounted.
    Found: N/A
    Restrictions: N/A
    Effect: Moves an adjacent unit one space away.
    Activation: If a shove is possible, there will be a command. The command will
                appear if the character you are moving is next to someone whose 
                Build (Bld) is at least 2 less than the shover's weight (Wt).
    Advice: There are many, many strategic uses for Shove. I can't possibly list
            them all, but as you play, you will see opportunities for shoving open
            up. Basically, you can shove an ally to give him or her extra movement.
            You can also shove the ally out of the range of an enemy if you sense 
            trouble brewing. Note that you can shove enemies, allies, partners, and
            other units alike as long as the Build reqirement is satisfied. The 
            more you play the game, the better you will be at using Shove in 
            strategic ways.
    Capacity: 0
    Characters: Thieves, Rogues, and Whispers.
    Found: N/A
    Restrictions: N/A
    Effect: Steals an unequipped item from an enemy.
    Activation: A command will promppt you to steal if you can. In order to steal
                an item, your strength must be greater than the item's weight and 
                your attack speed must be greater than the enemy's.
    Advice: Hello, free items?!?! Of course you want this ability! It's good to 
            have a unit who knows Steal in your party at all times so you can get
            lots of stuff whenever the opportunity presents itself. If you Disarm
            an enemy, he or she unequips that item, leaving it for the taking. 
            That's a pretty nifty trick, I think. Without Disarming, you can get 
            lots of free staves from enemy Bishops, if that tickles your fancy. You
            can also steal secondary weapons from bosses (since those tend to be 
            better) or healing items from random enemies. Heh, I don't know...but 
            if you happen to Steal something you don't want, you can just sell it.
    Capacity: 0
    Characters: Ulki
    Found: N/A
    Restrictions: N/A
    Effect: Increases Dodge and Avoid by 20.
    Activation: Always active.
    Advice: It's like some incentive to use Ulki, only it's better than Janaff's 
            Insight. I still maintain that Tibarn is the best Hawk, but this would
            be the wrong FAQ to argue that. Anyway, it's a decent skill that comes
            free with Ulki. Yay. Whether or not you want to use him is up to you.
                                ~V.B. Personal Skills~                      [\PERS]
    Most of these skills can be found in the form of scrolls throughout the game 
    and can be transferred to other characters. Many of these skills appear on 
    recruitable characters for free (they take up no capacity). If that's the case,
    I suggest leaving them where they are if you plan on using the unit. Otherwise,
    remove it and give it to a character you actually use.
    Capacity: 15
    Characters: Zihark, Soren
    Found: Chapter III-9 => Aimee's bargains for 6000 gold
    Restrictions: None
    Effect: Allows unit to attack twice consecutively.
    Activation: (Speed)%
    Advice: Adept is a very useful ability. That double attack comes in handy in
            many situations. Try pairing it up with a different ability like 
            Vantage or Wrath for better results. You don't have to give it to a 
            frontliner; Snipers and Sages will also benefit from Adept. Give it to
            whomever you see fit; just make sure you use that unit to attack often.
            Don't forget to buy the skill when it shows up in Chapter III-9.
    Priority: Very High
    Capacity: 0
    Characters: The aura surrounding the final boss...who shall remain nameless...
    Found: Nowhere
    Restrictions: Enemy only
    Effect: Upon taking damage, half of the damage is reflected back to the 
            attacker. Kind of like Counter, except Aurora works all the time.
    Activation: Whenever damage is taken.
    Advice: This is a kind of annoying ability to deal with. The only way around
            it (as far as I know) is using a unit with Nihil or Parity to attack.
            If Aurora activates and damages your unit, you may want to think about
            healing him or her.
    Priority: N/A
    Capacity: 15
    Characters: None
    Found: Chapter I-4 => Hidden treasure (from the top left space, move the cursor
                          down 4 spaces)
    Restrictions: None
    Effect: Attacks against beast tribe laguz become effective.
    Activation: Always active.
    Advice: This is a must for chapter III-6, where all of your enemies are beast
            laguz and you're playing as the underleveled Dawn Brigade. There are 
            other chapters where Beastfoe will come in handy (like IV-5), too, so
            be prepared for those. Howeever, you should remove Beastfoe for 
            chapters where beast laguz don't appear. That way, you can conserve
            capacity. Just remember to reassign it when you need to.
    Priority: Very High for chapters with beast laguz, Very Low for the rest
    Capacity: 15
    Characters: None
    Found: Chapter IV-5 => Aimee's bargains for 1000 gold
    Restrictions: None
    Effect: Attacks against bird tribe laguz become effective.
    Activation: Always active.
    Advice: You know, it might just be me, but I don't recall seeing many enemy
            bird laguz in this game. So, Birdfoe isn't as essential as Beastfoe 
            and Dragonfoe are. In fact, you'll only be using it for one chapter
            max: chapter IV-5, where all your enemies are laguz, birds incuded. I'd
            still say go ahead and buy it; it's not that expensive. You can remove 
            Birdfoe and sell it after chapter IV-5 because bird laguz don't appear
            in the game after that. Oh, and stick it on a strong unit so that it 
            does lots of damage. And if you don't have it, don't feel bad. Just use
            bows and wind magic.
    Priority: Medium for Chapter IV-5, Very Low for the rest
    Capacity: 15
    Characters: Reyson, Rafiel, Leanne
    Found: Nowhere
    Restrictions: Herons only
    Effect: Heals adjacent allies equal to unit's Magic.
    Activation: Heals at the beginning of the player phase if hurt allies are 
                standing on adjacent squares.
    Advice: The scroll of this skill is actually called "Sky Boon," but that's not
            important. All three of your Herons already know this skill, so I 
            suggest leaving it there because no one else can learn it. This is best
            used for healing small wounds if your Herons aren't at a high level.
            Just don't go out of your way and place your Herons in danger to get
            free healing.
    Priority: Medium, but it's free so don't remove it
    Capacity: 10
    Characters: Ena, Gareth
    Found: Nowhere
    Restrictions: Red Dragons only
    Effect: Increases Strength and Skill of adjacent allies by 5.
    Activation: Always active when an ally is standing next to the Red Dragon.
    Advice: You have to put your dragon near the frontlines in order for this skill
            to be effective at all since a +5 bonus to strength and skill aren't 
            going to help units who don't attack. Of course, it'll take some 
            training to get your Red Dragon(s) to be strong enough. If you're up
            to the challenge, Paragon and bonus EXP will help speed up the process.
            Blood Tide is a good ability to help take down the bosses of the final
    Priority: High, but it's free so don't remove it
    Capacity: 20
    Characters: None
    Found: Chapter III-3 => Visit the tent on the left near the beginning.
    Restrictions: None
    Effect: Halves EXP but increases stat gains when leveling up.
    Activation: Always active.
    Advice: It's an interesting tradeoff...if you do give a character Blossom, be
            sure he or she doesn't become underleveled. You may want to keep this
            ability for only a couple of chapters at a time. Maybe if your unit is
            close to leveling up when a chapter begins, you can stick it on and
            get (hopefully) better stats than you would've. In the end...based on
            how much capacity it takes up and how much it holds your unit back, I
            don't think it's worth it to keep it on long term, but you may 
            disagree. Anyway, definitely don't keep it on a unit who's done 
            leveling up; that just wastes space.
    Priority: Low
    Additional: [strategyfreak90] Blossom does NOT affect bonus EXP gain. I had 
                originally written that it halves BEXP gain. My bad. This is why I 
                need you to send me corrections!
                [henryshaw1993] Blossom is also good for leveling up units if you 
                are abusing experience somewhere. I forgot about that. =D
    Capacity: 15
    Characters: Ena, Nasir
    Found: Nowhere
    Restrictions: Dragon laguz only
    Effect: Restores adjacent units to normal condition.
    Activation: Restores allies' conditions at the beginning of the player phase.
    Advice: The scroll form of this skill is titled "Earth Bounty." Anyway, you can
            just leave the scrolls on Ena and Nasir because there are some attacks
            in the final chapter that put status effects on your entire party. Boon
            will help counteract that. Other than that, it's not very useful. But, 
            it comes free, so yay.
    Priority: Medium, but it's free so don't remove it
    Capacity: 10
    Characters: Leonardo, Haar
    Found: Nowhere
    Restrictions: None
    Effect: Precludes the enemy from counterattacking.
    Activation: (Speed)%
    Advice: Cancel is a useful ability. Don't give it to a Sniper or Marksman or 
            someone who does a lot of indirect attacking because they probably 
            don't get counterattacked that often. Instead, maybe give it to an 
            offensive character who initiates attacks rather than counterattacks. 
            That way, you attack first and have a chance at Cancelling your enemy. 
            Otherwise, the enemy would already have attacked, and you'd be 
            Cancelling nothing.
    Priority: High
    Capacity: 15
    Characters: Tormod
    Found: Nowhere
    Restrictions: None
    Effect: Increases Movement by 2 as long as it's equipped.
    Activation: Always active.
    Advice: This is a very useful ability for anyone with enough capacity. I don't
            think I need to prattle on about how useful +2 Movement is. However, 
            there's one problem: only Tormod has it. So, if you don't plan on using
            him, it is HIGHLY recommended that you take Celerity from him before he
            disappears from your party (when part I ends). It's a good deal for 15
            capacity, and it's not like Tormod will miss it. In case you didn't get
            it before part I ended, you can still take it from him when he 
            reappears in part IV. But that's a long time to wait.
    Priority: High
    Capacity: 15
    Characters: Bastian
    Found: Chapter III-5 => Base conversation with Haar
    Restrictions: Beorc only
    Effect: Reduces enemy's weapon's durability based on the level of the user.
    Activation: (Skill/2)%
    Advice: Corrosion in this game is much more useful than in the last. This time,
            it has a considerably better chance of breaking a weapon instead of
            just wasting the durability a little. Use Corrosion on enemies that you
            can't kill in one turn. That way, if it activates, the enemy is 
            helpless and you can worry about other ones. While it's not an amazing
            ability, it can still help you out a little. Oh yeah...if an enemy is
            going to drop a weapon you want, don't use someone with Corrosion to
            attack...no brainer...
    Priority: Medium
    Capacity: 10
    Characters: Titania
    Found: Nowhere
    Restrictions: None
    Effect: Upon taking damage, half of the damage is reflected back to the 
    Activation: (Skill)%
    Advice: Gee, what's wrong with this picture? Oh yeah! Your unit has to take 
            damage to deal damage! And unless that unit is taking a lot of damage,
            Counter is barely going to hurt the enemy. If you really want to assign
            this to someone, give it to a unit who gets hurt a lot. Frankly, this 
            skill is just going to take up space (although I concede that 10 
            capacity isn't THAT much space).
    Priority: Low
    Additional: [furryjenny] Pairing Counter with a healing ability like Imbue or 
                Sol helps. But, Counter + another ability = too much space to 
                waste. Hence, you might just want to keep it on Titania. And I
    Capacity: 10
    Characters: None
    Found: Chapter III-8 => Base conversation (entitled "Siblings")
    Restrictions: None
    Effect: Reduces the hit rates and critical hit rates of enemies up to 3 squares
            away by 5.
    Activation: Always active.
    Advice: Daunt doesn't do that much, but every little bit helps. It's got a 
            pretty good range, so give it to a frontliner who sees lots of combat. 
            Try to get as many of your enemies as possible into the range so they 
            can feel the effects and suffer. Uwee hee hee!! Oops, did I steal
            someone's line?
    Priority: Medium
    Capacity: 10
    Characters: Brom
    Found: Nowhere
    Restrictions: Beorc only
    Effect: Makes enemy unequip current weapon, leaving him or her vulnerable.
    Activation: (Skill/2)%
    Advice: If you Disarm an enemy, I suggest one of two things. Either seize the
            moment and kill the enemy or steal his or her weapon. Or, better yet, 
            do both. The downside is that Disarm doesn't activate very often, so 
            it'll probably happen by chance when it does. If you have Flourish, you
            can activate that so you have more attacks and therefore more chances 
            to Disarm.
    Priority: High
    Capacity: 10
    Characters: None
    Found: Chapter I-3 => Steal it from the boss
           Chapter II-2 => Hidden treasure in the bottom right corner
    Restrictions: Beorc only
    Effect: Doubles rate of gain for weapon EXP.
    Activation: Always active.
    Advice: Don't give it to a unit who only uses one kind of weapon. They can
            gain weapon EXP fine, assuming you use them enough. It's probably best
            given to a newly promoted unit who starts off with a low weapon level
            in something. This is a pretty low priority skill meaning that you
            should only assign this if you've got nothing better to assign or you
            desperately need to increase weapon levels. There are Arms Scrolls for
            that, though.
    Priority: Low
    Additional: [furryjenny] Sages are a good idea since it's tough to max out all 
                of their weapon levels and they don't double attack frequently 
                (less chances to raise weapon levels). Hmm...maybe Marshalls are a 
                good choice too (for the same reasons). Of course, I would assign 
                combat related skills to Marshalls first.
    Capacity: 15
    Characters: None
    Found: Chapter IV-3 => Hidden treasure (starting from the top left corner, move
                           the cursor to the right 11 spaces and down 8 spaces so
                           that it's next to that big lump of dirt)              
    Restrictions: None
    Effect: Attacks against dragon tribe laguz become effective.
    Activation: Always active.
    Advice: Dragonfoe belongs on a strong unit who can do lots of damage and take
            lots of damage because you need both to take down enemy dragon laguz. 
            This ability is really going to shine in Chapter IV-F(3) and even more
            so if you happen to be playing that chapter on hard difficulty. Make 
            absolutely sure you give it to someone, even if only for that chapter. 
            There are a few dragons in IV-5, so you may want to assign it at that
            point. You can remove this skill for any chapters where dragons don't 
            appear. That way, you save some capacity.
    Priority: Very High for chapters with dragon laguz, Very Low for the rest
    Capacity: 10
    Characters: None
    Found: Chapter 3-3 => Aimee's bargains for 3000 gold
    Restrictions: None
    Effect: Halves attack power (before factoring in enemy defense/ resistance).
    Activation: A "Flourish" command appears when the unit can attack.
    Advice: The only use for Flourish I can think of is to soften an enemy up so a
            different, perhaps underleveled character, can get most of the EXP. But
            honestly, I don't think you need Flourish to do that. If you have many
            units, you can probably figure out a way to weaken an enemy without 
            killing it. I guess you could also use Flourish to increase your weapon
            level faster by scoring more hits. But there's Discipline for that...
            Oh, wait. You can use it in conjunction with Disarm so that you can get
            more chances to Disarm an opponent and steal something. But that's only
            if you want that item really badly...so, overall, I see no real need 
            for this ability. But hey, maybe I'm wrong. Send me some suggestions if
            you've got 'em.
    Priority: Very Low
    Additional: [furryjenny] Half power is really not much damage at all. This 
                means that Flourish even fails at weakening enemies significantly. 
    Capacity: 20
    Characters: Meg, Caineghis
    Found: Nowhere
    Restrictions: None
    Effect: Completely prevents enemy from getting critical hits.
    Activation: Always active.
    Advice: This skill takes up a bunch of space. Anyway, it's best to give it to
            someone with low Luck, as that's what makes a character more vulnerable
            to critical attacks. Also, give it to someone who will see lots of 
            combat and Killer weapons. But since enemy criticals don't occur that 
            often, Fortune isn't really worth the space it takes up. Something like
            Pavise might be a better choice for 20 capacity. 
    Priority: Low
    Capacity: 10
    Characters: Kieran
    Found: Nowhere
    Restrictions: None
    Effect: Halves Accuracy and double critical hit rate.
    Activation: A "Gamble" command will appear if you unit can attack.
    Advice: Well, since critical hit rate and Accuracy both depend on Skill, you 
            want to make sure your Gambler has lots of skill. Normally, you'll also
            want to use other means to increase the critical hit rate such as using
            a Killer weapon or giving the scroll to a character who gets an 
            inherent critical hit rate boost. Furthermore, you may want to bolster
            Accuracy by placing a support buddy who increases hit rate nearby or by
            getting a Heron to chant Bliss. And of course, look at the percent hit 
            and crit before you finalize the attack. All of these small things are 
            tips to using Gamble effectively. Otherwise, it's difficult to get it 
            to work when you want it to. I doubt Kieran can Gamble well because he 
            wields axes primarily, so consider reassigning it. If you really want 
            to use it, that is.
    Priority: Low
    Capacity: 20
    Characters: Sothe, Nailah
    Found: Chapter IV-F(3) => "Base" conversation with the Heron you brought
    Restrictions: None
    Effect: Unit takes damage for his or her adjacent support buddy.
    Activation: Not sure, but it's supposed to depend on support level.
    Advice: In the last Fire Emblem, this skill was different. It had the same 
            effect as Cancel, so don't get confused. Anyway, I've never really seen
            Guard activate very often. Not sure why. In order for it to activate,
            two support buddies have to be right next to each other. So, if you
            want this skill to activate, you're going to have to kind of restrict
            your units' movement so that they stay adjacent a lot. Also, make sure
            the unit with Guard is relatively strong. Having a unit take damage for
            a buddy doesn't help if the unit is going to die. Honestly, I think 
            your units will be fine in combat without Guard hogging up capacity. 
    Priority: Very Low
    Capacity: 20
    Characters: Volug
    Found: Chapter III-7 => Base conversation (entitled "Catfight")
    Restrictions: Beast laguz only
    Effect: Enemies that attack indirecly are immobilized for a turn.
    Activation: (Strength)%
    Advice: This is a semi-useful ability for a beast laguz. If it activates, you
            can run away or heal or something. It's only worth having if your laguz
            gets attacked indirectly a lot. I'd suggest this or Quickclaw but 
            probably not both.
    Priority: Medium
    Capacity: 15
    Characters: Fiona, Black Knight
    Found: Chapter III-11 => Base conversation (entitled "Rivals")
    Restrictions: Non-magic users only
    Effect: Heals unit's HP equal to Magic.
    Activation: Automatically at the beginning of the player phase if the unit is
                not at full HP.
    Advice: This is a great ability for a frontliner, especially one who's too far
            away to be healed. But make sure that the unit you give it to has lots
            of magic. I'd say around 10 or even more is good.
    Priority: Very High
    Capacity: 20 
    Characters: Naesala
    Found: Chapter IV-4 => Hidden treasure (starting from the top left corner, move
                           the cursor to the right 1 space and down 7 spaces. It's
                           tucked in the corner of that wall)
    Restrictions: Ravens and Hawks only
    Effect: Damages an enemy that attacks indirectly equal to unit's strength.
    Activation: (Skill)%
    Advice: It depends how often your birds get attacked indirectly. I know Snipers
            and Wind Sages tend to attack birds first, but if that's the case, 
            wouldn't Nullify make a better ability? But then again, you might have 
            different experiences. If you think doing extra damage to indirectly 
            attcking enemies is going to make a significant difference in your 
            game, then go for Maelstrom, I guess.        
    Priority: Medium
    Capacity: 0
    Characters: Lehran, bosses of Chapters IV-F(3,4,5)
    Found: Nowhere
    Restrictions: Enemy only
    Effect: Nullifies attacks from weapons not blessed by Yune, ignores enemy's
            skills, reduces enemy critical hit rate to 0, and heals HP equal to
    Activation: Always active. Healing occurs at the beginning of the enemy phase.
    Advice: It's a lot to deal with, and it makes the last few bosses of the game
            pretty painful. You just have to hit hard and fast with your strongest
            weapons (which you hopefully chose to bless) and heal accordingly.
    Priority: N/A
    Capacity: 10
    Characters: Elincia (in part IV)
    Found: Nowhere
    Restrictions: Elincia only
    Effect: Potentially fatal attacks leave the enemy with 1 HP.
    Activation: Whenever Elincia's attack would kill the enemy.
    Advice: Mercy is kind of proof of how...uh, merciful...Elincia is and expresses
            her desire to avoid bloodshed. Unfortunately, it doesn't make for a 
            very useful ability. The best use I can think of for Mercy is to let
            an underleveled unit pick off the enemy for lots of EXP. With Amiti 
            and Stun, Elincia should be able to heavily damage enemies, so if you 
            keep Mercy on her, she won't kill them, and someone else can deliver 
            the finishing blow. If you don't have any characters who need more 
            training like that or if you plan on using Elincia for the final 
            chapter, I suggest that you remove Mercy to unleash her full potential.
    Priority: Very Low
    Additional: [MrSlateGray] Again, this hinges on Elincia's ability to survive. 
                If you feel she is a very good unit, you can stick a Provoke and a 
                Miracle on her, then get weaker units to pick the enemies off. Not 
                a bad idea if you've got a particularly strong Elincia. Be aware of
                all the capacity it takes up though.
    Capacity: 5
    Characters: Mist, Ena, Pelleas
    Found: Nowhere
    Restrictions: None
    Effect: Potentially fatal attacks only halve the unit's HP.
    Activation: (Luck)%
    Advice: Don't equip this on a tank character. Leave it for someone who is
            more likely to die. Those fragile herons would be good choices, 
            especially since they have lots of Luck. It's a pretty cheap skill to
            equip, so I'm sure you'll find room for it somewhere. You never know
            when it'll save your butt.
    Priority: High
    Capacity: 10
    Characters: Kurthnaga
    Found: Nowhere
    Restrictions: Black Dragons only
    Effect: Increases Defense and Resistance of adjacent allies by 5.
    Activation: Always active when an ally is standing next to the Black Dragon.
    Advice: This will probably require training Kurthnaga up a little bit. That 
            way, he doesn't get slaughtered in battle. After all, Night Tide 
            requires your dragon to be next to allies. And to maximize Night Tide's
            usefulness, Kurthnaga has to be next to your frontliners. So, train
            him by using Paragon and bonus EXP. I don't think Night Tide is quite 
            as good as Blood Tide and White Pool are, but I'm probably just being
    Priority: High, but it's free so don't remove it
    Capacity: 20
    Characters: Nolan, Callil, Nasir, Ike (upon promotion)
    Found: Nowhere
    Restrictions: None
    Effect: Ignores enemy's battle skills.
    Activation: Activates if the enemy has a skill.
    Advice: Nihil is pretty key in the last chapter where the bosses have some
            really strong abilities. You should probably toss the scrolls to your
            most powerful units. I mean, Nihil for Ike is almost a must. But he 
            gets a free one upon promotion, so it's all good. Umm...otherwise, 
            Nihil might be of help against some other bosses with abilities 
            throughout the game. I mean, they have low chances of activating, but
            if you're a take-no-risks kind of person, maybe you'll want to use a 
            character with Nihil. But it's mostly useful in the last couple of 
            chapters, so if you want, you can hold off on reassigning the Nihils
            until then because they take up quite a bit of capacity.
    Priority: High for final chapter, Low otherwise
    Capacity: 20
    Characters: Giffca
    Found: Chapter II-F => I believe one of the generals at the bottom drops it
    Restrictions: None
    Effect: Any effective damage is treated normally.
    Activation: Always active
    Advice: Obviously, this skill should go on a unit who's going to take effective
            damage. By "effecive damage," I mean attacks like fire magic to beast
            laguz or arrows to Pegasus Knights. Look through your party members and
            see who needs it most. Or, you can set it aside if you don't think you 
            have units who take effective damage very much. After all, you might 
            have a better skill to assign for that much capacity. Typically, I give
            it to a flying unit just because they have multiple weaknesses. Except 
            Dracoknights who are only weak against Thunder magic.
    Priority: Medium
    Additional: [henryshaw1993] Haar is a good unit to assign Nullify to. It gets 
                rid of his debilitating weakness to Thunder magic.
    Capacity: 15
    Characters: Astrid, Geoffrey
    Found: Chapter I-6(2) => The boss drops it
    Restrictions: None
    Effect: Doubles EXP gained.
    Activation: Always active.
    Advice: This is a must for any underleveled units you plan on using. Otherwise,
            you can give it to any other unit to increase EXP gain. Don't keep 
            Paragon on a third tier beorc at level 20 or a level 40 laguz. 
            That's just a waste of capacity (obviously). If you have no one you 
            think who needs Paragon, assign it to one of your Herons so they can 
            level up much faster. When you get to the final 
            chapter, you should stick it on any dragons you want to level up.
    Priority: Very High for underleveled units, Very Low for max level units, 
              High for others
    Additional: [furryjenny] Paragon doesn't affect bonus EXP gain.
    Capacity: 10
    Characters: Lucia
    Found: Chapter I-F => One of the chests on the map
    Restrictions: None
    Effect: Ignores both unit's and enemy's skills, terrain bonuses, and support
    Activation: A "Parity" command appears when the unit can attack an enemy.
    Advice: Parity isn't terribly useful. You want to use it to get an edge over
            an enemy, but that's not going to happen if you have to forsake your
            own skills and bonuses. And really, how often do enemies have useful
            skills or bonuses? The only decent thing about Parity might be the fact
            that it can be used as a Nihil against the final boss to avoid Aurora. 
            And it can also eliminate terrain bonuses coming from those tiles...
            maybe Parity isn't so bad for the final chapter. But there's no real 
            need to keep Parity on until then.
    Priority: High for final chapter, Low for flyers, Very Low otherwise
    Additional: [furryjenny] Parity is more useful on flying units since they don't
                receive terrain bonuses, and they probably won't be in support 
                range of non-fliers. Ike might also benefit from this skill more 
                than from Nihil because it can negate the terrain bonuses of some 
                of the final chapter's bosses. (Laguz royals can get Nihil.) I'm 
                really glad furryjenny brought this to my attention...heh.
    Capacity: 15
    Characters: Heather
    Found: Chapter I-9 => Base conversation with Jill
    Restrictions: None
    Effect: Allows unit to pass through enemies when moving.
    Activation: Always active.
    Advice: Moving directly through your enemies can be kind of useful, I guess. 
            You can use it to get through places your enemies have blocked up. Or, 
            you could use it to get your troops in a better position on a map. But 
            sometimes, when you do, you isolate your unit from the rest of the 
            group. That's okay for a strong unit, though. I don't really know what
            to say about Pass...sometimes it helps, sometimes it doesn't. I'd 
            assume Pass should go on a frontliner.
    Priority: Medium
    Capacity: 20
    Characters: Tibarn
    Found: Chapter IV-F(3) => "Base" conversation with Sanaki
    Restrictions: None
    Effect: Nullifies damage completely.
    Activation: (Skill)%
    Advice: Pavise is a pretty good skill, but it takes up quite a bit of capacity.
            Give it to a unit who gets hurt a lot or someone who's in combat a lot.
            Or, you could give it to someone weaker and hope that it activates when
            he or she gets attacked. I prefer the first idea, though.
    Priority: Medium
    Capacity: 10
    Characters: Shinon, Skrimir
    Found: Nowhere
    Restrictions: None
    Effect: Enemies are more likely to attack unit.
    Activation: Always active.
    Advice: Give it to a unit who can take a lot of hits or a unit with really good
            Avoid. Provoke helps get those ballistae and long-range magic attacks
            away from your weaker units. Of course, Provoke fails some of the time,
            so you still want to be careful when moving your units. Have a backup
            plan. You may want to stick Renewal or Imbue on a unit with Provoke to 
            heal him or her. Oh, and watch out because a unit with Provoke tends to
            hog lots of enemies and therefore lots of EXP. If you can give it to a 
            character who heavily damages enemies but doesn't kill them, that'd be
            perfect. Choosing the right unit to assign it to is the key to success,
    Priority: Medium
    Capacity: 20
    Characters: Kyza
    Found: Chapter III-7 => Aimee's bargains for 2000 gold
    Restrictions: Beast laguz only
    Effect: Damages an enemy that attacks indirectly equal to unit's strength.
    Activation: (Speed)%
    Advice: It's okay. It'll punish units who attack indirectly, and you can just 
            take them down next turn. But it doesn't do anything amazing for 20 
            capacity. If you feel like your unit gets nailed by indirect attacks a 
            lot, you can give it either this or Howl. Assigning both is redundant.
    Priority: Medium
    Capacity: 15
    Characters: Elincia, Ena
    Found: Chapter I-6 => Base conversation with Kurth
    Restrictions: None
    Effect: Heals a character 10% of his or her maximum HP (rounded down) each 
    Activation: Activates at the beginning of the player phase if the unit doesn't
                have full HP.
    Advice: Well...it's not that bad. But if your unit has any magic at all, Imbue
            is probably a better choice. Of course, Imbue doesn't work with magic
            users, so you might want to assign Renewal to one of them. Laguz can 
    	probably make the best of this skill becuase their max HP is higher 
    	than that of beorc. Since Renewal doesn't heal that much HP, give it
            to someone who doesn't take that much damage. Generals and Marshalls
            might be a good idea, but there are better skills for them. It's okay 
            for the early part of the game where you don't have many skills, but 
            it's easily replaced when you gain access to better ones.
    Priority: Low
    Additions: [furryjenny] I had originally said that Renewal heals 10% rounded
               up, but I turned out to be wrong.
    Capacity: 15
    Characters: Skrimir, Tauroneo
    Found: Nowhere
    Restrictions: None
    Effect: Multiplies Skill and Speed by 1.5 when under 50% max HP. (The game 
            erroneously says 20% of max HP.)
    Activation: Always active when unit has less than 50% max HP.
    Advice: Resolve pretty much makes your character a beast-- not the laguz ;]-- 
            at half health. Unfortunately, Resolve does not increase Defense or 
            Resistance, so make sure your unit has plenty of that (although the
            speed bonus will help Avoid slightly). Bring a support buddy just in
            case (preferably one that boosts Defense or Avoid). Also, don't stick 
            recovery skills like Imbue or Renewal on a unit with Resolve. If you 
            do, your unit might accidentally recover past the 50% mark, but only 
            barely...and that would leave your unit in a weaker state but not with 
            Resolve. Alternatively, your unit would keep healing every turn and
            never fall below 50% HP, making Resolve pointless. So, yeah, bad combo.
            One more thing...a unit with Resolve should carry a Concoction or 
            Elixir or something of the like so that in the event that he or she is 
            almost killed, you will have a backup plan. Give Resolve to a character
            who is strong enough to survive at 50% max HP but also weak enough to
            get to that point. Giving it to a high level laguz isn't a bad idea. 
            And always keep an eye on nearby enemies.
    Priority: High
    Additional: [sangdrako] You can add Miracle to a unit to keep him or her alive 
                longer (hopefully). Good idea.
    Capacity: 10
    Characters: Tibarn, Fiona
    Found: Nowhere
    Restrictions: None
    Effect: Prevents unit's stats from being penalized when rescuing another unit.
    Activation: Active whenver rescuing another character.
    Advice: Usually, when a unit rescues another character, the unit's speed and
            skill are halved. As you'd imagine, this leaves him or her vulnerable.
            Savior nullifies those penalities. So, if you use the Rescue command a
            lot, Savior is a pretty good ability to stick on one of your units. A
            mounted unit or laguz (both of which are good rescuers) would be
            good options for the Savior skill, especially since they have big
            movement ranges. My advice is to stick it on at least one of your units
            just in case. You can thank me later.
    Priority: High
    Capacity: 10
    Characters: Ilyana
    Found: Chapter III-3 => The boss drops it
    Restrictions: Beorc only
    Effect: Character has a reduced chance of being attacked by an enemy.
    Activation: Always active.
    Advice: This is a good ability for units with low Defense or for a plain, old
            underleveled one. It'll keep them out of danger a lot of times. Now, if
            a unit with Shade is the only unit in an enemy's attack range, that 
            enemy is still going to attack. Plus, Shade doesn't guarantee that no
            one will choose to attack. It's just a reduced chance. So, you still 
            need to pay attention to where you're moving your peeps.
    Priority: Medium
    Capacity: 20
    Characters: Vika
    Found: Chapter IV-5 => Base conversation (entitled "Birds")
    Restrictions: Ravens and Hawks only
    Effect: Drops enemy's Luck to 0 for a turn when unit is indirectly attacked.
    Activation: (Luck)%
    Advice: Eh, I dunno exactly how useful this one is. I mean, so what if your 
            enemy has no Luck? It's not a huge advantage in combat. Plus, 20 
            capacity is a lot for a simple skill like this. Try giving your bird 
            some other skills. But if nothing good is left, I suppose Shriek is 
            better than nothing.
    Priority: Low
    Capacity: 15
    Characters: Mordecai
    Found: Nowhere
    Restrictions: None
    Effect: An upgraded Shove that moves an adjacent unit 2 spaces away. 
    Activation: An additional "Smite" command appears when a shove is possible.
    Advice: If you feel the need to use Smite, you should stick it on a big 
            character. Laguz would be ideal, but some of your burly axe users would
            also be good candidates if you aren't using laguz. I'd only recommend
            putting this on a unit if you use Shove often because Smite is 
            essentially an upgraded Shove. Otherwise, you're better off with skills
            you can use more frequently. The decision is yours.
    Priority: Medium if you're good with Shove, Low otherwise
    Capacity: 25
    Characters: Volke
    Found: Nowhere
    Restrictions: Beorc only
    Effect: Enemies don't attack character unless he or she is the only one in
    Activation: Always active.
    Advice: Well, by the time you get to access Volke's skills, you're on the last
            chapter of the game. So really, the focus should be on trying to pump
            up your strongest units with good abilities. And when you try to assign
            Stillness...it's unlikely you'll have 25 capacity leftover on any of
            your beorc units. Furthermore, you want to bring in your most powerful 
            units for the final chapter, so giving them Stillness to stay out of 
            combat kind of defeats the purpose. But if you do happen to have 25
            capacity leftover on an Arch Sage or some other unit with mediocre or 
            low Defense, Stillness wouldn't be a bad idea. Sanaki, for example, 
            might be a good choice because of her low Defense.
    Priority: Low
    Capacity: 10
    Characters: Naesala, Mia
    Found: Chapter 1-F => It's in one of the chests.
    Restrictions: None
    Effect: When attacked by an enemy, allows unit to attack first.
    Activation: (Speed)%
    Advice: Vantage is no longer always active as it was in the last game. So, be
            sure to give it to a fast character who sees a lot of combat. If you
            add other abilities like Adept or Wrath, you may even be able to kill
            enemies before they get a chance to attack you, which is, I guess, the
            point of Vantage. Har har, did I just make a vantage point pun? Wow...
            anyway, Trueblades come to mind when assigning this skill. Avoid giving
            it to Snipers/Marksmen because they usually don't counterattack.
    Priority: High
    Capacity: 10
    Characters: Nasir
    Found: Nowhere
    Restrictions: White Dragons only 
    Effect: Increases Magic and Speed of adjacent allies by 5.
    Activation: Always active when an ally is standing next to the White Dragon.
    Advice: +5 Speed is pretty nice...it can let lots of units double attack. +5
            Magic for your magic users isn't bad either. The catch, of course, is
            that you have to put your White Dragon in the fray alongside everyone
            else. If you think Nasir can handle it, then by all means, put him near
            your frontliners. On the other hand, if you think Nasir isn't up to the
            challenge (perhaps on Hard Mode), you may want to leave him out of
            battle instead. Or, for those of you who don't care about losing units,
            you can still put him in the middle of combat. =D You're pretty close 
            to the end when you recruit Nasir anyway. White Pool will probably help
            you quite a bit for the final boss of the game, thanks to the double
            attacks it helps grant.
    Priority: High, but it's free so don't remove it
    Capacity: 15
    Characters: Volug
    Found: Chapter III-8 => Janaff comes with one in his inventory
    Restrictions: Laguz only, Herons excluded
    Effect: Allows unit to transform at will with halved transformation bonuses. 
            (In part I of the game, the transformation gauge stays full. For the 
            rest of the game, it decreases normally.)
    Activation: A command appears whenever the unit can shift.
    Advice: Eh...this skill isn't really worth it. Your stats are only multiplied
            by 1.5 instead of 2, which is a pretty significant difference. It's 
            much easier to take Olivi grasses and Laguz stones from units you're 
            not using and give them to the laguz you are using. I know Volug is 
            required to have it for part I, but it's okay then because he's 
            comparatively stronger than your other units. Later on in the game,
            Wildheart will be much more of a hindrance than a useful skill, so
            I recommend taking it off of Volug (if you're using him). Sell it if 
            you want; there are better skills to give your laguz.
    Priority: Very Low
    Additional: [furryjenny] Assign Wildheart to Ranulf (for the missions he's 
                required to take part in). First of all, don't do that if you plan 
                on using Ranulf as a permanent unit. Second, make sure that the 
                halved transformation bonuses aren't too debilitating (I don't 
                think they are, but you never know).
     Kudos to furryjenny for 
                finding a use for this skill! Oh, and she also informed me that it 
                doesn't halve EXP like the game says it does.
    Capacity: 15
    Characters: Edward, Nephenee, Nealuchi
    Found: Nowhere
    Restrictions: None
    Effect: Increases critical hit rate by 50 when under 30% of max HP.
    Activation: Always active when under 30% of max HP.
    Advice: Wrath is a pretty powerful skill, but I can't say that I use it a lot
            due to the HP requirement. Naturally, it's best given to classes like
            Trueblades or Marksmen that have inherent critical hit bonuses. You 
            should also make sure that the unit you're giving Wrath to is strong
            enough stay alive at only 30% max HP. Sometimes, however, the problem
            is that your unit will be too good to take that much damage. Experiment
            to see which of your characters are best suited for this ability. For
            example, you might try to get Nephenee hit by some magic attacks, then
            send her out to fight non-magic units. Try to have a support buddy
            who boosts Avoid or Defense nearby, and always carry a healing item
            just in case things go awry. If you can, add Vantage so your unit 
            doesn't face so many enemy attacks. Usually, it's the indirect attacks
            that kill a unit with Wrath, so watch out for those.
    Priority: Medium
    Additional: [sangdrako] You can add Miracle to a unit to keep him or her alive 
                longer (hopefully). Good idea.
                                 ~V.C. Mastery Skills~                      [\MASS]
    Considered the most powerful of all skills, mastery skills are only learned
    when a beorc reaches his or her third tier class; laguz learn a mastery skill 
    when they use a Satori Sign after reaching level 30. Mastery skills are 
    class-specific and cannot be transferred, so there's not much advice I can give
    for assigning these skills. You're stuck with them whether you like it or not.
    Most of the mastery skills just do a bunch of damage that only the toughest of
    enemies can survive, but here is a list of their specific effects. 
    Capacity: 30
    Classes: Vanguard
    Found: N/A
    Restrictions: N/A
    Effect: Gives character a double attack: the first heals HP equal to damage 
            dealt (like Sol) and the second negates enemy defense (like Luna).
    Activation: (Skill/2)%
    Advice: Aether is an extremely powerful skill, almost always guaranteeing a KO
            when it activates. Speaking of which, Aether's activation rate is kind
            of low, so don't depend on it to heal you or get you out of a jam every
            time you attack. Aether only has a chance of activating when Ike 
            attacks directly, so remember that when you use Ragnell from far away.
    Capacity: 30
    Classes: Trueblade
    Found: N/A
    Restrictions: N/A
    Effect: Allows unit to attack five times in a row.
    Activation: (Skill/2)%
    Advice: Well, the downside is that it wears your weapon out faster. That's not 
            too much of a downside though, especially toward the very end of the 
            game, where you obtain blessed weapons. Otherwise, it's pretty much 
            quintipling your damage and destroying your enemies. Be careful though;
            even with all the Skill a Trueblade has, you're not going to get it to
            occur every turn. Astra doesn't activate when attacking indirectly.
    Additional: [furryjenny] This is the worst mastery skill. And I can see why. 
                Just compare it to Adept to see why (lower activation rate, can't 
                critical, uses weapon faster, etc.). However, the sad truth is that
                you can't remove Astra. 'Tis a pity.
    Capacity: 30
    Classes: Whisper
    Found: N/A
    Restrictions: N/A
    Effect: Leaves enemy with 1 HP.
    Activation: (Skill/2)%
    Advice: Bane can be your best friend or your worst enemy. I mean, if it
            activates on a first attack, you'll probably end up killing the enemy.
            If it activates on the second attack, a weaker unit can pick the enemy
            off and get some easy EXP. On the other hand, it can act like Mercy in
            that it leaves the enemy alive when you wanted him or her dead...not 
            cool. So, remember to factor that into your calculations when you use a
            Whisper to fight. Bane won't activate against bosses or when you attack
            indirectly. So, if you definitely don't want Bane to occur, you can 
            toss knives from afar.
    Capacity: 25
    Classes: Reaver
    Found: N/A
    Restrictions: N/A
    Effect: Triples Strength.
    Activation: (Skill)%
    Advice: Reavers have very high Strength, so you can expect this to be a one-hit
            KO, even against mighty Dragons. Reavers are offensive units, so they 
            should have plenty of chances to activate this skill. Colossus doesn't 
            activate when attacking indirectly, and I've never seen it activate 
            with a crossbow.
    Capacity: 30
    Classes: Light Priestess, Saint, Chancellor
    Found: N/A
    Restrictions: N/A
    Effect: Ignores enemy's Resistance and halves enemy's Accuracy for a turn.
    Activation: (Skill)%
    Advice: This is a pretty good ability since light magic is notoriously weak.
            The halving enemy accuracy part is okay, as it helps your unit dodge an
            incoming attack if your enemy happens to survive. But still, try to 
            attack so that your opponents can't counter. Corona doesn't actiavte
            with staves...obviously...
    Capacity: 25
    Classes: Marksman
    Found: N/A
    Restrictions: N/A
    Effect: Triples damage and puts enemy to sleep.
    Activation: (Skill/2)%
    Advice: The sending the unit to sleep thing is pretty useful. Too bad no one
            ever lives through the triple damage part (except maybe Generals). So, 
            don't depend on Deadeye to put an enemy to sleep, especially since the 
            rate of activation is so low. I don't think Deadeye activates when 
            using a crossbow, but I'm not sure. Marksmen probably shouldn't be 
            using crossbows anyway.
    Additional: [smbbmaster] confirms it doesn't activate when attacking directly 
                with crossbows.
    Capacity: 30
    Classes: Black Knight
    Found: N/A
    Restrictions: N/A
    Effect: Quintiples strength and ignores enemy's Defense.
    Activation: (Skill)%
    Advice: Yeah...ouch. This is essentially a one-hit KO to the enemy. You can
            use the Black Knight as much as you want while you have him. Just 
            beware-- he hogs potential EXP from your teammates. Later on, when you
            have to fight him, you shouldn't have to fear Eclipse activating 
            because Ike should have Nihil. Eclipse doesn't activate when attacking
    Addiditonal: Something else I thought of...if you're going for the battle 
            conversation in chapter III-7 to recruit Lehran, you'll have to fight 
            the Black Knight one extra time. In that instance, since Ike isn't yet
            promomted, the Black Knight might activate this and kill Ike. To be 
            safe, battle save beforehand. If you removed a Nihil from Callil or a
            Parity from Lucia back in part II, you can put it on Ike for that 
            battle. If you're on hard mode and don't have any of these protective 
            skills, hope for the best or just go for a ranged attack so that 
            Eclipse won't activate. If you just let the Black Knight attack you, 
            he'll attack from afar anyway. Be sure to retreat or rescue afterward
            so he doesn't pursue you.
    Capacity: 30
    Classes: Arch Sage, Summoner, Empress
    Found: N/A
    Restrictions: N/A
    Effect: Ignores enemy's Resistance and heals user equal to damage dealt.
    Activation: (Skill)%
    Advice: Flare is not quite as powerful as the other mastery skills, so keep 
            that in mind. My Arch Sages tend to be at full health a lot of the 
            time, so I don't rely on Flare to heal them. Yours may be different. If
            your Arch Sage gets hit, you can try indirectly attacking a nearby
            enemy and hoping for a Flare. But have a backup plan in case. Oh, and 
            I doubt you thought otherwise, but Flare doesn't activate with staves.
    Capacity: 30
    Classes: Sentinel
    Found: N/A
    Restrictions: N/A
    Effect: Quadruples damage.
    Activation: (Skill)%
    Advice: A very useful skill. If your Sentinel is on the frontlines where he or
            she belongs, Impale will help bring down many an enemy. It doesn't 
            activate when attacking indirectly.
    Capacity: 30
    Classes: Red Dragon, White Dragon, Black Dragon
    Found: N/A
    Restrictions: N/A
    Effect: Triples damage.
    Activation: (Skill)%
    Advice: Hm...Ire is basically the same thing as a critical. Transformed dragons
            have a Skill cap of 30, with the exception of Kurthnaga and Dheginsea.
            So, you'll probably be scoring "critical hits" almost a third of the 
            time. I guess it makes your dragons more powerful, if you've managed to
            train them this far. I don't recall whether or not Ire activates when 
            attacking indirectly, but my guess is that it doesn't.
    Capacity: 30
    Classes: Assassin
    Found: N/A
    Restrictions: N/A
    Effect: Automatically kills the enemy unit.
    Activation: (Skill/2)%
    Advice: Yep, Lethality just flat out kills your enemy. Now, don't start 
            daydreaming just yet. It doesn't work on the final boss, or any boss
            for that matter. And it's not going to activate too often, so don't 
            depend on it. Rather, you could try using Volke to weaken enemies and 
            counting Lethality as a favorable surprise. My point is, don't expect 
            it to occur a lot. Lethality will not activate when attacking 
    Capacity: 30
    Classes: Marshall
    Found: N/A
    Restrictions: N/A
    Effect: Triples Strength and ignores enemy's Defense.
    Activation: (Skill)%
    Advice: Luna absolutely destroys opponents. Put your Marshalls where the 
            enemies are and let the carnage begin. It doesn't activate when 
            attacking indirectly, as those of you who have looked at the entries 
            for the other mastery skills might have deduced.
    Capacity: 30
    Classes: Cat
    Found: N/A
    Restrictions: N/A
    Effect: Quintiples strength and immbolizes enemy for a turn.
    Activation: (Speed)%
    Advice: Yeah, this is pretty much like Roar except Rend compensates for Cats' 
            lower strength. Cats are really fast, so expect this to activate fairly
    Capacity: 30
    Classes: Lion, Tiger
    Found: N/A
    Restrictions: N/A
    Effect: Triples Strength and immobilizes enemy for a turn.
    Activation: (Strength)%
    Advice: It's pretty much Stun, but you're probably going to kill the enemy 
            first. This will activate quite a bit since Lions and Tigers have 
            quite a bit of Strength. Put them near lots of enemies so they can 
    Capacity: 30
    Classes: Wolf
    Found: N/A
    Restrictions: N/A
    Effect: Triples Strength and halves enemy's Skill for a turn.
    Activation: (Skill)%
    Advice: The halving Skill part isn't that useful, but your enemy will probably 
            be too dead for that to matter.
    Capacity: 30
    Classes: Gold Knight, Silver Knight, Valkyrie
    Found: N/A
    Restrictions: N/A
    Effect: Triples damage and heals user equal to damage done to enemy.
    Activation: (Skill)%
    Advice: If your unit is kind of low on HP, you can try attacking an enemy
            Sniper or something. That way, you'll get a couple of free chances to
            activate Sol. This is a good ability for keeping your units alive when
            they're far away from your healers, which your Gold and Silver Knights 
            probably are. I believe Sol does not activate from afar...unless you're
            using a bow or ranged axe.
    Additional: [jklow13] Confirmed that last part about bows. Thank you!
    Capacity: 25
    Classes: Seraph Knight, Dragonlord, Queen
    Found: N/A
    Restrictions: N/A
    Effect: Triples damage and paralyzes enemy for a turn.
    Activation: (Skill)%
    Advice: If you fail to kill your enemy with Stun, you don't have to worry. You 
            can just use Canto to retreat if you're hurt. But, it's like a critical
            attack, so chances are, you won't have to worry about that because your
            enemy will probably already be dead if it activates...hm, boy does that
            sound familiar...maybe because that the case for every other mastery 
            skill in the game? Oh, and this is probably familar too: Stun doesn't 
            activate when attacking indirectly.
    Capacity: 30
    Classes: Raven, Hawk
    Found: N/A
    Restrictions: N/A
    Effect: Triples Strength and halves enemy's Speed for a turn.
    Activation: (Speed)%
    Advice: This pretty much guarantees a double attack if you didn't have one 
            already. Like all the other mastery skills, it's going to kill 99% of 
            the time if it activates, so use your bird often.
                            ~VI. Frequently Asked Questions~                [\FAQS]
    This is the section where I attempt to anticipate your questions and answer 
    them before you ask me. Naturally, I can't read minds, so if there is a 
    question you have whose answer is NOT IN THE FAQ, feel free to e-mail me.
    Q: How do I get a skill to activate more often?
    A: Skills will activate more often if the unit's biorhythm is at best or good. 
       On the other hand, skills will activate less often if his or her biorhythm 
       is at bad or worst. Other than that, I don't think there are any other ways 
       to change how often a skill activates. Besides cheating. Cheating is always
       an option. But for those of you who are honest, dedicated players, I believe
       that's it.
       Specifically, biorhythm impacts skill activation in the following ways:
       BEST: +10% chance
       GOOD: +5% chance
       NORMAL: +0% chance
       BAD: -5% chance
       WORST: -10% chance
       (I took that from the Activation section of my FAQ. Serves you right for not
       reading it. =P)
    Q: What's the best skill to give to [insert character here]?
    A: It's all subjective. Your opinion is as good as if not better than mine. All
       I can recommend is that you should play around with them until you get a 
       combination you like or that you feel is good. My ideas are just suggestions
       (quite a few of them are common sense).
    Q: Why does your FAQ say Resolve activates at under 50% max HP when the game 
       says it activates at under 20% max HP?
    A: According to many people (myself included), that's just an error on the
       game's part. Trials have confirmed that it will activate at any point under
       50% max HP, not 20%. So, that actually works in your favor!
    Q: So, does the same thing work for Wrath?
    A: Unfortunately, no. Your unit must be under 30% max HP to activate Wrath.
    Q: Do skills transfer from Path of Radiance?
    A: It depends. Many of the skills that the recruitable FE: PoR characters 
       started with in that game will reappear in this game (and don't take up any 
       capacity!), but any skills you may have added yourself will not reappear. If
       you removed an ability that a character started with in FE: PoR, that 
       ability still comes back in FE: RD.
    Q: How do I learn a mastery skill?
    A: If you missed what I said earlier, beorc learn a mastery skill automatically
       when they promote to a third tier class. Laguz need to use a Satori Sign 
       when they reach level 30 or higher.
    Q: How do I get more capacity?
    A: Beorc get more capacity upon promotion. Laguz get more capacity upon
       reaching higher levels. They get extra capacity at levels 15 and 30. Also,
       Laguz royals (not just kings and queens) get an extra 30 capacity...just
       for being royal. Herons, however, do not count as "royalty" in this case.
    Q: I know I have the capacity to add this skill! Why can't I assign it?
    A: Sometimes abilities are only for certain species, classes, or characters. I 
       have listed all of these restrictions in my guide. Look at the 
       "Restrictions" entry under the skill you're wondering about. If that's not
       the problem, perhaps you already have six skills assigned on a character.
       That's the maximum, so you're going to have to remove one to add another.
    Q: How do I pick up hidden treasure?
    A: Move a unit onto the square. There is a chance that the unit will see the
       treasure and pick it up. If not, keep trying. Thieves, Rogues, and Whispers 
       almost always successfully find treasure. Otherwise, units with high Skill 
       or best biorhythms also have pretty good chances of finding hidden treasure.
       For those who are interested, the specific formula is as follows:
       % Chance of detecting a hidden item = Skill + Thief bonus + Biorhythm bonus
       where the thief bonus is 60 if your unit is a Thief, Rogue, or Whisper and 
       the biorhythm bonus is +20 if at best, + 10 at good, 0 at normal, -10 at
       bad, and -20 at worst.
    Q: What do "FE: RD" and "FE: PoR" stand for?
    A: FE: RD is the game you're playing, silly. Fire Emblem: Radiant Dawn. FE: PoR
       refers to the game that came out before it, Fire Emblem: Path of Radiance.
       FE: RD is a sequel to FE: PoR, so I tried to point out some of the
       connections between them as far as the skills go.
    Q: Your opinion sucks. This guide is lame.
    A: That's not even a question. For comparison purposes, see the next QUESTION,
    Q: I respectfully disagree with your opinion. I believe you did not give 
       [insert something here] a fair evaluation. May I e-mail you about this?
    A: By all means. I'll include your suggestions in this FAQ and credit you if 
       your help is good enough. If you read the previous "question," you should 
       also realize that I'm going to ignore crap like that. Be nice when you
       write, please. It makes the world go 'round. If you want to, you can send
       [constructive] criticism about my FAQ. I want to make it as good as 
       possible. Include your username so I can credit you, too.
    Q: I see this FAQ on a site besides GameFAQs, GameSpot, etc. What should I do?
    A: Heh...look at my Credits and Legal Info section.
                             ~VII. Credits and Legal Info~                  [\CALI]
                                    MAJOR THANKS TO: 
    for some skill effects, skill locations, activation rates, and some other 
    miscellaneous stuff. This guide would not have been possible without it. 
    VincentASM, you are my hero.
    (Serenes Forest is a great resource for all things Fire Emblem. I highly, 
    highly recommend visiting. Lots of info available there.)
                             Nintendo/ Intelligent Systems
    for making such a great game. Long live the Fire Emblem series!
                                    OTHER THANKS TO:
    My friends for supporting me while I was writing.
    GameFAQs for hosting my FAQ originally.
    Other sites (listed below) for also hosting.
    Konxilla for proofreading.
    furryjenny for various corrections throughout the FAQ and also some suggestions
    about some of the skills.
    strategyfreak90 for pointing out that Blossom doesn't affect bonus EXP (as I 
    had erroneously beleived originally).
    jklow13 for confirming when Sol activates from afar.
    sangdrako for a tip when using Reslove or Wrath.
    henryshaw1993 for suggestions for Blossom and Nullify.
    MrSlateGray for an idea for Mercy.
    ssmbmaster for confirming when Deadeye activates.
                               (Your name could be here!)
    Fire Emblem is copyrighted by Nintendo/Intelligent Systems.
                               PERMITED TO POST THIS FAQ
                                     Super Cheats
                                     Cheat Planet
    I have only given the sites listed above and their affiliate sites permission 
    to post this guide. However, I don't really mind if this FAQ turns up somewhere
    else as long as I still get credit for it. But, chances are, if a random site 
    has this FAQ, it's not a very good one. I mean, if it needs to steal other FAQs
    to get material, how good can it be? I'd encourage you to visit more...
    legitimate sites such as GameFAQs for your gaming help.
    I really appreciate you for reading my guide! It was lots of fun to write, and
    I hope it helped you on your quest to save Tellius!
    Copyright 2011 Leroy Jia
    [END OF FAQ]

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