Adventurers’ Guild

Battle Information

A player reference for battle rules, Blessings, weapons, companions, and abilities.

Battle Rules

Rules of Battle

Action-selection pause and battle clock

After a player’s action resolves, battle pauses while that player chooses their next action; they have up to 10 seconds. During selection, neither player accumulates ABP, temporary-effect durations do not advance or expire, and no battle timers advance. The player chooses a Weapon Attack or an Ability, including an available companion Ability; a companion Ability uses the player’s action. After selection, calculate BP for the selected action from PPS and its applicable Weapon Stats or Ability Stats, then resume battle time. While time runs, each player accumulates ABP at the BP for their currently selected action. Each completed player action counts as one turn for that character. Battle time does not advance during either player’s selection pause.

ABP cycle

At 30 ABP, that player’s currently selected action resolves. Subtract 30 ABP and retain any excess. Then pause battle for that player to choose the next action in a new selection period of up to 10 seconds; once selected, add any Starting ABP on top of the retained ABP and resume accumulation at the new action’s BP.

Final damage and rounding

Damage reduction can reduce final damage to 0. Final damage never falls below 0 and has no mandatory minimum of 1. For percentage-based calculations, round in the affected character’s favor.

Battle ending

A battle ends when either side reaches 0 HP or lower, or when a player chooses Give Up.

Battle-specific outcomes

Rewards and loss penalties are specific to each battle; each battle must define and display its own. There are no universal battle rewards or loss penalties.

Companion Rules

  • Eligible Tamers choose from the separate free basic-animal roster. The Fire, Water, Wind, and Earth Elementals listed for Chain and the Void and Celestial Elementals listed for Book remain free selections under their corresponding Summoner Blessings; this is separate from the Tamer premium Bestiary-creature system.
  • Every Basic Beast, Premium Bestiary Beast, and Elemental uses its owner’s Battle Priority.
  • Each companion Ability uses its owner’s BP and the applicable stats listed for that Ability.
  • Companions have no independent HP, BP, ABP, or turns and take no extra turns. The owner pays any applicable action costs.
  • Tamed beasts cannot receive or be targeted for damage, lose HP, be healed, or be defeated through HP loss. Offensive damage and effects apply to the enemy, defensive effects protect the Tamer, and healing restores the Tamer’s HP. Vanguard deals 2 damage to the enemy and prevents 3 damage to the Tamer; Purification heals the Tamer, not the companion.
  • After the player’s action resolves, the player selects the next Weapon Attack or Ability; an available companion Ability uses the player’s action. Companions do not take independent turns. Each completed character action counts as one turn for that character.

Battle Priority

Battle Priority scale

BP means Battle Priority and determines the rate at which a character accumulates Battle Priority Points. A character’s Base BP is 5. Companion abilities use their owner’s BP, not an independent creature-specific Base BP. Applicable action modifiers and passive bonuses can raise BP above 10. Starting ABP is separate from BP and never changes its accumulation rate.

Stat terminology and calculation order

ABP means Accumulated Battle Priority Points: points accumulated toward the character’s next action. BPS means Base Player Stats, the player’s universal base combat statistics. UPS means Unique Player Stats: BPS after Blessing Stats. PPS means Predetermined Player Stats: UPS after all unlocked passive statistics. Apply stats in this order: BPS → Blessing Stats → UPS → Passive Stats → PPS. If no applicable passive statistics exist, PPS = UPS.

Selected-action stats

The player selects one action: a Weapon Attack or an Ability. For a Weapon Attack, PPS + applicable Weapon Stats = stats used for the selected action. For an Ability, PPS + applicable Ability Stats = stats used for the selected action. Only explicitly listed stats modify PPS; every unlisted stat stays at its PPS value. An omitted stat is not zero, and an Ability need not list every stat. Weapon Stats do not carry into an Ability unless that Ability explicitly uses equipped weapon damage. In that case, use the weapon damage as the Ability specifies, but do not add the weapon’s BP modifier unless the Ability explicitly says to; applicable PPS damage modifiers still apply. A matching Weapon Blessing adds the established +2 Damage to a matching-weapon Weapon Attack.

Mace and Fire Fusion example

With 5 BP, +3 Starting ABP, and a Mace with 9 Damage / +1 BP, a Mace Weapon Attack starts at 3/30 ABP and uses 6 BP. Fire Fusion starts at 3/30 ABP and uses 5 BP; it uses the Mace’s 9 Damage as its weapon-damage base, but not the Mace’s +1 BP.

Starting ABP

Starting ABP — Starting Accumulated Battle Priority Points. Add a character’s Starting ABP once at the beginning of each newly selected action’s accumulation cycle, on top of any retained ABP; it does not replace or reset retained ABP. For example, 32 ABP − 30 = 2 retained; selecting an action with +3 Starting ABP begins at 5/30 ABP, after which the selected action’s BP controls accumulation speed.

Minimum Effective Battle Priority

After applicable modifiers are calculated, Effective Battle Priority cannot fall below 3. Petrified is an exception.

Bash

Bash deals 5 Damage and removes 5 ABP from the enemy’s current action progress. ABP cannot fall below 0. Bash can reduce ABP below 3; it does not change the minimum Effective Battle Priority of 3. Bash has a BP modifier of +2.

Stacking Rules

Temporary-effect stacking

All temporary effects stack unless an individual effect explicitly says otherwise. Each reapplication of a three-turn effect starts a separate three-turn application while existing applications continue counting down. Three-turn effects count the affected character’s subsequent completed turns. Opposing modifiers remain visible separately and combine when calculating the effective value. For example, +2 Battle Priority and −1 Battle Priority remain visible as separate modifiers and produce a net +1 Battle Priority modifier. Curse and Purification do not stack; recasting either replaces the current effect and restarts its progression.

Battle Priority Tie-Breaker

Same-second ties

If both sides reach 30 ABP in the same second, use a fresh random roll to determine which character’s action resolves first; reroll ties. A new simultaneous eligibility uses a fresh roll.

Basic Player Stats

Player values at battle start

Base HP: 100. Initial ABP: 5; its interaction with per-action Starting ABP is unspecified. Received Damage Reduction: 0. Dealt Damage Increase: 0. Blessing bonuses and unlocked passive abilities modify these values.

Blessings

Blessing Battle Stat bonuses

Each normally obtainable Blessing has exactly three assigned Battle Stat bonuses. These bonuses are separate from unlocked passive abilities. Changing Blessings replaces prior Blessing bonuses, and previously held Blessing bonuses do not stack.

Blessing totals

There are 27 normally obtainable Blessings: Tools 6, Weapons 7, Elemental Magic 4, Nature 3, and Arcane 7. Eye and Fire Heart are unavailable and excluded from these 27. Chain and Book are Summoner Blessings, not conventional Mage Blessings. OR indicates a choice between alternatives, not both.

Crystallization

Crystallization remains listed as a standalone passive, without an assigned Elemental Magic progression in this reference.

General Tamer progression

Tame > Keeper > Alchemy

Tools

Blessing Name: Anvil

Passive: Miner, Smith, Weapon Smith OR Armor Smith

Battle Stats
+15 Maximum HP, −2 Damage Received, +2 Damage Dealt
Progression
Miner > Smith > Weapon Smith OR Armor Smith

Blessing Name: Saw

Passive: Lumberer, Woodworker, Architect OR Shipwright

Battle Stats
+3 Starting ABP, −2 Damage Received, +2 Damage Dealt
Progression
Lumberer > Woodworker > Architect OR Shipwright

Blessing Name: Needle

Passive: Weaver, Tailor, Clothmancer OR Gilded Stitcher

Battle Stats
+15 Maximum HP, +3 Starting ABP, −2 Damage Received
Progression
Weaver > Tailor > Clothmancer OR Gilded Stitcher

Blessing Name: Awl

Passive: Skinner, Leatherworker, Dragonscale Smith OR Beast-Weaver

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Skinner > Leatherworker > Dragonscale Smith OR Beast-Weaver

Blessing Name: Hook

Passive: Fisher, Navigator, Storm Caller OR Abyss Oracle

Battle Stats
+3 Starting ABP, −2 Damage Received, +2 Damage Dealt
Progression
Fisher > Navigator > Storm Caller OR Abyss Oracle

Blessing Name: Fist

Passive: Salvager, Crafter OR Engineer, Artificer

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Salvager > Crafter OR Engineer > Artificer

Weapons

Blessing Name: Sword

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
1H OR 2H > Dodge > Slice

Blessing Name: Mace

Battle Stats
+15 Maximum HP, −2 Damage Received, +2 Damage Dealt
Progression
1H OR 2H > Block > Crush

Blessing Name: Axe

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
1H OR 2H > Parry > Cleave

Blessing Name: Shield

Battle Stats
+15 Maximum HP, +3 Starting ABP, −2 Damage Received
Progression
Block > Bash OR Deflect > Counter

Blessing Name: Bow

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Short OR Long > Dodge > Stealth

Blessing Name: Dagger

Battle Stats
+3 Starting ABP, −2 Damage Received, +2 Damage Dealt
Progression
Parry > Ambush OR Stealth > Assassinate

Blessing Name: Dual Wielding

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Ambush > Stealth OR Double Strike > Counter

Elemental Magic

Blessing Name: Fire

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Fire Fusion > Flame Wall > Cast Magic

Blessing Name: Water

Battle Stats
+15 Maximum HP, +3 Starting ABP, −2 Damage Received
Progression
Water Fusion > Mist > Cast Magic

Blessing Name: Wind

Battle Stats
+3 Starting ABP, −2 Damage Received, +2 Damage Dealt
Progression
Wind Fusion > Storm > Cast Magic

Blessing Name: Earth

Battle Stats
+15 Maximum HP, −2 Damage Received, +2 Damage Dealt
Progression
Earth Fusion > Mud > Cast Magic

Nature

Blessing Name: Leaf

Passive: Herbal, Alchemy, Transmute

Battle Stats
+15 Maximum HP, +3 Starting ABP, −2 Damage Received
Progression
Herbal > Alchemy > Transmute

Blessing Name: Flower

Passive: Apothecary, Hypnotist

Battle Stats
+15 Maximum HP, −2 Damage Received, +2 Damage Dealt
Progression
Apothecary > Illusion OR Aromatherapy > Hypnotist

Blessing Name: Butterfly

Passive: Cultivating, Necromancy

Battle Stats
+15 Maximum HP, +3 Starting ABP, −2 Damage Received
Progression
Cultivating > Healing > Necromancy

Arcane

Blessing Name: Paw

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Tame: Choose Canine Companion; Ability: Track; Tame: Choose Feline Companion; Ability: Leap; Tame: Choose Vulpine Companion; Ability: Persuade; Tame: Choose Ursine Companion; Ability: Intimidate

Blessing Name: Spider

Battle Stats
+3 Starting ABP, −2 Damage Received, +2 Damage Dealt
Progression
Tame: Choose Venom Companion; Ability: Petrify; Tame: Choose Web Companion; Ability: Disarm

Blessing Name: Fang

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Tame: Choose Serpentine Companion; Ability: Quick Step; Tame: Choose Lizard Companion; Ability: Sneak; Tame: Choose Shell Companion; Ability: Thick Skin

Blessing Name: Wing

Battle Stats
+3 Starting ABP, −2 Damage Received, +2 Damage Dealt
Progression
Tame: Choose Feathered Companion; Ability: Mind Vision; Tame: Choose Leathery Companion; Ability: Slow Fall; Tame: Choose Insect Companion; Ability: Ghost Strike

Blessing Name: Hoof

Battle Stats
+15 Maximum HP, +3 Starting ABP, −2 Damage Received
Progression
Tame: Choose Mount Companion; Ability: Rush; Tame: Choose Cattle Companion; Ability: Trade

Blessing Name: Chain

Battle Stats
+15 Maximum HP, −2 Damage Received, +2 Damage Dealt
Progression
Ability 1 — Bind: Bind one basic Elemental: Fire, Water, Wind, or Earth. Ability 2 — Affinity: Automatically gain the matching affinity passive; there is no second choice. Ability 3 — Elemental Mastery: Passive; +3 Battle Priority when using Elemental abilities.

Blessing Name: Book

Battle Stats
+15 Maximum HP, +3 Starting ABP, +2 Damage Dealt
Progression
Ability 1 — Call: Choose and call either a Void Elemental or Celestial Elemental. Ability 2 — Cloak: Passive; −1 Damage Received. Ability 3 — Affinity: Automatically determined by the Elemental chosen through Call: Void grants +2 BP; Celestial grants +25 HP. Summoners do not receive the Mage evolution tree.

Weapons

Weapon Class
1H Sword
Weapon Battle Stats
BP modifier +4; damage 6
Weapon Class
2H Sword
Weapon Battle Stats
BP modifier +1; damage 9
Weapon Class
1H Mace
Weapon Battle Stats
BP modifier +1; damage 9
Weapon Class
2H Mace
Weapon Battle Stats
BP modifier −2; damage 18
Weapon Class
1H Axe
Weapon Battle Stats
BP modifier +1; damage 9
Weapon Class
2H Axe
Weapon Battle Stats
BP modifier −2; damage 18
Weapon Class
Short Bow
Weapon Battle Stats
BP modifier +4; damage 6
Weapon Class
Long Bow
Weapon Battle Stats
BP modifier +1; damage 9
Weapon Class
Dagger
Weapon Battle Stats
BP modifier +4; damage 6
Weapon Class
Dual Wielding
Weapon Battle Stats
BP modifier +4; damage 6; does not automatically grant two basic attacks
Weapon Class
Shield
Weapon Battle Stats
A Shield is defensive equipment, not an independent attacking weapon, and may only be equipped with a one-handed weapon. Its modifiers are −2 Battle Priority and −2 Damage Received; combine them with the equipped one-handed weapon values.

Matching Weapon Blessing bonus

When a character has a Weapon Blessing matching their equipped weapon, that weapon receives a passive +2 damage dealt while equipped. This bonus applies only to weapon attacks.

Weapon Blessing abilities

Weapon Blessing abilities belong to the character, not the equipped weapon. Current standard weapons have no attached abilities.

Weapon Abilities

  • DodgeBP modifier +3; 75% chance to avoid the next incoming attack.
  • BlockBP modifier +4; reduce damage from the next incoming attack by 6.
  • ParryBP modifier +1; each of the next 3 incoming attacks independently has a 75% chance to be negated; each attack consumes one attempt whether it succeeds or fails.
  • SliceBP modifier +1; +4 damage.
  • CrushBP modifier −1; +6 damage.
  • CleaveBP modifier 0; +5 damage.
  • BashBP modifier +2; deal 5 damage and remove 5 enemy ABP.
  • DeflectBP modifier +1; negate the next incoming ranged attack.
  • CounterBP modifier +3; deal 6 damage.
  • StealthBP modifier +1; avoid the next incoming attack and add +3 damage to the next offensive attack.
  • AmbushBP modifier +3; +6 damage.
  • AssassinateBP modifier −1; +10 damage.
  • Double StrikeBP modifier +2; +6 damage dealt and +3 incoming damage.

Companions

Tame, Bind, and Call

Tame
Unlocks companion selection; set one eligible tamed beast as the player’s companion.
Bind
Unlocks companion selection; set one Fire, Water, Wind, or Earth Elemental as the player’s companion.
Call
Unlocks companion selection; set one Void or Celestial Elemental as the player’s companion.

The basic-animal roster above is a separate free Tamer roster. Each Premium Bestiary creature costs $0.99 individually; each purchase unlocks only that creature, and a member may unlock it only while having one of its listed eligible Blessings. Creature purchases are separate from a $0.99 Blessing change and do not change the member’s Blessing. Creature purchases award no Guild Points or rank. Previously obtained Tamer creatures remain collected after a Blessing change, but are inactive unless the new Blessing permits their use. Void Elemental and Celestial Elemental are not $0.99 purchases; both are available free through Book Blessing progression under its established advancement rules.

Basic

Paw / Canine

Domesticated Hound

Required Blessing
Paw / Canine
Abilities
  • Tracker
  • Scout
  • Vanguard

Shepherd Dog

Required Blessing
Paw / Canine
Abilities
  • Tracker
  • Vanguard
  • Howler

Terrier

Required Blessing
Paw / Canine
Abilities
  • Tracker
  • Dash
  • Burrow

Paw / Feline

Tabby Cat

Required Blessing
Paw / Feline
Abilities
  • Sneak
  • Pounce
  • Clear Vision

Black Cat

Required Blessing
Paw / Feline
Abilities
  • Sneak
  • Evasion
  • Clear Vision

Barn Cat

Required Blessing
Paw / Feline
Abilities
  • Pounce
  • Scout
  • Scavenger

Paw / Vulpine

Domesticated Fox

Required Blessing
Paw / Vulpine
Abilities
  • Sneak
  • Scout
  • Forager

Fennec Fox

Required Blessing
Paw / Vulpine
Abilities
  • Clear Vision
  • Dash
  • Scout

Gray Fox

Required Blessing
Paw / Vulpine
Abilities
  • Sneak
  • Pounce
  • Scavenger

Paw / Ursine

Black Bear

Required Blessing
Paw / Ursine
Abilities
  • Vanguard
  • Forager
  • Scavenger

Brown Bear

Required Blessing
Paw / Ursine
Abilities
  • Vanguard
  • Charge
  • Howler

Sun Bear

Required Blessing
Paw / Ursine
Abilities
  • Forager
  • Pounce
  • Scavenger

Spider / Venom

Scorpion

Required Blessing
Spider / Venom
Abilities
  • Venom
  • Vanguard
  • Evasion

Windowmaker

Required Blessing
Spider / Venom
Abilities
  • Venom
  • Sneak
  • Dash

Tarantula

Required Blessing
Spider / Venom
Abilities
  • Venom
  • Pounce
  • Sneak

Spider / Web

Orb-Weaver Spider

Required Blessing
Spider / Web
Abilities
  • Web
  • Sneak
  • Clear Vision

Wolf Spider

Required Blessing
Spider / Web
Abilities
  • Web
  • Pounce
  • Dash

Jumping Spider

Required Blessing
Spider / Web
Abilities
  • Web
  • Pounce
  • Evasion

Fang / Serpentine

Garter Snake

Required Blessing
Fang / Serpentine
Abilities
  • Constrict
  • Sneak
  • Evasion

Corn Snake

Required Blessing
Fang / Serpentine
Abilities
  • Constrict
  • Sneak
  • Tracker

Rat Snake

Required Blessing
Fang / Serpentine
Abilities
  • Constrict
  • Pounce
  • Venom

Fang / Lizard

Gecko

Required Blessing
Fang / Lizard
Abilities
  • Sneak
  • Evasion
  • Clear Vision

Iguana

Required Blessing
Fang / Lizard
Abilities
  • Sneak
  • Forager
  • Evasion

Monitor Lizard

Required Blessing
Fang / Lizard
Abilities
  • Tracker
  • Snap Jaw
  • Vanguard

Fang / Shell

Tortoise

Required Blessing
Fang / Shell
Abilities
  • Hard Shell
  • Vanguard
  • Forager

Box Turtle

Required Blessing
Fang / Shell
Abilities
  • Hard Shell
  • Forager
  • Snap Jaw

Snapping Turtle

Required Blessing
Fang / Shell
Abilities
  • Hard Shell
  • Snap Jaw
  • Vanguard

Wing / Feathered

Barn Owl

Required Blessing
Wing / Feathered
Abilities
  • Scout
  • Clear Vision
  • Tracker

Raven

Required Blessing
Wing / Feathered
Abilities
  • Scout
  • Messenger
  • Scavenger

Hawk

Required Blessing
Wing / Feathered
Abilities
  • Scout
  • Tracker
  • Pounce

Wing / Leathery

Fruit Bat

Required Blessing
Wing / Leathery
Abilities
  • Clear Vision
  • Scout
  • Forager

Brown Bat

Required Blessing
Wing / Leathery
Abilities
  • Clear Vision
  • Scout
  • Evasion

Flying Fox

Required Blessing
Wing / Leathery
Abilities
  • Clear Vision
  • Messenger
  • Forager

Wing / Insect

Mantis

Required Blessing
Wing / Insect
Abilities
  • Pounce
  • Sneak
  • Evasion

Stag Beetle

Required Blessing
Wing / Insect
Abilities
  • Sneak
  • Charge
  • Hard Shell

Greater Dragonfly

Required Blessing
Wing / Insect
Abilities
  • Scout
  • Dash
  • Evasion

Hoof / Mount

Horse

Required Blessing
Hoof / Mount
Abilities
  • Mount
  • Beast of Burden
  • Charge

Donkey

Required Blessing
Hoof / Mount
Abilities
  • Dash
  • Beast of Burden
  • Charge

Camel

Required Blessing
Hoof / Mount
Abilities
  • Mount
  • Beast of Burden
  • Forager

Hoof / Cattle

Cow

Required Blessing
Hoof / Cattle
Abilities
  • Beast of Burden
  • Charge
  • Forager

Goat

Required Blessing
Hoof / Cattle
Abilities
  • Charge
  • Forager
  • Dash

Sheep

Required Blessing
Hoof / Cattle
Abilities
  • Forager
  • Purification
  • Vanguard
Elemental

Fire, Water, Wind, and Earth are available through Chain; Void and Celestial are free choices through Book progression. None is a Premium purchase.

Fire Elemental

Required Blessing
Chain
Abilities
  • Suppress
  • Unleash
  • Cast Magic

Water Elemental

Required Blessing
Chain
Abilities
  • Suppress
  • Unleash
  • Cast Magic

Wind Elemental

Required Blessing
Chain
Abilities
  • Suppress
  • Unleash
  • Cast Magic

Earth Elemental

Required Blessing
Chain
Abilities
  • Suppress
  • Unleash
  • Cast Magic

Void Elemental

Required Blessing
Book
Abilities
  • Unleash
  • Gravity
  • Curse

Celestial Elemental

Required Blessing
Book
Abilities
  • Unleash
  • Warp
  • Purification
Premium

Hound

Required Blessing
Paw
Abilities
  • Scout
  • Tracker
Possible size-dependent abilities
Snap Jaw, Vanguard, Dash, Sneak
Explicitly absent
Scavenger
Note
Scout and Tracker are general abilities. Snap Jaw, Vanguard, Dash, and Sneak are possible size-dependent special abilities. Scavenger is absent.
View Hound in the Bestiary

Abilities

Active Battle

Elemental damage

For Elemental Magic Blessing Cast Magic, each random spell result has the complete damage and Battle Priority modifier shown; spell values are not cumulative passive enhancements to a base Magic Attack. Three-turn effects follow the general turn-counting and stacking rules unless an ability says otherwise.

Elemental Magic

Fire

Fire Fusion
Use equipped weapon damage as the ability’s damage base and deal +2 damage. This is an ability, not a passive addition to ordinary weapon attacks.
Flame Wall
−4 Damage Received for 3 turns.
Cast Magic
Randomly select one complete spell result: Fireball (6 damage, +3 BP modifier), Blue Flame (8 damage, +2 BP modifier), or Carbon (10 damage, +1 BP modifier).

Water

Water Fusion
Use equipped weapon damage as the ability’s damage base and deal +1 damage; gain −1 Damage Received for 3 turns.
Mist
Gain −3 Damage Received for 3 turns.
Cast Magic
Randomly select one complete spell result: Hydro Bullet (6 damage, +3 BP modifier), Rain Storm (8 damage, +2 BP modifier), or Ice (10 damage, +1 BP modifier).

Wind

Wind Fusion
Use equipped weapon damage as the ability’s damage base and deal +1 damage; gain +1 Battle Priority for 3 turns.
Storm
Gain +2 Battle Priority and −1 Damage Received for 3 turns.
Cast Magic
Randomly select one complete spell result: Wind Blades (6 damage, +3 BP modifier), Wind Storm (8 damage, +2 BP modifier), or Lightning (10 damage, +1 BP modifier).

Earth

Earth Fusion
Use equipped weapon damage as the ability’s damage base and deal +1 damage; apply −1 opponent Battle Priority for 3 turns.
Mud
Apply −3 opponent Battle Priority for 3 turns.
Cast Magic
Randomly select one complete spell result: Stone Shot (6 damage, +3 BP modifier), Sand Storm (8 damage, +2 BP modifier), or Earthquake (10 damage, +1 BP modifier).

Nature

Nature

Healing
Active; BP modifier +2; heal 6 HP immediately and another 2 HP on the character’s next turn.
Illusion
Active; BP modifier +1; automatically dodge the next 2 damaging attacks. It persists until both dodges are consumed and does not expire after three turns.
Aromatherapy
Active; BP modifier +2; reduce incoming damage by 4 for 3 turns.
Hypnotist
Passive; permanent +2 Battle Priority and permanent −2 Damage Received.
Alchemy
Passive; permanent +2 Battle Priority and permanent −1 Damage Received.

Tamer

Tamer abilities

Leap
+6 Battle Priority to the player’s next action
Intimidate
Reduce enemy Battle Priority by 2 and damage dealt by 2 for 3 enemy actions
Petrify
Reduce enemy Battle Priority to 0 until the player’s next action
Disarm
50% chance to reduce incoming damage by 5. Check the chance against the next incoming damaging attack; consume Disarm after that attack whether it succeeds or fails.
Quick Step
+12 Battle Priority to the player’s next ability
Sneak
Increase the next ability’s damage by 50%
Thick Skin
Reduce incoming damage by 50% for 3 opponent actions
Mind Vision
Reveal the enemy’s currently selected action before it launches and reduce damage received by 50% for 3 opponent actions
Ghost Strike
Increase damage on the next hit by 50%
Rush
+4 player Battle Priority for 3 player actions

Basic Elementals

Shared Suppress and Unleash rules

These shared mechanics apply to Fire, Water, Wind, and Earth Elementals.

Basic Elemental abilities

  • SuppressIncreases the damage of the next Unleash by 100% of its original damage per stack, up to 3 stacks.
  • Unleash+4 Damage; +2 Battle Priority.

Unleash Damage by Suppress stacks

  • 0 stacks+4 Unleash Damage
  • 1 stack+8 Unleash Damage
  • 2 stacks+12 Unleash Damage
  • 3 stacks+16 Unleash Damage

Suppress consumption

Unleash consumes all Suppress stacks.

Elemental Cast Magic selection

Randomly selects one of the three listed affinity attacks. An omitted Battle Priority modifier means no adjustment.

Elemental Cast Magic attacks

Fire Elemental

Fire Ball
+1 damage
Flame Storm
+3 damage; −1 Battle Priority
Hellfire
+5 damage; −2 Battle Priority

Water Elemental

Hydro Bullet
+1 damage
Rain Storm
+3 damage; −1 Battle Priority
Flood
+5 damage; −2 Battle Priority

Wind Elemental

Wind Blades
+1 damage
Wind Storm
+3 damage; −1 Battle Priority
Tornado
+5 damage; −2 Battle Priority

Earth Elemental

Stones Shot
+1 damage
Sand Storm
+3 damage; −1 Battle Priority
Earthquake
+5 damage; −2 Battle Priority

Void Elemental

Void Elemental abilities

  • Unleash+5 Damage; −1 Battle Priority.
  • GravityFor 3 turns, the caster gains +1 Battle Priority and all enemies lose 3 Battle Priority.
  • CurseDeals 1 Damage after the affected enemy’s first action, then gains +1 Damage after each consecutive enemy action. It has no maximum duration or damage and continues until the enemy reaches 0 HP or Purification removes it. Curse does not stack; recasting replaces the existing Curse and restarts it at 1 Damage.

Celestial Elemental

Celestial Elemental abilities

  • UnleashDeals Damage equal to the last Damage received by the player.
  • WarpRemoves all negative Battle Priority effects applied during the previous 3 turns and gives +1 Battle Priority for 3 turns.
  • PurificationRemoves all negative effects received during battle. Heals progressively over 10 player turns: 1 HP on Turn 1, increasing by 1 HP each turn through 10 HP on Turn 10, for a maximum potential of 55 HP. It does not stack; recasting replaces the existing healing effect and restarts at Turn 1.

Passive Battle

Automatic passive effects

Unlocked passive abilities apply automatically. They require neither action selection nor ABP expenditure. BP in the lists below means Battle Priority.

Tools

Tools

Miner
+10 Maximum HP
Smith
−1 Damage Received
Weapon Smith
+2 Damage Dealt; −1 BP
Armor Smith
+20 Maximum HP; +1 Damage Received
Lumberer
+1 Damage Dealt
Woodworker
+10 Maximum HP
Architect
−1 Damage Received
Shipwright
+1 BP
Weaver
+1 BP
Tailor
+10 Maximum HP
Clothmancer
−1 Damage Received
Gilded Stitcher
+2 BP; −1 Damage Dealt
Skinner
+1 Damage Dealt
Leatherworker
−1 Damage Received
Dragonscale Smith
+20 Maximum HP; +1 Damage Received
Beast-Weaver
+1 BP
Fisher
+10 Maximum HP
Navigator
+1 BP
Storm Caller
+2 Damage Dealt; −1 BP
Abyss Oracle
+2 BP; −1 Damage Dealt
Salvager
+10 Maximum HP
Crafter
+1 Damage Dealt
Engineer
+1 BP
Artificer
+2 Damage Dealt; −1 BP

Nature

Nature

Herbal
+10 Maximum HP
Alchemy
Passive; permanent +2 Battle Priority and permanent −1 Damage Received
Hypnotist
Passive; permanent +2 Battle Priority and permanent −2 Damage Received
Transmute
+2 BP; −1 Damage Dealt. Alchemy enables making remedies from herbs; Transmute enables making weapons from metals.
Apothecary
+10 Maximum HP
Cultivating
+10 Maximum HP
Necromancy
+2 Damage Dealt; −1 BP. Also enables communication with the dead.

Arcane

Arcane

Track
+1 BP
Persuade
+2 BP; −1 Damage Dealt
Slow Fall
−1 Damage Received
Trade
+10 Maximum HP
Crystallization
+1 Damage Dealt; allows the caster to create a crystal imbued with their magical affinity. It is not an active battle ability.
Keeper
Automatically restores 2 HP after every completed player action, up to Maximum HP. Adds no action or ABP.

Elemental affinity passives

Affinity passives

Chain
Bind one basic Fire, Water, Wind, or Earth Elemental. Affinity automatically grants the matching affinity passive, with no second choice. Elemental Mastery is a passive that grants +3 Battle Priority when using Elemental abilities.
Book
Call chooses a Void or Celestial Elemental. Cloak is a passive that grants −1 Damage Received. Affinity is automatically determined by the Elemental chosen through Call: Void grants +2 BP; Celestial grants +25 HP.
Fire
+1 Damage Dealt
Water
−1 Damage Received
Wind
+1 player Battle Priority
Earth
−1 opponent Battle Priority
Elemental Mastery
Passive; +3 Battle Priority when using Elemental abilities.
Cloak
Passive; −1 Damage Received.

Utility

  1. Aerial Barrage

    6 damage per target; can hit multiple targets; 75% success; Battle Priority modifier −2

  2. Beast of Burden

    Carry equipment and pull heavy loads; 100% success; Battle Priority modifier 0

  3. Burrow

    Dig passages through suitable ground; 75% success; Battle Priority modifier −2

  4. Charge

    Deal 7 damage; 75% success; Battle Priority modifier +1

  5. Clear Vision

    See clearly in darkness or impaired visibility; 100% success; Battle Priority modifier 0

  6. Constrict

    3 damage per turn for 4 turns, maximum 12; 75% success; Battle Priority modifier −1

  7. Dash

    Burst of movement speed; 100% success; Battle Priority modifier +3

  8. Evasion

    Completely evade an incoming attack; 75% success; Battle Priority modifier +3

  9. Forager

    Find useful food, plants, and natural resources; 75% success; Battle Priority modifier −2

  10. Hard Shell

    Prevent 6 incoming physical damage; 100% success; Battle Priority modifier 0

  11. Howler

    Automatically alert allies; 50% chance to frighten enemies; Battle Priority modifier 0

  12. Messenger

    Carry small messages or items between known locations; 100% success; Battle Priority modifier 0

  13. Mount

    Safely carry a rider; 100% success; Battle Priority modifier 0

  14. Pounce

    Deal 5 damage; 75% success; Battle Priority modifier +2

  15. Purification

    Heal 3 HP and remove an ailment or impurity; 100% success; Battle Priority modifier −1

  16. Scavenger

    Search for useful materials, items, or food; 75% success; Battle Priority modifier −2

  17. Scout

    Detect creatures, hazards, and points of interest; 75% success; Battle Priority modifier +1

  18. Snap Jaw

    Deal 8 damage; 75% success; Battle Priority modifier +1

  19. Sneak

    Move discreetly and become harder to detect; 75% success; Battle Priority modifier −1

  20. Tracker

    Follow a creature’s or person’s trail; 75% success; Battle Priority modifier 0

  21. Vanguard

    Deal 2 damage and prevent 3 incoming damage; 100% success; Battle Priority modifier +1

  22. Venom

    Deal 2 damage per turn until treated; 75% success; Battle Priority modifier +1

  23. Web

    Restrain the target for 4 turns; 75% success; Battle Priority modifier −1

These effects apply to every animal or Bestiary creature recorded with the ability; creature-specific variations are not implied. Tamed beasts cannot receive damage, be targeted for damage, lose HP, be healed, or be defeated through HP loss. Offensive damage and effects apply to the enemy; defensive effects protect the Tamer; healing restores the Tamer’s HP. Vanguard protects the Tamer, and Purification heals the Tamer, not the companion. Animals do not accumulate ABP independently or take extra turns.

Slime abilities

Combine
Merges Slimes of different affinities into a larger Slime with combined affinities.
Absorb
Requires matching affinities and a smaller target. The absorbing Slime grows and receives 50% of the absorbed Slime’s stats, added to its own.