Class Skills Lists


This section details how to read your skills, and contains all the skills of every class. It also contains a small subsection detailing special rules for Area of Effect skills. Finally, the list of skills itself is organized first alphabetically by class, then by category of skill, and finally alphabetically by skill.


Reading Your Skills


Skills are separated into four categories: Inherent, Basic, Advanced, and Daily. Inherent skills are skills that a class inherently receives due to the nature of their class. Basic skills are the simplest skills a class can perform and create the foundation of the class. Advanced skills are more powerful skills that a class can use, but usually cost more to use. Daily skills are the class’s most powerful skills and can only be used once a day.

All skills have several bits of information to break them down. They are: Skill Type, Property, FP Cost, Range, Cool Down Category, Buff / Debuff / Summon Duration, Effects, Combat Effects, Other Effects, and Overflow Bonus. Not all skills will have all of these bits of information. In fact, no single skill will have all of these bits of information, but each one has their purpose.

Skill Type
Skills are either Actives or Passives. Passive skills are skills that are just always on, and they do not require any actions or cost any flow points to activate unless otherwise stated by the skill. Active skills, however, are the opposite. They require the use of your Main Action, and cost flow points to use. Skill types are further separated into four more categories: Offensive, Defensive, Buff, Debuff, and Summon. These categories just further describe what kind of skill you’re using. They usually don’t have any effect unless another skill specifically mentions it.

This describes how the skills target players and NPCs. They are as follows:
Single Target skills target a single unit within the skill’s range.
Target User skills target the character using the skill.
Target Ally skills target a single unit allied with the caster, but cannot target the caster itself.
Target Party skills target the caster and all units allied with the caster within the skill’s range.
Target Enemies skills target all units who are not allied with the caster.
Multi-Target skills are able to target multiple units, the number of which is specified by the skill.
Target Location skills target any location within the skill’s range
Summon skills summon a caster-controlled unit. Flow Assimilators have specific rules for their summon skills as described in their Inherent skill.
Special - Interrupt skills have a special condition stated by the skill which allows the skill to be used during times where other skills wouldn’t normally be able to be used.
Impact Line skills affects the first unit it comes into contact with in a straight line and is usually paired with the Single Target property.
Area of Effect (AoE) skills are skills that affect multiple units at once and are separated even further for clarity.
Ground-Targeted AoE skills affect all units in a circular area and the maximum range of the skill is measured from the epicenter of the area.
Point-Blank AoE skills affect all units in a circular area within range of the caster.
Cone AoE skills affect all units within a 90-degree cone.
Pass-Through Line AoE skills affect all units in a straight line up to the skill’s maximum range.
Splash AoE skills are usually paired with the Single Target or Multi-Target properties and also affect all units within a specified range of the initial target(s).
Cleave AoE skills affect all units within range directly in front of the caster.

Flow / Health Points Cost
Flow Points Cost (FP Cost) and Health Points Cost (HP Cost) are how many flow points or health points a skill costs to use. Some skills have varying FP Costs depending on what they do. HP Costs are unique to the Blood Letterer class.

Range is a measure in feet of how far the skill can reach. Skill ranges have a minimum and maximum. Units outside of a skill’s maximum range cannot be targeted. Units under the skill’s minimum range can be targeted; however, those units are granted an Attack of Opportunity.

Cool Down Category
Cool Down Category is the category the skill falls under for when they can be used again. Category A skills reset every 3rd round. Category B skills reset every 6th round. Category C skills reset every 12th round. Finally, Category D skills can only be used once per day.

Buff / Debuff / Summon Duration
Buff Duration, Debuff Duration, and Summon Duration state how many rounds that a player’s Buff, Debuff, or Summon skill lasts.

Effects, Combat Effects, and Other Effects list out the mechanical things that the skill will do. This usually contains information on any status ailments, stat buffs, and special rules that the skill has.

Overflow Bonus
Overflow Bonus is unique to Daily skills, and states their specific costs and bonuses to Overflowing that Daily skill.


Special Area of Effect Rules


Ground-Targeted, Point-Blank, and Cleave Area of Effect attacks have their own special property in battle. These skills have the added benefit of automatically hitting anything within the affected area; however, they can still be Critically Evaded. When the attacker rolls to hit and the defender(s) roll to evade, if the defender’s evasion roll is higher than the attacker’s roll, then the attacker deals half damage to the defender.