Skills
Every skill in the game, exactly as it appears on the writ. Power is the skill's base potency before the soldier's own attack amplifies it and the target's defense soaks it. Attacks marked Ranged ignore front-rank protection; Melee attacks must break the front line first. Riders land only if the blow itself does, each on its own stated chance.
Every number on these cards is drawn from the game's own data files, so the guide can never disagree with the build you are playing.
Strikes
A crushing melee blow that must break the front line first.
A precise shot that slips past the front line.
Two arrows loosed in one breath, each finding its own way — each arrow rolls its own hit, crit, and guard. Both bite deeper into a poisoned target.
A crackling curse hurled anywhere on the field, wilder than steel.
Three quick cuts in one breath, each finding its own mark — each cut rolls its own hit, crit, and guard.
A heavy three-blow sequence that ends in a crushing finisher — the costliest single act in the game, and priced like it.
A draining blow. The Hedgeblade's, and the reason she can stand in the line at all — the mending is a share of the damage after the target's armour has taken its bite, and a miss mends nothing. Against a poisoned target it cuts deeper and drinks the poison away with the blood.
Sweeps
A sweep picks one target and fans out from it — over its row, its column, or the whole formation. Each body caught rolls its own hit, crit, and guard; only the first pick is bound by front-rank protection.
One wide arc through the target's whole rank.
An arrow driven clean through one file, front rank and back.
A roaring sheet of flame across the enemy's whole formation — the burn rolls separately against every body it touches.
The launch combo
A pair built across two bodies: one soldier throws an enemy into the air, and the ally acting immediately after may spend their turn answering it — see the Skyward Answer reaction.
A blade driven upward that takes the target off its feet. A killing blow throws nothing, and a body is thrown at most once per round.
Two cuts into a body that is already in the air — a hanging target has nowhere to go. Best kept as an answer to an ally's launch; thrown as a follow-up it keeps most of its damage, but not all.
Afflictions
An envenomed needle: a scratch now, three turns of poison after.
A gout of clinging flame that keeps searing after it lands. Thrown at a poisoned body it burns hotter, and the poison becomes a burn that carries over whatever was left of it.
A haft strike to the helm that can steal the target's next turn — the stolen turn counts as a hold. A blinded target never sees it coming and takes more for it.
A shield-splitting blow that cannot be guarded, and may leave the target unable to guard.
A fistful of grit to the eyes — the harm is the blindness, not the sand.
Shatters the target's guard stance. No power of its own — a landed hit that draws no blood, only consequence.
An order, not a blow: it paints one enemy for two turns, and every ally reads that body as one an ally has already attacked. Writs that favor those targets gather on it. Reaches past the front line, and Sniper Shot is paid extra for answering it.
Mending
Bathes an ally in restorative light, scaled by the caster's magic attack — nothing soaks help.
A modest mend that keeps knitting the wound: a little now, the rest at the start of each of the ally's turns.
Support
A driving battle-hymn that puts extra weight behind an ally's arm.
A skill's power is a starting bid. The soldier's own attack (with class and weapon folded in) raises it; the target's defense soaks it; a crit doubles what remains and a guard takes off the shield's share of the physical part. The same Heavy Slash is a different blow in different hands — which is what makes gear and promotions worth their Glim.