Acrobat: If this character is attacked, but does not counter-attack, they will receive a +10 boost to their Agility (max +100). This boost will disappear whenever this unit attacks. 3 exp
Aim: This unit may take a turn to steady their sights on a particular target. If they attack that target next turn, they gain +30 to their hit chance. 2 exp
Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. 4 exp
Backstab: If another unit has attacked using a 1 range attack, this unit may stab them in the back. They must have attacked the turn prior, and the attack deals 2x dmg. The enemy unit cannot counterattack. 5 exp
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal x3 damage to it. 5 exp
Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. 4 exp
Charge Shot: The unit may take a turn and charge their ranged weapon. If they do not move from their current space, their next attack is multiplied by 2x. 3 exp
Charisma: Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. The ability likelihood to activate increases the more turns this character spends near the enemy. It does not affect the strength of an enemy’s counter-attack. Costs: 3 exp
Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from abilities like Assault Moves, Backstab, Critical Hits, Finish Strike, Parry/Riposte, and Perfect Strike. 6 exp
Confidence: Each time this character dodges a foe, they will boost their Attack by +10 (Max 100). Boost is lost upon being hit. 3 exp
Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp
Cute Charm: If this unit has allies within 5 spaces of them that think they are cute, their attack will be multiplied by 1.5x while near them (fades over time). 3 exp
Darting Blow: When initiating attack, add 10 to this unit’s speed. 3 exp
Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 exp
Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. 2 exp
Demon Slayer: This unit deals 30% extra damage to demon units. 3 exp
Dismember: On every biting attack this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with Laceration, but if this ability activates it will also result in a bleeding status, regardless of whether or not Laceration lands. 3 exp
Dodge Roll: If this unit has higher skill than the unit attacking them, they have a 30% chance to roll a space away and completely avoid the attack. If they attempt to do the dodge roll, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even rolling into counterattack range. 4 exp
Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended
Duelist: When this character is in combat with a unit who is using a melee weapon, they receive a 20+ buff to their Agility and Skill. 3 exp.
Energy Shield: Grants a protective shield of energy to the character. This shield does not defend against Psychic or Magic damage. The base might of the shield is 50 and is boosted by the Energy proficiency stat and boosts of this character. 4 exp
Eternal Protector: If this unit is within 2 spaces of the unit it has an unbelievably important relationship with, it will increase that unit’s activation chances by 20%. 2 exp
Faithful Guard: If this unit stays guard in one location, their attack damage is multiplied by 1.25x. If they leave, this no longer applies. 2 exp
Fast Flier: Once per day, this unit may multiply their movement by 1.5x if moving in a straight line. 3 exp
Flame Weapon: Take a turn to light this unit’s weapon on fire. Add fire skill stats and boosts. Multiply total damage by 1.5x. This augment lasts 5 turns. 5 exp
Flying Grab: -15 hit. This unit can target a unit that is a smaller size class than them and attempt to grab them while flying. If they land the grab, they can spend their remaining movement to carry the unit (each movement costs 1 extra), and when they stop their movement, throw them up to 2 spaces away. They immediately take any terrain effects, and throw damage is calculated based on this unit’s throw & attack stats. 4 exp
For those I must protect: If this unit is within two spaces of a character that they are deeply loyal toward and protective of, this unit will increase the percent chance of all their activatable skills by 20%. 2 exp
Galeforce: Upon killing an enemy, this unit may take another turn. They can take up to 3 turns total within 1 turn. 4 exp
Hand-to-Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Does not affect Proficiency. Cost 2 exp
Hand-to-Sword Combat: This unit is skilled in both Martial and Blade, allowing them to add their Martial skill to their Blade attacks. 2 exp
Hard Body: This unit’s body provides a hard covering, offering 50 defense. If the body is made of a particular element, component, etc. that can be boosted by items, this defense is boosted as well. 4 exp
Heavy Blow: This unit may only attack once, regardless of speed. Attacks are boosted by 1.5x. 4 exp
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. 2 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp (4 exp for vehicles)
Hot Head: If this character is struck by taunt or strategist, it will increase the total damage it deals to the foe who has inflicted that status by 50% until the status is cleared. 2 exp
Hurl: -15 hit. This character may throw a weapon with all of their might. Calculates based on the Throw skill. This attack will deal 1.5x damage and have 1-2 range; however, you will have to retrieve the weapon from one of the adjacent spaces from where the weapon lands. 2 exp
Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles their Martial damage. 7 exp
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damage. 4 exp
Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp
Lucky: Once a battle, this character may reroll one dice roll. Cannot be used on any other character’s rolls. 1 exp
Mob: Other units with mob who are within attacking range of the target unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp
Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp
Phase: Once a battle, this unit can take a turn to become intangible. This lasts 4 turns, and during this time, this unit can only be damaged by elemental damage. 4 exp
Proficiency: If this unit uses a single attack type, they may double that attack type’s total damage. 6 exp
Psychic Shield: Grants a protective shield of psychic energy to the character. This shield does not defend against dark or magic type attacks. The base defense of the shield is 50, and can be damaged/broken like other shields. 4 exp
Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. 4 exp
Ready Defense: Instead of attacking, this unit may take a turn to boost their total defense by 50% for the remainder of the next enemy phase. 2 exp
Reckless Attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage by 3x. 4 exp
Repair: Spend turns repairing items that are broken. Ability to repair depends on the character’s proficiency with the item being repaired. Typically takes 1-5 turns. 2 exp
Righteous Fury: If a close ally dies, this unit boosts its attack by 3x if they attack the enemy that killed them. Lasts for 5 turns. 3 exp
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. 5 exp
Shed Skin: This unit has a 25% chance to remove minor statuses it has each turn. 2 exp
Sixth Sense: This character has superhuman senses. When being attacked, they will receive a +20 boost to their Agility. This ability also allows allows them to detect enemies at double the normal range, including those shrouded by Conceal Presence or Magic Stealth. Cost 4 exp
Size Change: Take a turn to change size classes, from normal to large or small (or vice versa). Increasing size will drop Agility by 25%, but will multiply attack by 50%. Decreasing size will increase Agility by 50%, but will decrease attack by 25%. HP values are unaffected. 5 exp
Soar: As its action, this unit may soar higher into the sky, effectively increasing the required range to hit by 1 (e.g. from the ground adjacent to them, 3 range is required vs 2). This range increase affects this unit too. 2 exp
Steadfast: This unit will survive one lethal hit for each close ally in their party. 4 exp
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. 3 exp
Strike Class Dragon: +20 hit when attacking using an elemental attack from higher ground than the target. 2 exp
Strong Throw: -5 hit. This unit can choose an adjacent unit of the same size class or smaller. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. 2 exp
Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. 3 exp
Stunning Howl: Can be used once every 3 turns. As your action, howl. Units within 2 spaces have a 50% chance to be stunned. 3 exp
Sundering Blows: Deals extra item, weapon, armor wear with this unit’s attacks. 2 exp
Sword Assault: Once per battle, this unit may rush forward and unleash a flurry of quick slashes. This character will strike 5 times at half damage and lands a killing blow that deals 2x damage. 5 exp
Take the Hit: This unit can choose to attempt to take the hit for an adjacent ally. 50% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 2 exp
Targeted Attack: This unit may choose to target a particular body part on an enemy it is targeting. Doing so can lead to many effective outcomes, but Targeted Attacks suffer a skill penalty. This is an Activatable ability, and can be used on any normal attack. If an effect is triggered, it will last for one full turn (character + enemy phases), and if it does not trigger, it will instead function as a typical attack. Attacking an opponent that does not notice you will half the skill penalty from doing a Targeted Attack. Each weapon Proficiency level higher than the opponent will reduce the -Hit by 5 (Example – 5AA Sword vs. 5A Sword: 25 of -Hit penalty reduced).
Head: -80 [20% Stun chance, -20 Hit and -2 Perception range]
Torso: -20 [20% Bleed chance]
Arm: -60 [20% chance to be unable to use equipped weapon, 50% (75%) damage reduction if one (both) arms are damaged]
Equipped Weapon: -100 [Break or Disarm the targeted weapon]
Leg: -40 [50% Movement, 50% Movement and -10 Speed if both legs damaged] Character Specific Location: -Varies [Effect varies]. 7 exp
Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp
Teleportation: Once every 4 turns, this unit may move an ally that is within 5 spaces to another space anywhere on the current map. 5 exp
Terrain Throw: This unit may pick up the terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 10 damage plus this character’s throw, and Earth skill/boosts, but trees (25) and rocky terrain (50) are much stronger. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. 3 exp
Tinker: This unit can utilize their mechanical proficiency to create items (with the necessary materials). 1 exp
Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. 4 exp
Vengeance: When this unit counter-attacks, they have a 50% chance to activate this ability. If Vengeance activates, they will add 20% of the character’s currently lost HP and add it to their next attack as raw damage, which cannot be blocked or defended. 4 exp
Vicious Tackle: -15 hit. This unit can choose to tackle an adjacent unit that is a smaller size class. The pinned unit has their agility reduced to 0. If the unit is a size class smaller, they can be pinned for a maximum of 5 turns (if more than 1 size class smaller, maximum of 8 turns). The pinned unit cannot escape during the first turn they are pinned. The second turn they are pinned, they have 40% chance to escape, and each turn after increases their chance by 10%. If the pinning unit is attacked during this time, the chance to escape may increase dramatically. Both the pinned and pinning unit can only attack if their weapons are accessible in that state. 6 exp
Wanderer: This character is well traveled. Their experience lets them double movement on paths and roads. 4 exp
Wanderlust: When this character encounters a new map, their first attack there deals 3x normal damage. Does not apply after the character leaves the map for the first time. 2 exp
War Cry: Take a turn to boost the total attack of all allies within 3 spaces by 25% for the remainder of the current phase. 3 exp
Warp: Once every 4 turns, this unit can warp to any spot on the current map. It can attack after warping, but may not use activatable attacks. 5 exp
Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. Range 1-2. Damage calculation will be normal weapon damage along with throw stat. When a weapon is thrown, the character must move onto the space where it landed to pick it up. 1 exp
Weaponized Body: If using only bodily attacks multiply their damage by 1.5. 2 exp
Weapons Master: This unit is a master of several different weapons, allowing them to blend their knowledge of each weapon type. For each weapon proficiency level that is Proficient or above, this unit’s total attack will increase by 15%, and for each level that is Ascended or above, this unit’s total attack will increase by 30%. Costs 4 exp
Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. 3 exp
