Fire Emblem: Flickering Flames/Skills

Skills are learned from reaching certain levels in certain classes. In addition, each unit has a single Personal Skill. One unit can equip five skills at a time.
==Class Skills==
Name 	Learned 	Function
Miracle 	Priest/Cleric (Lv.1) 	If the unit receives an attack which would defeat them, they have a (Luck)% chance to survive with 1 HP. Fails if they only have 1 HP left.
Healtouch 	Priest/Cleric (Lv.10) 	All staffs restore 5 more HP.
Rally Luck 	War Monk/War Cleric (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +8 Luck (+10 to units with Open Mind).
Renewal 	War Monk/War Cleric (Lv.15)	The unit restores 25% of their HP at the start of each turn.
Rally Magic 	Sage (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +4 Magic (+5 to units with Open Mind).
Tomefaire 	Sage (Lv.15) 	+5 Magic while a Tome is equipped.
Dual Striker 	Lord (Lv.1) 	Dual Strikes occur more often.
Charisma 	Lord (Lv.10) 	The bonuses that this unit gives through Pair Up are improved by 25%.
Aether 	Great Lord (Lv.5) 	If the unit attacks, they have a (Skill/2)% chance to activate this skill. When it activates, they launch two attacks, the first hit healing the user for 50% of the damage dealt, and the second ignoring 50% of the target's Defence and Resistance.
Rightful Ruler 	Great Lord (Lv.15) 	The unit's other skills have 10% added to their activation rates.
Tactical Advice 	Tactician (Lv.1) 	When in a team, the unit's ally gains +10 Accuracy.
Solidarity 	Tactician (Lv.10) 	Adjacent allies gain +10 Critical and Critical Evasion.
Ignis 	Grandmaster (Lv.5) 	If the unit attacks, they have a (Skill)% chance to activate this skill. When it activates, the attack uses the user's Strength and Magic to calculate damage.
Rally Spectrum 	Grandmaster (Lv.15) 	Choose the Rally Command to give allies within a 2 tile radius +4 Strength, Defence, Magic, Resistance, Speed, Skill and Luck (+5 to units with Open Mind).
Mentality 	Mage (Lv.1) 	The unit has +3 Magic in battles they do not initiate.
Focus 	Mage (Lv.10) 	The unit has +10 Critical so long as there are no allies in a 3 tile range.
Open Mind 	Archmage (Lv.5) 	The unit gains 25% more benefit from Rally skills (except Rally Movement and Rally Heart).
Seal Resistance 	Archmage (Lv.15) 	When this unit enters battle, the enemy loses 6 Resistance until the next turn.
Rally Movement 	Magic Knight (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +1 Movement.
Seal Magic 	Magic Knight (Lv.15) 	When this unit enters battle, the enemy loses 6 Magic until the next turn.
Hex 	Dark Mage (Lv.1) 	Enemies adjacent to the unit lose 15 Evasion.
Anathema 	Dark Mage (Lv.10) 	Enemies in a 3 tile radius lose 10 Evasion and Critical Evasion.
Vengeance 	Sorcerer (Lv.5) 	If the unit attacks, they have a (Skill*2)% chance to activate this skill. When it activates, the damage dealt is raised by half the health that the unit has lost.
Counter Magic 	Sorcerer (Lv.15) 	After receiving non-fatal magic damage, deals damage to the enemy equal to the damage received. Does not activate for Dual Strikes.
Slow Burn 	Dark Knight (Lv.5) 	Increases Accuracy and Evasion by 1 at the end of each turn, until the fifteenth turn.
Lifetaker 	Dark Knight (Lv.15) 	After defeating an enemy, the unit restores half of their health.
Practice 	Archer (Lv.1) 	The unit has +3 Skill in battles they do not initiate.
Presience 	Archer (Lv.10) 	If the unit initiates battle, their Accuracy and Evasion are increased by 15.
Marksman 	Sniper (Lv.5) 	Raises Accuracy by 30 in battles that the unit initiates.
Bowfaire 	Sniper (Lv.15) 	+5 Strength while a Bow is equipped, or +5 Magic while a Stormbow is equipped.
Rally Skill 	Bow Knight (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +4 Skill (+5 to units with Open Mind).
Seal Speed 	Bow Knight (Lv.15) 	When this unit enters battle, the enemy loses 6 Speed until the next turn.
Swift Wings 	Sky Knight (Lv.1) 	The unit has +3 Speed in battles they do not initiate.
Relief 	Sky Knight (Lv.10) 	The unit restores 20% of their HP at the start of each turn, so long as there are no enemies in a 3-tile radius.
Rally Speed 	Falcon Knight (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +4 Speed (+5 to units with Open Mind).
Lancefaire 	Falcon Knight (Lv.15) 	+5 Strength while a Lance is equipped, or +5 Magic while a Shockstick is equipped..
Ashes to Ashes 	Phoenix Knight (Lv.5) 	At the start of each turn, allies within a 3-tile range recover 10% of their health.
Sun Seeker 	Phoenix Knight (Lv.15) 	After defeating an enemy in a battle that this unit initiates, +4 Strength, Defence, Magic, Resistance, Speed, Skill and Luck until the next Player Phase.
Shielded Armour 	Knight (Lv.1) 	The unit has +3 Defence in battles they do not initiate.
Natural Cover 	Knight (Lv.10) 	The unit receives 3 less damage in battle while on terrain with an effect.
Rally Defence 	General (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +4 Defence (+5 to units with Open Mind).
Pavise 	General (Lv.15) 	If the unit is attacked with a sword, axe, lance or summon, they have a (Skill)% chance to activate this skill. When it activates, the damage received is halved.
Luna 	Great Knight (Lv.5) 	If the unit attacks, they have a (Skill)% chance to activate this skill. When in activates, the attack ignores 50% of the target's Defence and Resistance.
Counter 	Great Knight (Lv.15) 	After receiving non-fatal physical damage, deals damage to the enemy equal to the damage received. Does not activate for Dual Strikes.
Discipline 	Cavalier (Lv.1) 	Doubles the rate of gaining weapon experience.
Elbow Room 	Cavalier (Lv.10) 	The unit deals 3 more damage in battle while on terrain without an effect.
Defender 	Paladin (Lv.5) 	While in a team, the unit's Strength, Defence, Magic, Resistance, Speed, Skill and Luck increase by 1 each.
Aegis 	Paladin (Lv.15) 	If the unit is attacked with a bow, dagger, tome or dragonstone, they have a (Skill)% chance to activate this skill. When it activates, the damage received is halved.
Duelist 	Myrmidon (Lv.1) 	The unit has +15 Evasion in battles they do not initiate.
Vantage 	Myrmidon (Lv.10) 	While the unit's health is lower than half, they will always get the first attack in battle.
Astra 	Swordmaster (Lv.5) 	If the unit attacks, they have a (Skill/2)% chance to activate this skill. When it activates, they attack the enemy five times, each attack dealing 50% of the usual damage, only losing one weapon use in doing so.
Swordfaire 	Swordmaster (Lv.15) 	+5 Strength while a Sword is equipped, or +5 Magic while a Levin Sword is equipped.
Pass 	Assassin (Lv.5) 	The unit can move past enemy units.
Lethality 	Assassin (Lv.15) 	If the unit attacks, they have a (Skill/4)% chance to activate this skill. When it activates, the enemy is instantly defeated.
Good Fortune 	Mercenary (Lv.1) 	At the start of each turn, the unit has a (Luck)% chance to restore 25% of their health.
Patience 	Mercenary (Lv.10) 	If the unit does not initiate battle, their Accuracy and Evasion are increased by 10.
Sol 	Hero (Lv.5) 	If the unit attacks, they have a (Skill)% chance to activate this skill. When it activates, the unit is healed for 50% of the damage they deal.
Seal Strength 	Hero (Lv.15) 	When this unit enters battle, the enemy loses 6 Strength until the next turn.
Zeal 	Fighter (Lv.1) 	Raises Critical by 5.
Sturdiness 	Fighter (Lv.10) 	Raises maximum HP by 5.
Rally Strength 	Warrior (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +4 Strength (+5 to units with Open Mind).
Axefaire 	Warrior (Lv.15) 	+5 Strength while an Axe is equipped, or +5 Magic while a Bolt Axe is equipped.
Locktouch 	Thief (Lv.1) 	The unit can unlock doors and chests without a key.
Swift Motion 	Thief (Lv.10) 	Raises Movement by 1.
Pickpocket 	Rogue (Lv.5) 	After defeating an enemy, has a (Skill*0.75)% chance to gain their equipped weapon as an item drop (cannot gain Tenebrosity or any Rank S weapons through these means).
Knifefaire 	Rogue (Lv.15) 	+3 Strength while a Dagger is equipped, or +3 Magic while a Thunder Dagger is equipped. All stat drops inflicted by this unit's daggers are increased by 1 point.
Lucky 7 	Trickster (Lv.5) 	Raises Speed and Skill by 4 until the end of the seventh turn.
Acrobat 	Trickster (Lv.15) 	Lowers movement cost of all terrain to 1.
Reinforced Weapons	Wyvern Rider (Lv.1) 	The unit has +3 Strength in battles they do not initiate.
Tantivy 	Wyvern Rider (Lv.10) 	Raises Accuracy and Evasion by 10 if there are no allies in a 3-tile range.
Quick Burn 	Wyvern Lord (Lv.5) 	Increases Accuracy and Evasion by 15. This bonus is decreased by 1 at the end of each turn, until the fifteenth turn.
Seal Defence 	Wyvern Lord (Lv.15) 	When this unit enters battle, the enemy loses 6 Defence until the next turn.
Deliverer 	Malig Knight (Lv.5) 	While in a team, the unit's Movement increases by 2.
Trample 	Malig Knight (Lv.15) 	The unit deals 5 more damage to non-mounted units.
Gentle Heart 	Troubadour (Lv.1) 	The unit has +3 Resistance in battles they do not initiate.
Demoiselle 	Troubadour (Lv.10, female) 	Male units within a 3 tile range have +10 Evasion and Critical Evasion.
Gentilhomme 	Troubadour (Lv.10, male) 	Female units within a 3 tile range have +10 Evasion and Critical Evasion.
Rally Resistance 	Strategist (Lv.5) 	Choose the Rally Command to give allies within a 3 tile radius +4 Resistance (+5 to units with Open Mind).
Inspiration 	Strategist (Lv.15) 	Allies in a 2 tile radius deal 2 more damage and receive 2 less damage during battle.
Lucky Charm 	Dancer (Lv.1) 	The unit has +6 Luck in battles they do not initiate.
Special Dance 	Dancer (Lv.10) 	After dancing, the unit danced for gains +2 Strength, Defence, Magic and Resistance for one turn.
Enjoyment 	Dancer (Lv.20) 	After dancing, the dancer gains +4 Speed, Skill and Luck for one turn.
Passionate Dance 	Dancer (Lv.30) 	After dancing, the dancer and the unit danced for are both healed for 20% of their health.
Odd Rhythm 	Manakete (Lv.1) 	Raises Accuracy and Evasion by 10 during odd-numbered turns.
Wyrmsbane 	Manakete (Lv.10) 	Doubles damage dealt against dragon units.
Odd Mind 	Manakete (Lv.20) 	Restores 40% of the unit's health at the start of every odd-numbered turn.
Draconic Knowledge	Manakete (Lv.30) 	While in a team, the unit has access to the skills that their ally has.
Swift Start 	Evoker (Lv.1) 	Raises Movement by 1 for the first three turns.
Abstract Mind 	Evoker (Lv.10) 	When the unit summons a creature, said creature receives +2 Strength, Magic, Speed and Skill for one turn.
Nature's Call 	Conjurer (Lv.5) 	When the unit uses a staff, they are healed for an amount .
Connection 	Conjurer (Lv.15) 	After healing an ally to full health, there is a (Luck*2)% chance that the unit will gain an extra move (only one extra move can be gained per turn).
Flare 	Summoner (Lv.5) 	If the unit attacks, they have a (Skill/2)% chance to activate this skill. When it activates, the user heals themself for 25% of their maximum HP, and their enemy's Defence and Resistance are treated as though they are 5 lower.
Mystic Thought 	Summoner (Lv.15) 	After defeating an enemy in one hit, the unit will gain an extra move (only one extra move can be gained per turn).
Shove 	Griffon Knight (Lv.1) 	Choose the Shove command to push an ally one tile forwards.
Swap 	Griffon Knight (Lv.10) 	Choose the Swap command to switch places with an ally.
Rally Life 	Griffon Knight (Lv.20) 	Choose the Rally Command to heal allies within a 3 tile radius for 20% of their health (25% in the case of units with Open Mind).
Seal Skill 	Griffon Knight (Lv.30) 	When this unit enters battle, the enemy loses 6 Skill until the next turn.
Armsthrift 	Dread Fighter (Lv.1) 	When this unit attacks, their weapon has a (Luck*1.5)% chance to not degrade.
Iron Will 	Dread Fighter (Lv.10) 	The unit has +1 Strength, Defence, Magic, Resistance, Speed, Skill and Luck in battles they do not initiate.
Clarity 	Dread Fighter (Lv.20) 	Stat reductions from Seal skills, Raider weapons and the Enfeeble staff have their effect halved on this unit.
Aggressor 	Dread Fighter (Lv.30) 	The unit deals 7 more damage in battles that they initiate.
Bond 	Bride (Lv.1) 	At the start of each turn, heals adjacent allies for 7 HP.
Vow 	Bride (Lv.10) 	When the unit heals an ally, said unit deals 1 more damage and receives 1 less damage in battle until the end of the turn. In the case of multi-target staffs, the unit with the highest support with the user will be given the bonus.
Rally Heart 	Bride (Lv.20) 	Choose the Rally Command to give allies within a 3 tile radius +2 Strength, Defence, Magic, Resistance, Speed, Skill and Luck.
Devotion 	Bride (Lv.30) 	Pair Up bonuses that this unit gives and receives last until the end of a turn.
==Personal Skills==
Name 	Unit 	Function
Insecure 	Flore 	When Flore receives a Pair Up bonus, a little health is restored.
Royalty 	Agni/Aidan	This unit can use Regal Swords in any sword-wielding class.
Reassurance 	Neroli 	At the start of each turn, allies within attack range gain +2 Luck.
Direct Mindset 	Anila 	When attacked with a sword, axe, lance or summon, +3 Magic for the rest of the turn (doesn't stack).
First Strike 	Larena 	The first attack Larena uses in each battle causes 50% more damage.
Remorse 	Adan 	If this unit defeats an enemy in a battle that he initiates, heals allies within attack range for an amount of health equal to the defeated enemy's level (+10 if the enemy was promoted).
Understanding 	Gomda 	When fighting an enemy with a mount of some kind, +5 Accuracy and +10 Evasion.
Imagination 	Sholto 	When fighting an enemy that Sholto has not fought yet, +2 Resistance and +4 Luck for this battle only.
Risk-Taker 	Kaede 	When on a gap, elevated tile, water tile or lava tile, +15 Evasion.
Emotional Guard 	Chandan 	If not at full health, +1 Accuracy for every two units of health.
Thrillseeker 	Pankhuri 	If at a weapon triangle disadvantage, +15 Evasion.
Distant Mindset 	Anona 	When attacked with a bow, dagger, tome or dragonstone, +3 Resistance for the rest of the turn (doesn't stack).
Cold Shoulder 	Jokull 	If in a team, Jokull deals 50% more damage, while his ally loses 10% of their health at the start of each turn (cannot reduce his ally to 0 HP).
Dragon Kin 	Kasumi 	If attacked by a Dragonstone, lands an extra attack which deals 50% of the normal damage.
Draconic Strike 	Maile 	After Maile defeats an enemy, all enemies within her attack range take damage equal to her level (+10 if Maile is promoted). Cannot reduce enemies to 0 HP.
Mourning 	Mazin 	If a creature summoned by Mazin is defeated, he gains a bonus of Evasion equal to the creature's maximum health, which lasts until the end of the turn or until he next avoids an attack (doesn't stack).
Herbal Remedy 	Quana 	At the start of each turn until the seventh turn, has a (Skill)% chance to gain a Vulnerary, a (Skill/2)% chance to gain a Concoction and a (Skill/4)% chance to gain an Elixir.
Peaceful Wish 	Minjonet 	On a turn where Minjonet danced or summoned a creature, all enemies have -5 Accuracy and Evasion.
Relaxation 	Anthea 	Wait command increases Anthea's Movement by 2 next turn.
Duel Talent 	Blaise 	If Blaise fights an enemy who has a sword equipped, +8 Luck for this battle only.
Bizarre Magic 	Carmel 	Inverses the Weapon Triangle, and deals 20% more damage if Carmel has a weapon triangle advantage.
Sharpshooter 	Darnell 	If this unit lands a critical hit, +20 Accuracy for his next attack.
Unadventurous 	Zeru 	When on a plains or indoor tile, +10 Critical Evasion.
Strength in Numbers	Jason 	Gains an Evasion bonus equal to (allies on the field - 2).
Adrenaline 	Isolde 	After being attacked, gains a Critical bonus equal to the damage received, either until the end of the turn or until an attack is landed.
Evasive Strike 	Jade 	After dodging an enemy attack, Jade's next attack will deal 3 more damage.
Herbal Tonic 	Fen 	At the start of each turn until the seventh turn, has a (Skill)% chance to gain a random Tonic.
Love for Dance 	Terpsi 	If Terpsi is danced for, +2 Defence, Resistance, Speed, Skill and Luck for one turn.
==Other Skills==
Name 	Available	Function
Undefeatable	 	This enemy cannot take damage.
Will to Live	 	Doubles skill activation rate, causes Lethality to fail and makes the unit immune to Freeze and Enfeeble.
Point Blank 	 	All equipped weapons have a minimum range of 1.
Category:Fire Emblem (series)