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VenusBlood Frontier International Complete Guide

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VenusBlood Frontier International Complete Guide

R18+ Uncensor Patch

To toggle the patch: Go into Extras on the title screen, click the button in the top-right that says either All Age or 18+ version.

Download, move files to:

  • C:\Program Files (x86)\Steam\steamapps\common\VenusBlood FRONTIER

Tips for Beginners

There is a Tutorial accessible through the title screen that will explain a lot of game basics in adequate detail.

  1. In battles, click “Settings” to determine how long battles take. “Click,” the default setting, waits for you to manually advance every attack, which is great for seeing if new units are working out and initial immersion but horrible for getting through the game quickly. Pick whatever pace works for you.
  2. After Chapter 1, you can choose the order in which you attack the other four nations. I believe the easiest path is Folk > Glads > Thrudheim > Valhalla.
  3. Save at the start of every single turn. You have 99 save files; use them. Save scumming is a viable option if you suck as badly as I do, since damage and post-battle loot are somewhat randomized.
  4. Any time you get a new girl (and on the first turn for Fena), click “Call” > Mingle and/or Train. Nothing happens immediately, they just light up, but leave them on for a few turns and you’ll get events. Note that Mingle/Train stats will not increase beyond an event trigger until you have actually viewed an event, so try to keep up with these. The Call button changes colors when you have an event available.
  5. You have two “interaction points” per girl per turn. If you select Mingle or Train alone, that stat will increase by 2. If you select both, each will increase by 1, and if you select neither then neither will increase (duh).
  6. You have 6 Action Points per turn. AP is only consumed by 1) Hiring new units; and 2) Triggering actual events via Call (not just turning Mingle/Train off and on). Make sure you attack as your last act, because attacking ends the turn.
  7. Only ever summon a creature when it has a purple XD face. This gives +4 to Attack, Defense, and Speed as well as +1 to Morale, and also makes the initial summon cost (in food or magic) cheaper.
  8. You’ll get a rating based primarily on your conquering speed at the end of each chapter, with higher ratings (i.e. a lower turn count) yielding additional resources. You’ll have to choose how to balance finishing quickly with taking your time to build up.
  9. The “New Dark Army” option available if you start a new game when prompted after winning (not from the main menu) allows you to keep some special commander units. Further, if you’re going the Law route, corrupting even one goddess seems to lock you out of the harem ending. Therefore, the “best” way to play the game is probably 1) Reign & Pure Love on Normal+; and then 2) Conquest & Corruption on Hard+.
  10. The Dragonstrike title (given by a Spear medallion in the first slot) is hilariously overpowered at the start. For 250 resources, you gain +16 Attack and 5 Helmet Split (ignore Defense) with no downsides. For most early game units, this will more than double their Attack. This falls off rather quickly, though, as in the mid-game and beyond party synergy and boosts are more important.
  11. Be careful with medallion titles; some are offered on several different medallions at wildly varying cost points. Most egregiously, if you want the Indestructible title, you could spend 12,000 resources on an Apostle medallion or 750 on an Undead one. Not a hard choice.
  12. Equipment-wise, you can buy as many Tier 1 and Tier 2 items as you want (in the “Arms” screen) but anything higher requires 10 of the appropriate Material per item. You get Material from selling Ore, which you mostly get from using troops with the Bounty Hunter skill to wipe out enemy squads – it’s important that your treasure team be the one to actually finish off the enemy team, as you get nothing but XP if they merely damage them. By default, Ore is auto-sold on pickup for Material and Gold.
  13. You can move entire squads at once (to ensure different squads get to participate in encounter battles) by clicking and dragging the squad numbers around in the Arrange screen. Similarly, you can heal entire squads by clicking the squad number in the Plan screen.
  14. WTF is Growth? S-tier growth enables a unit to reach level 150 and take titles from any medallion on summon. Max level decreases by 10 and medallion range decreases by 1 per letter grade, so the units with the strongest base stats have the lowest addon potential.
  15. WTF is Cost? “Cost 2” means “it costs 2 gold to heal 1 HP for this unit (in the “Plan” screen)”
  16. WTF is Loyalty/Triumph? Loyalty starts at 25, +2 for crushing victories (enemy squad wipe), +1 for normal wins, and -2 for crushing defeats (your squad wipe). Firing a unit copies its loyalty stat to Triumph, which will increase its base stats the next time you hire it. You may want to fire and re-hire every unit at least once before the end of the game, so keep that in mind when spending extra medallions for titles. You’ll want to do it only when you have spare medallions though, as the bonuses aren’t huge. It’s hard to separate loyalty buffs from leveling stat increases, but I believe you get +5 Attack and +5 Defense at Loyalty 50 and +10 Attack and +10 Defense total (so only 5 more of each) at Loyalty 100. The more important aspect of Loyalty is actually that it reduces your per-battle maintenance costs, which otherwise quickly spiral out of control. Your commanders don’t have (visible) Loyalty or Triumph because you can never fire or re-hire them, but I suspect they still track it internally because their maintenance costs can be reduced.
  17. WTF is Morale? Morale increases how fast your Force stat fills up in battle. Force is like mana for Tactical Skills – if you don’t have enough you can’t use them. Force carries over between fights and caps at 1000 (shown as 9 plus a full bar). I believe each skill uses one full force bar per level – so “Lvl 3 Vanaheim” costs 300 Force – possibly mitigated by your Morale stat.
  18. WTF is Reign/Conquest? How good or evil of a ruler you are, as determined by your choices in various cutscenes/events. This, along with the girls’ corruption and affection stats, affects the ending(s) you get. Your current rating is visible on the “Call” screen.
  19. WTF is the Key of Destiny? After Chapter 1, you’ll start getting these. They’re used from Arms > Materials to summon units without medallions, but give you their base (neutral) stats rather than the +4s you’re aiming for. If you use 10 at once, though, you get access to insanely good units you’d otherwise never be able to summon on your first playthrough due to medallion unlock requirements.
  20. How do I build something? Go to the Build screen, then click and drag the desired building to an appropriate plot (based on Land Type).
  21. Unless you actually lose your last territory (triggering a game over), nothing can actually die for good, so don’t worry about losing units in combat aside from party wipes, which cost loyalty.
  22. The default squads 3 and 4 are straight garbage and I cannot recommend using them – or any part of them – under any circumstances.
  23. Don’t worry too much about the additional maintenance costs from medallion titles. Maintenance goes up a ton with level anyway, and the extra from the titles actually decreases over time. I tested a Mountain Man and his base maintenance increased by 30 from level 1 to level 10, while maintenance for various titles decreased from 8 > 6, 4 > 3, and 17 > 13. Also, the stat gains from titles increase with level just as base stats do. As far as I can tell title stats are NOT affected by triumph.
  24. “Boost Action” is not nearly as good as it sounds. By default, both armies have 5 rounds in each main battle. “Boost Action 1” would mean you get 6. However, very few fights actually last that long. It does NOT mean you get 2 turns for every 1 of the enemy’s.
  25. You can have a maximum of 12 non-Commaner units of any given class (Blader, Guarder, etc). If you hit that cap and want to summon more, you’ll need to fire someone you’re no longer using.

Recommended Squads

Treasure Hunters:

• Sprite -> Dryad
• Demihuman -> Lupold Lancer (starter unit)
• Sprite -> Hobbit Scout
• Sprite -> Hobbit Hunter
• Yamato -> Nekomata
• Sprite -> Unicollon

Command Team Alpha:

• Fena
• Loki
• Hellbeast -> Blizzard Bear
• Garm
• Sprite -> Alraune
• Yamato -> Crow Tengu

Vampire Goddess Death Squad:

• Undead -> Dullahan (starter unit)
• Undead -> Vampire
• Demon -> Incubus
• Undead -> Phantom (starter unit)
• Demon -> Evil Rider (starter unit)
• Undead -> Zombie Cook

Tyrca’s Angels:

• Clergy -> General
• Tyrca
• Soldier -> Chariot
• Solder -> Galeritter
• Clergy -> Quester
• Yamato -> Fox Miko

Freya’s Oppai:

• Mercenary -> Viking Guard
• Freya
• Clergy -> Templar Captain
• Clergy -> Impaler
• Clergy -> Seer
• Soldier -> Cannoneer

Jorm’s Mechadeath:

• Fauxmon -> Ice Statue
• Jorm
• Sprite -> Dwarf Fighter
• Demihuman -> Kobold Engineer
• Soldier -> Horseback Musketeer
• Clergy -> Musketeer Captain

Rigret’s Tentacool:

• Rigret
• Hellbeast -> Kraken
• Yamato -> Hannya Samurai
• Demihuman -> Gorgon
• Mercenary -> Amazon
• Demon -> Devil Cook

Buildings

Land Name Gold Food Magic Resource Cure EXP Force Wall Price
All House 20 5 250
All Fortress 5 5 10 4000
City Store 150 250
City Church 25 10 1000
City Palace 400 10000
City Castle 10 10 25 20000
City Brothel 400 60 20000
Forest Logging Site 40 20 250
Forest Ranch 150 30 1000
Forest Monster Stable 50 40 1000
Forest Blacksmith 150 40 4000
Forest Monster Mansion 80 80 10000
Mountains Mining Site 100 30 250
Mountains Carpenter 150 75 4000
Mountains Hot Spring 150 50 10000
Mountains Dragon’s Den 100 100 100 100 30000
Plains Farmland 40 20 250
Plains Training Ground 5 5 1000
Plains Market 150 40 4000
Plains Colosseum 500 5 20000
Watering Hole Academy 40 30 250
Watering Hole Healing House 10 1000
Watering Hole Sage’s Tower 100 4000
Watering Hole Harbor 400 120 10000
Watering Hole Temple 1000 5 30000

Arms

Type Rarity Cost Name Atk Def Spd Mor Skill 1 Skill 2
1-Hand 1 100 Dagger 1 0 2 0 Parry 2
1-Hand 1 150 Hand Axe 3 0 0 0 Helmet Split 4
1-Hand 2 400 Sword 4 2 0 0 Critical Boost 5
1-Hand 2 450 Hatchet 6 0 0 0 Helmet Split 8
1-Hand 3 800 Katana 4 0 4 0 Lethal Critical 35 Parry 5
1-Hand 3 850 Battleaxe 8 0 0 0 Helmet Split 12 Wall Breaker 10
1-Hand 4 2000 Holy Silver Sword 6 4 0 2 Slay Demon Slay Undead
1-Hand 4 2250 Bloodsucking Axe 12 0 0 0 Helmet Split 20 Self Heal 8
1-Hand 5 7500 Flame Sword 10 0 0 5 Fire Blast 10 Range Attack
1-Hand 5 8000 Manslayer Namasu 15 0 0 0 Critical Boost 25 Slay Human
1-Hand 6 16000 Cursed Blade 25 -5 5 -5 Cursed Attack Flank Attack 6
1-Hand 6 17500 Assassin Knife 5 0 15 0 Lethal Critical 75 Stun Attack 2
1-Hand 7 40000 Hero’s Sword 15 5 0 5 Added Attack 1 Hardy Physique 10
1-Hand 7 42000 Planetbuster Axe 30 5 -10 0 Helmet Split 25 Critical Boost 15
2-Hand 1 100 Bamboo Spear 2 1 0 0 Parry 2
2-Hand 1 150 Rusty Greatsword 4 0 -1 0 Poison Attack 3
2-Hand 2 400 Spear 6 0 0 0 Lethal Critical 20
2-Hand 2 450 Greatsword 8 0 -2 0 Critical Boost 7
2-Hand 3 800 Javelin 1 2 5 0 Range Attack Critical Boost 5
2-Hand 3 850 Battering Ram 12 0 -4 0 Slay Mechanical Wall Breaker 20
2-Hand 4 2000 Holy Silver Spear 9 0 0 3 Slay Demon Slay Undead
2-Hand 4 2250 Zanbato 16 2 -6 0 Critical Boost 15 Lethal Critical 25
2-Hand 5 7500 Hero’s Javelin 1 3 8 3 Range Attack Parry 15
2-Hand 5 8000 Guillotine Axe 20 0 -5 0 Helmet Split 15 Lethal Critical 50
2-Hand 6 16000 Demon’s Spear 16 0 8 -4 Cursed Attack Critical Boost 25
2-Hand 6 17500 Valkyraid 8 4 4 4 Flank Attack 8 Boost Squad 8
2-Hand 7 40000 Champion’s Spear 16 9 0 0 Helmet Split 25 Hardy Physique 15
2-Hand 7 42000 Darkspear Grasida 5 -5 25 0 Added Attack 1 Parry 30
Ranged 1 100 Sling 1 0 2 0 Helmet Split 4
Ranged 1 150 Shortbow 2 0 1 0 Critical Boost 25
Ranged 2 400 Handgun 6 0 0 0 Lethal Critical 20
Ranged 2 450 Crossbow 7 0 -1 0 Helmet Split 8
Ranged 3 800 Hunter’s Gun 10 0 -2 0 Slay Beast Lethal Critical 30
Ranged 3 850 Longbow 8 0 0 0 Critical Boost 10 Helmet Split 5
Ranged 4 2000 Holy Silver Gun 12 0 -3 3 Slay Demon Slay Undead
Ranged 4 2250 Wingkiller 4 0 8 0 Slay Flying Sap Flying 8
Ranged 5 7500 Fire Boa 20 0 -5 0 Fire Field 3 Lethal Critical 50
Ranged 5 8000 Ace Bow 5 0 10 0 Added Attack 1 Speed Tactics 4
Ranged 6 16000 Viper Red 25 0 -5 0 Poison Field 5 Poison Attack 5
Ranged 6 17500 Assassin Blowgun 5 0 15 0 Critical Boost 25 Stun Attack 2
Ranged 7 40000 Disaster 35 0 -10 0 Lightning Field 8 Critical Boost 40
Ranged 7 42000 Sagittarius Bow 10 0 15 0 Added Attack 1 Slay Flying
Staff 1 100 Club 3 0 0 0 Helmet Split 4
Staff 1 150 Oak Rod 1 2 0 0 Parry 2
Staff 2 400 Sorcerer’s Rod 4 0 0 2 Dark Blast 4
Staff 2 450 Cleric’s Rod 0 0 4 2 Group Heal 2 Light Blast 2
Staff 3 800 Mage Staff 5 0 0 3 Dark Blast 8 Ambush Alert 4
Staff 3 850 Priest’s Rod 0 0 5 3 Group Heal 4 Poison Cure
Staff 4 2000 Ruyi Bang 6 0 6 0 Range Attack Critical Boost 10
Staff 4 2250 Healing Rod 0 4 4 4 Group Heal 6 Defense Only
Staff 5 7500 Fire Staff 12 0 0 3 Fire Field 4 Helmet Split 15
Staff 5 8000 Ice Staff 12 0 0 3 Ice Field 4 Lethal Critical 20
Staff 6 16000 Thunder Staff 16 0 0 4 Lightning Field 6 Critical Boost 15
Staff 6 17500 Demon Noble’s Rod 15 -3 8 0 Sealing Attack Poison Field 8
Staff 7 40000 Crystal Tear 0 10 10 5 Light Field 8 Group Heal 8
Staff 7 42000 Dark Staff Undine 5 5 10 5 Boost Squad 6 Demon Medic 12
Whip 1 100 Leather Whip 1 0 2 0 Lethal Critical 5
Whip 1 150 Training Whip 2 0 1 0 Critical Boost 2
Whip 2 400 Nunchaku 3 3 0 0 Parry 5
Whip 2 450 Thorn Whip 4 0 2 0 Poison Blast 2 Poison Attack 2
Whip 3 800 Chain Scythe 5 0 3 0 Slay Nature Flank Attack 4
Whip 3 850 Chain Whip 10 0 -2 0 Lethal Critical 30 Speed Debuff 8
Whip 4 2000 Flail 12 4 -4 0 Critical Boost 15 Hardy Physique 5
Whip 4 2250 Beast Tail 6 0 4 2 Attack Tactics 8 Boost Beast 4
Whip 5 7500 Morning Star 14 5 -4 0 Helmet Split 15 Slay Mechanical
Whip 5 8000 Whip of Love 8 0 4 3 Lethal Critical 50 Counter Amp 2
Whip 6 16000 Demon’s Whip 16 0 6 -2 Added Attack 1 Slay Demon
Whip 6 17500 Dominatrix Whip 12 8 0 0 Slay Man Critical Boost 30
Whip 7 40000 Dragon Tail 20 15 -10 0 Wide Attack Helmet Split 30
Whip 7 42000 Lightning Whip 15 5 0 5 Stun Attack 2 Lightning Field 8
Claws 1 100 Claws 2 0 1 0 Critical Boost 2
Claws 1 150 Cat Claws 1 0 2 0 Lethal Critical 5
Claws 2 400 Bone Claws 4 0 2 0 Poison Attack 4
Claws 2 450 Beast Claws 3 0 3 0 Slay Human
Claws 3 800 Iron Claws 6 2 0 0 Slay Mechanical Helmet Split 10
Claws 3 850 Wild Beast Claws 12 0 0 -4 Counter Amp 1 Hardy Physique 10
Claws 4 2000 Silver Claws 5 5 0 2 Slay Demon Slay Undead
Claws 4 2250 Hellbeast Claws 8 0 4 0 Slay Beast Critical Boost 15
Claws 5 7500 Golden Claws 6 6 0 3 Treasure Hunt 8 Lethal Critical 30
Claws 5 8000 Mystic Beast Claws 10 0 5 0 Flank Attack 10 Cursed Attack
Claws 6 16000 Mithril Claws 12 0 8 0 Parry 15 Evade 15
Claws 6 17500 Rotdrake Claws 25 0 0 -5 Slay God Poison Field 6
Claws 7 40000 Orichalcum Claws 15 0 10 0 Helmet Split 25 Parry 15
Claws 7 42000 Drakelord’s Claws 20 10 -5 0 Critical Boost 20 Hardy Physique 20
Shield 1 100 Buckler 0 2 1 0 Evade 2
Shield 1 150 Pot Lid 0 2 0 1 Treasure Hunt 2
Shield 2 400 Shield 0 6 0 0 Parry 5
Shield 2 450 Gauntlets 2 4 0 0 Critical Boost 5
Shield 3 800 Kite Shield 0 10 -2 0 Parry 8 Debuff Cure
Shield 3 850 Monster Gauntlets 3 8 -3 0 Evade 5 Hardy Physique 5
Shield 4 2000 Silver Shield 0 10 0 2 Spell Barrier 10 Curse Cure
Shield 4 2250 Big Oni Gauntlets 5 7 0 0 Forward Guard Hardy Physique 10
Shield 5 7500 Golden Shield 0 12 0 3 Strat Barrier 10 Bounty Hunter 3
Shield 5 8000 Dark Chef Pot Lid 0 4 8 3 Lethal Critical 50 Counter Amp 2
Shield 6 16000 Mithril Shield 0 15 0 5 Spell Barrier 15 Evade 15
Shield 6 17500 Dark Captain Shield 8 12 0 0 Helmet Split 15 Slayer Defense
Shield 7 40000 Hero’s Shield 0 18 7 0 Wide Null Parry 20
Shield 7 42000 Dragon Shield 15 20 -10 0 Strat Barrier 30 Dragon Scales 50
Armor 1 100 Sunday Best 0 1 2 0 Treasure Hunt 2
Armor 1 150 Mino 1 2 0 0 Evade 2
Armor 2 400 Leather Armor 0 4 2 0 Ambush Alert 4
Armor 2 450 Chainmail 0 7 -1 0 Parry 5
Armor 3 800 Plate Armor 0 12 -4 0 Forward Guard Hardy Physique 5
Armor 3 850 Monster Mail 2 6 0 0 Hardy Physique 10 Self Heal 2
Armor 4 2000 Silver Armor 0 14 -2 0 Spell Barrier 10 Sap Demon 3
Armor 4 2250 Big Monster Mail 4 10 -2 0 Helmet Split 15 Hardy Physique 10
Armor 5 7500 Golden Armor 0 15 -4 4 Strat Barrier 10 Treasure Hunt 8
Armor 5 8000 Demon’s Mail 6 12 0 -3 Lethal Critical 50 Counter Amp 2
Armor 6 16000 Mithril Armor 0 14 6 0 Spell Barrier 15 Parry 10
Armor 6 17500 Dark Captain Armor 5 15 0 0 Critical Boost 10 Slayer Defense
Armor 7 40000 Hero’s Armor 0 20 -2 7 Pierce Null Hardy Physique 15
Armor 7 42000 Dragon Mail 10 20 -5 0 Resist Ailments Dragon Scales 50
Beast 1 100 Reins 0 0 2 1 Boost Beast 1
Beast 1 150 Nose Ring 1 2 0 0 Hardy Physique 3
Beast 2 400 Demon Pet Clothes 0 4 0 2 Self Heal 3
Beast 2 450 Tiger Skin 3 3 0 0 Evade 5
Beast 3 800 Hellcow Nose Ring 8 0 0 0 Wall Breaker 10 Hardy Physique 10
Beast 3 850 Mad Beast Legcuffs 6 6 -4 0 Counter Amp 1 Lethal Critical 40
Beast 4 2000 Long Horn 8 4 0 0 Critical Boost 10 Helmet Split 10
Beast 4 2250 Beast Scales 0 15 -3 0 Evade 10 Hardy Physique 15
Beast 5 7500 Lion Dance Set 4 0 8 3 Bounty Hunter 3 Treasure Hunt 8
Beast 5 8000 Holy Beast Crown 0 10 0 5 Parry 15 Bounty Hunter 4
Beast 6 16000 Evil Horn 15 5 0 0 Critical Boost 15 Lethal Critical 40
Beast 6 17500 Scale Garb 0 25 -5 0 Counter Amp 2 Dragon Scales 50
Beast 7 40000 Drakelord Saddle 0 15 7 3 Forward Guard Slayer Defense
Beast 7 42000 Evil Dragon Beard 10 5 10 0 Flank Null Poison Field 5
Vestment 1 100 Rags 0 0 3 0 Ambush Tactics 2
Vestment 1 150 Ratty Overcoat 0 1 2 0 Ambush Alert 2
Vestment 2 400 Robe 0 4 0 2 Spell Wall 10
Vestment 2 450 Bandit’s Overcoat 0 0 6 0 Critical Boost 3 Treasure Hunt 2
Vestment 3 800 Cleric’s Robe 0 4 0 4 Group Heal 2 Poison Cure
Vestment 3 850 Sorcerer’s Robe 4 0 0 4 Dark Blast 10 Curse Cure
Vestment 4 2000 Priest Robe 0 6 0 6 Group Heal 3 Spell Barrier 10
Vestment 4 2250 Wizard Robe 6 0 0 6 Dark Field 3 Critical Boost 5
Vestment 5 7500 Assassin Cloak 3 0 12 0 Ambush Tactics 6 Lethal Critical 50
Vestment 5 8000 Tactician’s Cape 0 0 8 7 Ambush Alert 10 Boost Squad 4
Vestment 6 16000 Demon Coat 0 10 5 5 Helmet Split 15 Slay Woman
Vestment 6 17500 Demon Ninja Gear 5 0 15 0 Critical Boost 15 Lethal Critical 30
Vestment 7 40000 Admiral Coat 0 15 0 10 Boost Squad 7 Bounty Hunter 5
Vestment 7 42000 Crimson Cape 10 10 0 5 Range Null Spell Barrier 20
Item 1 100 Herb Pot 0 0 0 3 Self Heal 3
Item 1 150 First Aid Kit 0 0 0 3 Target Heal 5
Item 2 400 Monster Aid 0 0 2 4 Demon Medic 2 Stun Cure
Item 2 450 Antidote 0 2 0 4 Group Heal 2 Poison Cure
Item 3 800 Clairvoyant Orb 0 0 2 6 Ambush Alert 6 Treasure Hunt 6
Item 3 850 Quiver 3 0 5 0 Slay Flying Range Attack
Item 4 2000 Explosives 12 0 0 0 Wall Breaker 25 Self-Destruct 15
Item 4 2250 Cardinal’s Hat 0 5 0 7 Group Heal 4 Boost Human 4
Item 5 7500 Witch Hat 10 0 0 5 Critical Boost 10 Demon Medic 5
Item 5 8000 Hunter Beret 5 2 8 0 Lethal Critical 30 Flank Attack 5
Item 6 16000 Warding Amulet 0 10 10 0 Evade 15 Slayer Defense
Item 6 17500 Panacea 5 5 5 5 Group Heal 6 Resist Ailments
Item 7 40000 Demon Explosives 25 0 0 0 Wall Breaker 50 Self-Destruct 30
Item 7 42000 Devil Drug 15 10 10 -10 Critical Boost 20 Recovery 25

Skills

Name Effect Type
Absolute Cure All allies are immune to the following ailments: Poison, Curse, Stun, 〇〇 Debuff. Abnormal Status Recovery
Action Block In main battles, reduce the enemy’s turn count. Weakening
Action Boost In main battles, your army gets more turns (In encounter battles, this skill functions like Added Attack). Support
Added Attack Grants more attacks per turn. Offensive
All Attack Attacks all enemies. But other than the main target, enemies take half damage. Only the main target will counterattack. (Gives the same amount of Force as a normal attack) Offensive
All Null Nullifies the enemy’s All Attack.(All Attack can only be prevented with All Null) Defensive
Ambush Alert The enemy’s total Ambush Tactics value is reduced by your Ambush Alert value. Support
Ambush Tactics Totals up the value of all allies’ Ambush skills. For every 10 points, one enemy’s position gets shuffled. Support
Attack Debuff Each attack reduces the target’s Attack. Offensive
Attack Tactics Your full army gains an attack bonus. (Only when the owner of the skill is alive, and there are at least four allied units on the field) Support
Boost Aqua Buff all Aqua-type allies aside from oneself. Support
Boost Beast Buff all Beast-type allies aside from oneself. Support
Boost Demon Buff all Demon-type allies aside from oneself. Support
Boost Dragon Buff all Dragon-type allies aside from oneself. Support
Boost Fire Buff all Fire-type allies aside from oneself. Support
Boost Flying Buff all Flying-type allies aside from oneself. Support
Boost God Buff all God-type allies aside from oneself. Support
Boost Human Buff all Human-type allies aside from oneself. Support
Boost Ice Buff all Ice-type allies aside from oneself. Support
Boost Knight Buff all Knight-type allies aside from oneself. Support
Boost Lightning Buff all Lightning-type allies aside from oneself. Support
Boost Man Buff all Man-type allies aside from oneself. Support
Boost Mechanical Buff all Mechanical-type allies aside from oneself. Support
Boost Nature Buff all Nature-type allies aside from oneself. Support
Boost Night Buff all Night-type allies aside from oneself. Support
Boost Poison Buff all Poison-type allies aside from oneself. Support
Boost Squad Buff all allies aside from oneself. Support
Boost Supreme Buff all Supreme-type allies aside from oneself. Support
Boost Undead Buff all Undead-type allies aside from oneself. Support
Boost Woman Buff all Woman-type allies aside from oneself. Support
Bounty Hunter When defeating an enemy, you have some chance of obtaining extra ore. (The owner of this skill must be alive at the end of battle for it to take effect)
Skill Level 1: Copper Ore up drops at a high rate
Skill Level 2: Iron Ore drops at a high rate
Skill Level 3: Silver Ore drops at a high rate
Skill Level 4: Soul Silver Ore drops at a medium rate
Skill Level 5: Gold Ore drops at a medium rate
Skill Level 6: Mithril Ore drops at a medium rate
Skill Level 7: Orichalcum Ore drops at a low rate
Support
Charm Attack The damaged unit receives charmed status. Charmed units can’t do anything for that round. (Only if the target is the opposite sex of the attacker. If not, this skill deals one Stun Counter instead.) Offensive
Counter Ailment Counterattacks will also inflict status ailments. (All status ailment skills may have no effect on certain unit types) Offensive
Counter Amp Multiplies counterattack damage. Offensive
Critical Boost Increases critical rate. Offensive
Cross Attack Provides the effects of both Pierce Attack and Wide Attack. (Gives the same amount of Force as a normal attack) Offensive
Cross Null Nullifies the enemy’s Pierce, Wide, and Cross Attacks (Cross Attacks can also be nullified with both Pierce Null and Wide Null). Defensive
Curse Cure All allies are immune to curse. Abnormal Status Recovery
Cursed Strike Curses the enemy. Cursed enemies suffer a penalty to their status parameters and cannot be healed in the same battle. Offensive
Dark Blast The target takes dark damage at the end of each turn. Continuous Damage (Single-Target)
Dark Field All enemies take dark type damage at the end of each turn. Continuous Damage (Squad)
Day-Attuned Night-type units won’t lose half their defense during the day. Support
Debuff Cure Block 〇〇 debuffs for all allies. Abnormal Status Recovery
Defense Debuff Each attack reduces the target’s Defense. Offensive
Defense Only Take half damage from normal attacks, but can’t attack except with counterattacks. Defensive
Defense Tactics Defend all units placed behind this unit, and raise Defense of all allies. (Only when the owner of the skill is alive, and there are at least four allied units on the field) Support
Demon Medic Recover all Demon or Undead-type allies. Continuous Healing
Dimension Slash Has the effects of both Range Attack and Parry and ignores the enemy’s Parry and Dragon Scales skills. It also ignores 75% of the enemy’s Defense when doing damage. Offensive
Dragon Scales This skill’s value is a percentage. If that percentage of the damage this unit deals to the enemy is greater than the damage the enemy deals to this unit, the enemy’s damage is reduced to 0. If the enemy slays Dragontype units, this effect is invalid. This skill works with both attacks and counterattacks.. Defensive
Elite Units with this skill get +100% EXP Support
Equitable Heal Recover all allies regardless of type.(All healing skills are blocked by the Curse ailment) Continuous Healing
Evade Chance of dodging ranged attacks. Defensive
Fire Blast The target takes fire damage at the end of each turn. No effect on flame type units. Continuous Damage (Single-Target)
Fire Field All enemies take fire type damage at the end of each turn. No effect on flame type units. Continuous Damage (Squad)
Flank Attack Enables attacking backline enemies. Also ignores Defense Tactics. The higher this skill’s value, the more it also damages the enemy’s Force. (Gives the same amount of Force as a normal attack) Offensive
Flank Null As long as the unit with this skill is alive, the enemy’s flank attacks are nullified. Defensive
Forward Guard Take attacks for the next unit ahead in line, even from enemies with Flank or Range Attack. Defensive
Group Heal Recover all allies. No effect on Undead-type units. Continuous Healing
Hardy Physique Normal damage, end turn damage, healing, and tactic skill effects are all reduced. (Only by up to 90%) Defensive
Helmet Split Ignore some amount of the enemy’s Defense when doing damage. Offensive
Ice Blast The target takes ice damage at the end of each turn. No effect on ice type units. Continuous Damage (Single-Target)
Ice Field All enemies take ice type damage at the end of each turn. No effect on ice type units. Continuous Damage (Squad)
Lethal Critical Critical hits do massive damage. Offensive
Light Blast The target takes light damage at the end of each turn. Continuous Damage (Single-Target)
Light Field All enemies take light type damage at the end of each turn. Continuous Damage (Squad)
Lightning Blast The target takes lightning damage at the end of each turn. No effect on lightning type units. Continuous Damage (Single-Target)
Lightning Field All enemies take lightning type damage at the end of each turn. No effect on lightning type units. Continuous Damage (Squad)
Morale Debuff Each attack reduces the target’s Morale. Offensive
Morale Tactics Your full army gains a morale bonus. (Only when the owner of the skill is alive, and there are at least four allied units on the field) Support
Multi-Ailment If the owner of this skill also has an area attack skill, their status ailment skills will affect all targets. Offensive
Night-Attuned Non-Night-type units no longer suffer the following effects during the night: Half Defense, losing Range Attack’s abilities to ignore Defense Tactics and hit backline enemies Support
Nocturnal All stats are increased at night, while all stats are decreased during the day. Prevents non-Night-type units from losing half their Defense during the night. Support
Parry Chance of blocking all normal attack damage aside from critical attacks. Defensive
Pierce Attack Targeting a frontline enemy will also hit the enemy on the backline and vice versa. Only the main target will counterattack. (Gives the same amount of Force as a normal attack) Offensive
Pierce Null Nullifies the enemy’s Pierce Attack. Defensive
Poison Attack Poisons an enemy to the degree indicated by this skill’s value. Poisoned enemies take proportional damage at the end of each turn. Offensive
Poison Blast The target takes poison damage at the end of each turn. No effect on Poison/Machine/Undead-units. (Not blocked by end turn damage defense skills) Continuous Damage (Single-Target)
Poison Cure All allies are immune to poison. Abnormal Status Recovery
Poison Field All enemies take poison damage at the end of each turn. No effect on Poison/Machine/Undead-units. (Not blocked by end turn damage defense skills) Continuous Damage (Squad)
Rainbow Venom Applies Curse, Charm, Seal, Attack Debuff, Defense Debuff, Speed Debuff, and Morale Debuff. Offensive
Range Attack Attack without being counterattacked. During the day, it also ignores Defense Tactics and enables attacking the backline. (Gives the same amount of Force as a normal attack) Offensive
Range Null As long as the unit with this skill is alive, the enemy’s ranged attacks are nullified. Defensive
Recovery Once per battle, units with this skill revive from 0 HP. (But if cursed or sealed, they can’t revive) Defensive
Resist Ailments Units with this skill are immune to all ailments. Abnormal Status Recovery
Sap Aqua Weaken Aqua-type enemies. Weakening
Sap Attack Weakens attack of all enemy units. Weakening
Sap Beast Weaken Beast-type enemies. Weakening
Sap Defense Weakens defense of all enemy units. Weakening
Sap Demon Weaken Demon-type enemies. Weakening
Sap Dragon Weaken Dragon-type enemies. Weakening
Sap Fire Weaken Fire-type enemies. Weakening
Sap Flying Weaken Flying-type enemies. Weakening
Sap God Weaken God-type enemies. Weakening
Sap Human Weaken Human-type enemies. Weakening
Sap Ice Weaken Ice-type enemies. Weakening
Sap Knight Weaken Knight-type enemies. Weakening
Sap Lightning Weaken Lightning-type enemies. Weakening
Sap Man Weaken Man-type enemies. Weakening
Sap Mechanical Weaken Mechanical-type enemies. Weakening
Sap Morale Weakens morale of all enemy units. (Morale is decreased by only a fourth the value of other skills. Only takes effect while the owners of these skills are alive) Weakening
Sap Nature Weaken Nature-type enemies. Weakening
Sap Night Weaken Night-type enemies. Weakening
Sap Poison Weaken Poison-type enemies. Weakening
Sap Speed Weakens speed of all enemy units. Weakening
Sap Squad All stats for all enemies are decreased. Weakening
Sap Supreme Weaken Supreme-type enemies. Weakening
Sap Undead Weaken Undead-type enemies. Weakening
Sap Woman Weaken Woman-type enemies. Weakening
Seal Attack The damaged unit receives sealed status.Sealed status prevents end turn damage/healing. Offensive
Self Heal Recover this unit’s HP. Continuous Healing
Self-Destruct When defeated by a direct attack, self-destruct and damage the unit that attacked. Ranged attackers will also take at least some self-destruct damage. Defensive
Slacker Units with this skill get -50% EXP Support
Slay Aqua Heavy damage to Aqua-type enemies. Special Attack
Slay Beast Heavy damage to Beast-type enemies. Special Attack
Slay Demon Heavy damage to Demon-type enemies. Special Attack
Slay Dragon Heavy damage to Dragon-type enemies. Special Attack
Slay Flame Heavy damage to Fire-type enemies. Special Attack
Slay Flying Heavy damage to Flying-type enemies. Special Attack
Slay God Heavy damage to God-type enemies. Special Attack
Slay Human Heavy damage to Human-type enemies. Special Attack
Slay Ice Heavy damage to Ice-type enemies. Special Attack
Slay Knight Heavy damage to Knight-type enemies. Special Attack
Slay Lightning Heavy damage to Lightning-type enemies. Special Attack
Slay Man Heavy damage to Man-type enemies. Special Attack
Slay Mechanical Heavy damage to Mechanical-type enemies. Special Attack
Slay Nature Heavy damage to Nature-type enemies. Special Attack
Slay Night Heavy damage to Night-type enemies. Special Attack
Slay Poison Heavy damage to Poison-type enemies. Special Attack
Slay Supreme Heavy damage to Supreme-type enemies. Special Attack
Slay Undead Heavy damage to Undead-type enemies. Special Attack
Slay Woman Heavy damage to Woman-type enemies. Special Attack
Slayer Defense Units with this skill don’t take extra damage from enemies with type-slaying advantages. Defensive
Speed Debuff Each attack reduces the target’s Speed. Offensive
Speed Tactics Your full army gains a speed bonus. (Only when the owner of the skill is alive, and there are at least four allied units on the field) Support
Spell Absorb Nullify non-poison end turn damage to this unit, taking some portion of that damage and using it to heal this unit’s HP. Continuous Damage (Countermeasure)
Spell Barrier All allies take less damage from non-poison end turn damage skills. Continuous Damage (Countermeasure)
Spell Reflect Nullify non-poison end turn damage to this unit, taking some portion of that damage and reflecting it on the target enemy. Continuous Damage (Countermeasure)
Spell Wall This unit takes less damage from non-poison end turn damage skills. Continuous Damage (Countermeasure)
Strat Barrier All units take less damage from tactic skills. Support
Strat Support Reduces the Force cost of tactic skills. Support
Strat Wall The unit with this skill takes less damage from tactic skills. Support
Stun Attack Deals Stun Counters proportional to this skill’s value. Two or more Stun Counters will stun an enemy and prevent them from acting for a turn. Offensive
Stun Cure All allies are immune to stun. Abnormal Status Recovery
Sun Worship All stats are increased during the day while all stats are decreased at night. Prevents Night-type units from losing half their Defense during the day. Support
Target Heal Restore the targeted ally’s HP. No effect on Undead-type units. Continuous Healing
Terrain Null Nullifies all terrain effects for enemies and allies. Terrain Suitability
Treasure Hunt When defeating an enemy, increases the chance of getting Medallions and rare items. (The owner of this skill must be alive at the end of battle for it to take effect) Support
Troop Carrier Nullifies negative terrain effects on allies. Terrain Suitability
Wall Breaker At the start of battle, enemy terrain defense (Lnd) is decreased by the value of this skill. Offensive
Wall Builder At the start of battle, ally terrain defense (Lnd) is increased by the value of this skill. (The greater the wall (Lnd) value is, the more it reduces damage taken) Offensive
Water Blast The target takes water damage at the end of each turn. No effect on aquatic units. Continuous Damage (Single-Target)
Water Field All enemies take water type damage at the end of each turn. No effect on aquatic units. Continuous Damage (Squad)
Wide Attack When attacking an enemy, also attack enemies in the same row. But other than the main target, enemies take half damage. Only the main target will counterattack. (Gives the same amount of Force as a normal attack) Offensive
Wide Null Nullifies the enemy’s Wide Attack. Defensive

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