Story rewards and battle effects
Use these from Special after their chapter unlock. NRG is the shared Sword Energy meter; equipping ordinary BP cards or having enough SP does not replace it.
| Sword / unlock | NRG | Battle effect |
|---|---|---|
| Ice Dagger — Chapter 1, Cruel King | 1 | Restore party HP and SP: 20% HP and 10% SP, with minimum recovery of 5 HP and 3 SP. |
| Venomshank — Chapter 2, Bubonic Plant | 1 | 2 damage to all enemies and level 1 Poison for 3 turns. |
| Ghostwalker — Chapter 3, Hatred | 2 | Level 1 Dodgy to the party: prevents the enemy turn of attacks in which it triggers. |
| Firebrand — Chapter 4, The Ancients | 2 | 5 damage to all enemies; level 2 ATK Down and level 1 Burn for 3 turns. |
| Windforce — Chapter 5, Frostmaw | 3 | 6 damage to all enemies; level 1 Slow for 4 turns and level 3 DEF Down for 5 turns. |
Choose the effect for the next enemy turn
Use Ice Dagger when the party needs resources now. Use Ghostwalker before a dangerous enemy turn when avoiding damage matters more than recovering afterward; Dodgy covers multiple attacks during that turn and does not apply Exhausted. Offensive sword effects still need an encounter that allows Special actions and compatible status effects.
First-clear restrictions
A chapter’s sword reward is unavailable for that chapter’s first final-boss clear. For example, Ghostwalker cannot solve your first Hatred fight, and Windforce cannot be part of your first Frostmaw loadout. Temple Guardian’s story battle also locks Special, even for swords you already own.
Future swords
Darkheart and Illumina are outside the obtainable five-sword list used here. There is no confirmed acquisition walkthrough for them in these references.