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.
Strikes
A crushing melee blow that must break the front line first. Power 30, physical.
A precise shot that slips past the front line. Power 20, physical.
Two arrows loosed in one breath, each finding its own way. Power 12 per arrow, physical — each arrow rolls its own hit, crit, and guard.
A crackling curse hurled anywhere on the field, wilder than steel. Power 30, magic.
A draining blow that mends the attacker for half the harm it deals. Power 24, physical.
Afflictions
An envenomed needle: a scratch now, three turns of poison after. Power 8, physical.
A gout of clinging flame that keeps searing after it lands. Power 20, magic.
A haft strike to the helm that can steal the target's next turn. Power 15, physical.
A shield-splitting blow that leaves the target unable to guard. Power 18, physical.
A fistful of grit to the eyes. Power 5, physical — the harm is the blindness, not the sand.
Shatters the target's guard stance, halving its defense for two turns. No power of its own — a landed hit that draws no blood, only consequence.
Mending
Bathes an ally in restorative light. Mends 25, scaled by the caster's magic attack — nothing soaks help.
A modest mend that keeps knitting the wound for three turns. Mends 10 now, the rest over time.
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 halves it. The same Heavy Slash is a different blow in different hands — which is what makes gear and promotions worth their Glim.