Fire Emblem: Radiant Dawn / Skills and bonus experience
Radiant Dawn Skills and bonus experience
Use reusable skills and capped stats effectively.
Edition covered
Original localized Wii edition. Difficulty names differ from Japan; this guide uses English Easy, Normal and Hard. The destructive skill-removal rule from Path of Radiance does not apply.
Reassign removable skills

Most removable skills return as items that another unit can use. Locked skills stay fixed, and an innate skill can cost capacity when reapplied.
| Situation | Action | Reason |
|---|---|---|
| Removable skill on wrong unit | Transfer its scroll | Reassignment is available here |
| Locked skill | Leave in place | Cannot be removed |
| Innate skill removed | Check re-equipment cost | Original free-capacity benefit may be lost |
| Chance activation | Read trigger and odds | Cannot guarantee survival |
Add the capacity costs
Strong effects are not automatically compatible. Match the total cost and the trigger to the unit's actual role.
| Unit state | Effect | Priority |
|---|---|---|
| No capped stats | Three growths on a BEXP level | Useful but less targeted |
| Several capped stats | Gains use remaining eligible stats | Can improve weak attributes |
| Near a level | Small top-up completes it | Immediate improvement |
| Absent for many chapters | Benefit is delayed | Compare active-army needs |
Bonus experience levels raise three stats
A BEXP level normally increases three non-capped stats. Several capped attributes can focus those gains into the remaining weaknesses.
Spend before the critical map
A level that changes survival now may be worth more than saving every point for an ideal late-game gain.
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | csassets.nintendo.com |
| Detailed mechanics and reference | serenesforest.net |
| Detailed miscellaneous reference | serenesforest.net |
