Skill System
Every realized class fills five skill slots. Together they define how a unit spends its turn, what it does when attacked, and the passive rules it bends in its favor.
The Five Slots
- Fight — the active skills a unit spends AP on during its turn. Each class has five. These are the bread and butter of combat.
- Ultimate — a powerful once-per-battle effect, typically on a high cost or long cooldown.
- Reaction — an out-of-turn response that triggers on an event (for example, taking lethal damage). Reactions can be automatic or prompt the player.
- Innate — an always-on identity ability, sometimes toggleable, that powers a class's signature mechanic (resources like Umbra, Miracles, or Glop).
- Passive — a permanent rule modifier that is always in effect and cannot be cleansed.
In the skill tables, AP is the action-point cost, Cooldown is in turns, Range is measured in hexes (Self means the caster), and Target is who the skill can be aimed at.