Skill Component Dictionary

The item components in this dictionary are broken down by icon going from left to right, with each icon’s aspects being explained top to bottom.

Attribute Components

Component

Description

Hidden

The skill/status will not appear anywhere in the unit’s info menu.

Class Skill

The skill/status will appear in the unit’s ‘personal data’ page in their info menu, rather than on the ‘weapon and support level’ page.

Stack

The skill/status can be applied multiple times. Useful when creating skills such as “+1 Strength every time an enemy is defeated”.

Feat

The skill/status can be selected as a Feat.

Negative

Skill/status is considered Detrimental. This status cannot be applied to a unit with any skill using the “ImmuneStatus” skill component. This status can be cleared by an item using the “Restore” item component.

Global

All units will be affected by this skill/status.

Negate

Negates all effective damage.

Negate Tags

Negates effective damage against the specified tags. For example, to recreate Iote’s shield, we would select the “Flying” tag.

Base Components

Component

Description

Unselectable

Unit cannot be selected by the player. A use case would be for a berserked ally.

Cannot Use Items

The unit cannot use nor equip any items.

Cannot Use Magic Items

The unit cannot use nor equip any items that have the “Magic” item component. Also prevents using items with the “Magic At Range” component from greater than range 1.

Additional Accessories

Trades item slots for accessory slots.

Ignore Alliances

The affected unit can attack any team. Useful for stuff like Thracia Green units that could attack the player.

Change AI

Changes the unit’s AI to the one specified. Can accept any AI setting, including those made with the AI editor.

Change Buy Price

Multiplies shop prices by the value given for the affected unit. For a Silver Card, one would use a value of .50 (i.e., 50% of the normal price).

Exp Multiplier

Multiplies the amount of EXP the affected unit receives by the specified value. For Paragon, one would enter a value of 2.00 (i.e., 200% of the normal amount).

Enemy Exp Multiplier

Alters the amount of EXP this unit gives. For Void Curse, one would give this a value of 0.00 and assign it to enemies. These enemies now give no EXP when fought.

Wexp Multiplier

Multiplies the amount of WEXP the affected unit receives by the specified value.

Can Use Weapon Type

Allows usage of the specified weapon type. Do note that the unit will still need a WEXP value above 0 for this to work. This component exists to allow a class to wield a weapon they normally could not use. For example, if Franz had 1 Axe WEXP and did not have this component, he would still not be able to use an Iron Axe. Once this component is applied, he will be able to use the Iron Axe.

Enemy Wexp Multiplier

Alters the amount of WEXP that units besides the affected unit receives, by the specified value.

Locktouch

Gives the affected unit the ability to unlock. can_unlock will return True for this unit, allowing them to interact with regions that use can_unlock as a condition. Refer to the eventing tutorials for more details.

Sight Range Bonus

Unit can illuminate additional spaces when Fog of War is active.

Decreasing Sight Range Bonus

Unit can illuminate additional spaces when Fog of War is active. This bonus lowers by 1 every turn.

Ignore Fatigue

The affected unit will not accumulate Fatigue.

Movement Components

Component

Description

Canto

Unit can move again after certain actions, excluding actions such as attacking or healing.

Canto Plus

Unit can move again after any action, including attacks.

Canto Sharp

Unit can move and attack in either order. Prevents units from moving, attacking, and then using canto.

Movement Type

Unit will have a non-default movement type. Commonly used for flying or pirates.

Pass

Unit can move through enemies.

Ignore Terrain

Unit will not be affected by terrain in any way.

Ignore Rescue Penalty

Unit will ignore the rescue penalty.

Grounded

Unit cannot be forcibly moved such as through shove or reposition.

No Attack After Move

Unit can either move or attack, but not both.

Combat Components

Component

Description

Stat Change

Gives integer increases to the specified stats. Used by tiles to give defense bonuses.

Stat Multiplier

Multiplies the specified stat by a given value.

Growth Change

Gives integer increases to the growth rates of specified stats.

Equation Growth Change

Increases the growth of all of a units stats by the specified equation. Must evaluate to an integer.

Damage

Unit deals X more damage on attacks, where X is the specified integer value.

Eval Damage

Unit deals X more damage on attacks, where X is the result of the given equation. The equation must evaluate to an integer.

Resist

Unit gains X more resist, where X is the specified integer value. Resist includes both defense and resistance since it modifies the DEFENSE and MAGIC_DEFENSE equations.

Hit

Unit gains X more hit, where X is the specified integer.

Avoid

Unit gains X more avoid, where X is the specified integer.

Crit

Unit gains X more critical chance, where X is the specified integer.

Crit Avoid

Unit gains X more critical avoid, where X is the specified integer. Critical avoid is subtracted from the opponent’s critical chance.

Attack Speed

Unit gains X more attack speed, where X is the specified integer. A unit’s attack speed is their speed for the purpose of determining whether they are able to double an opponent.

Defense Speed

Unit gains X more defense speed, where X is the specified integer. A unit’s defense speed is their speed for the purpose of determining whether they are doubled by an opponent.

Damage Multiplier

Multiplies damage dealt by the specified decimal number.

Dynamic Damage Multiplier

Multiplies damage dealt by the result of the given equation. Equation must evaluate to either an integer or floating point number.

Resist Multiplier

Multiplies damage taken by the specified decimal number.

PCC

Multiplies critical chance by the chosen stat on any strike after the first.

Advanced Combat Components

Component

Description

Miracle

Unit cannot be reduced below 1 HP. Often used with the charges system or Proc Rate component.

Ignore Damage

Unit cannot take damage. HP can still be set via event.

Live to Serve

Unit heals self X% of healing given to others.

Lifetaker

Unit heals self X% of max HP after a kill.

Lifelink

Unit heals self X% of damage dealt to others, such as with Nosferatu or Sol.

Ally Lifelink

Unit heals adjacent allies X% of damage dealt to others.

Armsthrift

Attacking with a weapon restores X uses on hit. Uses will not be restored above max.

Limit Maximum Range

Caps the unit’s maximum range with any item to X.

Modify Maximum Range

Adjusts the maximum range of any item wielded by the unit by X.

Eval Maximum Range

Functions as Modify Maximum Range, but by providing an equation.

Cannot Double

Cmon bruh.

Can Double on Defense

Only meant to be used when units are prevented from doubling on defense through the Constants editor.

Vantage

Unit attacks first when defending. If two units with Vantage fight, the defender always attacks first.

Guaranteed Crit

Unit will always crit even if critical hits are turned off in Constants.

Distant Counter

Unit can counter an attack from any range regardless of weapon effective range.

Cleave

Unit’s attacks will hit all enemies within 1 tile (diagonals included). Functions identically to the Enemy Cleave AoE item component.

Give Status After Combat

The target is granted the skill after combat, even if the unit did not hit or even attack at all.

Give Status After Attack

The target is granted the skill after combat if the unit was the attacker, even if the unit does not hit.

Give Status On Hit

The target is granted the skill after being hit, even if combat has not yet ended.

Gain Skill After Kill

The unit is granted the skill after killing a target in combat.

Gain Skill After Attacking

The unit is granted the skill after combat if the unit was the attacker, even if the unit does not hit.

Gain Skill After Active Kill

The unit is granted the skill after killing a target in combat that the unit initiated.

Delay Initiative Order

Delays the target’s turn by X. Only applies when attacking.

Recoil

Unit takes X nonlethal damage after combat.

Post Combat Damage

Target takes X nonlethal damage after combat.

Post Combat Damage Percent

Target takes X% of max HP nonlethal damage after combat.

Post Combat Splash

Enemies within AoE range of target take X nonlethal damage after combat. AoE range is defined by the Post Combat Splash AOE component.

Post Combat Splash AOE

Enemies within X range of target take nonlethal damage after combat as defined by the Post Combat Splash component.

Status Components

Component

Description

Aura

Grants skill to qualifying units within aura range.

Aura Range

Associated aura spreads out to targets within X tiles of unit.

Aura Target

Must be ally, enemy, or unit. Enemy encompasses both enemy types (enemy, enemy2), while unit encompasses all units.

Pair Up Bonus

While this unit is the sub unit in guard stance, grants skill to the main unit.

Regeneration

Unit restores X% of max HP at the beginning of its phase/turn.

Mana Regeneration

Unit restores X mana at the beginning of its phase/turn.

Upkeep Damage

Unit takes X damage at the beginning of its phase/turn. Can be lethal.

Endstep Damage

Unit takes X damage at the beginning of its phase/turn. Can be lethal.

GBAPoison

Unit randomly takes 1 to X damage at the beginning of its phase/turn. Can be lethal.

Resist Status

Other skills gained with a time component of duration 2 or greater have that duration decreased to 1 turn.

Immune Status

Unit cannot acquire skills with the Negative component.

Reflect Status

When the unit acquires a skill with a Negative component, causes the granter of that skill to also receive it. Does not prevent acquisition of the Negative skill.