Skills Reference
Skill Contents
Knights
Health Hack Slay Thunderstrike Recover
Brace Swordfaith Fortify Charge Might
Musketeers
Health Aimed Shot Explosive Shell Lucky Shot Flashbang
Enpowder Black Bullet Smokescreen Powder Imps High Fire Lucky Lady
Other Information
Overdrive

Note - All skills require 40 energy to use, and have a cooldown of 25 cycles before another skill can be used. Characters regenerate 1 energy every cycle.

Knights
Specialising in heavy armour, high health and self-healing skills, knights are the most versatile of the 3 classes, having two excellent melee skills, an area of effect skill and targeted damage skill in their repertoire. Their passive ability gives them an edge in damage as well.
= Skill Level = Party Level = Skill Level x Party Level = Weapon Level

Health
A defensive attribute which determines the number of hitpoints this character has.
Health = (( 42 + 0.52 ) x (82-) ) + 29 + 90
82

Hack
A close combat attack skill which strikes twice. Deals piercing damage.
Damage = (( 3.4 + 0.03 ) x (82-) ) + 3.2 + 15 + 5
82
Modifier = +6.5%
Hack is most effective against targets with chi or low armour.

Slay
A close combat attack skill which strikes once for 30% extra damage to large creatures. Deals piercing damage.
Damage = (( 5.9 + 0.06 ) x (82-) ) + 4.9 + 18 + 7
82
Modifier = +12.5%
Slay is most effective against against Large creatures with heavy armour.

Thunderstrike
A ranged attack skill which strikes all enemies on screen. Deals concussive damage.
Damage = (( 4.5 + 0.04 ) x (82-) ) + 3.7 + 14 + 4
82
Modifier = +10%
Thunderstrike only deals 75% damage to Large creatures.

Recover
A defensive healing skill which heals the user.
Health = (( 5.6 + 0.06 ) x (82-) ) + 5.1 + 21
82

Brace
A defensive skill which reduces the final damage taken from the next two attacks.
Reduction % = 72 + 0.66 - 0.125
Brace cannot reduce the damage dealt by an attack by more than 80%
Brace ends if you use an offensive skill.

Swordfaith
A targetted ranged attack skill which inflicts 25% extra damage upon undead or demonic creatures. Deals magic damage.
Damage = (( 6 + 0.06 ) x (82-) ) + 4.9 + 18 + 4
82
Modifier = +12.9%

Fortify
A defensive skill which temporarily raises the armour levels of the party.
Armour = (( 1 + 0.01 ) x (82-) ) + 0.8 + 3
82
Duration = 120 cycles

Charge
An assistant skill which grants bonus damage to the next attack made. The user will also receive extra damage if struck before then.
Damage +% = 79 + 1.66 - 0.17
Damage inflicted upon a Charged character is increased by one quarter of the Charge percentage bonus.
A character will lose a Charge if they use a skill which is not an attack.

Might
A passive attribute which grants additional armour and combat damage to the user.
Damage +% = (( 1.1 ) x (60-) )
60
Armour = 4.7
Thunderstrike and Swordfaith only receive 75% of the damage increase bonus.

Musketeers
Specialising in ranged attacks, Musketeers rely on their passive ability to dodge most attacks. Unable to heal themselves, Musketeers still have two potent abilities which shield the party from harm. The rest of their skills are dedicated to damage at a safe distance.
= Skill Level = Party Level = Skill Level x Party Level = Weapon Level

Health
A defensive attribute which determines the number of hitpoints this character has.
Health = (( 25 + 0.32 ) x (82-) ) + 16 + 82
82

Aimed Shot
A ranged attack skill which deals 30% extra damage to large foes. Deals piercing damage.
Damage = (( 5.9 + 0.06 ) x (82-) ) + 4.9 + 20 + 7
82
Modifier = +13.8%
Aimed Shot is most effective against Large creatures with heavy armour.

Explosive Shell
A ranged attack skill which inflicts full damage upon the nearest foe and then half damage to one adjacent foe. Deals concussive damage.
Damage = (( 4.9 + 0.06 ) x (82-) ) + 3.9 + 16 + 5
82
Modifier = +14.4%

Lucky Shot
A ranged attack skill which strikes all foes on the screen. Deals magic damage with a bonus for each additional strike.
Damage = (( 3.6 + 0.04 ) x (82-) ) + 3.3 + 8 + 4
82
Modifier = +9.4%
Each hit increases Lucky Shot's damage by 25%.
Lucky Shot only deals 75% damage to Large creatures.

Flashbang
A ranged attack skill which imobilises the target for a brief period. Deals concussive damage.
Damage = (( 3.8 + 0.04 ) x (82-) ) + 3.4 + 14 + 4
82
Modifier = +22%
The stun duration is a number of cycles equal to 6x the number of foes.

Enpowder
A targetted assistant skill which adds concussive damage to the next attack made by its target.
Damage = (( 7 + 0.06 ) x (82-) ) + 5.6 + 23
82
Duration = 75 cycles
Enpowder ends after the next skill used or 75 cycles.
Enpowder damage uses Charge and Overdrive bonuses from the inital applier, not the final user.
Hack, Thunderstrike and Lucky Shot have a % reduction in the bonus they receive from Enpowder.
Monster type modifiers ( i.e. Aimed Shot vs large creatures ) apply normally to Enpowder damage when it accompanies the relevant skill.
Add Enpowder to concussive damage dealing skills to break through heavy armour.

Black Bullet
A ranged attack skill which poisons the target. Deals initial piercing damage and then ethereal damage over time.
Damage = (( 0.83 + 0.01 ) x (82-) ) + 0.7 + 1 + 7
82
Eth Damage = 16x ((( 0.83 + 0.01 ) x (82-) ) + 0.7 + 1 )
82
Modifier = +8.5%
The poison application of Black Bullet cannot be dodged.

Smokescreen
A defensive skill. All characters on screen gain an increased chance to dodge attacks.
Dodge % = 65 + 0.78 - 0.14
Duration = 38 cycles
Monsters only gain 72% of the bonus granted to friendly characters.
Smokescreen cannot grant more than an 80% dodge chance.
Smokescreen drastically reduces the amount of damage taken by the party.

Powder Imps
A defensive skill which creates a barrier to absorb piercing and concussive attacks.
Health = (( 9.2 + 0.08 ) x (82-) ) + 7.4 + 28
82

High Fire
A targetted attack skill. Deals piercing damage.
Damage = (( 5.9 + 0.06 ) x (82-) ) + 4.9 + 20 + 7
82
Modifier = +12.5%

Lucky Lady
A passive attribute which provides the character with a chance to dodge attacks.
Dodge % = (( 3 ) x (60-) ) + 20
60

Other Information

Overdrive
Overdrive occurs when a character reaches their maximum energy pool of 80 energy. Excess energy is used to boost the next skill used.
Percentage Increase = (( Total Energy + 100 ) - 100 ) x 1.2
80
After using Overdrive, a character's energy store returns to 40 ( 80-40 )