Passive Skills

HP+3
Grants +3 to max HP.

HP+4
Grants +4 to max HP.

HP+5
Grants +5 to max HP.

Swordbreaker 1
If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Swordbreaker 2
If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Swordbreaker 3
If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Armored Blow 1
Grants Def+2 druing combat if unit initiates the attack.

Armored Blow 2
Grants Def+4 druing combat if unit initiates the attack.

Armored Blow 3
Grants Def+6 druing combat if unit initiates the attack.

Attack +1
Grants Atk+1.

Attack +2
Grants Atk+2.

Attack +3
Grants Atk+3.

Axebreaker 1
If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

Axebreaker 2
If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

Axebreaker 3
If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

Bowbreaker 1
If unit's HP ≥ 90% in combat against a bow user, unit makes a follow-up attack and foe cannot.

Bowbreaker 2
If unit's HP ≥ 70% in combat against a bow user, unit makes a follow-up attack and foe cannot.

Bowbreaker 3
If unit's HP ≥ 50% in combat against a bow user, unit makes a follow-up attack and foe cannot.

Brash Assault 1
Unit automatically makes a follow-up when at HP < 30% and attacking a foe that can counter.

Brash Assault 2
Unit automatically makes a follow-up when at HP < 40% and attacking a foe that can counter.

Brash Assault 3
Unit automatically makes a follow-up when at HP < 50% and attacking a foe that can counter.

Breath of life 1
If unit initiates attack, adjacent allies recover 3 HP after combat.

Breath of Life 2
If unit initiates attack, adjacent allies recover 5 HP after combat.

Breath of Life 3
If unit initiates attack, adjacent allies recover 7 HP after combat.

Close Counter
Enables unit to counterattack regardless of distance to attacker.

Daggerbreaker 1
If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

Daggerbreaker 2
If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

Daggerbreaker 3
If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack.

Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack.

Darting Blow 3
Grants Spd+6 during combat if unit initiates the attack.

Death Blow 1
Grants Atk+2 if unit initiates combat.

Death Blow 2
Grants Atk+4 if unit initiates combat.

Death Blow 3
Grants Atk+6 if unit initiates combat.

Defense +1
Grants Def+1.

Defense +2
Grants Def+2.

Defense +3
Grants Def+3.

Defiant Atk 1
Grants Atk +3 at start of turn if unit's HP ≤ 50%

Defiant Atk 2
Grants Atk +5 at start of turn if unit's HP ≤ 50%

Defiant Atk 3
Grants Atk +7 at start of turn if unit's HP ≤ 50%

Defiant Def 1
Grants Def+3 at start of turn if unit's HP < 50%

Defiant Def 2
Grants Def+5 at start of turn if unit's HP < 50%

Defiant Def 3
Grants Def+7 at start of turn if unit's HP < 50%

Defiant Res 1
Grants Res+3 at start of turn if unit's HP ≤ 50%.

Defiant Res 2
Grants Res+5 at start of turn if unit's HP ≤ 50%.

Defiant Res 3
Grants Res+7 at start of turn if unit's HP ≤ 50%.

Defiant Spd 1
Grants Spd+3 at start of turn if unit's HP ≤ 50%.

Defiant Spd 2
Grants Res+5 at start of turn if unit's HP ≤ 50%

Defiant Spd 3
Grants Spd+7 at start of turn if unit's HP ≤ 50%.

Desperation 1
If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.

Desperation 2
If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.

Desperation 3
If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.

Distant Counter
Enables unit to counterattack regardless of distance to attacker.

Drag Back
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space.

Escape Route 1
Enables unit whose own HP ≤ 30% to wrap adjacent to any ally.

Escape Route 2
Enables unit whose own HP ≤ 40% to wrap adjacent to any ally.

Escape Route 3
Enables unit whose own HP ≤ 50% to wrap adjacent to any ally.

Fortify Armor
Grants adjacent armored allies Def/Res+6 through their next actions at the start of each turn.

Fortify Calvary
Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn.

Fortify Def 1
Grants adjacent allies Def+2 through their next actions at the start of each turn.

Fortify Def 2
Grants adjacent allies Def+3 through their next actions at the start of each turn.

Fortify Def 3
Grants adjacent allies Def+4 through their next actions at the start of each turn.

Fortify Fliers
Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn.

Fortify Res 1
Grants adajacent allies Res+2 through their next actions at the start of each turn.

Fortify Res 2
Grants adajacent allies Res+3 through their next actions at the start of each turn.

Fortify Res 3
Grants adajacent allies Res+4 through their next actions at the start of each turn.

Fury 1
Push adjacent ally 2 spaces farther away.

Fury 2
Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.

Fury 3
Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

G. Tomebreaker 1
If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

G. Tomebreaker 2
If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

G. Tomebreaker 3
If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

Goad Armor
Grants armored allies within 2 spaces Spd/Atk+4 during combat. Required: Spur Atk 2

Hone Atk 1
Grants adjacent allies Atk+2 through their next actions at the start of each turn.

Hone Atk 2
Grants adjacent allies Atk+3 through their next actions at the start of each turn.

Hone Atk 3
Grants adjacent allies Atk+4 through their next actions at the start of each turn.

Hone Calvary
Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn.

Hone Fliers
Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.

Hone Spd 1
Grants adjacent allies Spd+2 through their next actions at the start of each turn.

Hone Spd 2
Grants adjacent allies Spd+3 through their next actions at the start of each turn.

Hone Spd 3
Grants adjacent allies Spd+5 through their next actions at the start of each turn.

Knock Back
If unit initiates attack, foe is moved 1 space away after combat

Lancebreaker 1
If unit's HP > 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.

Lancebreaker 2
If unit's HP > 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.

Lancebreaker 3
If unit's HP > 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.

Life and Death 1
Grants Atk/Spd+3. Inflicts Def/Res-3.

Life and Death 2
Grants Atk/Spd+4. Inflicts Def/Res-4.

Life and Death 3
Grants Atk/Spd+5. Inflicts Def/Res-5.

Live to Serve 1
When healing allies with a staff, unit also recovers 50% of the HP restored

Live to Serve 2
When healing allies with a staff, unit also recovers 75% of the HP restored

Live to Serve 3
When healing allies with a staff, unit also recovers the same amount

Lunge
If unit initiates attack, after combat, unit and targeted foe swap places.

Obstruct 1
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)

Obstruct 2
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.)

Obstruct 3
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)

Pass 1
Unit can pass through foes if its own HP ≥ 75%.

Pass 2
Unit can pass through foes if its own HP ≥ 50%.

Pass 3
Unit can pass through foes if its own HP ≥ 25%.

Poison Strike 1
Inflicts 4 damage to foe after any combat this unit initiates.

Poison Strike 2
Inflicts 7 damage to foe after any combat this unit initiates.

Poison Strike 3
Inflicts 10 damage to foe after any combat this unit initiates.

Quick Riposte 1
Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.

Quick Riposte 2
Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.

Quick Riposte 3
Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

R. Tomebreaker 1
If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

R. Tomebreaker 2
If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

R. Tomebreaker 3
If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

Renewal 1
At the start of every fourth turn, restores 10 HP.

Renewal 2
At the start of every third turn, restores 10 HP.

Renewal 3
At the start of every second turn, restores 10 HP.

Resistance +1
Grants Res+1

Resistance +2
Grants Res+2

Resistance +3
Grants Res+3

Savage Blow 1
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.

Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.

Savage Blow 3
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.

Seal Atk 1
After combat, foe suffers Atk-3 through its next action.

Seal Atk 2
After combat, foe suffers Atk-5 through its next action.

Seal Atk 3
After combat, foe suffers Atk-7 through its next action.

Seal Def 1
After combat, foe suffers Def -3 through its next action.

Seal Def 2
After combat, foe suffers Def -5 through its next action.

Seal Def 3
After combat, foe suffers Def -7 through its next action.

Seal Res 1
After combat, foe suffers Res-3 through its next action.

Seal Res 2
After combat, foe suffers Res-5 through its next action.

Seal Res 3
After combat, foe suffers Res-7 through its next action.

Seal Spd 1
After combat, foe suffers Spd-3 through its next action.

Seal Spd 2
After combat, foe suffers Spd-5 through its next action.

Seal Spd 3
After combat, foe suffers Spd-7 through its next action.

Speed +1
Grants Spd+1

Speed +2
Grants Spd+2

Speed +3
Grants Spd+3

Spur Atk 1
Grants adjacent allies Atk+2 during combat.

Spur Atk 2
Grants adjacent allies Atk+3 during combat.

Spur Atk 3
Grants adjacent allies Atk+4 during combat.

Spur Def 1
Grants adjacent allies Def+2 during combat.

Spur Def 2
Grants adjacent allies Def+3 during combat.

Spur Def 3
Grants adjacent allies Def+4 during combat.

Spur Res 1
Grants adjacent allies Res+2 during combat

Spur Res 2
Grants adjacent allies Res+3 during combat

Spur Res 3
Grants adjacent allies Res+4 during combat

Spur Spd 1
Grants adjacent allies Spd+2 during combat.

Spur Spd 2
Grants adjacent allies Spd+3 during combat.

Spur Spd 3
Grants adjacent allies Spd+4 during combat.

Svalinn Shield
Neutralizes "effective against" bonuses.

Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Atk 2
Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Atk 3
Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Def 1
Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn

Threaten Def 2
Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn

Threaten Def 3
Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn

Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Res 3
Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Spd 1
Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Spd 2
Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.

Threaten Spd 3
Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.

Triangle Adept 1
Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.

Triangle Adept 2
Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.

Triangle Adept 3
Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.

Vantage 1
Unit counterattacks first when attacked at HP ≤ 25%

Vantage 2
Unit counterattacks first when attacked at HP ≤ 50%

Vantage 3
Unit counterattacks first when attacked at HP ≤ 75%

Ward Armor
Grants armored allies within 2 spaces Def/Res+4 during combat.

Ward Calvary
Grants cavalry allies within 2 spaces Def/Res+4 during combat.

Ward Fliers
Grants flying allies within 2 spaces Def/Res+4 during combat.

Warding Blow 1
Grants Res+2 during combat if unit initiates the attack.

Warding Blow 2
Grants Res+4 during combat if unit initiates the attack.

Warding Blow 3
Grants Res+6 during combat if unit initiates the attack.

Wary Fighter 1
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 90%

Wary Fighter 2
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70%

Wary Fighter 3
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50%

Wings of Mercy 1
Enables unit to warp adjacent to any ally with HP ≤ 30%.

Wings of Mercy 2
Enables unit to warp adjacent to any ally with HP ≤ 40%.

Wings of Mercy 3
Enables unit to warp adjacent to any ally with HP ≤ 50%.

Fortify Dragons
Grants adjacent Dragon allies Def/Res+6 through their next actions at the start of each turn.

B Tomebreaker 1
If unit's HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

B Tomebreaker 2
If unit's HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

B Tomebreaker 3
If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

Goad Cavalry
Grants cavalry allies within 2 spaces Spd/Atk+4 during combat.

Axe Experience 1
If unit survives, unit gets 1.5x EXP. (If similar skill effects also used, only highest multipler applied.)

Axe Experience 2
If unit survives, all axe users on team get 1.5x EXP. (If similar skill effects also used, only highest multipler applied.)

Axe Experience 3
If unit survives, all axe users on team get 2x EXP. (If similar skill effects also used, only highest multipler applied.)

Attack Defense 1
Grants Atk/Def+1.

Attack Defense 2
Grants Atk/Def+2.

Swift Sparrow 1
If unit initiates combat, unit granted Atk/Spd+2 during battle.

Swift Sparrow 2
If unit initiates combat, unit granted Atk/Spd+4 during battle.

Live for Honor
If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)

Live for Bounty
If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)

Iote’s Shield
Neutralizes "effective against" bonuses.

Windsweep 1
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack.

Windsweep 2
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack.

Windsweep 3
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

Hit and Run
If unit initiates attack, unit advances 1 space after battle

Fortress Def 1
Grants Def+3. Inflicts Atk-3.

Fortress Def 2
Grants Def+4. Inflicts Atk-3.

Fortress Def 3
Grants Def+5. Inflicts Atk-3.

Bow Exp. 1
If unit survives and uses a bow, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.)

Bow Exp. 2
If unit survives, all bow users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.)

Bow Exp. 3
If unit survives, all bow users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applies.)

Heavy Blade 1
If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack.

Heavy Blade 2
If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack.

Heavy Blade 3
If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack.

Spur Def Res 1
Grants adjacent allies Def/Res +2 during combat

Spur Def Res 2
Grants adjacent allies Def/Res +3 during combat.

Watersweep 1
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack.

Watersweep 2
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack.

Watersweep 3
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

Guard 1
If unit's HP is 100% at start of combat, enemy is inflicted with Special cooldown charge-1.

Guard 2
If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only

Guard 3
If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only

Distant Def 1
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.

Distant Def 2
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.

Distant Def 3
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.

Earth Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat.

Earth Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat.

Earth Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+6 during combat.

B Tome Exp. 1
If unit survives and uses a blue tome, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.)

B Tome Exp. 2
If unit survives, all blue tome users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.)

B Tome Exp. 3
If unit survives, all blue tome users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applies.)

Wrathful Staff 1
If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons.

Wrathful Staff 2
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons.

Wrathful Staff 3
Damage from unit's staff will be calculated the same as other weapons.

Wind Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.

Wind Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.

Wind Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+6 during combat.

Dazzling Staff 1
If unit has 100% HP at the start of combat, the enemy cannot counterattack.

Dazzling Staff 2
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.

Dazzling Staff 3
The enemy cannot counterattack.

Atk Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.

Atk Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.

Atk Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.

Sturdy Blow 1
Grants Atk/Def+2 during combat if unit initiates combat.

Sturdy Blow 2
Grants Atk/Def+4 during combat if unit initiates combat.

Sword Exp. 1
If unit survives, unit gets 1.5x EXP.

Sword Exp. 2
If unit survives, all sword users on team get 1.5x EXP.

Sword Exp. 3
If unit survives, all sword users on team get 2x EXP.

Drive Def 1
Grants allies within 2 spaces Def+2 during combat.

Drive Def 2
Grants allies within 2 spaces Def+3 during combat.

Fire Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.

Fire Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.

Fire Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

Panic Ploy 1
At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.

Panic Ploy 2
At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.

Panic Ploy 3
At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.

Close Def 1
If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat.

Close Def 2
If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat.

Close Def 3
If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.

Axe Valor 1
If unit survives and uses an axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

Axe Valor 2
If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

Axe Valor 3
If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

Seal Atk Spd 1
After combat, inflicts Atk/Spd-3 on foe through its next action.

Seal Atk Spd 2
After combat, inflicts Atk/Spd-5 on foe through its next action.

Def Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action.

Def Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action.

Def Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action.

HP Def 1
Grants HP+3, Def+1.

HP Def 2
Grants HP+4, Def+2.

Lance Valor 1
If unit survives and uses a lance, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

Lance Valor 2
If unit survives, all lance users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

Lance Valor 3
If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)