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- priestess
- a devout healer who selflessly supports the team. assists with simple buffs and healing. may deal surprising damage if conditions are met.
- 1. braveheart: increase physical damage dealt by selected units for 3 turns.
- 2. shield: reduce physical damage taken by selected units for 3 turns.
- 3. sacred force: grant a selected unit a once-per-battle endure effect for 3 turns.
- 4. holy spell: deal non-elemental damage to a small radius of enemies. stronger with higher team hp.
- merciful healer: any support applied to self will be applied to their adjacent allies at half potency.
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- occultess
- shadowy figures who use forbidden techniques to assist allies. provides potent aid at the cost of life force.
- 1. bloody offense: boosts all damage dealt by selected units for 3 turns, at the cost of hp loss per turn.
- 2. spirit shield: reduces all damage taken by selected units for 5 turns, at the cost of hp loss upon cast.
- 3. blood fortune: consume self/ally hp to boost infliction rate and increase resistance.
- 4. legion strike: consume self/adjacent ally hp to damage an enemy. per adjacent ally, damage increases.
- allied bonds: hp-consumed allies will recover tp at the end of turn.
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- arcanist
- user of odd spells that use ambient magic from the environment. can manifest areas (one at a time) on the battlefield that debilitate enemies.
- 1. death circle: create a small aura that deals non-elemental damage to enemies within.
- 2. enfeeble circle: create an aura that weakens all damage dealt by enemies within.
- 3. frailty circle: create an aura that increases all damage taken by enemies within.
- 4. dismiss heal: dispel an aura to provide potent healing to allies.
- warding mist: a chance to nullify status effects and debuffs on self and nearby allies.
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- archer
- accurate snipers of the forest. with their bows, they are quite flexible and capable of attacking from many different positions.
- 1. cross shot: a long-ranged attack with exclusively-diagonal range.
- 2. flame arrow: attack a single enemy, with splash damage.
- 3. disabling shot: attack an enemy, preventing evasion and countering for the turn. downs flyers.
- 4. divine shot: a long-distance, fixed-ranged shot, with splash damage.
- support attack: follow up ally single-target attacks with a basic attack, up to three times per turn
- valkyrie
- flying soldiers whose wings grant them high mobility. good at hit-and-run tactics due to its spear.
- 1. falling star: lunge at a target with spear, dealing damage to the enemy behind it as well.
- 2. lightning strike: charge through a line of enemies.
- 3. shield bash: heavy damage to an adjacent target, with knockback.
- 4. shield rush: lunge at a target with shield, with knockback.
- assault attack: damage increased with tile moved within turn
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- amazon
- axe-wielding warriors with strong bodies and an even-stronger will. have slow movement but can swing their large axes for sweeping attacks or strike to ground to cause tremors.
- 1. eruption: heavy fire-elemental strike on an adjacent enemy, with splash damage.
- 2. shockwave: strike an adjacent enemy for heavy damage, with reduced damage to those behind it.
- 3. crescent swing: deals damage to enemies in front and beside the user, with knockback.
- 4. armor crush: strike that disables a target's defensive benefits while also increasing damage it takes
- indomitable spirit: as hp gets lower, damage dealt increases an damage taken decreases
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- runemaster
- masters of the elements. every runemaster is proficient in a given element, giving all of its skills an attribute. each spell always has a non-elemental variant as well.
- 1. magic arrow: long-range single-target attack, with splash damage.
- 2. magic spear: moderate-range five-space line attack. damage is weaker further from the center.
- 3. magic burst: a powerful short-range 3x3 spell. damage is weaker further from the center.
- 4. magic blast: powerful short-ranged single-target attack, reduces resistance for the turn.
- runic guidance: boosts elemental damage dealt and reduces elemental damage taken by nearby allies
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- ballista
- ranged attackers with giant crossbows. this heavy artillery makes movement difficult and may be slow to fire, but its attacks are very powerful.
- 1. squall shot: select a 3x3 area within range. start of next turn, arrows will rain down.
- 2. piercing shot: fire arrows in a five-space line. has no delay.
- 3. mortar shot: select a 4-space radius within range. start of next turn, explosive arrows rain down.
- 4. wild shot: fire wildly at a large fan shape in front. hits each target a random number of times. no delay.
- steady aim: if unit hasn't moved from last turn, deal increased damage this turn with perfect accuracy.
- gunner
- gun-toting snipers. while not particularly fast and with range limited to straight lines, they excel at working with others.
- 1. icy shot: deal ice damage to an enemy, with splash damage. reduce movement.
- 2. rifle shot: hit a line of enemies. for each enemy hit previously within execution, damage increases.
- 3. bullet storm: 3x3 attack on enemies three spaces away. downs flyers and deals bonus damage.
- 4.point-blank shot: huge damage to an adjacent enemy, blowing yourself and the enemy away.
- marking: ally's following attack on a target will deal extra damage and have perfect accuracy.
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- shield maiden
- fervent defenders of the weak. with their physical strength and heavy equipment, they act as effective damage sponges while being able to provide effective return fire.
- 1. defensive stance: increase all defense, counter rate, and draw rate for 5 turns.
- 2. hammer swing: strike a 3x2 group of enemies adjacent to the user.
- 3. shield crush: strike an adjacent enemy with shield, reducing its attack power.
- 4. shield charge: rush forwards with shield, damaging and dragging enemies in your path.
- paladin soul: shoulder a portion of damage taken by adjacent allies. may counter for them.
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- sword maiden
- skilled wielders of the blade. with area-of-effect attacks, good mobility, and good accuracy, they are consistent damage dealers with low defenses.
- 1. one-stroke slash: deal damage to enemies on a four-space line ahead.
- 2. parallel slash: deal damage to enemies on an adjacent three-space horizontal line.
- 3. frigid slash:reposition to behnd an enemy within two spaces for an icy back attack.
- 4. peerless blade: deal damage to an adjacent 3x3 set of enemies.
- battle on the deadline: frontal attacks both taken and received are treated as side attacks.
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- fight mistress
- elegant masters of hand-to-hand combat. their counterattacks are powerful and accurate. their strikes can send opponents flying.
- 1. triple strike: attack an adjacent enemy, with knockback.
- 2. hurricane punch: strike an adjacent enemy, transporting it behind the user.
- 3. flying fist: deal heavy damage to an enemy up to three spaces away, swapping positions.
- 4. chi burst: attack a conical shape in front of the user. consumes and scales by user's hp.
- readiness: counter attacks taken immediately. always counter first attack, with bonus damage.
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