Runic Chevalier Skills

 
Inherent Skills:
Hybrid Proficiencies Inherent Passive
Your skills scale with both Physical Damage and Magic Damage, and are considered both Physical and Magical attacks. When you attack, the defending unit rolls to evade with the lower of their two Evasion stats.

Basic Skills:

Ancient Elemental Strike Basic Active - Offensive
Strike your foe with ancient forces to dismantle them.
Attack Type: Physical / Magical Property: Single Target, Impact Line
FP Cost: 3 FP Range: 0’ - 10’
Cool Down Category: A
Combat Effects: Deals 1d8 + PDMG + MDMG physical magical damage. Choose Light or Dark as this skill’s element. If Light is chosen, the target’s next hit roll suffers a -4 penalty. If Dark is chosen, the target’s next evade roll suffers a -4 penalty.

Elemental Pillar Basic Active - Offensive
Thrust your rapier into the air to create an elemental pillar from beneath your foe.
Attack Type: Physical / Magical Property: Single Target
FP Cost: 3 FP Range: 0’ - 10’
Cool Down Category: A
Combat Effects: Deals 1d8 + PDMG + MDMG physical magical damage. Choose Fire, Wind, Lightning, Earth, or Water as this skill’s element. If Fire is chosen, the target is now Burning. If Wind is chosen, the target gains 1 stack of Bleeding. If Lightning is chosen, the target is now Staggered. If Earth is chosen, the target is Knocked Back by (Strength Modifier + Spirit Modifier)*5’. If Water is chosen, the target is now Poisoned.

Elemental Thrust Basic Active - Offensive
Thrust at a target from a short distance with your imbued rapier.
Attack Type: Physical / Magical Property: Single Target, Impact Line
FP Cost: 2 FP Range: 0’ - 10’
Cool Down Category: None
Combat Effects: Deals 2d6 + PDMG + MDMG physical magical damage. This skill can only be used while your weapon is imbued with an element. This skill’s element is the same element that your weapon is imbued with.

Imbue: Weapon Element Basic Active - Buff
Imbue your weapon with an element, dealing elemental damage.
Attack Type: Magical Property: Target User
FP Cost: 2 FP Range: None
Buff Duration: 3 Normal Attacks Cool Down Category: None
Effect: Imbue your weapon with your choice of Fire / Wind / Lightning / Earth / Water / Light / Dark. Your next 3 Normal Attacks deal bonus damage equal to (Physical Damage + Magic Damage). If a different Imbue Weapon is cast, it replaces this one. Cannot be used if your weapon has an element not imbued from a skill.

Magical Armor Basic Active - Buff
Increase your defense against magical attacks for a period of time.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Buff Duration: 3 rounds Cool Down Category: C
Effect: Gain +3 Magic Evasion. If your weapon is imbued with Wind, also increase your Movement Speed by 20’. If your weapon is imbued with Earth, also gain +3 Physical Evasion. If your weapon is imbued with Dark, when enemies attack you and hit, they lose health equal to half the damage they dealt to you. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

Power Thrust Basic Active - Buff
Increase the power of your thrust to lengthen the range of your abilities.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Buff Duration: 3 rounds Cool Down Category: C
Effect: Increase the range of your Active - Offensive skills by 20’. If your weapon is imbued with Fire or Lightning, your Active - Offensive skills also hit all units adjacent to hit targets while this buff is active. If your weapon is imbued with Water or Light, your Active - Offensive skills also heal you for Magic Damage + 1d6. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

Advanced Skills:

Ancient Elemental Barrage Advanced Active - Offensive
Barrage your enemies with ancient elemental forces.
Attack Type: Physical / Magical Property: Multi-Target
FP Cost: 8 FP Range: 0’ - 10’
Cool Down Category: B
Combat Effects: Deals 2d6 + PDMG + MDMG physical magical damage. Choose Light or Dark as this skill’s element. This skill deals damage up to 3 times as long as the same element is chosen each time, and each attack may target a different unit. Roll to hit for each attack. If Light is chosen, all hit units are Flow Blocked for as many rounds as they were hit by this attack. If Dark is chosen, all hit units reduce their Physical Evasion and Magic Evasion by 1 for each time they were hit by this attack for 3 rounds.

Elemental Adept Advanced Active - Buff
Focus your ability to conjure the elements and increase your damage.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Buff Duration: 3 rounds Cool Down Category: A
Effect: Elemental Damage + 5. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

Elemental Exploit Advanced Active - Offensive Buff
Exploit your enemy’s elemental weakness to crush them.
Attack Type: Magical Property: Target User
FP Cost: 5 FP Range: None
Cool Down Category: C
Effect: The next time you hit an enemy with an elemental attack that it’s weak to, that attack deals triple damage instead of double.

Elemental Explosion Advanced Active - Offensive
Thrust your rapier into the ground to create an elemental explosion.
Attack Type: Physical / Magical Property: Point-Blank AoE
FP Cost: 5 FP Range: 0’ - 10’
Cool Down Category: B
Combat Effects: Deals 3d6 + PDMG + MDMG physical magical damage to all units within 10’ of you. Choose Fire, Wind, Lightning, Earth, or Water as this skill’s element. If Fire is chosen, all hit units are now Burning. If Wind is chosen, all hit units gain 3 stacks of Bleeding. If Lightning is chosen, all hit units are now Blinded. If Earth is chosen, all hit units are now Floored. If Water is chosen, this skill also heals all allies within range equal to the damage dealt.
Other Effects: This skill is capable of destroying wooden objects.

Flicker Advanced Active
Disperse your body into light to flicker from one place to another.
Attack Type: Magical Property: None
FP Cost: 2 FP Range: 0’ - 15’
Cool Down Category: A
Effect: Your character instantly teleports up to 15’ in one direction. You may use a Normal Attack or Active - Offensive skill afterward. After the action resolves, you may spend 2 FP to return your character back to its original position before the Flicker. This skill may not be used when Deadlocked.

Imbue: Body Element Advanced Active - Defensive Buff
Imbue your own body or an ally’s body with an element to become resistant to it, but you also gain its weakness for the duration.
Attack Type: Magical Property: Target Ally, Target User, Special - Interrupt
FP Cost: 5 FP Range: 0’ - 30’
Buff Duration: 3 rounds Cool Down Category: C
Effect: Imbue yourself or an ally with your choice of Fire / Wind / Lightning / Earth / Water / Light / Dark. You or your ally gain a resistance to that element for the duration of the buff but also gain its weakness. You may use this skill before you or an ally performs an evade roll. You may cancel this buff whenever you please, but its Cool Down persists.

Runic Empowerment Advanced Passive Active - Buff
Charge your blade with elemental power whenever you land an elemental attack and unleash its power when the time is right.
Attack Type: Magical Property: Target User, Special - Interrupt
FP Cost: 5 FP Range: None
Cool Down Category: None
Effect: Whenever you hit an enemy with an elemental attack, you gain 1 stack of Runic Empowerment (max. 5). You lose a stack of Runic Empowerment if you haven’t gained a stack in 3 rounds. When you perform an elemental attack, you may activate Runic Empowerment to consume all stacks of Runic Empowerment and add a damage die for each stack consumed. You must consume these stacks before rolling to hit.

Daily Skills:

Giga Drive Daily Active - Offensive
Gather earth around your blade and drive it forward with immense force.
Attack Type: Physical / Magical Property: Pass-Through Line AoE
FP Cost: None Range: 0’ - 30’
Cool Down Category: D
Combat Effects: Deals 5d8 + 8 + PDMG + MDMG physical magical Earth damage to all units in a straight line with a width of 5’. Deals a bonus 5d8 + 8 damage to units that were hit by a Water elemental attack since the previous round. All hit units are Knocked Back by Spirit Modifier*10’.
Overflow Bonus: 10 HP cost - Damage +4d8 + 4. Increase the range of Giga Drive to 60’ and its width to 15’. Ignores Defense. Ignores elemental immunities and resistances.
Other Effects: Giga Drive is capable of destroying stone objects.

Prominence Daily Active - Offensive
Focus intense heat into your blade and unleash it in a devastating fashion.
Attack Type: Physical / Magical Property: Pass-Through Line AoE
FP Cost: None Range: 0’ - 30’
Cool Down Category: D
Combat Effects: Deals 3d12 + 12 + PDMG + MDMG physical magical Fire damage to all units in a straight line with a width of 5’. Deals a bonus 3d12 + 12 damage to units that were hit by a Wind elemental attack since the previous round. All hit units are now Burning.
Overflow Bonus: 10 HP cost - Damage +2d12 +12. Increase the range of Prominence to 60’ and its width to 10’. Ignores Defense. Ignores elemental immunities and resistances.
Other Effects: Prominence is capable of piercing through metal objects. Prominence is capable of setting combustible objects on fire.