| Geirdriful | ||
|---|---|---|
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| Weapon type | ||
| Might | 16 | |
| Range | 1 | |
| Effectiveness | ||
| Required | Silver Lance | |
| SP | 400 | |
| Exclusive? | Yes | |
| String ID | SID_ゲイルドリヴル | |
| Numeric ID | 3204 | |
| Description 【Switch】 | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】and【Penalty】 effects active on unit × 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if【Bonus】is active on unit, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】and【Penalty】 effects active on unit × 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if【Bonus】is active on unit, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Effects
| Effects | Targets | Conditions |
|---|---|---|
| Base weapon | ||
| Permanent effects | ||
| Max cooldown count-1 | Unit | — |
| Combat effects | ||
| Armored effective damage | Unit | — |
| Atk/Spd/Def/Res+X X = 2 x (Status effects active on Unit), +5 (exc. Bonuses & Penalties) | Player Phase or an Ally is within 2 spaces | |
| Reduces damage by 40% from Foe's first attack | ||
| Special cooldown charge +1 | Player Phase or an Ally is within 2 spaces & Unit has a 【Bonus】 | |
| Refined weapon | ||
| Permanent effects | ||
| Max cooldown count-1 | Unit | — |
| Combat effects | ||
| Armored effective damage | Unit | — |
| Atk/Spd/Def/Res+X X = 2 x (Status effects active on Unit), +5 (exc. Bonuses & Penalties) | Player Phase or an Ally is within 2 spaces | |
| Reduces damage by 40% from Foe's first attack (including second attacks) | ||
| Special cooldown charge +1 | Player Phase or an Ally is within 2 spaces & Unit has a 【Bonus】 | |
| Skill refine effects | ||
| Status effects | ||
| Halves non-Special damage reduction | Unit | A Movement Assist is used on or by Unit |
| Neutralize Bonuses | ||
| Map effects | ||
| Recover 7 HP | Unit | After combat if Unit's HP ≥ 25% at start of combat |
| Combat effects | ||
| Atk/Spd/Def/Res+5 | Unit | Unit's HP ≥ 25% at start of combat |
| Boosts damage by X (max: 16) X = 4 x 【Bonus】 effects active on Unit (excluding Bonus) | ||
Notes
- When battling an Armored unit, damage is boosted by 50%.
- The Armored effective damage can be neutralized by effects such as Neutralize Effective Against Armored or Fire Emblem.
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- The stat boost that can be applied during combat by Geirdriful is considered a temporary buff.
- The temporary buffs of Geirdriful will activate if the user receives a status effect (excluding Bonuses and Penalties).
- The temporary buffs will be negated if the user does not receive a status effect (excluding Bonuses and Penalties), or the user has their status effects removed by a source of status effect removal.
- For more information, see Status effects.
- The non-Special "reduces damage by X%" effect is calculated after offensive Specials and damage boosting effects such as Arcane Thorn and Change of Fate.
- If an effect such as Miracle or Roy: Of Binding's boosted Special effect can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- Umbra Burst weapons will always deal a minimum of 1 damage even if the foe uses attack damage preventing effects, Invincibility Seals, or damage reduction effects.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Non-Special "reduces damage by X%" effects can be neutralized or reduced only during combat by effects such as Share Spoils+ or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- The Special cooldown charge increase of Geirdriful will activate if the user receives a 【Bonus】 effect.
- The Special cooldown charge increase will not be negated if the unit receives a 【Penalty】 effect.
- If the unit does not receive a 【Bonus】 effect, or has their 【Bonus】 effects removed by a source of Bonus effect removal, the Special cooldown charge increase will be negated.
- For more information, see Status effects.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Tempo Echo and Arcane Þrima will neutralize effects that grant "Special cooldown charge +X" to the foe.
Upgrades
Geirdriful can be upgraded in the Weapon Refinery.
For a list of other upgradable weapons, see list of upgradable weapons.
For a list of other upgradable weapons, see list of upgradable weapons.
| Icon | Stats | Description 【Switch】
|
Cost | |
|---|---|---|---|---|
| +3 HP | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" and "neutralizes foe's bonuses during combat" to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and unit deals damage = number of Bonus effects active on unit, excluding stat bonuses, × 4 (max 16; excluding area-of-effect Specials) during combat, and restores 7 HP to unit after combat. | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" and "neutralizes foe's bonuses during combat" to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and unit deals damage = number of Bonus effects active on unit, excluding stat bonuses, × 4 (max 16; excluding area-of-effect Specials) during combat, and restores 7 HP to unit after combat. | 400 SP, 500, 200 | |
| +5 HP, +2 Mt | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 400 SP, 500, 200 | |
| +5 HP, +3 Spd | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 400 SP, 500, 200 | |
| +5 HP, +4 Def | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 400 SP, 500, 200 | |
| +5 HP, +4 Res | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of【Bonus】effects and 【Penalty】 effects active on unit × 2 (excluding stat bonuses and stat penalties), and reduces damage foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if【Bonus】effect is active on unit, grants Special cooldown charge +1 per attack (only highest value applied; does not stack). 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 400 SP, 500, 200 |
Notes
- Geirdriful applies the Halves non-Special damage reduction status effect.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Halves non-Special damage reduction is acquired during the enemy phase, it will disappear when the next player phase begins.
- Halves non-Special damage reduction will reduce the effect of non-Special "reduces damage by X%" effects from Specials such as Vital Astra.
- Damage-reduction reducing effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- For example, if a unit has Halves non-Special damage reduction and a foe with Dodge is on a space with 【Divine Vein (Water)】, the maximum total damage-reduction is reduced to 10%, since the two effects reduce the damage to (1 − ((40% − 50%) − 50%)) = 90% of the original damage instead of 60% of the original damage.
- Each damage-reduction effect is reduced individually.
- For example, if a unit has Halves non-Special damage reduction and the foe has both Spurn 4 and Dodge, the maximum total damage-reduction is reduced to 40%, since the two effects reduce the damage to (1 − (50% − 50%)) × (1 − (40% − 50%)) = 60% of the original damage instead of 30% of the original damage.
- Halves non-Special damage reduction will not reduce the effect of Special "reduces damage by X%" effects or flat damage-reduction effects such as Archrival or Pair Up 4.
- For more information, see Damage calculation.
- Damage-reduction reducing effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Halves non-Special damage reduction is acquired during the enemy phase, it will disappear when the next player phase begins.
- Geirdriful applies the Neutralize Bonuses status effect.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Neutralize Bonuses is acquired during the enemy phase, it will disappear when the next player phase begins.
- Neutralize Bonuses can neutralize Bonuses during combat.
- Bonuses are neutralized by inflicting temporary debuffs of the same amount during combat.
- The Bonus neutralizing effect will be negated if the affected unit has Panic (and doesn't have Null Panic), or has their Bonuses removed by a source of Bonus effect removal.
- The damage boosting effect is a flat +X (max: 16) damage that ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage reduction effects such as Archrival, A/S Rival Break, and Dodge.
- Damage boosting effects stack additively, similar to flat damage-reduction effects and interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- A foe equipped with Invincibility Seals will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- A foe using attack damage preventing effects can neutralize damage dealt from the foe's own attacks and the unit's attacks (Units with Umbra Burst weapons will take and deal the minimum 1 damage).
- For more information, see Damage calculation.
- The damage boosting effect of Geirdriful will activate if the user receives a 【Bonus】 effect.
- The damage boosting effect will not be negated if the unit receives a 【Penalty】 effect.
- If the unit does not receive a 【Bonus】 effect, or has their 【Bonus】 effects removed by a source of Bonus effect removal, the damage boosting effect will be negated.
- For more information, see Status effects.
- The healing effect is triggered regardless of whether Geirdriful's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Geirdriful's healing effect will still trigger.
- Geirdriful's user needs to survive the combat for the healing effect to trigger.
- Geirdriful's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Geirdriful's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
List of owners
| Unit | Skill chain | |||
|---|---|---|---|---|
| Iron Lance 4 SR | Steel Lance 4 SR | Silver Lance 4 SR | Geirdriful 5 | |
Trivia
- The maximum amount of temporary buffs granted by Geirdriful (from being affected by all Status effects (except Bonuses & Penalties)) is: Atk/Spd/Def/Res+229.
- In Norse mythology, Geirdriful (Old Norse for "Spear-flinger") is a valkyrie.
In other languages
| Language | Name |
|---|---|
| Japanese | ゲイルドリヴル |
| German | Geirdriful |
| Spanish (Europe) | Geirdriful |
| Spanish (Latin America) | Geirdriful |
| French | Geirdriful |
| Italian | Geirdriful |
| Traditional Chinese (Taiwan) | 吉德瑞芙 |
| Portuguese | Geirdriful |

