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Abilities

Combat actions, effects, costs and their requirements.

73 current articles
Showing 73 current articles
Ability

Aimed Shot

Full shot; spends 2 m movement, +2 accuracy.

Ability

Arcane bolt

Arcane spell / 8.5 m. Costs 1 essence; staff increases power.

Ability

Arcane Reach

Your next suitable single-target spell this turn gains 2 m range. Normal spell knowledge, essence and line of sight remain required.

Ability

Bastion

Protect up to three nearby allies, including yourself, for one own turn. Absorb 35% of direct physical damage from one shared pool of 25% of your maximum HP. Requires a shield.

Ability

Brace

Use one reaction to reduce the next direct physical hit by 25%, until your next turn.

Ability

Briar Release

Remove a Nature Root using a worn Root release enhancement. 1 AP; no essence; four own turns cooldown.

Ability

Cleanse

Remove one harmful effect from a living ally.

Ability

Colossus Strike

150% Strength melee power with 50% physical armour penetration.

Ability

Combat Vault

Vault up to 3 m over a low obstacle to clear ground. Spends movement; the whole arc must be clear. Root prevents use.

Ability

Covering Shot

70% power; Off Balance on hit.

Ability

Crush

Blunt attack.

Ability

Dash

Gain your base movement again this turn.

Ability

Dawnwatch Pulse

Remove Dazzled from yourself or a living ally within 4 m.

Ability

Disengage

Leave melee range safely until your next turn.

Ability

Draught

Drink one Healing draught. Quality and Potent draughts determine healing. Bonus action.

Ability

Driving Strike

90% Strength melee power. On hit, a failed Strength save pushes a non-boss up to 2 m along clear ground.

Ability

Dusk Veil

The next direct ranged hit deals 20% less damage, until your next turn.

Ability

Ember

Fire spell: 65% magic power plus two Burn ticks. 2 essence.

Ability

Empower

Next AP spell this turn has +25% power.

Ability

End turn

Pass to the next combatant. Space / controller Y.

Ability

Endure

Take 50% less Burn, Poison and Bleed tick damage through the start of your next turn. Does not remove conditions.

Ability

Exploit

Consume Exposed for 130% power.

Ability

Expose Weakness

Make a visible foe Exposed until the end of its next turn. Deals no damage; you or an ally may use the opening.

Ability

Feint

70% power and Exposed on hit.

Ability

Flee

Leave combat when every enemy is at least 14 m away.

Ability

Focused Casting

Your next spell with Slow, Root or Pull this turn gains +2 save DC. Normal immunities and boss rules apply.

Ability

Frost Needle

Frost damage; save against Slow.

Ability

Gale Brace

Prepare one reaction to reduce the next push by 35%, until your next turn.

Ability

Grand Aegis

A learned ward for up to three allies within 4 m, including yourself. Share an absorption pool of 30% of your maximum HP for two own turns. Cannot stack with another group barrier.

Ability

Guard

Take half damage until your next turn. You may still move.

Ability

Guard Break

80% power; bypass and remove Guard.

Ability

Hamstring

Sword or bow. On hit: DEX save DC 13 or half next movement.

Ability

Heavy Impact

80% power; Vitality save against Stagger.

Ability

Help

Revive a downed ally within 1.95 m at 25% health.

Ability

Hold the Line

Prepare one melee interception as a foe enters your reach. A hit and failed Strength save stop a non-boss's remaining movement. Uses one reaction.

Ability

Hook

50% power; pull up to 1.5 m.

Ability

Iron Will

Gain +8 on the next save against Stagger before your next turn. The protection is consumed by the attempt.

Ability

Last Stand

At 25% HP or lower, gain a temporary buffer of 15% maximum HP until your next turn. Once per encounter; does not heal or revive.

Ability

Minor Ward

Protect a living ally with a ward.

Ability

Moulting Cleanse

Remove one Poison or Bleed from yourself; Poison takes priority.

Ability

Open Wound

70% power; bleed from actual HP lost.

Ability

Overwatch

Prepare a reaction shot against movement.

Ability

Parry

Prepare a melee counter using your reaction.

Ability

Piercing Shot

Full crossbow shot; 50% armour penetration.

Ability

Pinning Shot

75% power; Dexterity save against Slow.

Ability

Protect

Prepare one reaction to protect a living ally within 2 m. Requires a shield.

Ability

Quick Thrust

85% power, +2 accuracy.

Ability

Reaction

Toggle automatic melee opportunity attacks.

Ability

Reap

100 degree cone, 2.6 m; at most 3 targets.

Ability

Reckless Blow

125% Strength melee power. Become Exposed until your next turn, even on a miss.

Ability

Reload

Load the heavy crossbow. Costs one bonus action in combat.

Ability

Reload (Action)

Reload using an action point.

Ability

Rescue Dash

Reach a downed ally along a clear route using remaining movement, then revive them at 25% HP. Root prevents use; the route can provoke opportunity attacks.

Ability

Rimeheart Attune

Pay one essence to empower your next damaging Frost action this turn by 10%.

Ability

Riposte

Prepare one 60% melee counter when a direct melee attack misses you before your next turn. Uses one reaction.

Ability

Second Wind

Once per encounter, recover up to 10% maximum HP without exceeding your health at encounter entry. Cannot heal old wounds.

Ability

Seize the Opening

Prepare one 60% weapon reaction against a foe newly made Exposed before your next turn. Ranged attacks still require and consume ammunition.

Ability

Shield Bash

50% weapon power; Vitality save against Stagger.

Ability

Shoot

Bow: two aimed half-damage shots. Crossbows: one shot, then reload; range depends on weapon.

Ability

Shove

Push a foe up to 2 m. STR save DC 13 resists. Bonus action.

Ability

Sidestep

Move up to 2 m along clear ground without opportunity attacks. Spends your remaining movement; Root prevents use.

Ability

Skirmish Shot

80% power; next 2 m avoids reactions.

Ability

Slash

Scythe attack.

Ability

Slayer weapon art

Use the held Slayer weapon's technique. Staff arts cost 2 essence; bow arts consume one arrow. One action; three own turns cooldown.

Ability

Spell Echo

Prepare one single-target damage spell this turn to echo at 50% damage to a second foe within 3 m. The cast pays its essence cost twice; no extra conditions or drain.

Ability

Stone Shell

15% less incoming damage until your next turn; lose 25% of remaining movement.

Ability

Stormcatch

Prepare one reaction to reduce the next direct Lightning hit by 25%, until your next turn.

Ability

Strike

Melee attack / 1.95 m. Physical armour reduces damage; light armour helps evade hits.

Ability

Study Target

Your next weapon attack roll against the selected foe this turn gains +2 accuracy. Does not stack with a technique accuracy bonus; consumed on the attempt.

Ability

Swap

Swap two stored weapon sets before attacking.

Ability

Sweeping Blow

75% Strength melee power against up to two enemies in a 90-degree, 2.6 m cone. Each target has its own hit roll.

Ability

Swift Retreat

Move up to 4 m along clear ground without opportunity attacks. Spends remaining movement; Root prevents use.

Ability

Whisper Step

Teleport to clear ground within 7 m in grey-black smoke. Requires an equipped Ring of Whispers. 1 AP; no essence.

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