List of blessings in Dragon Quest Smash/Grow

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Blessings are passive skills and bonuses that adventurers can get in a run or play through of Dragon Quest Smash/Grow.

The acquired blessings reset at the start of every run.

It is possible to stack the same blessing for a better effect, or mix them for a varied array of effects. A common strategy is stacking blessings that complement each other, like example Frizz Projectiles and Explosive Projectiles.

Note that equipment/memories that share the same blessing will not provide a higher level on quest start.

Blessings[edit | edit source]

Common blessings[edit | edit source]

The following blessings can be found during normal gameplay.

Image Name Description Effect
Scatter Attack Level 1: Normal attacks also hit diagonally behind.
Level 2 (MAX): Normal attacks also hit diagonally in front.
Rain of Blows Level 1: Doubles the number of normal attack hits.
Level 2 (MAX): Triples the number of normal attack hits.
Level 1: 33% damage increase (2 of 23 damage hits)
Level 2: 50% damage increase (3 of 12 damage hits)
Has no effect on the sword-summoning rate.
Max HP+ Level 1: Increases the character's max HP.
Level 2: Further increases max HP.
Level 3 (MAX): Further increases max HP.
Medicine Box Immediately restores 20% HP for the entire party.
Pep Pop Slightly fills the Coup de Grâce gauge.
Yggdrasil Bud Immediately revives all fallen party members.
Zap Swords Level 1: A lightning-infused sword falls from the sky on the final normal attack.
Level 2: Increases the number of Zap Swords.
Level 3: Increases the number of Zap Swords.
Level 4: Increases the number of Zap Swords.
Level 5: Increases the number of Zap Swords.
Level 6 (MAX): Increases the number of Zap Swords.
Counts as a Damocles sword.
Crack Arrow Level 1: Launch two icy arrows that pierce enemies.
Level 2: Adds another two Crack Arrows.
Level 3: Adds another two Crack Arrows.
Level 4: Adds another two Crack Arrows.
Level 5: Adds another two Crack Arrows.
Level 6 (MAX): Adds another two Crack Arrows.
Counted as a great arrow.
Frizz Projectiles Level 1: Continuously fire blazing projectiles that home in on random enemies.
Level 2: Increases the number of Frizz Projectiles.
Level 3: Increases the number of Frizz Projectiles.
Level 4: Increases the number of Frizz Projectiles.
Level 5: Increases the number of Frizz Projectiles.
Level 6 (MAX): Increases the number of Frizz Projectiles.
Counted as a projectile.
Woosh Spheres Level 1: Gain two wind-infused magic spheres that orbit your character.
Level 2: Adds an extra wind-infused magic sphere.
Level 3: Adds an extra wind-infused magic sphere.
Level 4: Adds an extra wind-infused magic sphere.
Level 5: Adds an extra wind-infused magic sphere.
Level 6 (MAX): Adds an extra wind-infused magic sphere.
Occupy the same orbit as Falcon's Favour. Counted as a sphere.
Rubblerouser Spikes Level 1: Earth-infused spikes thrust from the ground when an enemy is defeated.
Level 2: Adds an extra rubblerouser ground attack.
Level 3: Adds an extra rubblerouser ground attack.
Level 4: Adds an extra rubblerouser ground attack.
Level 5: Adds an extra rubblerouser ground attack.
Level 6 (MAX): Adds an extra rubblerouser ground attack.
Counted as a spike-type blessing.
Attack Magnifier Level 1: Increases the range of normal attacks.
Level 2 (MAX): Increases the range of normal attacks.
Healing Swords Damocles swords occasionally restore 2.5% HP on impact. Subject to cooldown (every three 3x hits).
Explosive Swords Damocles swords explore on impact, damaging nearby enemies.
Barbed Arrows Great arrows shred enemies with a follow-up strike.
Decelerate Arrows Infuses great arrows with the power to slow enemies for a short period.
Explosive Projectiles Homing projectiles explore on impact, damaging nearby enemies.
Poisonous Projectiles Homing projectiles inflict poison on impact.
Poisonous Spheres Spheres inflict poison on impact.
Healing Spheres Spheres restore 2.5% HP on impact (subject to cooldown).
Decelerate Spikes Infuses spikes with the power to slow enemies.
Barbed Spikes Spikes shred enemies with a follow-up strike.
Spiky Scroll Increases the size and potency of spike-type Blessings.
Swordcraft Scroll Doubles the number of swords that fall on enemies.
Homing Scroll Increases the potency of projectile-type Blessings and projectiles push back some enemies.
Centrifugal Scroll Makes spheres orbit faster.
Archery Scroll Great arrows ricochet off walls a maximum of two times.
Accelerate de Grâce Gain an increase in attack speed for 5 seconds after using a Coup de Grâce.
Avenger's Accelerate Gain an increase in attack speed for 5 seconds when hit by an enemy.
Plucky Persistence Reduces damage taken for 5 seconds after the final normal attack. Does not stack with Intermittent Buff.
Intermittent Buff Periodically reduces damage taken for 5 seconds. Does not stack with Plucky Persistence.

Gauntlet-exclusive blessings[edit | edit source]

The blessings in the following table can only be found in The Gauntlet, and their appearence might be limited to certain stages and seasons.

Image Name Description Effect
Warrior's Might Level 1: Significantly increases damage dealt but lowers max HP.
Level 2: Significantly increases damage dealt but lowers max HP.
Level 3 (MAX): Significantly increases damage dealt but lowers max HP.
Crystal Vacuum Level 1: Allows growth crystals to be collected from a larger area.
Level 2: Allows growth crystals to be collected from an even larger area.
Level 3 (MAX): Allows growth crystals to be collected from an even larger area.
Warrior's Ward Level 1: Periodically conjure a ward in a random location for 5 seconds that significantly increases damage dealt.
Level 2: Increases the duration and damage boost of Warrior's Ward.
Level 3 (MAX): Increases the duration and damage boost of Warrior's Ward.
Indomitable Spirit Level 1: The Coup de Grâce gauge charges a small amount when hit by an attack.
Level 2: Further increases the amount the Coup de Grâce gauge charges when hit.
Level 3 (MAX): Further increases the amount the Coup de Grâce gauge charges when hit.
Combo Charger Level 1: The final normal attack hit charges the Coup the Grâce gauge more than normal.
Level 2: Further increases the Coup de Grâce gauge charge.
Level 3 (MAX): Further increases the Coup de Grâce gauge charge.
Catch me if you can TBA
On a Roll Level 1 (MAX): Increases attack speed, movement speed and attack power for 3 seconds after defeating an enemy. (Max 3 boosts).

Vocation-exclusive blessings[edit | edit source]

These blessings can be equipped in the Party menu, once the character has unlocked the blessing in their vocation tree.

Image Name Description Effect
Cool Under Fire
(Exclusive to Sage)
Level 1: Acquired at Quest Start. Standing still for a set period of time conjures a ward that increases own normal attack and Coup de Grâce damage.
Level 2: Further increases damage dealt while Cool Under Fire is active.
Level 3 (MAX): Further increases damage dealt while Cool Under Fire is active.
Echonomist
(Exclusive to Sage)
Level 1: Acquired at Quest Start. Certain Coup de Grâces sometimes trigger twice.
Level 2: Increases the damage and healing effect of extra Coup de Grâces triggered by Echonomist.
Level 3 (MAX): Increases the damage and healing effect of extra Coup de Grâces triggered by Echonomist.
Spell Coup de Grâces sometimes are cast twice in a row.
Knight Watch
(Exclusive to Paladin)
Level 1: Acquired at Quest Start. Generates a barrier with durability equal to 50% of the Paladin's max HP.
Level 2: Reacquire a barrier with durability equal to 50% of the Paladin's max HP.
Level 3 (MAX): Reacquire a barrier with durability equal to 50% of the Paladin's max HP.
Creates a protective barrier around the character, with HP equal to the Paladin's max HP. Levels 2 and 3 regenerate the barrier to full health.
Knight's Judgement
(Exclusive to Paladin)
Level 1: Acquired at Quest Start. Taking a hit triggers a divine counter attack.
Level 2: Increases the size and potency of Knight's Judgement.
Level 3 (MAX): Increases the size and potency of Knight's Judgement.
Fenrir's Hunt
(Exclusive to Ranger)
Level 1: Acquired at Quest Start. Increases the damage of final normal attacks and Coup de Grâces. Effect increases the more status ailments inflicted.
Level 2: Further increases the damage boost from Fenrir's Hunt.
Level 3 (MAX): Further increases the damage boost from Fenrir's Hunt.
Shadowbind
(Exclusive to Ranger)
Level 1: Acquired at Quest Start. On very rare occasions, the final normal attack inflicts shadowbind.
Level 2: Increases the likelihood of inflicting shadowbind.
Level 3 (MAX): Increases the likelihood of inflicting shadowbind.

Event-exclusive blessings[edit | edit source]

Some blessings only appear in select limited events. These blessings appear exclusively in the battles and dungeons from the event they are from.

Image Name Description Effect Event
Holy Water Level 1: Periodically conjure a ward that reduces enemy movement speed.
Level 2: Reduces enemy movement speed even more.
Level 3 (MAX): Reduces enemy movement speed even more.
A ward that periodically ripples from the player character, decelerating enemies. Dragon Quest I
Golem Punch Level 1: A golem's fist periodically descends on nearby enemies and sometimes knocks them down.
Level 2: Increases the damage of Golem Punch.
Level 3 (MAX): Increases the damage and area of Goldem Punch.
Dragon Quest I
Max HP++ Level 1: Significantly increases max HP.
Level 2: Significantly increases max HP even further.
Level 3 (MAX): Significantly increases max HP even further.
The Wandering Merchant and the Ruins of Confusion
Damage++ Level 1: Significantly increases all direct damage dealt.
Level 2: Significantly increases all direct damage dealt even further.
Level 3 (MAX): Significantly increases all direct damage dealt even further.
The Wandering Merchant and the Ruins of Confusion
Attack Speed++ Level 1: Significantly increases normal attack speed.
Level 2: Significantly increases normal attack speed even further.
Level 3 (MAX): Significantly increases normal attack speed even further.
The Wandering Merchant and the Ruins of Confusion
Damage+ Level 1: Icreases all direct damage dealt.
Level 2: Further increases all direct damage dealt.
Level 3 (MAX): Further increases all direct damage dealt.
The Wandering Merchant and the Ruins of Confusion
Attack Speed+ Level 1: Increases the character's normal attack speed.
Level 2: Further increases normal attack speed.
Level 3 (MAX): Further increases normal attack speed.
The Wandering Merchant and the Ruins of Confusion
Decelerate Swamp Level 1: Periodically conjure a swamp that greatly reduces enemy movement speed.
Level 2: Reduces the cooldown time of Decelerate Swamp.
Level 3 (MAX):Reduces the cooldown time of Decelerate Swamp.
The Wandering Merchant and the Ruins of Confusion
Piercing Frizz Arrow Level 1: On the final normal attack hit, launch a single fiery arrow that hits multiple times as it pierces through enemies.
Level 2: Increases the potency and number of hits of Piercing Frizz Arrow.
Level 3 (MAX): Increases the potency and number of hits of Piercing Frizz Arrow.
Counted as great arrow. The Wandering Merchant and the Ruins of Confusion
Rek: Hero's Might Level 1 (MAX): Rek summons a bolt of lightning when a full-gauge Coup de Grâce is used. (Size and potency increase the more Ally Blessing you possess.) Ally Blessing: Summons Rek Dragon Quest VI
Carver: Knuckle Sandwich Level 1 (MAX): Carver uses Knuckle Sandwich on every 6th final normal attack hit. Ally Blessing: Summons Carver Dragon Quest VI
Milly: Dazzle Level 1 (MAX): Milly periodically casts Dazzle, with a high probability of inclicting bedazzlement. Ally Blessing: Summons Milly Dragon Quest VI
Ashlynn: Boom Spikes Level 1 (MAX): Ashlynn casts Boom on every 30th spike-type Blessing hit. Ally Blessing: Summons Ashlynn Dragon Quest VI
Nevan: Staff of Ghent Level 1 (MAX): Nevan uses the Staff of Ghent to restore HP if a Coup de Grâce is used when HP is 50% or less. Ally Blessing: Summons Nevan Dragon Quest VI
Terry: Gust Slash Spheres Level 1 (MAX): Terry uses Gust Slash on every 30th sphere-type Blessing hit. Ally Blessing: Summons Terry Dragon Quest VI

Enchantments[edit | edit source]

Enchantments are blessings that are bound to a weapon, allowing only to be used by the weapon's wielder or the party.

Note that some lower-rank weapons are enchanted with blessings already listed above. This list focuses on enchantments, the weapon-exclusive blessings.

Image Name Description Effect Weapon
Falcon's Favour Level 1: Acquired at Quest Start. Conjure two wind-infused spheres for 10 seconds after using a Coup de Grâce.
Also increases movement speed and grants immunity to movement and attack speed debuffs.
Level 2 (MAX): Conjure two more spheres.
Counted as a sphere. They occupy the same orbit Woosh Spheres. Falcon Blade
Dust Devil Level 1:Acquired at Quest Start. Adds an earth-infused attack when enemies are hit by a spike-type Blessing.
Level 2 (MAX): Increases the damage dealt by Dust Devil.
Sandstorm Spear
Crackerjack Level 1:Acquired at Battle Start. Taking hit triggers a close-range icy counterattack that hits nearby enemies (subject to cooldown).
Level 2 (MAX): Increases the range and damage of Crackerjack.
Counted as a spike-type blessing. Shiverstick
Infernal Impact Level 1:Acquired at Quest Start. Launch two powerful fire projectiles when an enemy is defeated.
Level 2 (MAX): Increases the number of Infernal Impact projectiles.
Counted as projectiles. Fire Blade
Dark Sword of Damocles Level 1:Acquired at Quest Start. The final normal attack drops a dark-infused sword on enemies on impact if they're affected by a status ailment.
Level 2 (MAX): Adds another Dark Sword of Damocles.
Counted as a Damocles sword. Platinum Plumes
Crystal Arrow Level 1:Acquired at Quest Start. Launch a lightning-infused arrow that pierces enemies.
Level 2 (MAX): Adds another Crystal Arrow.
Counted as a great arrow. Crystal Claws
Queen's Discipline Level 1: Acquired at Quest Start. Adds a light-infused attack when enemies are hit by a sword-type blessing.
Level 2 (MAX): Increases the damage dealt by Queen's Discipline.
Queen's Whip
Adrenaline Rush Acquired at Quest Start. Gain an increase in attack speed for 5 seconds after the final normal attack. Metal Slime Sword
Boing Ranged Weapons Only
Level 1: Acquired at Quest Start. Ranged normal attacks ricochet once upon impact and hit another enemy.
Level 2 (MAX): Ranged normal attacks ricochet once more.
Affects the whole party. Normal attacks for staffs are also included. Metal Wing Boomerang
Zapple Swords Level 1: Acquired at Quest Start. The final normal attack drops a lightning-infused sword of impact.
Level 2 (MAX): Increases the number of Zapple Swords.
Counted as a Damocles sword. Erdrick's Sword
Fire Spheres Level 1: Acquired at Quest Start. Periodically conjures two fiery shperes and grants immunity to being afflicted with charm when active. (Active for 7 seconds)
Level 2 (MAX): TBA
Counted as a sphere. They occupy the same orbit Woosh Spheres. Dragonlord's Staff
Warding Prayer Level 1: Acquired at Quest Start. Periodically conjure a ward that lowers enemy attack power hen HP is 70% of higher.
Level 2 (MAX): Warding Prayer triggers when HP is 50% or higher.
A ward that periodically ripples from the player character, debilitating enemies. Princess Gwaelin's Staff
Sweeping Salvo Level 1: Acquired at Quest Start. Launch three ice-infused arrows forward that pierce enemies.
Level 2 (MAX): Adds 3 more arrows to Sweeping Salvo
Bluesteel Lance
Dragonfire Projectiles Level 1: Acquired at Quest Start. Launch 6 fiery projectiles that deal bonus damage to dragon-family enemies after using a Coup de Grâce.
Level 2 (MAX): Adds 6 more Dragonfire Projectiles
Counted as great arrow. Dragonsbane Claws
Light of Truth Level 1: Acquired at Quest Start. Cures bedazzlement and adds a light-infused explosion to normal attack and Radiant Slash hits after using a Coup de Grâce. (Active for 10 seconds).
Level 2 (MAX): Increases the size and potency of Light of Truth explosions.
Sword of Ramias
Wizardly Spikes Level 1: Acquired at Quest Start. Conjures lightning-infused spikess at the locaton of the nearest enemy if you take no damage for a set period of time.
Level 2 (MAX): Increases the number of Wizardly Spikes by 1.
Wizardly Whip
Incantation Level 1: Acquired at Quest Start. Gain three ice-infused spheres especially effective against ??? family enemies.
Level 2 (MAX): Adds another three spheres to Incantation
Counted as a sphere. They occupy the same orbit Woosh Spheres. Wheel of the Fiend