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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

Heavy Slash2 AP
Melee
Power 47 · physical

A crushing melee blow that must break the front line first.

Sniper Shot1 AP
Ranged
Power 27 · physical

A precise shot that slips past the front line.

Twin Arrows2 AP
Ranged2 hitsHit rate 95%
Power 16 · physical · per hit

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.

Hex Bolt2 AP
SpellRangedHit rate 90%
Power 49 · magic

A crackling curse hurled anywhere on the field, wilder than steel.

Blade Flurry2 AP
Melee3 hitsHit rate 95%
Power 11 · physical · per hit

Three quick cuts in one breath, each finding its own mark — each cut rolls its own hit, crit, and guard.

Ruinous Onslaught3 AP
Melee3 hitsHit rate 90%
Power 19 · physical · per hit

A heavy three-blow sequence that ends in a crushing finisher — the costliest single act in the game, and priced like it.

Vampiric Strike2 AP
Melee
Power 32 · physical

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.

Mends the attacker for 50% of the harm it deals.

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.

Cleaving Sweep2 AP
MeleeRowHit rate 90%
Power 24 · physical

One wide arc through the target's whole rank.

Skewering Shot2 AP
RangedColumnHit rate 90%
Power 20 · physical

An arrow driven clean through one file, front rank and back.

Firestorm2 AP
SpellRangedAllHit rate 80%
Power 24 · magic

A roaring sheet of flame across the enemy's whole formation — the burn rolls separately against every body it touches.

50% chance: Burn, 6 a turn for 2 turns.

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.

Rising Cut2 AP
MeleeHit rate 95%Sword only
Power 35 · physical

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.

Launches the target: for one beat it hangs, unable to guard.
Sky Cutter2 AP
Melee2 hitsSword onlyScythe onlyNever misses
Power 16 · physical · per hit

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

Venom Dart1 AP
SpellRangedHit rate 95%
Power 11 · physical

An envenomed needle: a scratch now, three turns of poison after.

80% chance: Poison, 10 a turn for 3 turns.
Cinder Burst2 AP
SpellRangedHit rate 90%
Power 27 · magic

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.

75% chance: Burn, 8 a turn for 2 turns.
Stunning Blow2 AP
MeleeHit rate 90%
Power 20 · physical

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.

60% chance: Stun for 1 turn.
Guard Crush2 AP
MeleeHit rate 90%
Power 24 · physical

A shield-splitting blow that cannot be guarded, and may leave the target unable to guard.

70% chance: Guard Seal for 2 turns.
Sand Toss1 AP
MeleeHit rate 95%
Power 7 · physical

A fistful of grit to the eyes — the harm is the blindness, not the sand.

65% chance: Blind for 1 turn.
Armor Break1 AP
Melee

Shatters the target's guard stance. No power of its own — a landed hit that draws no blood, only consequence.

Always: Physical Defense −50% for 2 turns.
Mark Target1 AP
Ranged

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.

Always: Marked for 2 turns.

Mending

Heal Light1 AP
SpellTargets allies
Mends 8

Bathes an ally in restorative light, scaled by the caster's magic attack — nothing soaks help.

Blessed Renewal1 AP
SpellTargets allies
Mends 3

A modest mend that keeps knitting the wound: a little now, the rest at the start of each of the ally's turns.

Always: Regen, 3 a turn for 3 turns.

Support

War Chant1 AP
SpellTargets allies

A driving battle-hymn that puts extra weight behind an ally's arm.

Always: Physical Attack +25% for 2 turns.
Reading the numbers

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.