List of blessings in Dragon Quest Smash/Grow
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. |
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| 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 2⁄3 damage hits) Level 2: 50% damage increase (3 of 1⁄2 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. |
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| 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. |
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| 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.
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 |
|---|---|---|---|
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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. |
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| 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. | |
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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. |
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| 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. |
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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 | |
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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 | ||
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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 | |
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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 |






































































