Fire Emblem: Fortune's WeaveAnna's Notebook
English

Skills and combat arts

Personal skills, class abilities, mastery skills, weapon combat arts and Bloodmarks. For the best early priorities, seeDivine skill rankings。

Personal skill 67 entries

NameEffectLearn
BrioVery strongBrio / Brio
Movement +1
Tactician’s WitUsefulTactician’s Wit / Tactician’s Wit
Range +1 for combat arts usable on allies
With My SteedUsefulWith My Steed / With My Steed
[Cavalry] Protection +3 and Dodge +30 when initiating combat
Management SkillsManagement Skills / Management Skills
Allies within 2 spaces, including this unit, can use the item pouch
BrawnUsefulBrawn / Brawn
Reduces the weight of the unit's equipped weapon and equipment to 80%
Competitive ZealUsefulCompetitive Zeal / Competitive Zeal
Crit +10 when wielding magic
Punishing SquallUsefulPunishing Squall / Punishing Squall
Hit +20 in combat if the user's Attack Speed exceeds the enemy's by at least 3
Royal ResolveVery strongRoyal Resolve / Royal Resolve
30% chance to halve damage taken when attacked
Hot-HeadedVery strongHot-Headed / Hot-Headed
One of hit, avoid or critical +10 during combat
Heavyweight ClassUsefulHeavyweight Class / Heavyweight Class
Cannot become cavalry or a flying class; build +5
Hatchet ManHatchet Man / Hatchet Man
Hit +10 when wielding an axe
Close CallClose Call / Close Call
Own HPis at least 2, if damage would reduceHPreturns 0 damage, withLck% chance to activate, leaving 1 pointHP
Goddess’s FavorUsefulGoddess’s Favor / Goddess’s Favor
After combat, restores 5 points to selfHP
Steady AimVery strongSteady Aim / Steady Aim
Bow combat arts gain Range +1
Stage DirectionStage Direction / Stage Direction
When an ally within 2 spaces enters combat, a chance based on that ally's (Cha/2)% chance to grant that ally critical avoid +10
Veteran’s MettleVeteran’s Mettle / Veteran’s Mettle
Hit +10 against adjacent foes
CaretakerCaretaker / Caretaker
5% chance to prevent an adjacent ally from being followed up in combat
Ready for BattleReady for Battle / Ready for Battle
50% chance to strike first in combat 1 of the enemy phase
Spirits’ VoiceUsefulSpirits’ Voice / Spirits’ Voice
Hit and Avo +10 in combat against magic users
Murderous IntentUsefulMurderous Intent / Murderous Intent
Crit +5 when initiating combat
FalconUsefulFalcon / はやぶさ
Attack speed +3 when initiating combat
Graceful LightUsefulGraceful Light / Graceful Light
When healing allies with magic, has aLck% chance to activate without consuming a magic use
Dark CallingUsefulDark Calling / Dark Calling
Adjacent enemies suffer critical avoid -5
Quick DrawUsefulQuick Draw / Quick Draw
50% chance of Attack +3 when initiating combat
Signs of GrowthVery strongSigns of Growth / Signs of Growth
Base stats are more likely to increase on level-up
BlindsideBlindside / Blindside
5% chance to prevent counterattacks when initiating combat
Safety FirstUsefulSafety First / Safety First
Hit +10 during combat if the foe cannot counterattack
One ChanceUsefulOne Chance / One Chance
Attack +5 during combat if neither unit can make a follow-up attack
Monkly HavocMonkly Havoc / Monkly Havoc
When defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
AdaptabilityVery strongAdaptability / Adaptability
After combat, Hit +2 (up to +30) until the end of the battle
Power ArtsUsefulPower Arts / Power Arts
Attack +3 when attacking with a combat art
Warrior’s ClarityWarrior’s Clarity / Warrior’s Clarity
Avo +3 after combat (until the next player phase)
Hunter’s SnareHunter’s Snare / Hunter’s Snare
During the enemy phase, if the enemy has already taken damage, grants a 30% chance to strike first
Barge ThroughVery strongBarge Through / Barge Through
[Cavalry] Can move through spaces occupied by foes (no effect if this unit is a large unit)
Hellbent AxeUsefulHellbent Axe / Hellbent Axe
When an axe is equipped, Str+3
Healing KnowledgeVery strongHealing Knowledge / Healing Knowledge
Healing allies with magic restores +10 HP
Wheeled WarriorWheeled Warrior / Wheeled Warrior
[Cavalry] Hit +20 if the unit is a Charioteer
Sage AdviceSage Advice / Sage Advice
Adjacent alliesDex+3
TyrannyUsefulTyranny / Tyranny
Attack +3, Crit +10 in combat against enemies with a status ailment
Racing AttackUsefulRacing Attack / Racing Attack
Avoid +15 when initiating combat
Guardian’s DutyGuardian’s Duty / Guardian’s Duty
Reduces incoming attack damage to 90%
Patch UpVery strongPatch Up / Patch Up
After an adjacent ally's combat, slightly restores that ally'sHP
Brave AssistUsefulBrave Assist / Brave Assist
Adjacent alliesDef+3
Cooler HeadsUsefulCooler Heads / Cooler Heads
Use “Draw Back”, support magic can be used afterward
SteadfastUsefulSteadfast / Steadfast
In combat, if the user'sHPis at least half, Avo +10
Har Hali WisdomHar Hali Wisdom / Har Hali Wisdom
Attack +3 during combat if the unit's attack is effective or super-effective against the foe
Celestial FlowUsefulCelestial Flow / Celestial Flow
Avoid +3
Swashbuckler's LuckUsefulSwashbuckler's Luck
Lck+3
Solid and SturdyUsefulSolid and Sturdy / Solid and Sturdy
Def+5, becomes armored. Cannot become a cavalry or flying class
Silver MaidenUsefulSilver Maiden / Silver Maiden
Hit and Avoid +5 for every 1 adjacent allies
Sturdy CorundumSturdy Corundum / Sturdy Corundum
During the enemy phase, halves attack damage taken in combat 1 only
Expert CounterUsefulExpert Counter / Expert Counter
Hit +20 when the foe initiates combat
Light of SalvationVery strongLight of Salvation / Light of Salvation
Negates Netherworld Blessing on foes within 2 spaces
Yun ShouYun Shou / Yun Shou
Hit +10 with gauntlets equipped
Zhu MingUsefulZhu Ming / Zhu Ming
Hit +10 when magic is equipped
Requiem StyleRequiem Style / Requiem Style
5% chance in combat to make a follow-up regardless of attack speed
Steady HandsSteady Hands
Attack Speed +3, Avoid +10 when the enemy initiates combat
Headlong RushHeadlong Rush
Attack Speed +3 and Hit +10 when initiating combat
Princess of ArrowsPrincess of Arrows / Princess of Arrows
Hit +20 when a bow is equipped
Python TechniquePython Technique / Python Technique
15% chance to follow up regardless of Attack Speed when fighting with a gauntlet combat art
Spirit of SilverSpirit of Silver / Spirit of Silver
After combat, has a Def% chance to activate,Def+1 (up to +10) (until the end of battle)
Heavy-Bow UserHeavy-Bow User / Heavy-Bow User
When wielding a bow,Str+3
Elephant RushElephant Rush
[Cavalry] Smash count +1 if the unit is an Elephant RiderHeld by Anna when she is playable in Anna's Paralogue: Golden Secret
Protection +5 when fighting undead foes.
Hit and Avo +15 when initiating combat.
When attacked, has a Dex% chance to grant Avo +40.
Skills, combat arts, and Bloodmarks: conditions and learning paths first

Choose skills for your team's needs

Distinguish passive effects, active arts, and Bloodmarks first. Passives require checking activation and learning conditions. Combat arts also require weapons, costs, and range; Bloodmarks depend on holders and activation chances. Separate personal skills, class abilities, mastery rewards, level-based skills, and mounted conditions when equipping.

Skill preparation separates equipped, personal, class, and mount abilities. Tobias’s personal panel shows Power Arts, the class panel lists Combat Arts +1 and Strike-Last Def +3, and learned skills appear separately on the right.
Skill preparation separates equipped, personal, class, and mount abilities. Tobias’s personal panel shows Power Arts, the class panel lists Combat Arts +1 and Strike-Last Def +3, and learned skills appear separately on the right.

Use personal skills to choose a role, then master skills that cover weaknesses. Cai’s Movement +1 helps him reach needed positions. Flamekeeper turns underworld flames into defensive terrain for allies. Check targets and range first, then choose classes and development routes that use the personal skill.

A role suited to personal skills can still give way to a more important team function. Majide’s Hellbent Axe grants Strength +3 with an axe, but he can learn Freeze and Warp. A white-magic route offers a distinct role when control or movement is missing. The cost is extra training in his weak White Magic. Check learners, proficiency ranks, and triggering equipment before deciding whether that investment pays off.

Mastery skills only work when their conditions are met. Check the complete Hit condition: Archer’s Crescendo grants Hit +3 after defeating an enemy, stacking to +30 until battle ends. Equipping it does not immediately grant +30. For a reliable first hit, compare effects such as Practiced Art’s combat-art Hit +10. If the first hit lacks accuracy, prioritize a skill that works immediately.

Dietrich’s combat art selection: weapon durability at the lower left falls from 20/20 to 18, while crit and hit remain visible on the right. (English interface)
Dietrich’s combat art selection: weapon durability at the lower left falls from 20/20 to 18, while crit and hit remain visible on the right. (English interface)

Choose combat arts by use rather than equipping the three highest-Might options. Check learned passives and arts and replace effects your current weapon cannot use. Balance Hit and offense with healing or defense. Confirm the weapon system and learner, then the cost unit: regular arts usually spend durability, while Blaze Arts spend HP. When a cost says 12, check whether that is 12 durability or 12 HP. Assess Strength/Magic bonuses and attack areas using current stats and the forecast.

After learning an effect, check whether current equipment and status let it work. Keeping a bonus for an unused weapon wastes a limited skill slot. Black-Magic Seeker and White-Magic Seeker double their respective spell uses; those are not unconditional base counts granted to all classes. Keep effects needed by your current approach. Compare upgraded and lower-level versions condition by condition, rather than inferring mechanics or stacking merely from a plus sign.

The Simplified Chinese description of the Diadem of Balance Bloodmark: a 3% chance to activate when attacking, preventing a counterattack. This is a chance-based effect, so do not plan around permanent counterattack immunity.
The Simplified Chinese description of the Diadem of Balance Bloodmark: a 3% chance to activate when attacking, preventing a counterattack. This is a chance-based effect, so do not plan around permanent counterattack immunity.

Read Bloodmark probabilities; occasional effects are not survival guarantees. The Diadem of the Auger gives a 5% chance of Hit +100 when attacking, not a permanent +100. The Diadem of the Apostle gives a 20% chance of Hit +20. The larger number does not make the former more reliable. Position so units can survive and secure kills even without a Bloodmark activation. Do not count a low-probability benefit as a fixed effect every turn.