
Acrobat: Allows unit to cross untraversable spaces, so long as they stop on an actual space. Not usable by Cavalry, Heavy Armor or Flying units; passive

Adept: Add ONE die roll of whatever sided die you are using to attack; passive

Aegis: RES increases by 1d10 result until next turn

Air Superiority: +1 damage and -1 damage taken against all flying units; passive

Alert Stance: If unit takes no movement or action, 1 SKL counts as 2 until end of next turn; passive

Anathema: Damage Taken +1 to all enemies within a 3 tile radius; passive

Aptitude: Allows an additional 50 custom growth points so long as skill is equipped; passive

Armsthrift: Weapon does not degrade; passive

Astra: For attack, roll five 10-sided dice and divide the combined number in half, rounding up (3 turn cooldown)

Aurora: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is frozen (3 turn cooldown)

Axebreaker: Damage taken -3 when attacked by an enemy with an axe; passive

Axefaire: Damage +3 when attacking with an axe; passive

Beastbane: Deals effective damage to


; passive

Bloodthirst: Recover 2HP if unit manages to inflict damage when attacking; passive

Bold Fighter - Both the user and opponent may make an additional followup attack. (1 turn cooldown)

Bond: Doubles stat bonuses from supports; passive

Boon: Adjacent allies and allies on the same space recover their status at the beginning of each turn; Passive

Bowbreaker: Damage taken -3 when attacked by an enemy with a bow; passive

Bowfaire: Damage +3 when attacking with a bow; passive

Brash Assault: If unit initiates combat against a foe that can counterattack when unit's HP ≤ 50%, unit makes an additional follow-up attack; passive

Breath of Life - After initiating combat, allies on the same space recover 5 HP; Dragon type only; passive

Camaraderie: Recover 2HP if sharing a space with an ally; passive

Cancel Affinity - Cancels weapon triangle effects; passive

Caravan: May carry 3 allies; receive +1 movement, +3 damage dealt and -3 damage taken while carrying; passive

Celerity: Allows foot, heavy armor, revenant and dragon units to move with 6-sided die; passive

Colossus: For attack, roll three 8-sided dice (3 turn cooldown)

Convoy: Extra inventory (allied units x5) that adjacent or same space allies can access. Excess items are automatically sent here instead of being dropped; passive

For attack, ignore 1/4 of foe's RES and roll three 4-sided dice. Does not ignore buffs from skills, items or terrain. If die result is 7 or higher, the enemy is blinded (3 turn cooldown)

Corrosion: If you do minimal damage, corrode doe's weapon uses down to 1. Does not work on certain enemies; Passive

Counter: When opponent initiates combat, deal back half damage, rounding up, when hit by a physical attack; passive (Does not activate if Fear, Sleep, Freeze, Stun or super effective damage is inflicted)

Countermagic: When opponent initiates combat, deal back half damage, rounding up, when hit by a magical attack; passive (Does not activate if Fear, Sleep, Freeze, Stun or super effective damage is inflicted)

Critical: Roll 2d4, if numbers match, then triple total damage inflicted on your normal 1d10 attack roll. | [(Die + STR/MAG + WPN Triangle/Buffs) - Enemy DEF/RES/Terrain Bonus/Buffs] x3

Cultivate: All attacks inflicted upon this unit give double exp; passive

Daggerbreaker - Damage taken -3 when attacked by an enemy with a dagger; passive

Daggerfaire - Damage +3 when attacking with a dagger; passive

Daunt: Damage Dealt -1 to all enemies within a 3 tile radius; passive

Dazzling Staff - Prevents foe from making a counterattack when attacking with a staff; passive

Deadeye: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is put to sleep (3 turn cooldown)

Defender: All stats except HP +1 per ally unit on the same space; passive

Deliverer: Movement +2 when rescuing somebody; passive

Demoiselle: Damage taken -2 to all male allies within a 3 tile radius; passive

Desperation: If unit initiates combat when unit's HP ≤ 50%, unit's follow-up attack preceeds foe's counterattack; passive

Despoil: Obtain Bullion (S) from defeating enemies; passive

Disarm: Deactivate a known active trap on same or adjacent space

Discipline: Unit gains double WEXP; passive

Dive-Bomb - At start of combat, if both unit and foe are at full health and unit initiates combat, unit can make a follow-up attack before foe can counterattack. Flying units only; passive

Drag Back - Unit can move 1 space away after combat. Foe moves into unit's previous space.

Dual Guard: Damage taken -1 per ally unit on the same space and -1 to each ally on the space; passive

Dual Strike: Damage dealt +1 per ally unit on the same space and +1 to each ally on the space; passive

Dual Support: Gain support points with characters twice as fast and +1 support growth with adjacent characters; passive

Duelist's Blow: Damage taken -2 from enemies attacking unit for the first time; passive

Elbow Room: +1 damage when you're on a tile without terrain bonuses; passive

Empty Mind: Immune to mental status afflictions (Berserk and Fear); passive

Entrap: Trap a target 2-4 spaces away in web terrain, and pull target directly towards unit as far as possible or until adjacent (1 turn cooldown)

Escape Route - Movement +2 if HP ≤ half. Infantry and Heavy Armored units only; passive

For attack, ignore 1/4 of foe's RES and roll three 4-sided dice. Does not ignore buffs from skills, items or terrain. If die result is 7 or higher, the enemy is burned (3 turn cooldown)

Flier Formation - Movement +1 if a flying unit is within a 3 tile radius. Flying units only; passive

Focus: Damage +2 when no allies are on the same space or adjacent; passive

Fortress: When standing adjacent to an enemy and a friendly unit, damage taken -4, damage dealt -3; passive

Fury - Grants Str/Mag/Spd/Def/Res/Lck +2. After combat, deals 2 damage to unit; passive

Future Sight: If luck is 4 higher than opponents, gain double exp when defeating the opponent; passive

Galeforce: Allows the user another full turn after defeating an enemy (only once per turn); passive

Gamble: For attack, roll a 10-sided die. If result is even, do +4 damage, if result is odd, do -2 damage (1 turn cooldown)

Gentilhomme: Damage taken -2 to all female allies within a 3 tile radius; passive

Good Fortune: When rolling a die utilizing LCK, roll 2 and choose one result; passive

Great Shield: If an enemy attacks and they do more damage than the unit's last attack, the damage is negated. Does not work against magical attacks or effective weapons; passive

Grisly Wound: After attacking, opponent takes 2 damage. Cannot defeat opponents; Beast Units only; passive

Guard: Protect an ally on the same space by taking all damage against your DEF/RES every time the ally is attacked during the next enemy phase

Guidance - Movement +1 to infantry and armored allies within a 3 tile radius. Flying units only; passive

Healtouch: Restores an extra 5 HP when healing allies on the same space; Passive

Heartseeker - Movement -1 to enemies within 3 spaces; passive

Helping Hand: After healing a unit, recover HP equal to half of die result, rounding up; passive

Hex: Damage Taken +2 to all adjacent enemies; passive

Hit and Run - Unit can retreat 1 space after battle.

Howl: If attacked indirectly, the enemy is stunned; Beast Units only; passive (3 turn cooldown)

Imbue: Each turn, unit recovers HP proportional to their MAG. Magic Users cannot use; passive

Immune Status: Negates status effects entirely; passive

Impale: For attack, roll four 6-sided dice (3 turn cooldown)

Indoor Fighter: Damage +1 and -1 damage taken when fighting indoors; passive

Ire: For attack, roll three 8-sided dice; Dragons only (3 turn cooldown)

Knock Back - Foe can be moved 1 space away after combat.

Lancebreaker: Damage taken -3 when attacked by an enemy with a lance; passive

Lancefaire: Damage +3 when attacking with a lance; passive

Lethality: If attack roll is the same as your last attack roll, instantly defeat the enemy; passive

Levitate: Does not activate event spaces, does not get terrain bonuses, and can pass over untraversable spaces; passive

Life and Death - Grants Str/Mag/Spd+3. Inflicts Def/Res-3; passive

Lifetaker: Recover half of total HP after defeating an enemy; passive

Locktouch: Open doors and chests

Longshot: Using ranged weapon, roll 1d4 to deal damage to unit 1-3 spaces away (4 spaces away if using Longbow)

Lucky Seven: Each turn, grants +5 to one of: HP, STR, MAG, SPD, LCK, DEF, or RES; passive

Luna: For attack, ignore half of foe's DEF/RES, rounded down. Does not ignore buffs from skills, items or terrain. (3 turn cooldown)

Lunge: If both the unit and enemy are not sharing spaces, swap spaces with the enemy after attacking

Maelstrom: When opponent initiates combat at range, deal back half the opponent's die roll, rounding up; passive (Does not activate if Fear, Sleep, Freeze, Stun or super effective damage is inflicted)

Malefic Aura - Enemies within 2 spaces receive 2 extra damage from all magical attacks; passive

Miracle: If LCK is higher than opponent, character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive

Natural Cover: -1 damage taken when on a tile with terrain bonuses; passive

Nihil: Negates attacking enemies' attack skills, making them unusable on you; passive

Nullify: Negate unit's type weakness; passive

Obstruct - Prevents foes from moving through adjacent spaces; passive

Outdoor Fighter: Damage +1 and -1 damage taken when fighting outside; passive

Paragon: Unit gains double EXP; passive

Parity: In combat, ignore all bonus stats on unit and opponent, except meals and supports; passive

Pass: Pass through spaces occupied by the enemy. Cannot land on enemy-occupied spaces; passive

Patience: After specifying intention, do no attack this turn, do double die damage next turn (1 turn cooldown)

Pavise: DEF increases by 1d10 result until next turn

Perform: Allows friendly unit of choice to move out of turn. Move order goes back to normal after invigorated unit finishes their move.

Pierce: For attack, ignore 1/4 of foe's DEF and roll three 4-sided dice. Does not ignore buffs from skills, items or terrain. If die result is 7 or higher, the enemy suffers bleed (3 turn cooldown)

Pivot - Unit moves to opposite side of target ally

Poison Strike: All attacks that do damage inflict the poison status; passive

Potent Potion: The effect of HP recovery and stat-boosting potions is doubled; passive

Prayer: When HP is 10 or less, damage taken -5; passive

Prescience: Damage +2 when attacking an enemy that is at full health

Profiteer: Unit may reroll their item pickup result once; passive

Provoke: If unit's HP is ≥ 50%, all surrounding enemies attack you instead of others, if they are in range of you; passive

Pursuit: Add 1d4 to any attack and counterattack you make; passive

Quick Burn: HP+20 at the start of the game and decreases with each passing turn, resets upon defeat; passive

Quick Riposte: If foe initiates combat when unit's HP ≥ 75%, unit makes an additional follow-up attack; passive

Quick Salve: After consuming an item that affects HP, status or stats, the user can perform another action; passive

Quickclaw: When opponent initiates combat adjacently, deal back half the opponent's die roll, rounding up; passive (Does not activate if Fear, Sleep, Freeze, Stun or super effective damage is inflicted)

Quickened Pulse: Skill cooldowns (other than patience) are reduced by 1; passive

Relief: Recover 10HP at the start of the unit's Turn if no units are within a 3 tile radius; passive

Renewal: Roll a 12-sided die and heal self for result.

Replicate: Create an exact duplicate of oneself that suffers the same effects as the original and vice versa. May only have one replicate.

Reposition - Target ally moves to opposite side of unit

Resist Status: Heal from status effects 2 turns faster; passive

Resolve: When under half health, damage taken -3; passive

Roar: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is struck with fear; Beast Unit only (3 turn cooldown)

Sacrifice: Reduce own health to recover adjacent ally's health and restore status

Salvage Blow:If the unit's overall damage when attacking is an even number, then they don't lose a weapon usage, but if it's odd, they do; passive

Savage Blow - After initiating combat, foes within 2 spaces of target take 3 damage after combat; passive

Savior: Unit receives no penalties for rescuing another unit; passive

Scavenge: May activate item pickup spaces a second time; passive

Seal Defense: After attacking, opponent's defense -3, recovers 1 per turn; passive

Seal Magic: After attacking, opponent's magic -3, recovers 1 per turn; passive

Seal Resistance: After attacking, opponent's resistance -3, recovers 1 per turn; passive

Seal Speed: After attacking, opponent's speed -3, recovers 1 per turn; passive

Seal Strength: After attacking, opponent's strength -3, recovers 1 per turn; passive

Shade: If the unit's HP is ≤ 50%, enemies will attack another friendly unit if there is another in range. If not, you will be attacked; passive

Shelter: Protect an adjacent or same space ally by taking half of the damage against your DEF/RES, rounding up, every time they are attacked for the duration of the next enemy phase. The ally still takes the remaining half of the damage.

Shove: Move adjacent target one space if possible.

Shriek: If Foe initiates combat, all foes in a 3-tile radius receive a d4 result debuff to SPD and LCK for 1 turn; passive

Slow Burn: HP increases by 1 each turn, up to the 20th turn, resets upon defeat; passive

Smite: Move adjacent target two spaces if possible.

Sol: For attack, roll 8-sided die and heal self for amount of total damage dealt (2 turn cooldown)

Sorcery Blade: When standing with or adjacent to an ally equipped with a tome, may choose to target foe's DEF or RES while attacking with physical weapons; passive

Special Performance:1d4 result to damage dealt and damage taken for friendly unit of choice.

Spendthrift: When initiating combat, unit may spend 500g for +3 damage dealt and -3 damage received; passive

Stave Savent: Range +1 and expend no uses when using ranged staves; passive

Steal: If SPD is 4 higher than enemy, steal offhand item or weapon

Strong Riposte: Damage +3 if attacking the last enemy that attacked this unit; passive

Stun: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is stunned (3 turn cooldown)

Summon: Spawn a custom Phantom unit to the same or adjacent space and do a 0-10 RNG to determine the weapon they spawn with. (3 turn cooldown upon phantom's defeat)

Surefooted: May travel through terrain that requires an extra movement as if it only requires one movement; passive. Cavalry Cannot use.

Swap: Swap spaces with an adjacent ally

Swarm: Speed +3 if sharing a space with another unit of the same class; passive

Swordbreaker: Damage taken -3 when attacked by an enemy with a sword; passive

Swordfaire: Damage +3 when attacking with a sword; passive

Tantivy: SPD and LCK +3 if no allies are within 3 spaces. Cavalry units only; passive

Tear: For attack, roll 3d6 and reduce the enemy's SPD by highest die result for one turn; Bird units only (3 turn cooldown)

Tomebreaker: Damage taken -3 when attacked by an enemy with a tome; passive

Tomefaire: Damage +3 when attacking with a tome; passive

Trample: +1 damage against all non-flying, non-mounted units; passive
Transmute: If unit is hit with a magic attack, +2 damage dealt and -2 damage taken until end of next turn. Magic units only; passive

Trapper: Allows unit to place a bear trap on an adjacent tile, with a maximum of 5 traps on the field at one time.

Triangle Adept - Additional +2 attack on wpn adv, -2 attack on wpn disadv; passive

Unarmed Combat - Removes debuff from attacking while unarmed; passive

Underdog: DEF & RES +2 when user's level is lower than the enemy's; Passive

Vantage: Unit counterattacks first if attacked at HP ≤ half when foe initiates combat; passive

Vengeance: Add half accrued damage, rounding down, during attacks (unit's Max HP - Current HP)/2= extra damage; passive

Vengeful Fighter - Once per turn, if foe initiates combat, unit makes an additional counterattack; passive

Veteran: Receive +5 exp when acquiring exp if sharing the space with an ally; passive

Wary Fighter: Neither the user nor any opponent can perform follow up attacks if HP ≥ half ; passive

Wrath: Die amount for attacks is doubled when under half health; passive

Wrathful Staff - Die result is doubled when attacking with a staff; passive

Wyrmsbane: Deals effective damage to


; passive

Zeal: Damage +2 for turn if attacked during last enemy phase; passive