Official Codex
Starting arsenal
The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.
Main hand
Short Sword
- Test
- STR
- Damage
- 1d6
- Damage type
- Slashing
- Usage
- Main hand
- Price
- 60 NX
Off hand
Shield
- Physical defence
- +1
- Price
- 20 NX
Official Codex
Abilities
Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.
Guard Shield
The character can activate the Guard Shield to increase his physical defense (+2 Def PHY) and his magical defense (+2 Def MAG) for the next turn.
Cooldown 2 turns
Evolutions
Increases physical defense to (+3 Def PHY) and magical defense to (+3 Def MAG).
Increases duration to 2 rounds.
Increases physical defense to (+4 Def PHY) and magical defense to (+4 Def MAG).
Defensive Charge
The character can charge an enemy not in his contact, dealing primary weapon damage and knocking them off balance. The enemy suffers 1d4 additional damage and is stunned for 1 round, preventing him from acting but not from defending himself.
Cooldown 1 turn
Evolutions
Increases additional charge damage to 1d4+1.
Increases additional charge damage to 2d4+2.
Increases additional charge damage to 2d4+5.
Devastating Strike
The character can use two D20s for his attack test and keeps the best result. If the attack succeeds, the character makes a powerful attack inflicting 2d4 additional damage.
Cooldown 3 turns
Evolutions
The additional damage increases to 2d6+2.
The additional damage increases to 2d8+4.
The additional damage increases to 2d10+8.
Protective Bond
Once per round, the character can, if he wishes, transfer 1d6 of the damage suffered by an ally to himself.
Evolutions
The damage transferred increases to 2d6 but the character only takes 1d6 damage.
The damage transferred increases to 2d8 but the character only takes 1d8 damage.
The damage transferred increases to 2d10 but the character only takes 1d10 damage.
Total Protection
The character can activate Total Protection to intercept attacks directed against his allies. He becomes the target of attacks in place of his allies for 1 turn, the damage suffered is reduced by 1d4+2
Cooldown 2 turns
Evolutions
Increases duration to 2 rounds.
Damage taken is reduced by 2d6.
Damage taken is reduced by 2d6+3.
Taunt
The character can taunt 1 enemy, attracting their attention and forcing them to attack the character during the next turn.
Evolutions
Can taunt up to 2 enemies.
Can taunt up to 3 enemies.
Can taunt up to 4 enemies.
Living Rampart
The character can activate the Living Rampart to protect his allies. It creates a magical shield that absorbs damage for 1 turn, reducing all damage taken by allies by 1d6.
Cooldown 3 turns
Evolutions
Increases duration to 2 rounds.
Reduces damage taken by allies to 2d6.
Increases duration to 3 turns and reduces damage taken by allies to 3d6.
Fast Regeneration
The character recovers 1d4+2 HP.
Limitation 1× per day
Evolutions
Regeneration increases to 2d4+8 HP.
Regeneration increases to 2d6+10 HP.
Regeneration increases to 2d8+14 HP.
Other Outfits · Fighter