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Combat

Techniques, Damage & Effects

Read a Technique, understand each step of damage, and compare magnitudes across the current regular Skill catalog.

Last updated
2026-10-18
Current rule
Current combat rules · modular Skills and captured recovery

Skills and your four Techniques

Skill is the umbrella term for combat abilities. The current regular catalog contains 139 Techniques across 18 Disciplines, using the currently enabled definitions. Each shipped Discipline starts with eight learnable Techniques; published edits may change this catalogue. Select up to four in Nexus → Manage Techniques. A pure build selects from its Primary library and gains a separate Essence Skill; a mixed build selects four total from its Primary and mastered Secondary libraries, with a 1+3, 2+2 or 3+1 full loadout and a separate Resonance.

Primary supplies the base stat profile; Secondary does not add a second base profile. Learned availability and earned Mastery still govern which Techniques you can select. Battles use committed content versions: editing your build does not rewrite a battle in progress.

Equipment Skills and Essence Skills have their own sources. The magnitude comparisons below cover only the current regular catalog, excluding those sources, historical versions and temporary battle modifiers. This catalogue includes current published overrides. Already-pinned battles retain their exact captured definitions; their battle previews take precedence for those encounters.

Reading the Technique Preview

Read Skill Type, Cost, Cooldown, Requirements, Effects, Target Method, Target Elevation and Line of Sight in that order. Skill Type is Attack, Utility or Heal. Requirements must be satisfied before use. Costs may include AP, MP and HP and are paid together. A modular definition has a separate eight-field report for each Manual, Automatic or Ongoing action or modifier group. Automatic groups react to supported events; Ongoing groups remain active while their Requirements are met and end when those Requirements fail or the source is removed. Cooldowns govern repeated use; current Skills have no once-per-game limit. A primed Skill shows a Primed indicator until release or cancellation. Target Method shows Single [X], Line [X], Circle [X] or All. X is the maximum range in tiles. A minimum above one is shown as a range, such as Single [3–6], which excludes targets closer than three tiles. All has no range number. Area geometry is explained in the Target Method help. Line starts at the caster and covers its authored length in tiles in one cardinal direction, including empty tiles and every eligible occupant. Circle is centered on the caster: radius 1 covers the eight surrounding tiles; radius 2 covers 24 tiles including the inner ring. The caster tile is excluded, while separately authored self effects still apply. All reaches eligible units or ground across the board without positional range or line of sight.

Identical effects group on one line with an application count while distinct effects retain separate lines. Bounded non-percentage effect power runs from 1 to 20: Dmg [7] means seven authored base power for each packet. HP Recovery [4%] means 4% of the recipient’s maximum HP, and MP Recovery [4%] means 4% of maximum MP. Recovery amounts are captured at cast, including HP Hex once; later maximum-stat changes do not recalculate the captured amount. Equal repeated damage entries remain separate hits, and the command pays its costs once.

A positive duration is appended to the effect line, for example Slow [+10 AP] [2 Turns]. A duration of 0 is immediate and intentionally has no [0 Turns] label. New battles default to following-global-round activation, except direct damage and HP/MP recovery. Icons appear Pending immediately. After activation, ordinary timed statuses last their authored complete global rounds. Attack-based Burn, Poison and Bleed instead tick at affected turn end for their authored number of ticks. Each reader shows the pinned lifetime. Each battle keeps its pinned timing policy. Persistent duration consumes balance budget.

Percentage-based effects use their percentage instead of the 1–20 power number. The same named status may be authored at different potency on different Skills—for example one Guard application may reduce incoming damage by 10% while another reduces it by 15%. The Technique Preview is authoritative for that Skill version. Most shipped Single Skills use range 1–5. Master can set a longer legal reach and a minimum target range starting at one; each report shows the saved limits. Line uses one reach X from 1 to 15 and stops at the battlefield edge; Circle uses 1 to 5. All has no range suffix and shows Line of Sight as N/A. Target team, friendly fire and explicit elevation limits still govern recipients. Most current Techniques have elevation 0 reach; elevation 1, 2 and 3 are uncommon exceptions. Jump governs movement onto raised terrain. Extra reach, elevation access, and bypassing line of sight consume balance budget and therefore reduce available Power or require other tradeoffs.

Base damage and Power magnitude

Current non-percentage Technique effects use a bounded authored power scale from 1 to 20. Higher-AP Skills receive more total effect budget, but area coverage, extra effects, long durations and strong utility consume part of that budget so high cost does not mean unlimited output. In new battles, each ordinary direct-damage packet adds 25% of its matching Physical or Mystic Power before defenses, independently of AP cost or packet count. Historical battles keep their recorded scaling.

In new battles, Ruin turns the target’s consumable debuffs captured at commitment into one boosted hit. The first landed eligible hit spends those debuffs, including a hit absorbed by Barrier; later damage packets against that target cannot reuse the bonus. Debuffs applied afterward remain. Protected Reversal Strain does not increase Ruin. Its total applied bonus appears beside the same damage outcome in the Chronicle and copied log. Historical battles keep their captured rules.

For a normally scaled direct-damage block: coefficientBP = 2500; Power bonus = floor(matching Power × coefficientBP ÷ 10,000); raw damage = authored damage power + Power bonus. A basis point is 0.01%. Explicitly authored scaling is retained; Historical Vengeance uses its recorded-damage rule. Current Reflect returns a set percentage of damage received instead of adding another attack Power bonus.

Ordinary Physical damage uses an authored 1–20 packet; ordinary Mystic damage generally caps at 16 and trades some direct force for stronger tempo effects. Rare and existing pinned exceptions retain their authored versions. This authored number and the per-packet Power contribution are separate. More AP can raise the authored budget but does not change the ordinary 25% Power coefficient. Area coverage, secondary utility, multiple hits, effect potency and duration reduce how much of that authored budget can be concentrated into one damage block. Historically pinned battles keep their own formulas.

Current ordinary Power contribution per direct-damage packet
AP / hitsPower coefficient per hit
25 AP / 1 hit25%
30 AP / 1 hit25%
35 AP / 1 hit25%
40 AP / 1 hit25%
45 AP / 1 hit25%
50 AP / 1 hit25%
55 AP / 1 hit25%
60 AP / 1 hit25%
65 AP / 1 hit25%
50 AP / 2 hits25%
60 AP / 3 hits25%
65 AP / 7 hits25%

The damage calculation, in order

The server first checks legality. Repeated timing-tag packets in new battles resolve independent hit and critical checks, with their applicable source exceptions; hostile status resistance also follows each packet. A missed packet does not apply its hostile effects. For each successful direct-damage block, the following order matters because each multiplication rounds down separately:

  • 1. Add floor(matching Power × coefficientBP ÷ 10,000) to the authored base damage.
  • 2. Apply Physical Defense or Mystic Defense (reduced 20% while on elevated terrain in new battles): floor(raw damage × 100 ÷ (100 + defense)), with a minimum of one for positive raw damage. Pierce retains Physical and Mystic Defense; its displayed bypass applies only to equipment Armor.
  • 3. New battles multiply hostile direct damage by 140% and round down. This applies after defense and before critical; allied and self damage do not receive this multiplier. Historical encounters retain their pinned policy.
  • 4. On an eligible critical hit, multiply by 1.5 and round down. Each eligible repeated packet uses its own critical result. In new battles Pierce cannot critically hit, including through Weak Point or Spike; ordinary Damage in the same Skill remains eligible. Historical encounters retain their recorded critical rules.
  • 5. Apply the attacker-versus-defender Level multiplier below, rounding down. Self-damage does not receive this relative-Level adjustment.
  • 6. Apply facing damage modifiers, rounding down. Blindside is a one-turn debuff on the target: its listed side/rear percentages increase incoming Skill damage. Front hits and Basic Attack are unchanged. Historical versions retain their recorded facing rules.
  • 7. Apply the recipient’s legacy damage-taken multipliers, once per active stack in stored order, rounding down each time. Guard, Vulnerable and authored Defenseless use each application’s saved damage-taken multiplier. The separate historical timeout penalty retains its recorded multiplier.
  • 8. Apply the combined conditional/status/elemental damage multiplier and round down. New battles retain the stacked result without the historical clamp; historical policies bound this multiplier to 50–200%. Piercing ignores incoming reductions in this budget and legacy incoming reductions, but not incoming increases.
  • 9. Barrier absorbs damage before HP. Pierce destroys the Barrier and then damages HP. Remaining damage cannot exceed current HP; later multipliers can round a small hit to zero.

A worked hit

Example: a physical 40 AP Skill hits an enemy with one damage block of authored power 10, the attacker has Physical Power 40, and the defender has Physical Defense 25. At equal Levels, with no critical, facing bonus, status modifiers or Barrier: coefficient = 25%; Power bonus = floor(40 × 0.25) = 10; raw damage = 20; after Physical Defense = floor(20 × 100 ÷ 125) = 16; current hostile direct damage = floor(16 × 1.40) = 22 HP, assuming sufficient remaining HP. Every ordinary packet uses the same 25% coefficient even in a repeated-hit Skill.

A higher-AP attack can receive more damage budget, but adding an area shape, a strong status, another effect or a longer duration redirects part of that budget away from direct damage.

Relative Level damage modifier

Let delta = attacker Level − defender Level. Within ±20 Levels, the multiplier is 100% + delta × 0.5 percentage points. Beyond that band, each additional Level changes it by 1.5 points in the same direction. The result is clamped to 25–175%. Character Levels run from 1 to 100.

Level does not directly increase Physical Power or Mystic Power. It supplies this separate direct-damage multiplier. Fixed periodic damage uses its own rules.

Level matchup examples
Attacker → defenderDamage multiplier
50 → 50100%
60 → 8090%
80 → 60110%
25 → 4092.5%
40 → 25107.5%
50 → 8075%
80 → 50125%
40 → 8060%
80 → 40140%

Cooldowns and requirements

The shipped native Skills use power-based cooldowns from 1 to 3 turns. More powerful, broader or longer-lasting Skills generally receive longer cooldowns.

In the native roster, a Skill with an explicit use Requirement uses that prerequisite instead of a cooldown. A modular group may author both a Requirement and a cooldown; its displayed report gives both limits. The old consecutive-use 50% falloff is retired for current Skill versions; cooldown state is server-authoritative and advances on the owner’s turn boundaries.

Essence and Resonance details in Nexus

A pure build shows its active Essence card in Nexus; a mixed build shows its active Resonance card. The card itself keeps a concise flavor line so the full mechanical description does not crowd the layout.

Hover the active Essence or Resonance artwork, or move keyboard focus to it, to open the detail panel. Moving the pointer or focus away closes it automatically. Essence details use the same Skill rows as Technique details: type, cost, cooldown, requirements, effects, range and targeting where applicable.

Legacy Resonance details use Setup, Trigger and Result. Sequence Resonances show the Setup Discipline/tags that arm the Resonance, then the Trigger Discipline/tags that activate its bounded Result effects. In current Setup rows, Chronist Skills means any Chronist Skill, including attacks. Other Setup and Trigger rows retain their displayed tag requirements; these tags do not mean the Utility Skill family. Immediate Resonances have no Setup, activate directly from their Trigger, and use a lighter Result because activation is easier. Modular Resonances show their own Manual, Automatic or Ongoing behavior groups, Requirements, costs and limits instead. The panel is informational only; it does not change the committed build or battle state.

What each effect family does

Bracketed magnitudes describe authored effects, not guaranteed net results. Recipient, timing and conditions determine what happens.

  • Dmg: direct damage resolved through the full pipeline above. Multi-hit blocks resolve separately. Accuracy, defenses, criticals and active statuses change the actual result.
  • HP Recovery: the base amount is a percentage of the recipient’s maximum HP, rounded down with a minimum of one for a positive maximum. The amount is captured at cast after applying HP Hex once. One to four applications reuse that captured amount: the first occurs on activation, with later applications at recipient turn ends. Each gain caps at the current maximum HP and never revives a defeated unit. Pinned historical Heal versions retain their old flat/Power behavior.
  • MP Recovery restores its saved percentage of maximum MP or fixed MP amount. Percentage recovery is captured at cast, rounded down with a minimum of one for a positive maximum. Repeated applications reuse the captured amount while each gain caps at the current maximum MP. Existing fixed amounts and application counts remain unchanged. MP Drain removes its set percentage of the target’s maximum MP and does not restore MP to the caster.
  • Barrier: grants a percentage of maximum HP as temporary protection, rounded down with a minimum of one. It absorbs damage before HP, including damage over time and reflected damage. Pierce destroys the Barrier and damages HP. HP costs still spend HP.
  • Burn: Each tick deals the displayed percentage of the granting attack’s HP damage, rounded down. Only one Burn can be active. Reapplication replaces it and restarts its duration and saved decay. Once per turn, after the bearer damages enemies, backlash deals 10% of that actual HP damage, rounded down. Multi-hit damage is combined; misses and friendly damage do not count. Reapplication and Copy do not reset the backlash allowance. Historical pinned profiles and trigger policies retain their recorded behavior.
  • Poison: Each tick deals the displayed percentage of the granting attack’s HP damage, rounded down. Poison ticks once at turn end. Only one Poison can be active. Reapplication keeps the greater potency and original duration separately, restarts that duration and resets movement progress. Every five traversed tiles, including Push or Pull, refresh its full duration without extra damage. Partial movement carries between turns; teleporting does not count. Historical pinned profiles and trigger policies retain their recorded behavior.
  • Bleed: each application captures its own attack HP damage, percentage and duration. All applications tick independently at recipient turn end without a stack limit. Damage is rounded down; a zero-damage tick still consumes its duration. Copy Debuffs preserves the captured basis and remaining lifetime, and Cleanse removes every qualifying application.
  • Apply status: grants the named condition for its authored duration. Percentage-based status potency is authored per effect where supported, so Guard, Vulnerable, Mark and similar effects can differ by Skill version. Each Skill applies one status stack by default. Repeated uses follow the status’s stacking rules.
  • Master controls timing globally for each tag. Instant applies immediately, Normal activates next global round, and Delayed activates one round later. Controlled requires priming before a paid release. Skills using the same tag share its timing; existing battles keep their saved rules. Barrier and Blindside default to Instant.
  • Cleanse removes all negative debuffs. Conditional Cleanse removes only the selected debuffs. Dispel removes only the selected positive buffs.
  • Push / Pull: moves the target until blocked by terrain, occupancy or Rooted. A Skill with Move selects Ground and includes movement in its total cost; utility effects can work on empty Ground. Skill Move has its own authored distance, independent of ordinary walking and its remaining Movement. Jump, Rooted, terrain and occupancy still apply. Rewind records each legal target’s own position for a later return. Controlled priming binds the selected targets; release pays the Skill’s costs. Rooted, occupancy or impassable terrain can block the return. It does not restore resources or undo actions.
  • Chilled Ground uses the icy tile material and applies ordinary Chilled on contact, restricting final facing. It adds no Skill AP surcharge. Ground can carry recipient effects such as Damage, Pierce, defenses, recovery, debuffs, removal, Reveal and Push/Pull. Active contact applies immediately; field activation keeps its authored timing. Each character receives each logical effect type once per own-turn cycle across overlapping fields. Targeting, teams, Airborne, resistance and ordinary refresh rules still apply. Source-only operations keep their own targets. Historical battles retain their captured Frozen Ground rules.
  • Reveal can target Invisible or Covert units. Hitting a target with either removes both and applies Revealed: incoming attacks have 100% accuracy and deal the saved extra damage for the set duration. Copy Buffs copies selected eligible buffs from the target to the caster; Copy Debuffs copies selected eligible debuffs from the caster to the target. The originals remain. Selecting every option is shown as All Buffs or All Debuffs.

Low, typical and high magnitudes

These figures are generated from the 139 currently enabled regular Skills. Compare within a family only: seven base damage cannot be ranked against seven MP or a seven-tile line. One observation is one authored effect block, except command damage totals and shape sizes. Modular groups are sampled separately; mutually exclusive groups are never added into one command total. Conditional packets describe authored capacity, not guaranteed activation or net damage. Multi-target effects are counted once, not once per potential target.

“Typical” is the inclusive lower-to-upper quartile interval (Q1–Q3). Low means below Q1; high means above Q3, within the observed range. Quartiles use nearest rank: sort the observations and take positions ceil(n × 0.25) and ceil(n × 0.75). Ties can leave a low or high band empty. A fixed-value or tiny family is a catalog comparison, not a reliable balance tier.

DOT observations use the authored magnitudes for Burn, Bleed and Poison where present. Historical/default fallback profiles remain versioned separately. Total healing includes only effects with multiple applications, before missing-HP limits and healing modifiers.

Current catalog magnitude ranges
FamilyObserved rangeTypical (Q1–Q3)n
Direct damage / hit (base damage)2–208–1383
Direct damage / command (base damage)7–249–1476
Power coefficient / hit (% Power)0–2525–2583
HP recovery / application (% maximum HP)3–145–925
MP recovery / application (% maximum MP)5–125–123
Healing / application (HP)Not in this catalog—0
Multi-application healing / effect (total HP)Not in this catalog—0
MP restore / application (MP)3–63–46
MP drain / effect (MP)4–64–63
Barrier / effect (Barrier)12–2012–209
Displacement (tiles)1–21–15
DOT damage / tick (HP)Not in this catalog—0
DOT attack damage (%) (% attack HP damage)5–2510–2016
Finite DOT duration (ticks)3–43–38
Circle size (radius in tiles)1–21–111
Line size (tiles)2–43–39

Status percentages and movement modifiers

Named status magnitudes are not forced to one global percentage. Percentage potency can be authored per Skill effect where the status supports it, while movement effects such as Haste and Slow use AP-per-tile rules and Root blocks movement instead of adding a percentage magnitude.

A larger magnitude alone does not make a Skill stronger: AP/MP cost, range, area, requirements, duration, setup, payoff and cooldown all matter. The table shows the canonical fallback status wording; the Technique Preview shows the actual authored potency for the selected Skill version.

Current named effects
EffectMagnitudeMeaning
AirborneQualitativeGround-targeted Skills always miss you (100% evasion), including area activations. Your Jump is 3 while Airborne is active. Your Attack Skills have Target Elevation 3 while Airborne is active. Ignore the Frozen Ground AP surcharge; board bounds, movement elevation, obstacles, occupancy, Rooted, Slow and Movement allowance still apply.
Blindside160% side / 220% rearTake 160% of normal Skill damage from the side and 220% from the rear per application. Front hits and Basic Attack are unchanged.
Taunt−25% outgoingDeal 25% less damage to anyone except the unit that applied Taunt.
Conductive+20% StormAdds 20% Storm damage; positive Storm HP damage consumes the old charge. An explicit Conductive tag can apply a fresh charge after settlement; the new charge cannot be consumed again in the same command. Lasts 2 full rounds starting next round after the effect activates.
CovertQualitativeConceals beneficial effects from opposing viewers until revealed.
Vulnerable+15% incomingTake 15% more damage per application. Each use refreshes the duration.
Fortified+15% Defense / −15% outgoingIncrease Physical and Mystic Defense by 15% and deal 15% less damage.
ChilledQualitativeChilled prevents changing final facing at turn end. Lasts 2 full rounds starting next round after the effect activates.
Guard−15% incomingReduces incoming damage by 15% per application. Each use refreshes the duration.
Haste−10 APMovement costs 10 less AP per entered tile and can reach 0 AP. Movement allowance is unchanged.
Healing Down−25% HP/MP recoveryReceive 25% less HP and MP recovery.
Damage Up+10% outgoingDeal 10% more damage per application.
InvisibleQualitativeOrdinary hostile unit actions cannot select the recipient. Ground effects and Reveal can hit. Current Copy Buffs can select the recipient as a donor, and current Dispel can select the recipient. A damaging action or taking damage ends Invisible.
Marked+15 pp AccuracySource gains +15 pp Accuracy against this target.
Reckless+40% outgoing / +40% incomingDeal 40% more damage and take 40% more damage. Both effects expire or are removed together.
RootedQualitativeBlocks movement; attacks, Skills and facing remain available.
Slow+10 APMovement costs 10 extra AP per tile. Your Movement allowance is unchanged.
Suppress25%Deal 25% less outgoing direct damage. Never stacks; retains the highest percentage and longest remaining duration. Captured Burn, Poison and Bleed ticks are unchanged; new DoTs capture actual settled HP loss.
Burn Ward−20% incomingTake 20% less damage from opponents affected by Burn.
Drenched+20% StormEach Drenched application reduces effective Initiative by 10%, capped at 100% reduction (minimum 0 Initiative), while active. Drenched adds 20% Storm damage using the strongest active application. Lasts 2 full rounds starting next round after the effect activates.

The regular Technique catalog

Open a Discipline to compare its currently enabled Techniques. Each entry gives the actual current definition; modular groups stay separate with their own cost, effects, targeting, prerequisites and limits. The Technique Preview and battle forecast provide contextual legality and final outcomes.

Aetherist
  • Arc Bolt — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 3 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [13] [Instant] [Enemy]. Target Method: Single [4]. Target Elevation: 1. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 13 base damage to the selected unit.
  • Arcane Field — Manual Action. Skill Type: Utility. Cost: 55 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Vulnerable [15%] [2 Turns] [Enemy], MP Drain [4] [Instant] [Enemy]. Target Method: Circle [2]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 2 covers 24 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–2 tiles Take more damage per application. Reapplying refreshes the duration. Remove MP from each affected unit, down to a minimum of zero.
  • Chain Spark — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 8 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Suppress [25%] [1 Turn] [Enemy]. Target Method: Single [3]. Target Elevation: 1. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles · Up to 2 distinct targets Deal 10 base damage to each affected unit. Deal less direct damage. Reapplying keeps the stronger, longer effect. Existing , and damage is unchanged.
  • Channel — Manual Action. Skill Type: Heal. Cost: 35 AP. Cooldown: 3 turns. Requirements: [50%] [Self]. Effects: MP Recovery [12%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore MP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Mana Burst — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [11] [Instant] [Enemy]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–1 tiles Deal 11 base damage to each affected unit.
  • Mana Shield — Manual Action. Skill Type: Utility. Cost: 35 AP / 6 MP. Cooldown: 3 turns. Requirements: [50%] [Self]. Effects: Barrier [20%] [2 Turns] [Instant] [Self], Guard [15%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it. Take less damage per application. Reapplying refreshes the duration.
  • Overchannel — Manual Action. Skill Type: Attack [Mystic]. Cost: 60 AP / 12 MP / 20 HP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [20] [Instant] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 20 base damage to the selected unit.
  • Ward Pierce — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: Dispel [Instant] [Enemy], Dmg [11] [Instant] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Remove Guard, Burn Ward from the selected unit. Deal 11 base damage to the selected unit.
Bastion
  • Challenge — Manual Action. Skill Type: Utility. Cost: 30 AP. Cooldown: 3 turns. Requirements: None. Effects: Taunt [25%] [2 Turns] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Deal less damage to anyone except the unit that applied Taunt.
  • Cover — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 2 turns. Requirements: None. Effects: Guard [15%] [2 Turns] [Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ally · Aim reach: 1–2 tiles Take less damage per application. Reapplying refreshes the duration.
  • Fortress — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: None. Effects: Fortified [15%] [2 Turns] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Increase Physical and Mystic Defense and reduce outgoing damage by the same percentage.
  • Hold Fast — Manual Action. Skill Type: Heal. Cost: 50 AP / 4 MP. Cooldown: 3 turns. Requirements: [60%] [Self]. Effects: HP Recovery [10%] [Instant] [Self], Barrier [15%] [2 Turns] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it.
  • Shield Bash — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Push [1] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 10 base damage to the selected unit. Push the selected unit away from you. Stops before occupied, blocked or unreachable tiles. Pull never enters your tile. prevents displacement.
  • Shield Line — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Taunt [25%] [1 Turn] [Enemy]. Target Method: Line [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Line length 3 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–3 tiles Deal 10 base damage to each affected unit. Deal less damage to anyone except the unit that applied Taunt.
  • Stalwart Strike — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 2 turns. Requirements: [Self]. Effects: Dmg [12] [Instant] [Enemy], Dmg [5] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 12 base damage to the selected unit. Deal 5 base damage to the selected unit.
  • Steady Footing — Manual Action. Skill Type: Utility. Cost: 35 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Cleanse [Instant] [Self], Guard [10%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from yourself. Take less damage per application. Reapplying refreshes the duration.
Chronist
  • Delay — Manual Action. Skill Type: Utility. Cost: 35 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Suppress [20%] [1 Turn] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal less direct damage. Reapplying keeps the stronger, longer effect. Existing , and damage is unchanged.
  • Haste — Manual Action. Skill Type: Utility. Cost: 35 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Haste [−10 AP] [2 Turns] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Movement costs less AP per entered tile, down to the displayed minimum. Movement allowance is unchanged. Minimum movement cost: 0 AP.
  • Rewind Step — Manual Action. Skill Type: Utility. Cost: 40 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Rewind [Controlled] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Return to where this Skill was primed. Rooted prevents the return.
  • Slow — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Slow [+10 AP] [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 8 base damage to the selected unit. Movement costs more AP per tile. Movement allowance is unchanged.
  • Stolen Moment — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 7 MP. Cooldown: 3 turns. Requirements: [Target]. Effects: Dmg [15] [Instant] [Enemy], MP Recovery [4] [Instant] [Self]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 15 base damage to the selected unit. Restore MP to yourself, without exceeding the maximum. Recovery cannot revive a defeated unit.
  • Temporal Bolt — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [12] [Instant] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 12 base damage to the selected unit.
  • Temporal Ward — Manual Action. Skill Type: Heal. Cost: 40 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Barrier [20%] [2 Turns] [Instant] [Self], Guard [10%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it. Take less damage per application. Reapplying refreshes the duration.
  • Time Lock — Manual Action. Skill Type: Utility. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Rooted [1 Turn] [Enemy], Slow [+10 AP] [1 Turn] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Cannot move. Attacks, Skills and facing remain available. Movement costs more AP per tile. Movement allowance is unchanged.
Cinderweaver
  • Ash Ward — Manual Action. Skill Type: Utility. Cost: 30 AP / 3 MP. Cooldown: 3 turns. Requirements: [Self]. Effects: Burn Ward [20%] [2 Turns] [Self], Guard [10%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Take less damage from opponents affected by . Take less damage per application. Reapplying refreshes the duration.
  • Banked Embers — Manual Action. Skill Type: Utility. Cost: 30 AP. Cooldown: 3 turns. Requirements: [30%] [Self]. Effects: MP Recovery [6] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore MP to yourself, without exceeding the maximum. Recovery cannot revive a defeated unit.
  • Blistering Heat — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 8 MP / 20 HP. Cooldown: 3 turns. Requirements: None. Effects: Fire Dmg [14] [Instant] [Enemy], Burn [25% → 20% → 15%] [3 Turns] [Enemy], Conditional Cleanse [Chilled] [Instant] [Self]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 14 base damage to the selected unit. Burn deals decreasing damage based on the attack’s HP damage. The bearer also suffers backlash after damaging an enemy. Reapplying replaces Burn. Backlash: 10% own hostile HP damage. Backlash allowance: Once per turn. Remove Chilled from yourself.
  • Cinder Bolt — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 2 turns. Requirements: None. Effects: Fire Dmg [10] [Instant] [Enemy], Burn [20% → 15% → 10%] [3 Turns] [Enemy], Conditional Cleanse [Chilled] [Instant] [Self]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 10 base damage to the selected unit. Burn deals decreasing damage based on the attack’s HP damage. The bearer also suffers backlash after damaging an enemy. Reapplying replaces Burn. Backlash: 10% own hostile HP damage. Backlash allowance: Once per turn. Remove Chilled from yourself.
  • Ember Line — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Fire Dmg [9] [Instant] [Enemy], Burn [15% → 10% → 5%] [3 Turns] [Enemy], Conditional Cleanse [Chilled] [Instant] [Self]. Target Method: Line [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Line length 3 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–3 tiles Deal 9 base damage to each affected unit. Burn deals decreasing damage based on the attack’s HP damage. The bearer also suffers backlash after damaging an enemy. Reapplying replaces Burn. Backlash: 10% own hostile HP damage. Backlash allowance: Once per turn. Remove Chilled from yourself.
  • Flame Burst — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Fire Dmg [8] [Instant] [Ground], Burn [20% → 15% → 10%] [3 Turns] [Ground], Conditional Cleanse [Chilled] [Instant] [Self]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy / Ground · Aim reach: 0–1 tiles · Friendly fire: Off · Ground casts: Ground: stays on the affected tiles for 3 rounds, starting next round. Active fields apply immediately to eligible occupants and contacting units, once per logical effect type during each affected character’s own-turn cycle across overlapping fields. Deal 8 base damage to each affected unit. Repeats on entry. Burn deals decreasing damage based on the attack’s HP damage. The bearer also suffers backlash after damaging an enemy. Reapplying replaces Burn. Backlash: 10% own hostile HP damage. Backlash allowance: Once per turn. Repeats on entry. Remove Chilled from yourself.
  • Flashfire — Manual Action. Skill Type: Attack [Mystic]. Cost: 40 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Fire Dmg [8] [Instant] [Enemy], Vulnerable [15%] [1 Turn] [Enemy], Conditional Cleanse [Chilled] [Instant] [Self]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–2 tiles Deal 8 base damage to the selected unit. Take more damage per application. Reapplying refreshes the duration. Remove Chilled from yourself.
  • Scorch — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 2 turns. Requirements: . Effects: Fire Dmg [12] [Instant] [Enemy], Dmg [3] [Instant] [Enemy], Conditional Cleanse [Chilled] [Instant] [Self]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 12 base damage to the selected unit. Deal 3 base damage to the selected unit. Remove Chilled from yourself.
Dawnshield
  • Aegis — Manual Action. Skill Type: Heal. Cost: 35 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Barrier [20%] [2 Turns] [Instant] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it.
  • Consecrated Light — Manual Action. Skill Type: Heal. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: HP Recovery [6%] [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles · Up to 2 distinct targets Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Judgment — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 7 MP. Cooldown: 3 turns. Requirements: [Self]. Effects: Dmg [17] [Instant] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Deal 17 base damage to the selected unit.
  • Last Light — Manual Action. Skill Type: Heal. Cost: 50 AP / 8 MP. Cooldown: 4 turns. Requirements: [25%] [Target]. Effects: HP Recovery [14%] [Instant] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Purge — Manual Action. Skill Type: Utility. Cost: 30 AP / 3 MP. Cooldown: 2 turns. Requirements: None. Effects: Cleanse [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from the selected unit.
  • Radiant Strike — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [11] [Instant] [Enemy], Guard [10%] [1 Turn] [Self]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 11 base damage to the selected unit. Take less damage per application. Reapplying refreshes the duration.
  • Renewal — Manual Action. Skill Type: Heal. Cost: 50 AP / 6 MP. Cooldown: 4 turns. Requirements: None. Effects: Cleanse [Instant] [Self], HP Recovery [6%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from yourself. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Applications: 2. First: On activation. Then: End of each recipient turn that starts after activation.
  • Sacred Guard — Manual Action. Skill Type: Heal. Cost: 45 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: HP Recovery [8%] [Instant] [Self / Ally], Guard [12%] [2 Turns] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Take less damage per application. Reapplying refreshes the duration.
Edgedancer
  • Finishing Thrust — Manual Action. Skill Type: Attack [Physical]. Cost: 55 AP / 5 MP. Cooldown: 3 turns. Requirements: [40%] [Target]. Effects: Dmg [19] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 19 base damage to the selected unit.
  • Flanking Cut — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Move [1] [Instant] [Ground], Blindside [160% / 220%] [Instant] [Enemy], Dmg [13] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ground · Aim reach: 0–1 tiles Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking. Take increased Skill damage from the side or rear. Front hits and Basic Attack are unchanged. Deal 13 base damage to each affected unit.
  • Flourish — Manual Action. Skill Type: Attack [Physical]. Cost: 40 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Damage Up [12%] [1 Turn] [Self]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 8 base damage to the selected unit. Deal more damage per application.
  • Hamstring — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Slow [+10 AP] [2 Turns] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 10 base damage to the selected unit. Movement costs more AP per tile. Movement allowance is unchanged.
  • Lunge — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Move [1] [Instant] [Ground], Dmg [13] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ground · Aim reach: 0–1 tiles Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking. Deal 13 base damage to each affected unit.
  • Poised Guard — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: None. Effects: Guard [15%] [2 Turns] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Take less damage per application. Reapplying refreshes the duration.
  • Riposte — Manual Modifier. Skill Type: Utility. Cost: 10 AP / 3 MP. Cooldown: 3 turns. Requirements: [Self]. Effects: Damage Up [15%] [Self]. Target Method: N/A. Target Elevation: N/A. Line of Sight: N/A. Increase damage dealt.
  • Severing Cut — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Bleed [15%] [3 Turns] [Enemy]. Target Method: Line [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Line length 2 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–2 tiles Deal 8 base damage to each affected unit. Bleed deals repeated damage based on the attack’s HP damage. Each application deals damage separately.
Farstrider
  • Aimed Shot — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [14] [Instant] [Enemy]. Target Method: Single [2–5]. Target Elevation: 1. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 2–5 tiles Deal 14 base damage to the selected unit.
  • Fieldcraft — Manual Action. Skill Type: Heal. Cost: 40 AP. Cooldown: 4 turns. Requirements: None. Effects: Move [2] [Instant] [Ground], HP Recovery [4%] [Instant] [Self]. Target Method: Single [0]. Target Elevation: N/A. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ground Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Keen Focus — Manual Modifier. Skill Type: Utility. Cost: 10 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Damage Up [15%] [Self]. Target Method: N/A. Target Elevation: N/A. Line of Sight: N/A. Increase damage dealt.
  • Longshot — Manual Action. Skill Type: Attack [Physical]. Cost: 60 AP / 3 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [20] [Instant] [Enemy]. Target Method: Single [3–7]. Target Elevation: 3. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 3–7 tiles Deal 20 base damage to the selected unit.
  • Piercing Barrage — Manual Action. Skill Type: Attack [Physical]. Cost: 55 AP. Cooldown: 3 turns. Requirements: None. Effects: Pierce [10] [Instant] [Enemy]. Target Method: Line [4]. Target Elevation: 1. Line of Sight: Required. Delivery: Line length 4 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–4 tiles Deal 10 base damage to each affected unit. Pierce cannot critically hit. Break the target’s Barrier. The bypass affects equipment Armor; Physical and Mystic Defense still apply. Armor ignored: 50%.
  • Pinning Shot — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Slow [+10 AP] [2 Turns] [Enemy]. Target Method: Single [2–4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 2–4 tiles Deal 8 base damage to the selected unit. Movement costs more AP per tile. Movement allowance is unchanged.
  • Scouts Mark — Manual Action. Skill Type: Utility. Cost: 30 AP / 2 MP. Cooldown: 3 turns. Requirements: None. Effects: Reveal [Instant] [Enemy], Marked [15%] [2 Turns] [Enemy]. Target Method: Single [5]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–5 tiles Attempt Reveal on the selected unit. A successful hit against removes eligible positive statuses and , then applies Revealed. Otherwise Reveal has no effect. Revealed: 1 owner-turn start. Only the source gains Accuracy against this target; other attackers gain no benefit.
  • Volley — Manual Action. Skill Type: Attack [Physical]. Cost: 55 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy]. Target Method: Single [2–4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 2–4 tiles · Up to 3 distinct targets Deal 8 base damage to each affected unit.
Frostweaver
  • Brittle Ice — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 3 turns. Requirements: . Effects: Ice Dmg [8] [Instant] [Enemy], Vulnerable [15%] [2 Turns] [Enemy], Chilled [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 8 base damage to the selected unit. Take more damage per application. Reapplying refreshes the duration. Cannot change final facing. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Chilling Mist — Manual Action. Skill Type: Utility. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Slow Ground [+10 AP] [2 Turns] [Ground], Chilled Ground [2 Turns] [Ground]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Ground · Aim reach: 0–1 tiles · Friendly fire: Off · Ground: stays on the affected tiles for 2 rounds, starting next round. Active fields apply immediately to eligible occupants and contacting units, once per logical effect type during each affected character’s own-turn cycle across overlapping fields. Movement costs more AP per tile. Movement allowance is unchanged. Repeats on entry. Cannot change final facing. Activation: Next global round boundary. Duration clock: Global round boundaries after activation. Repeats on entry.
  • Crystal Prison — Manual Action. Skill Type: Utility. Cost: 40 AP / 4 MP. Cooldown: 3 turns. Requirements: [Target]. Effects: Rooted [1 Turn] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Cannot move. Attacks, Skills and facing remain available.
  • Frost Guard — Manual Action. Skill Type: Heal. Cost: 35 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Barrier [18%] [2 Turns] [Instant] [Self], Guard [10%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it. Take less damage per application. Reapplying refreshes the duration.
  • Ice Lance — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Ice Dmg [11] [Instant] [Enemy], Chilled [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 11 base damage to the selected unit. Cannot change final facing. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Ice Line — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Ice Dmg [10] [Instant] [Enemy], Chilled [2 Turns] [Enemy]. Target Method: Line [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Line length 3 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–3 tiles Deal 10 base damage to each affected unit. Cannot change final facing. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Shatter — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: . Effects: Ice Dmg [13] [Instant] [Enemy], Dmg [3] [Instant] [Enemy], Chilled [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 13 base damage to the selected unit. Deal 3 base damage to the selected unit. Cannot change final facing. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Thaw — Manual Action. Skill Type: Heal. Cost: 40 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Cleanse [Instant] [Self / Ally], HP Recovery [8%] [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from the selected unit. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
Ironfist
  • Breakfall — Manual Action. Skill Type: Utility. Cost: 30 AP. Cooldown: 3 turns. Requirements: None. Effects: Airborne [1 Turn] [Self], Guard [10%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Ground-targeted Skills miss. Attacks use the displayed Target Elevation; Basic Attack keeps its limit. Ignore the AP surcharge. , , terrain, occupancy and Movement still apply. Ground Skills: Always miss. Jump: 3. Attack Target Elevation: 3. Take less damage per application. Reapplying refreshes the duration.
  • Counter Palm — Automatic Action. Skill Type: Heal. Cost: 0 AP / 3 MP. Cooldown: None. Requirements: After Your Action. Effects: Barrier [12%] [2 Turns] [Instant] [Self]. Target Method: Single. Target Elevation: 0. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Once per owner turn Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it.
  • Focus Breath — Manual Action. Skill Type: Heal. Cost: 45 AP. Cooldown: 3 turns. Requirements: [70%] [Self]. Effects: HP Recovery [9%] [Instant] [Self], MP Recovery [4] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Restore MP to yourself, without exceeding the maximum. Recovery cannot revive a defeated unit.
  • Hammer Knuckle — Manual Action. Skill Type: Attack [Physical]. Cost: 55 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [18] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 18 base damage to the selected unit.
  • Last Stand — Manual Action. Skill Type: Heal. Cost: 50 AP / 6 MP. Cooldown: 4 turns. Requirements: [25%] [Self]. Effects: HP Recovery [14%] [Instant] [Self], Guard [12%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Take less damage per application. Reapplying refreshes the duration.
  • Pressure Palm — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [9] [Instant] [Enemy], Push [1] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 9 base damage to the selected unit. Push the selected unit away from you. Stops before occupied, blocked or unreachable tiles. Pull never enters your tile. prevents displacement.
  • Rising Fist — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [11] [Instant] [Enemy], Vulnerable [10%] [1 Turn] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 11 base damage to the selected unit. Take more damage per application. Reapplying refreshes the duration.
  • Sweep — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Slow [+10 AP] [1 Turn] [Enemy]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–1 tiles Deal 10 base damage to each affected unit. Movement costs more AP per tile. Movement allowance is unchanged.
Lifebinder
  • Barrier — Manual Action. Skill Type: Heal. Cost: 35 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Barrier [20%] [2 Turns] [Instant] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it.
  • Fortifying Light — Manual Action. Skill Type: Heal. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: HP Recovery [6%] [Instant] [Self / Ally], Guard [15%] [1 Turn] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Take less damage per application. Reapplying refreshes the duration.
  • Mend — Manual Action. Skill Type: Heal. Cost: 35 AP / 6 MP. Cooldown: 3 turns. Requirements: [35%] [Target]. Effects: HP Recovery [12%] [Instant] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Mending Light — Manual Action. Skill Type: Heal. Cost: 45 AP / 5 MP. Cooldown: 2 turns. Requirements: None. Effects: HP Recovery [10%] [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 1. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Renew — Manual Action. Skill Type: Heal. Cost: 45 AP / 6 MP. Cooldown: 4 turns. Requirements: None. Effects: HP Recovery [4%] [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Applications: 3. First: On activation. Then: End of each recipient turn that starts after activation.
  • Sanctuary — Manual Action. Skill Type: Heal. Cost: 60 AP / 10 MP. Cooldown: 4 turns. Requirements: None. Effects: HP Recovery [5%] [Instant] [Ally], HP Recovery [3%] [Instant] [Self]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Ally · Aim reach: 0–1 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Searing Bloom — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 7 MP. Cooldown: 3 turns. Requirements: None. Effects: Copy Debuffs [Enemy], Dmg [10] [Instant] [Enemy], HP Recovery [5%] [Instant] [Self]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–2 tiles Copies All Debuffs from you to the target. Originals remain; remaining durations are preserved. Deal 10 base damage to the selected unit. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Vital Sever — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [12] [Instant] [Enemy], Healing Down [25%] [2 Turns] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Deal 12 base damage to the selected unit. Receive less HP and MP recovery.
Ravager
  • Blood Rush — Manual Action. Skill Type: Utility. Cost: 35 AP / 10 HP. Cooldown: 3 turns. Requirements: None. Effects: Move [2] [Instant] [Ground], Reckless [40%] [1 Turn] [Self]. Target Method: Single [0]. Target Elevation: N/A. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ground Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking. Increase outgoing and incoming damage. Both effects expire or are removed together.
  • Blood Siphon — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [11] [Instant] [Enemy], HP Recovery [6%] [Instant] [Self]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 11 base damage to the selected unit. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Cleaving Blow — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP / 10 HP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [12] [Instant] [Enemy]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–1 tiles Deal 12 base damage to each affected unit.
  • Desperate Execution — Manual Action. Skill Type: Attack [Physical]. Cost: 60 AP / 8 MP. Cooldown: 3 turns. Requirements: ( [35%] [Self] & [Self]). Effects: Dmg [20] [Instant] [Enemy], Dmg [4] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 20 base damage to the selected unit. Deal 4 base damage to the selected unit.
  • Frenzy — Manual Action. Skill Type: Utility. Cost: 30 AP. Cooldown: 3 turns. Requirements: None. Effects: Reckless [40%] [2 Turns] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Increase outgoing and incoming damage. Both effects expire or are removed together.
  • Gash — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Bleed [15%] [3 Turns] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 10 base damage to the selected unit. Bleed deals repeated damage based on the attack’s HP damage. Each application deals damage separately.
  • Open Wound — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [12] [Instant] [Enemy], Bleed [20%] [3 Turns] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 12 base damage to the selected unit. Bleed deals repeated damage based on the attack’s HP damage. Each application deals damage separately.
  • War Roar — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: None. Effects: Vulnerable [12%] [2 Turns] [Enemy]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–1 tiles Take more damage per application. Reapplying refreshes the duration.
Runeblade
  • Aether Cut — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 2 turns. Requirements: None. Effects: Pierce [15] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 15 base damage to the selected unit. Pierce cannot critically hit. Break the target’s Barrier. The bypass affects equipment Armor; Physical and Mystic Defense still apply. Armor ignored: 50%.
  • Arc Edge — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [12] [Instant] [Enemy]. Target Method: Line [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Line length 2 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–2 tiles Deal 12 base damage to each affected unit.
  • Rune Burst — Manual Modifier. Skill Type: Utility. Cost: 15 AP / 5 MP. Cooldown: 3 turns. Requirements: [25%] [Self]. Effects: Damage Up [20%] [Self]. Target Method: N/A. Target Elevation: N/A. Line of Sight: N/A. Increase damage dealt.
  • Rune Guard — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: [50%] [Self]. Effects: Guard [12%] [2 Turns] [Self], MP Recovery [3] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Take less damage per application. Reapplying refreshes the duration. Restore MP to yourself, without exceeding the maximum. Recovery cannot revive a defeated unit.
  • Rune Mending — Manual Action. Skill Type: Heal. Cost: 40 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: HP Recovery [7%] [Instant] [Self], Barrier [12%] [2 Turns] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it.
  • Sigil Brand — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Healing Down [25%] [2 Turns] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles Deal 8 base damage to the selected unit. Receive less HP and MP recovery.
  • Siphon Slash — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], MP Drain [5] [Instant] [Enemy], HP Recovery [5%] [Instant] [Self]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 10 base damage to the selected unit. Remove MP from the selected unit, down to a minimum of zero. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Unbinding Rune — Manual Action. Skill Type: Utility. Cost: 40 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: Copy Buffs [Enemy], Dispel [Guard / Damage Up / Haste / Invisible / Airborne / Burn Ward / Covert / Blindside] [Instant] [Enemy]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–2 tiles Copies All Buffs from the target to you. Originals remain; remaining durations are preserved. Remove Guard, Damage Up, Haste, Invisible, Airborne, Burn Ward, Covert, Blindside from the selected unit.
Shadehand
  • Backstab — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Blindside [160% / 220%] [Instant] [Enemy], Dmg [14] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Take increased Skill damage from the side or rear. Front hits and Basic Attack are unchanged. Deal 14 base damage to the selected unit.
  • Crippling Cut — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [9] [Instant] [Enemy], Slow [+10 AP] [1 Turn] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 9 base damage to the selected unit. Movement costs more AP per tile. Movement allowance is unchanged.
  • Execution Cut — Manual Action. Skill Type: Attack [Physical]. Cost: 60 AP / 8 MP. Cooldown: 3 turns. Requirements: ( [35%] [Target] & ). Effects: Dmg [20] [Instant] [Enemy], Dmg [4] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 20 base damage to the selected unit. Deal 4 base damage to the selected unit.
  • Exploit Opening — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 2 turns. Requirements: [Target]. Effects: Dmg [17] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 17 base damage to the selected unit.
  • Fan Of Knives — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [9] [Instant] [Enemy]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–1 tiles Deal 9 base damage to each affected unit.
  • Feint — Manual Action. Skill Type: Attack [Physical]. Cost: 40 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [7] [Instant] [Enemy], Vulnerable [12%] [2 Turns] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 7 base damage to the selected unit. Take more damage per application. Reapplying refreshes the duration.
  • Quick Hands — Manual Action. Skill Type: Utility. Cost: 35 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Copy Buffs [Enemy]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–2 tiles Copies All Buffs from the target to you. Originals remain; remaining durations are preserved.
  • Smoke Vial — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: None. Effects: Covert [2 Turns] [Self], Invisible [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Conceal beneficial effects from opposing viewers until revealed. Ordinary hostile unit actions cannot select the recipient. Ground effects and Reveal can hit. A damaging action or taking damage ends Invisible.
Discipline.F60c5dc7-Abf2-4e03-8b10-428dee7fc4c2
  • Kaio-ken — Manual Action. Skill Type: Utility. Cost: 40 AP / 20 HP. Cooldown: None. Requirements: [50%] [Self]. Effects: Reckless [40%] [3 Turns] [Self]. Target Method: Single. Target Elevation: 1. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Once per round Increase outgoing and incoming damage. Both effects expire or are removed together.
  • Instant Transmission — Manual Action. Skill Type: Utility. Cost: 20 AP / 10 MP. Cooldown: 1 turn. Requirements: None. Effects: Move [15] [Instant] [Ground]. Target Method: Single. Target Elevation: Character Jump stat. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Once per round Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking.
  • Spirit Bomb — Manual Action. Skill Type: Attack [Physical]. Cost: 10 AP / 30 HP. Cooldown: None. Requirements: None. Effects: Dmg [10] [Instant] [Enemy]. Target Method: Single [15]. Target Elevation: 3. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–15 tiles Deal 10 base damage to each affected unit.
Stormsinger
  • Arc Spark — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 2 turns. Requirements: None. Effects: Storm Dmg [11] [Instant] [Enemy], Conductive [20%] [2 Turns] [Instant] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 11 base damage to the selected unit. Storm uses active Drenched and Conductive bonuses and consumes the old Conductive charge; Drenched remains. Take more Storm damage. Storm damage consumes the old charge; this Skill can apply a fresh charge afterward. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: After matching damage settles. Duration clock: Affected character turns after activation.
  • Conductive Bolt — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 8 MP. Cooldown: 3 turns. Requirements: . Effects: Storm Dmg [14] [Instant] [Enemy], Dmg [2] [Instant] [Enemy], Conductive [20%] [2 Turns] [Instant] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 14 base damage to the selected unit. Storm uses active Drenched and Conductive bonuses and consumes the old Conductive charge; Drenched remains. Deal 2 base damage to the selected unit. Take more Storm damage. Storm damage consumes the old charge; this Skill can apply a fresh charge afterward. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: After matching damage settles. Duration clock: Affected character turns after activation.
  • Grounding — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: None. Effects: Cleanse [Instant] [Self], MP Recovery [3] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from yourself. Restore MP to yourself, without exceeding the maximum. Recovery cannot revive a defeated unit.
  • Lightning Line — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Storm Dmg [9] [Instant] [Enemy], Conductive [20%] [2 Turns] [Instant] [Enemy]. Target Method: Line [4]. Target Elevation: 2. Line of Sight: Required. Delivery: Line length 4 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–4 tiles Deal 9 base damage to each affected unit. Storm uses active Drenched and Conductive bonuses and consumes the old Conductive charge; Drenched remains. Take more Storm damage. Storm damage consumes the old charge; this Skill can apply a fresh charge afterward. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: After matching damage settles. Duration clock: Affected character turns after activation.
  • Static Burst — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 7 MP. Cooldown: 3 turns. Requirements: None. Effects: Storm Dmg [8] [Instant] [Enemy], Slow [+10 AP] [1 Turn] [Enemy], Conductive [20%] [2 Turns] [Instant] [Enemy]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–3 tiles · Up to 2 distinct targets Deal 8 base damage to the selected unit. Storm uses active Drenched and Conductive bonuses and consumes the old Conductive charge; Drenched remains. Movement costs more AP per tile. Movement allowance is unchanged. Take more Storm damage. Storm damage consumes the old charge; this Skill can apply a fresh charge afterward. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: After matching damage settles. Duration clock: Affected character turns after activation.
  • Static Drain — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: Storm Dmg [7] [Instant] [Enemy], MP Drain [6] [Instant] [Enemy], Conductive [20%] [2 Turns] [Instant] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 7 base damage to the selected unit. Storm uses active Drenched and Conductive bonuses and consumes the old Conductive charge; Drenched remains. Remove MP from the selected unit, down to a minimum of zero. Take more Storm damage. Storm damage consumes the old charge; this Skill can apply a fresh charge afterward. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: After matching damage settles. Duration clock: Affected character turns after activation.
  • Storm Breath — Manual Action. Skill Type: Heal. Cost: 35 AP. Cooldown: 3 turns. Requirements: [40%] [Self]. Effects: MP Recovery [7%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore MP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Thunderclap — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Storm Dmg [10] [Instant] [Enemy], Suppress [25%] [1 Turn] [Enemy], Conductive [20%] [2 Turns] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 10 base damage to the selected unit. Storm uses active Drenched and Conductive bonuses and consumes the old Conductive charge; Drenched remains. Deal less direct damage. Reapplying keeps the stronger, longer effect. Existing , and damage is unchanged. Take more Storm damage. Storm damage consumes the old charge; this Skill can apply a fresh charge afterward. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Activation: After matching damage settles. Duration clock: Affected character turns after activation.
Tidecaller
  • Cleansing Rain — Manual Action. Skill Type: Heal. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Cleanse [Instant] [Self / Ally], HP Recovery [5%] [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles · Up to 2 distinct targets Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from the selected unit. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Crushing Wave — Manual Action. Skill Type: Attack [Mystic]. Cost: 55 AP / 7 MP. Cooldown: 3 turns. Requirements: . Effects: Water Dmg [14] [Instant] [Enemy], Push [1] [Instant] [Enemy], Drenched [20%] [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 14 base damage to the selected unit. Push the selected unit away from you. Stops before occupied, blocked or unreachable tiles. Pull never enters your tile. prevents displacement. Reduce effective Initiative per active application, with the displayed cap and minimum. Storm vulnerability uses the strongest active application. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Initiative: −10% per application. Maximum Initiative reduction: 100%. Minimum Initiative: 0. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Flood Line — Manual Action. Skill Type: Attack [Mystic]. Cost: 50 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: Water Dmg [8] [Instant] [Enemy], Slow [+10 AP] [1 Turn] [Enemy], Drenched [20%] [2 Turns] [Enemy]. Target Method: Line [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Line length 3 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–3 tiles Deal 8 base damage to each affected unit. Movement costs more AP per tile. Movement allowance is unchanged. Reduce effective Initiative per active application, with the displayed cap and minimum. Storm vulnerability uses the strongest active application. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Initiative: −10% per application. Maximum Initiative reduction: 100%. Minimum Initiative: 0. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Mist Veil — Manual Action. Skill Type: Utility. Cost: 35 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Invisible [1 Turn] [Self / Ally], Guard [10%] [1 Turn] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles Ordinary hostile unit actions cannot select the recipient. Ground effects and Reveal can hit. A damaging action or taking damage ends Invisible. Take less damage per application. Reapplying refreshes the duration.
  • Springwater — Manual Action. Skill Type: Heal. Cost: 45 AP / 5 MP. Cooldown: 4 turns. Requirements: None. Effects: HP Recovery [5%] [Instant] [Self / Ally]. Target Method: Single [3]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–3 tiles Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Applications: 3. First: On activation. Then: End of each recipient turn that starts after activation.
  • Still Water — Manual Action. Skill Type: Heal. Cost: 50 AP. Cooldown: 3 turns. Requirements: [40%] [Self]. Effects: HP Recovery [7%] [Instant] [Self], MP Recovery [5%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Restore MP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Undertow — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: Water Dmg [8] [Instant] [Enemy], Pull [2] [Instant] [Enemy], Drenched [20%] [2 Turns] [Enemy]. Target Method: Single [2–4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 2–4 tiles Deal 8 base damage to the selected unit. Pull the selected unit toward you. Stops before occupied, blocked or unreachable tiles. Pull never enters your tile. prevents displacement. Reduce effective Initiative per active application, with the displayed cap and minimum. Storm vulnerability uses the strongest active application. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Initiative: −10% per application. Maximum Initiative reduction: 100%. Minimum Initiative: 0. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
  • Water Lance — Manual Action. Skill Type: Attack [Mystic]. Cost: 45 AP / 4 MP. Cooldown: 2 turns. Requirements: None. Effects: Water Dmg [10] [Instant] [Enemy], Drenched [20%] [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Deal 10 base damage to the selected unit. Reduce effective Initiative per active application, with the displayed cap and minimum. Storm vulnerability uses the strongest active application. Applies when this Skill’s matching element damages an enemy’s HP, if the enemy survives. Initiative: −10% per application. Maximum Initiative reduction: 100%. Minimum Initiative: 0. Activation: Next global round boundary after matching damage settles. Duration clock: Global round boundaries after activation.
Vanguard
  • Brace — Manual Action. Skill Type: Utility. Cost: 35 AP. Cooldown: 3 turns. Requirements: None. Effects: Guard [15%] [1 Turn] [Self], Barrier [12%] [2 Turns] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Take less damage per application. Reapplying refreshes the duration. Gain a share of maximum HP as protection. It absorbs damage before HP; Pierce breaks it.
  • Cleave — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Enemy · Aim reach: 0–1 tiles Deal 10 base damage to each affected unit.
  • Forceful Strike — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [15] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 15 base damage to the selected unit.
  • Guard Break — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Dispel [Instant] [Enemy], Pierce [11] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Remove Guard from the selected unit. Deal 11 base damage to the selected unit. Pierce cannot critically hit. Break the target’s Barrier. The bypass affects equipment Armor; Physical and Mystic Defense still apply. Armor ignored: 50%.
  • Rally — Manual Action. Skill Type: Utility. Cost: 45 AP / 6 MP. Cooldown: 3 turns. Requirements: None. Effects: HP Recovery [3%] [Instant] [Self / Ally], Damage Up [10%] [1 Turn] [Self / Ally]. Target Method: Single [2]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self / Ally · Aim reach: 0–2 tiles · Up to 2 distinct targets Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Deal more damage per application.
  • Second Wind — Automatic Action. Skill Type: Heal. Cost: 0 AP / 4 MP. Cooldown: 3 turns. Requirements: [30%] [Self]. Effects: HP Recovery [8%] [Instant] [Self], Guard [15%] [1 Turn] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Take less damage per application. Reapplying refreshes the duration.
  • Shield Bash — Manual Action. Skill Type: Attack [Physical]. Cost: 45 AP. Cooldown: 2 turns. Requirements: None. Effects: Dmg [10] [Instant] [Enemy], Push [1] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 10 base damage to the selected unit. Push the selected unit away from you. Stops before occupied, blocked or unreachable tiles. Pull never enters your tile. prevents displacement.
  • Sweeping Strike — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 2 turns. Requirements: None. Effects: Move [1] [Instant] [Ground], Dmg [11] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ground · Aim reach: 0–1 tiles · Up to 2 distinct targets Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking. Deal 11 base damage to each affected unit.
Wildwarden
  • Close Quarry — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP / 4 MP. Cooldown: 3 turns. Requirements: . Effects: Move [1] [Instant] [Ground], Dmg [11] [Instant] [Enemy], MP Recovery [3] [Instant] [Self]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 0–1 tiles Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking. Deal 11 base damage to the selected unit. Restore MP to yourself, without exceeding the maximum. Recovery cannot revive a defeated unit.
  • Field Remedy — Manual Action. Skill Type: Heal. Cost: 45 AP / 4 MP. Cooldown: 3 turns. Requirements: None. Effects: Cleanse [Instant] [Self], HP Recovery [9%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Remove Burn, Bleed, Poison, Slow, Rooted, Vulnerable, Marked, Taunt, Suppress from yourself. Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit.
  • Hunters Mark — Manual Action. Skill Type: Utility. Cost: 30 AP. Cooldown: 2 turns. Requirements: None. Effects: Marked [12%] [2 Turns] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Only the source gains Accuracy against this target; other attackers gain no benefit.
  • Pursuit Shot — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 2 turns. Requirements: . Effects: Dmg [13] [Instant] [Enemy], Dmg [4] [Instant] [Enemy]. Target Method: Single [2–5]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 2–5 tiles Deal 13 base damage to the selected unit. Deal 4 base damage to the selected unit.
  • Briar Snare — Skill Type: Attack [Physical]. Cost: 35 AP / 5 MP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Rooted [2 Turns] [Enemy]. Target Method: Single [3]. Target Elevation: 1. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile..
  • Snare — Manual Action. Skill Type: Utility. Cost: 40 AP. Cooldown: 3 turns. Requirements: None. Effects: Rooted [1 Turn] [Enemy]. Target Method: Single [4]. Target Elevation: 0. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–4 tiles Cannot move. Attacks, Skills and facing remain available.
  • Thorn Line — Manual Action. Skill Type: Attack [Physical]. Cost: 50 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [8] [Instant] [Enemy], Slow [+10 AP] [2 Turns] [Enemy]. Target Method: Line [3]. Target Elevation: 1. Line of Sight: Required. Delivery: Line length 3 covers the complete cardinal lane from you, including empty tiles. Combatants do not stop it; authored terrain, line of sight and elevation rules apply. · Aim: Enemy · Aim reach: 0–3 tiles Deal 8 base damage to each affected unit. Movement costs more AP per tile. Movement allowance is unchanged.
  • Venom Shot — Manual Action. Skill Type: Attack [Physical]. Cost: 55 AP. Cooldown: 3 turns. Requirements: None. Effects: Dmg [7] [Instant] [Ground], Poison [15%] [4 Turns] [Ground]. Target Method: Circle [1]. Target Elevation: 0. Line of Sight: Required. Delivery: Circle radius 1 covers 8 surrounding tiles from you, excluding your tile. Inner rings are included. Separately authored self effects still apply. · Aim: Ground · Aim reach: 0–1 tiles · Friendly fire: Off · Ground: stays on the affected tiles for 4 rounds, starting next round. Active fields apply immediately to eligible occupants and contacting units, once per logical effect type during each affected character’s own-turn cycle across overlapping fields. Deal 7 base damage to each affected unit. Repeats on entry. Poison deals repeated damage based on the attack’s HP damage. Movement renews its duration; teleporting does not. Reapplying retains the stronger effect and longer original duration. Tick: Affected turn end. Refresh: Every 5 traversed tiles. Refresh duration: Original full duration. Extra damage on refresh: None. Repeats on entry.

Basic and auxiliary Skills

Move and Basic Attack have editable definitions, as do every auxiliary Skill. Your build equips one auxiliary Skill in its final slot; this guide lists all currently enabled choices. A battle retains its captured versions. Basic Move may charge per traversal point and obeys remaining ordinary Movement. Attached Move uses the Skill’s authored distance and overall cost without spending ordinary Movement or extra walking AP. Root, Jump, terrain, occupancy and the effect’s entered-tile cap still apply.

Controlled timing primes the whole selected Manual action for free, once per character and ability per battle. When a legal release is ready, the Skill artwork lights up. Release pays the full action cost once and starts its cooldown; an invalid release keeps the prime. Cancel discards the prime without renewing its allowance. Other supported effects may use Controlled timing when their definition and timing policy permit it.

Fleetstep
  • Manual Action. Skill Type: Utility. Cost: 30 AP. Cooldown: 2 turns. Requirements: None. Effects: Move [4] [Instant] [Ground]. Target Method: Single. Target Elevation: Character Jump stat. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Move to the chosen Ground within this Skill’s Move distance and Jump, independent of ordinary walking.
Invocation
  • Manual Action. Skill Type: Utility. Cost: 45 AP / 10 MP. Cooldown: 10 turns. Requirements: None. Effects: Summon [Vesper] [4 Turns] [Empty Tile]. Target Method: Single [3]. Target Elevation: 1. Line of Sight: Required. Delivery: Single selects exactly one legal unit or tile. · Aim: Empty Tile · Aim reach: 1–3 tiles Once per battle Summon an allied companion on the chosen empty Ground. Each round, outgoing damage is limited to 25% of the geometric mean of damage potential for the summoner and the strongest living opponent at spawn. All hits, targets and damage-over-time ticks share this round budget, before Barrier. The captured budget stays fixed; potency above 100% increases it without an opponent-strength ceiling.
Move
  • Manual Action. Skill Type: Utility. Cost: 20 AP per traversal point. Cooldown: None. Requirements: N/A. Effects: Move [20] [Instant] [Ground]. Target Method: Path [Character Move stat]. Target Elevation: Character Jump stat. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Ground · Destination: reachable, unoccupied Ground. Movement and Jump limits apply. Move to the chosen Ground within your remaining Movement and Jump.
Pilfer
  • Manual Action. Skill Type: Attack [Physical]. Cost: 15 AP. Cooldown: 1 turn. Requirements: None. Effects: Pierce [4] [Instant] [Enemy], Loot [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 1. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal 4 base damage to the selected unit. Pierce cannot critically hit. Break the target’s Barrier. The bypass affects equipment Armor; Physical and Mystic Defense still apply. Armor ignored: 100%. Pilfer’s Loot is currently a placeholder and grants no items or rewards.
HP Recovery
  • Manual Action. Skill Type: Heal. Cost: 50 AP. Cooldown: 2 turns. Requirements: [100%] [Self]. Effects: HP Recovery [10%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore HP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Uses the nearest whole resource amount.
MP Recovery
  • Manual Action. Skill Type: Heal. Cost: 50 AP. Cooldown: 2 turns. Requirements: [100%] [Self]. Effects: MP Recovery [10%] [Instant] [Self]. Target Method: Single. Target Elevation: N/A. Line of Sight: N/A. Delivery: Single selects exactly one legal unit or tile. · Aim: Self Restore MP based on the recipient’s maximum when this Skill is used. Healing Down reduces recovery. Cannot exceed the maximum or revive a defeated unit. Uses the nearest whole resource amount.
Basic Attack
  • Manual Action. Skill Type: Attack [Physical]. Cost: 30 AP. Cooldown: None. Requirements: None. Effects: Dmg [6 + floor(15% Physical Power)] [Instant] [Enemy]. Target Method: Single [1]. Target Elevation: 0. Line of Sight: Not required. Delivery: Single selects exactly one legal unit or tile. · Aim: Enemy · Aim reach: 1–1 tiles Deal base damage plus 15% of your stronger Physical or Mystic Power, rounded down before mitigation. Physical wins ties.
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