Slashing: RA=Adjacent Panel, EN=2
Slash (damage): Normal Slashing attack. Roll 1d100
Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding)
Parry: RA=Adjacent Panel, EN=2
Parry (defense): Take a defensive stance. -1/2 Physical Damage to self from the first attack next turn. No Roll
Feint (disruption): Attempt to disrupt a target with a flashy move. Roll 1d100 - 1/2
Hunting RA=Adjacent Panel, EN=2
Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.
Hydromancy: RA=Up to 3 Panels Away, EN=2
Hydro Attack (damage): Normal Hydromancy attack. Roll 1d100
Reckless Hydro (reckless damage): Reckless Hydromancy attack. Roll 2d100
Ice Wall (obstacle): Place a Ice wall on a WHITE PANEL. No Roll
Blow Snow (disruption): Blow the settled snow on the ground at a target standing on a WHITE PANEL. Roll 1d100 - 1/2
Bludgeon:RA=Adajcent Panel, EN=2
Blunt Attack (damage): Normal Bludgeon attack. Roll 1d100
Stun Attack (disruption): Tries to stun a target during attack. Roll 1d100 - 1/2
Reckless Bludgeon (reckless damage): Reckless Bludgeon attack. Roll 2d100
Incognito:RA=Self, EN=2
Hide (utility): When on a GREEN PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100
Spellbane:RA=Self, EN=2
Magic Res Up (passive): Receive -5 from magic attacks. No Roll
Magicless Veil (disruption): Attempts to create a barrier that rejects mana flowing to and from a target's body. Causing casting failure. Roll 1d100 -1/2
Range: RA=Up to 4 Panels Away, EN=2
Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100
Beast Taming See Beast Taming below...
Incognito:RA=Self, EN=2
Hide (utility): When on a GREEN PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100
Pyromancy: RA=Up to 4 Panels Away, EN=3
Pyro Attack (damage): Normal Pyromancy attack (turns GREEN PANELS DARK BROWN). Roll 1d100
Reckless Pyro (reckless damage):Reckless Pyromancy attack (turns GREEN PANELS DARK BROWN) . Roll 2d100 (Total Roll over 100 causes Burning)
Area Burn (zonal damage): AOE Pyro attack on self's Zone (turns GREEN PANELS BROWN). Roll 1d100 -1/2
Berserk: RA=Adjacent Panel, EN=2
Get Pumped (support): Buff Offense. Roll 1d12 for self, 1d6 for self and up to 3 adjacent allies.
Adrenaline (passive): Receive +2 to offense after all mods, -2 Damage from all attacks. No Rolls
Hunting RA=Adjacent Panel, EN=2
Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.
Summoning Magic See Summoning Magic below...
Harmonic Magic: RA=Up to 2 Panels Away, EN=2
Harmony (support): Normal Harmonic Magic support. Use Support Sheet and select a action. Roll accordingly.
Harmonic Field (reckless zonal support): Dispel all ailments and debuffs to allies in your Zone, however receive 2x damage if struck before next turn. No Roll
Disharmony (reckless zonal disrupt): Use Harmonics to bring ailments and debuffs to enemies in your Zone, however receive 2x damage if struck before next turn. Roll 1d100 -1/2
Arcanamcy: RA=Up to 4 Panels Away, EN=4
Blast (damage): Normal Arcanamancy attack. Roll 1d100
Channeled Blast (reckless damage): Reckless Arcanamancy attack. Roll 2d100
Mana Burst (zonal damage): AOE Arcana attack on self's Zone. Roll 1d100 -1/2
Magic Explosion (reckless zonal): AOE Arcane attack on self's Zone (will receive x3 damage instead of the normal x2 if struck). Roll 2d100 -1/2
Acrobat: RA=Self, EN=2
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.
Range: RA=Up to 4 Panels Away, EN=2
Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100
Beast Taming See Beast Taming below...
Acrobat: RA=Self, EN=2
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.
Slashing: RA=Adjacent Panel, EN=2
Slash (damage): Normal Slashing attack. Roll 1d100
Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding)
If you are a Beast Tamer, your Beast has its own HP and actions. The modifier for their rolls is +5 for every tier of rarity. Refer to the Equipment section of the Wiki for information on Rarity. For example, a Basic pet will have +5, while a Great pet will have +20.
Their maximum HP is 50 + modifier.
They can Attack, dealing d20 + modifier damage in Melee combat.
They can Protect one person in the same Zone as themselves.
They cannot be buffed, and can only be healed by their Tamer.
They can only move two panels away from their Tamer.
If you are a Summoner, your Summon has its own HP and actions. The modifier for their rolls is +5 for every tier of your Summon mastery. Refer to the Mastery section of the Wiki for information on Tier. For example, a Novice Summon will have +5, while a Adept Summon will have +20.
Their maximum HP is 50 + modifier.
They can Attack, dealing d20 + modifier damage in Melee combat.
They can Protect one person in the same Zone as themselves.
They cannot be buffed, and can only be healed by their Summoner.
They can only move two panels away from their Summoner.