Extraordinary Antibodies: (Unlocked in Chapter 4, Rapid Advance or Treacherous Road) Immune to abnormal status effects. Immune to the damage from the traits Blood Burst and Ichor Burst.
Standard Skills
Bone Blade Sharpening:
Life Extraction:
Blossom Blade:
Blood Tether:
Flashback:
All or Nothing:
Phantom Blade:
Dashing Flash:
Hidden Skills (also called Special Skills)
Blood Burst Thorn: (Unlocked in Chapter 4, Rapid Advance or Treacherous Road) Deal damage equal to 150% of own attack and reduce AP by 5 on all enemy units in an × pattern 5 tiles wide, up to 5 tiles away. 4 turns cooldown, costs 20 SP.
Boudnless Ambush: (Unlocked in Chapter 4, The Final Battle I) Deal damage equal to 200% of own attack to the targeted enemy, up to 7 tiles away. Costs 8 SP, no cooldoown.
At Level 1, costs 0: 10% of the damage dealt by normal attacks will be absorbed to recover own HP. After reaching full HP, 50% of the overhealed amount will be converted into temporary HP (maximum amount of temporary HP cannot exceed 20% of Max HP).
At Level 10, costs 20: 20% of the damage dealt by normal attacks will be absorbed to recover own HP. After reaching full HP, 50% of the overhealed amount will be converted into temporary HP (maximum amount of temporary HP cannot exceed 35% of Max HP).
At Level 30, costs 30: 30% of the damage dealt by normal attacks will be absorbed to recover own HP. After reaching full HP, 50% of the overhealed amount will be converted into temporary HP (maximum amount of temporary HP cannot exceed 50% of Max HP).
Agile Silhouette
At Level 5, costs 0: Can pass through enemy units while moving.
At Level 10, costs 20: Can pass through enemy units while moving. (Max movement AP cost per tile is 2).
At Level 30, costs 30: Can pass through enemy units while moving, deal damage equal to 20% of own attack to the units that were pass through. (Max movement AP cost per tile is 2).
Extrasensory Perception
At Level 12, costs 0: When subjected to a normal attack, there is 10% chance to block the incoming attack.
At Level 12, costs 20: When subjected to a normal attack, there is 20% chance to block the incoming attack.
At Level 30, costs 30: When subjected to a normal attack, there is 30% chance to block the incoming attack.
Link Blade
At Level 20, costs 0: When making normal attacks, deals damage equal to 10% of own attack to enemy units adjacent to the target.
At Level 20, costs 20: When making normal attacks, deals damage equal to 20% of own attack to enemy units adjacent to the target.
At Level 30, costs 30: When making normal attacks, deals damage equal to 30% of own attack to enemy units adjacent to the target.
Soul Refining
At Level 30, costs 0: Gain 1 stack of "Essence" for every enemy that's defeated within 4 tiles of self. (max 20 stacks). Essence: Increase normal attack's damage by 1%.
At Level 30, costs 20: Gain 1 stack of "Essence" for every enemy that's defeated within 4 tiles of self. When Lige defeats enemy units, additionally gain 1 stack of "Essence". (max 30 stacks). Essence: Increase normal attack's damage by 1%.
At Level 30, costs 30: Gain 1 stack of "Essence" for every enemy that's defeated within 5 tiles of self. When Lige defeats enemy units, additionally gain 1 stack of "Essence". (max 30 stacks). Essence: Increase normal attack's damage by 2%.
Skills
Bone Blade Sharpening
At Level 1, costs 0: Increase normal attack AP cost by 2 and damage by 200% for 1 turn.
At Level 3, costs 10: Increase normal attack AP cost by 2 and damage by 225% for 1 turn.
At Level 14, costs 15: Increase normal attack AP cost by 2, damage by 225%, and accuracy by 15 for 1 turn.
At Level 25, costs 20: Increase normal attack AP cost by 2, damage by 250%, and accuracy by 15 for 1 turn.
At Level 35, costs 25: Increase normal attack AP cost by 1, damage by 250%, and accuracy by 15 for 1 turn.
Life Extraction
At Level 3, costs 0: Increase normal attack's drain effect by 20% for 2 turns.
At Level 3, costs 10: Increase normal attack's drain effect by 20% and temporary HP's drain effect by 20%, increase max temporary HP by 20% for 2 turns.
At Level 14, costs 15: Increase normal attack's drain effect by 30% and temporary HP's drain effect by 20%, increase max temporary HP by 20% for 2 turns.
At Level 25, costs 20: Increase normal attack's drain effect by 30% and temporary HP's drain effect by 40%, increase max temporary HP by 40% for 2 turns.
At Level 35, costs 25: Increase normal attack's drain effect by 50% and temporary HP's drain effect by 50%, increase max temporary HP by 50% for 2 turns.
Blossom Blade
At Level 8, costs 0: Deal damage equal to 100% of own attack to enemy units within its area of effect.
At Level 8, costs 10: Deal damage equal to 100% of own attack to enemy units within its area of effect and inflict "Bleeding" to enemy human units for 1 turn. Bleeding: Lose 5% Max HP for each tile moved.
At Level 14, costs 15: Deal damage equal to 150% of own attack to enemy units within its area of effect and inflict "Bleeding" to enemy human units for 1 turn. Bleeding: Lose 5% Max HP for each tile moved.
At Level 25, costs 20: Deal damage equal to 150% of own attack to enemy units within its area of effect and inflict "Bleeding" to enemy human units for 1 turn. Bleeding: Lose 10% Max HP for each tile moved.
At Level 35, costs 25: Deal damage equal to 250% of own attack to enemy units within its area of effect and inflict "Bleeding" to enemy human units for 1 turn. Bleeding: Lose 10% Max HP for each tile moved.
Blood Tether
At Level 8, costs 0: Choose an empty tile within range to create a passage and swiftly move to that location. Range: 3
At Level 8, costs 10: Choose a passable tile within range to create a passage. If the chosen spot is empty, swiftly move to that location. If there are enemy human or Shrike units, move the unit to the nearest empty tile on passage. Range: 3
At Level 14, costs 15: Choose a passable tile within range to create a passage. If the chosen spot is empty, swiftly move to that location. If there are enemy human or Shrike units, move the unit to the nearest empty tile on passage. Range: 4
At Level 25, costs 20: Choose a passable tile within range to create a passage. If the chosen spot is empty, swiftly move to that location and gain 20 evasion for 1 turn. If there are enemy human or Shrike units, move the unit to the nearest empty tile on passage, and incur an evasion decrease of 20 for 1 turn. Range: 4
At Level 35, costs 25: Choose a passable tile within range to create a passage. If the chosen spot is empty, swiftly move to that location and gain 20 evasion for 1 turn. If there are enemy human or Shrike units, move the unit to the nearest empty tile on passage, and incur an evasion decrease of 20 for 1 turn. Range: 5
Flashback
At Level 16, costs 0: Mark a tile for 1 turn. After taking damage for the first time, teleport immediately to that marked tile.
At Level 16, costs 10: Mark a tile for 1 turn. After taking damage for the first time, teleport immediately to that marked tile and ignore any additional effects from the attack.
At Level 16, costs 15: Mark a tile for 1 turn. After taking damage for the first time, teleport immediately to that marked tile. Reduce the damage taken by 40% and ignore any additional effects from the attack.
At Level 25, costs 20: Mark a tile for 1 turn. After taking damage for the first time, teleport immediately to that marked tile. Reduce the damage taken by 40% and ignore any additional effects from the attack. If no damage is taken this turn, refund the consumed SP at the start of the next turn.
At Level 35, costs 25: Mark a tile for 1 turn. After taking damage for the first time, teleport immediately to that marked tile. Reduce the damage taken by 80% and ignore any additional effects from the attack. If no damage is taken this turn, refund the consumed SP at the start of the next turn.
All or Nothing
At Level 16, costs 0: Remove base evasion. Every 3 points of evasion is converted into 1 point of accuracy. This effect lasts for 1 turn.
At Level 16, costs 10: Remove base evasion. Every 3 points of evasion is converted into 1 point of accuracy and every 5 points of evasion is converted into 1% of critical rate. This effect lasts for 1 turn.
At Level 16, costs 15: Remove base evasion. Every 2 points of evasion is converted into 1 point of accuracy and every 5 points of evasion is converted into 1% of critical rate. This effect lasts for 1 turn.
At Level 25, costs 20: Remove base evasion. Every 2 points of evasion is converted into 1 point of accuracy and every 3 points of evasion is converted into 1% of critical rate. This effect lasts for 1 turn.
At Level 35, costs 25: Remove base evasion. Every 1 point of evasion is converted into 1 point of accuracy and every 2 points of evasion is converted into 1% of critical rate. This effect lasts for 1 turn.
Phantom Blade
At Level 25, costs 0: Teleport to an adjacent empty tile, dealing damage equal to 100% of own attack to enemy units within 3x3 area.
At Level 25, costs 10: Teleport to an adjacent empty tile, dealing damage equal to 80% of own attack to enemy units within 3x3 area. 30% of the damage will be absorbed to recover own HP. When HP is full, 75% of the overhealed amount will be converted into temporary HP (Maximum amount of temporary HP is equal to Max HP).
At Level 25, costs 15: Teleport to an adjacent empty tile, dealing damage equal to 120% of own attack to enemy units within 3x3 area. 30% of the damage will be absorbed to recover own HP. When HP is full, 75% of the overhealed amount will be converted into temporary HP (Maximum amount of temporary HP is equal to Max HP).
At Level 25, costs 20: Teleport to an adjacent empty tile, dealing damage equal to 120% of own attack to enemy units within 2 tiles. 30% of the damage will be absorbed to recover own HP. When HP is full, 75% of the overhealed amount will be converted into temporary HP (Maximum amount of temporary HP is equal to Max HP).
At Level 35, costs 25: Teleport to an adjacent empty tile, dealing damage equal to 160% of own attack to enemy units within 2 tiles. 50% of the damage will be absorbed to recover own HP. When HP is full, 75% of the overhealed amount will be converted into temporary HP (Maximum amount of temporary HP is equal to Max HP).
Dashing Flash
At Level 25, costs 0: Initiate a charging attack starting from a targeted enemy unit choosing its path while moving. If there is an enemy unit adjacent to the target, you can continue to select a path. Select an empty tile next to the final target and inflict damage equal to 75% of own attack to enemy units along the chosen path. It will not trigger any traps along the way.
At Level 25, costs 10: Initiate a charging attack starting from a targeted enemy unit choosing its path while moving. If there is an enemy unit adjacent to the target, you can continue to select a path. Select an empty tile next to the final target and inflict damage equal to 75% of own attack to enemy units along the chosen path. It will not trigger any traps along the way. Increase block chance by 5% per each defeated enemy unit for 1 turn.
At Level 25, costs 15: Initiate a charging attack starting from a targeted enemy unit choosing its path while moving. If there is an enemy unit adjacent to the target, you can continue to select a path. Select an empty tile next to the final target and inflict damage equal to 110% of own attack to enemy units along the chosen path. It will not trigger any traps along the way. Increase block chance by 5% per each defeated enemy unit for 1 turn.
At Level 25, costs 20: Initiate a charging attack starting from a targeted enemy unit choosing its path while moving. If there is an enemy unit adjacent to the target, you can continue to select a path. Select an empty tile next to the final target and inflict damage equal to 110% of own attack to enemy units along the chosen path. It will not trigger any traps along the way. Increase block chance by 10% per each defeated enemy unit for 1 turn.
At Level 35, costs 25: Initiate a charging attack starting from a targeted enemy unit choosing its path while moving. If there is an enemy unit adjacent to the target, you can continue to select a path. Select an empty tile next to the final target and inflict damage equal to 175% of own attack to enemy units along the chosen path. It will not trigger any traps along the way. Increase block chance by 15% per each defeated enemy unit for 1 turn.
Nucleobase Completion
A (50 Potential Keys): Summon a clone that has 10 AP, 5 points of visual range and 2 points of anti-stealth visual range. The clone lasts for 2 turns, inherits 80% HP/attack, possesses the same traits, and the ability to use items as the summoner.
T (150 Potential Keys): Summon a clone that has 15 AP, 5 points of visual range and 2 points of anti-stealth visual range. The clone lasts for 2 turns, inherits 100% HP/attack, possesses the same traits, and the ability to use items as the summoner.
C (300 Potential Keys): Summon a clone that has 15 AP, 15 points of initial SP, 5 points of visual range and 2 points of anti-stealth visual range. The clone lasts for 2 turns, inherits 100% HP/attack, and possesses the same skills, traits, and the ability to use items as the summoner.
G (500 Potential Keys): Summon a clone that has 15 AP, 15 points of initial SP, 5 points of visual range and 2 points of anti-stealth visual range. The clone lasts for 3 turns, inherits 100% HP/attack, and possesses the same skills, traits, and the ability to use items as the summoner.