JP |
Ability |
Class |
Attribute |
Reach |
Range |
Cost |
Speed |
Effect |
| 10 | Guard | Any | N/A | 0 | 0 | 100 AP | Instant | Reduce HP Damage Taken by 20% until start of next turn |
| 30 | MV +1 | Any | N/A | 0 | 0 | - | - | Increase Max MV by 1 (max) |
| 30 | Weapon Prof +1 | Any | N/A | 0 | 0 | - | - |
Increase Weapon Type Proficiency by 1 (up to 3) |
| 30 | Field Dressings | Any | Unlock Chemist Class | |||||
| 30 | Fire Grimoire | Any | Unlock and Increase Fire Affinity by 10% | |||||
| 30 | Water Tome | Any | Unlock and Increase Water Affinity by 10% | |||||
| 30 | Air Scroll | Any | Unlock and Increase Air Affinity by 10% | |||||
| 30 | Earth Rune | Any | Unlock and Increase Earth Affinity by 10% | |||||
| 10 | Focus Blast | Acolyte | INT | 6 | 1 | 100 AP | Instant | INT HP Attack Roll, target cannot be within 3 spaces of you, damage reduced by half |
| 10 | Ki Blast | Acolyte | INT | 4 | 1 | 100 AP, 1x KI | Instant | Add INT Modifier to Attack Roll, costs one 1 KI for every bonus point gained |
| 10 | Ki Shield | Acolyte | Reaction | Convert HP Damage taken to Ki Damage until Start of Next Turn | ||||
| 10 | Camaraderie | Any | Passive | Enable Assist Bonuses on Friendly Targets | ||||
| 20 | Disarm | Infantry | P. Active | 1 | 1 | 100 AP | Instant | Target cannot make a physical attack roll on their next turn |
| 20 | Doubleteam | Infantry | Passive | 1 | 1 | - | Instant | All damage taken by allies adajcent to you is split between you |
| 40 | Heavy Kick | Infantry | P. Active | 1 | 1 | 100 AP | Instant | Deal 1d2 Armor Damage - Move target up to 1 + STR MOD spaces away (Max 3)(stop if another unit is in the way) |
| 60 | Menace | Infantry | Movement | - | - | - | - | Enemy units cannot pass through spaces in weapon range in front of you |
| 60 | Shield Slam | Infantry | P. Active | 1 | 1 | 120 AP | Instant | Shield Required - Attack Roll :: Increase Crit Chance by 7+CON MOD ( ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead reduce Target's AP to 0 |
| 60 | Stoic Stance | Infantry | Buff | 0 | 1 | 120 AP | Instant | User cannot be forced from current panel until next turn. Reduce all HP/AR damage taken by 50% until next turn. On your next turn, you may expel the amount of damage taken to either HP or AR as a bonus on your HP/AR attack that turn. |
| 60 | Threaten | Infantry | Debuff | 4 | 1 | 150 AP | Instant | Target may not attack another target (other then your self) of your choice until your next turn |
| 60 | Breaking Strike | Infantry | P. Active | Weapon | 1 | 120 AP | Instant | Attack Roll :: Increase Crit Chance by 7+STR MOD (ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead reduce Target's HP Attack total by 2 |
| 60 | Excessive Force | Infantry | P. Active | Weapon | 1 | 150 AP | Instant | Remove Glancing Blow chances and increase your Crit Roll by your STR Modifier. |
| 60 | Focus | Infantry | Buff | 0 | 0 | 100 AP | Instant | Increase your HP Attack base by 1 |
| 60 | Heavy Smash | Infantry | P. Active | Weapon | 1 | 130 AP | Instant | Add 1d4 to BRK total for AR Attack |
| 40 | Intimidate | Infantry | Debuff | 4 | 1 | 100 AP | Instant | Reduces target's MV on their next turn by 2 |
| 10 | Scan | Infantry | Active | 5 | 1 | 100 AP | Instant | Reveal Vitals on Target |
| 60 | Severing Strike | Infantry | P. Active | Weapon | 1 | 120 AP | Instant | Attack Roll :: Increase Crit Chance by 7+DEX MOD (ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead reduce Target's AP Gain by 1 |
| 40 | Shove | Infantry | P. Reaction | 1 | 1 | 20 AP | Instant | If target is adajcent, roll 1d2 for HP damage on target and move target up to 1 + STR MOD spaces away (Max 3)(stop if another unit is in the way) |
| 30 | Blink | Acolyte | Movement | 0 | 0 | 80 AP, 1 Ki | Instant | Move Character up to MVx2 spaces away, may pass through enemies and obstacles |
| 60 | Coerce | Acolyte | Debuff | 0 | 0 | 130 AP, 4 Ki | Instant | AR Attack Roll - Increase Glancing Blow Rate +4, If attack is not a Glancing Blow, on targets next turn you may either control its MV or its ACT |
| 60 | Deluge | Acolyte | M. Active | 0 | 4 | 100 AP, 3 Ki | Instant | All enemy units in range lose 20 AP |
| 60 | Shroud | Acolyte | Debuff | 2 | 2 | 100 AP, 3 Ki | Instant | Target is unable to make a physical attack on their next turn |
| 30 | Shudder | Acolyte | M. Active | 4 | 2 | 100 AP, 3 Ki | Instant | Roll 1d5 3 times to target panels in range, unit on panel takes 3 AR Damage for each roll targeting that panel |
| 60 | Stifle | Acolyte | Debuff | 4 | 1 | 100 AP, 3 Ki | Instant | Target cannot use magical/spiritual abilities on their next turn |
| 270 | Rot and Ruin | Warlock | Active | 1 | 1 | 100 AP, 15 Ki | Instant | Deal HP or AR damage based on 20% of Remaining HP/AR |
| 30 | Arching Shot | Scout | P. Active | R. Weapon + 4 | 1 | 100 AP | 3 | Reduces CRIT Roll by 5 - Can be shot over units and obstacles |
| 50 | Avoid | Scout | Reaction | - | - | 0 AP | Instant | Reduces HP damage received by 0+AGI MOD |
| 30 | Cheap Shot | Scout | P. Active | Weapon | 1 | 110 AP | Instant | Increases CRIT Chance by 5+DEX MOD. Bonus Crit Damage reduced by half, Glancing Blows don't do damage. - Must be done from Back |
| 30 | Crippling Shot | Scout | P. Active | Weapon | 1 | 120 AP | Instant | Attack Roll :: Increase Crit Chance by 7+DEX MOD (ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead Target is unable to MV for 3 turns |
| 10 | Lay Trap | Scout | P. Active | 1 | - | 100 AP | 2 | Set Trap on adajent panel - Triggered when unit crosses range |
| 5 | Air Support | Chemist | Passive | - | - | - | - | Allows use of Medical Equipment from 5 panels away |
| 5 | Antibody Dose | Chemist | Active | 1 | 1 | 100 AP | Instant | Requires Antibody - Cure target of one minor status ailment |
| 5 | First Aid | Chemist | Active | 1 | 1 | 100 AP | Instant | Requires Bandages - Restore target's HP by 5 |
| 5 | Healing Beacon | Chemist | Active | 1 | 1 | 100 AP | Instant | Requires Beacon - All Allies within 5 panels of the dropped beacon recover 2 HP or 1 AR at the start of their turn. Expires after 3 channels |
| 5 | Revive | Chemist | Active | 1 | 1 | 100 AP | Instant | Requires Defib - Revive fading target with 5 HP |
| 0 | Medic | Chemist | Passive | 0 | 0 | 0 | 0 | Allows Chemist to Refresh 5 of each Chemist Consumables at a Academy Beacon (5 Antibody, 5 Bandages, 5 Beacons, 5 Defibs) |
| 40 | Blinding Light | Sage | M. Active | 2 | 1 | 100 AP | Instant | Reduce Targets AP by 30 |
| 30 | Cure | Sage | M. Active | 4 | 1 | 100 AP, 1 Ki | 3 | Restore targets HP by 1d4+SPR MOD |
| 10 | Lifeline | Sage | M. Active | 3 | 1 | 100 AP, 3 Ki | 5 | Revive fading target with 5 HP + SPR MOD |
| 20 | Light Aura | Sage | Buff | 4 | 2 | 100 AP, 3 KI | 5 | Once cast, the panels targeted increase allied Units standing in them PR/MR 5+SPR MOD and restores 1 HP or AR at the start of their turn. Caster taking damage cancels this effect, costs Caster 1 Ki every turn at start to keep up |
| 30 | Mend | Sage | M. Active | 3 | 1 | 100 AP, 3 Ki | Instant | Restore Targets AR by 1d4 + SPR MOD |
| 30 | Prayer | Sage | M. Active | 3 | 2 | 100 AP, 3 Ki | 5 | Restore HP of all targets by 5 per skill level + SPR MOD |
| 10 | Siphon | Sage | M. Active | 1 | 1 | 100 AP | Instant | 1d4 HP damage, restore HP by said amount |
| 40 | Soul Thread | Sage | M. Active | 3 | 1 | 100 AP | Instant | Any HP/AR damage target receives until you make another action is converted to your KI damage, Thread breaks if your KI would be reduced to zero |
| 50 | Enchant | Sage | Buff | 4 | 1 | 100 AP, 3 Ki | Instant | Target's next Attack Roll gains +3 to their damage total |
| 60 | Cheer | Sage | Buff | 4 | 1 | 100 AP, 5 Ki | Instant | Force target to take their turn next |
| 170 | Inspiration | Orator | Buff | 3 | 1 | 100 AP, 9 Ki | Instant | Embolden Target with words of Encouragement. They gain 3 AP for 2 Turns. |
| 20 | Rock Fist | Earth 10 | M. Active | 1 | 1 | 100 AP, 2 Ki | Instant | add SPR MOD to your attack roll if making an AR attack - Interrupt - can decide to hit PR or MR |
| 20 | Ignite | Fire 10 | M. Active | 4 | 1 | 100 AP, 2 Ki | Instant | Ignite Target. Target takes 1 HP damage at start of turn for each stack for 3 turns. Re-use of skill resets to 3. |
| 20 | Bubble Shield | Water 10 | M. Active | 4 | 2 | 100 AP, 2 Ki | Instant | Blocks 3 + SPR MOD of HP damage target takes from next attack |
| 20 | Tailwind | Air 10 | M. Active | 1 | 1 | 100 AP, 3 Ki | Instant | Increase targets AP Gain by 1 |
| 60 | Soulbound Gale | Air 20 | Passive | 0 | 0 | x Ki | Passive | Summon gusts of wind to deflect incoming attacks. Reduce incoming HP damage by 2 per 1 Ki Spent |
| 50 | Soothing Touch | Spirit 10 | Activer | 1 | 1 | 150 AP, x Ki | Instant | Convert any amount of Ki to HP for your target. |
| 150 | Moon Guardian | Spirit 20 | Active | 0 | 4 | 100 AP, 20 Ki | Instant | Allow the Moons light to shield you and your surrounding party until 45 cumulative Damage is taken. Must be used in sight of the Moon. Effect Canceled if You move. |
| 10 | Tether | Spirit 10 | Buff | 4 | 2 | 120 AP, 3 Ki | Instant | Targeted Ally Gains your respective modifer bonus in addition to theirs until you make another action |
| 0 | Ironhide Fury | Personal | - | 0 | 0 | 0 | 0 | When Armor is Depleted, the fury of your ancestors break free, causing your attacks to do +3 HP Damage |
| 0 | Shimmering Scales | Personal | Passive | 0 | 0 | 0 | 0 | Increase Physical Resistance and Magical Resistance by 5 when HP or Armor is Under 50% |
| 0 | Eruption | Water 80 | Dragon | 0 | 7 | ??? | Instant | Deal SPR/AGI/DEX/STR Damage to All Surrounding Enemies |
DAWNBREAKER TRIALS
CH. 1 - RESURGENCE