WAR IS HELLJ. V. GRAVES Return to the Ledger

War Is Hell // Genesis protocol

BATTLE BETA

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This week · Top 10

HIGH SCORES

This week’s ten highest scoring wallets
RankWalletScore
01rLhrhw4gEqhA7Bbw8YP7Lv9WL96Nd5qoxa446,240
02rQh82YfoLHK9NRcEBMGjB3AbY42YnYNZza346,185

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FIELD TERMINAL // 01LIVE ON XRPL

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GENESIS IS LIVE

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Battle rules · Beta 0.15

Choose 1–5 minted characters held by your entered address. The battlefield randomly selects the same number of characters from another eligible wallet. Strength, abilities and team power are not used to match opponents. You cannot choose an opponent or enter an opponent’s address. Your own address and holders without enough eligible characters are excluded. Reset at any time to abandon the current game, re-pick your players and draw a fresh random opposing team. A fresh draw can occasionally repeat a previous opponent by chance. Each living fighter acts once per round; battles resolve automatically.

Strength
Health = 80 + rounded Strength × 0.6. Base hit = 12 + rounded Strength × 0.16, with a random −4 to +4 damage roll.
Agility
Each round, Agility plus a random 0–40 roll determines turn order. Hit chance starts at 75%, adjusted by 0.3 percentage points per Agility difference, bounded to 50–95%.
Threat Level
Critical chance = 5% + Threat Level × 0.1 percentage points. Critical hits deal 1.5× damage before protection.
Combat Skill and abilities
Every Special Ability has a defined game effect. Repeated names always use the same effect, strength, trigger and limit. Combat Skill and medical equipment assign a role; each ability rule states whether it replaces or retains the role action. Some powers are conditional and may not trigger in every battle. Attack-attempt limits count misses; hit-triggered bonuses wait for a successful hit.
Medic timing
The generic Medic heal replaces the attack when a living ally is missing at least 11 HP; it cannot revive defeated characters.
Victory
Defeat every opponent. After 20 rounds, compare each team’s total remaining health as a percentage of its starting total. Exact ties are draws.
One squad bonus per team
Only full squads of five distinct characters qualify. Choose one eligible bonus for your force before deployment; a single eligible option is selected automatically. Squad bonuses cannot stack. The opposing force’s one bonus is selected privately. A squad with no qualifying formation receives none. Eligibility is locked at deployment, and individual abilities, equipment and rivalries still apply. Trait matches use exact JSON values: Britain and England, for example, are separate factions.
The Turning
Zombie and Corpse are different Conditions. Every character defeated by a Zombie’s direct attack turns automatically, regardless of its original Condition. At the start of the next round, it attempts one melee attack against a random surviving former teammate at 25% of normal base damage, rounded down. Normal base accuracy and the target’s defenses apply; no attacker specials, equipment bonuses, critical hits or squad bonuses apply. It then collapses, even if it misses. Burns, recoil and area-effect deaths do not trigger Turning; direct follow-up hits do. Corpses cannot cause it, and Turning cannot spread infection. The fallen character stays defeated for health, survival and scoring, and Turning damage earns no combat points. Each character can turn once; multiple Zombie kills can turn multiple characters. If either original force has been eliminated, or the battle has ended, pending attacks are discarded. No attack is carried beyond round 20 or into another battle. NFT traits and ownership never change.
Opponent mystery
Opposing portraits, character names and NFT numbers are shown, with a DEFEATED stamp when a character falls. A gray portrait and green TURNED stamp identify a temporary turned character; DEFEATED returns after its attack. Other enemy traits, health values, abilities, loadouts and squad bonuses stay hidden in preparation, replay and results. Your own dossiers and effects remain available.
Share a victory
After a win, finish the replay or skip to results to share your victory. Preview your character numbers, battle size, battlefield and round count, then share through your device, open an X draft or copy the text. The link opens the battle page. Addresses, abilities, loadouts and opponent details are excluded.
Replay and highlights
Watch recorded turns with Play, Pause, speed controls, Restart and Skip to results. Playback never rerolls the battle. Your force’s highlights count actual enemy HP lost and allied HP restored; tied leaders are shown together. Enemy effect names and detailed mechanics are omitted from the replay and combat report.
Loadout bonuses
Loadouts provide equipment abilities, protection or automatic perks with limited uses each battle. Your characters’ dossiers show their assigned benefits. Results list your force’s recorded effects and personal highlights. Open Loadout Perks below for the full reference.
Loadout Perks
Equipment protection
Explicit armor reduces successful direct hits by 4 damage; explicit shields reduce them by 3. Ordinary kits do not imply armor or weapons. These reductions apply after percentage modifiers and before the 1-damage minimum. Burns bypass armor and shields. Heavy gear has no blanket speed penalty; the volley gun’s stated reload penalty applies.
Loadout perks
Every character has an equipment benefit: a named equipment effect, armor or shield protection, or one perk from the families below. Named equipment takes priority, then armor or shields. Mixed loadouts receive one assigned family perk. Family perks are automatic, retain the primary ability, and add no extra action. All limits reset each battle. Accuracy stays within 50–95%; damage bonuses apply before critical hits and protection. Direct-hit protection includes secondary hits and ignores burns, recoil and Stored Detonation. Weakest means lowest current health percentage, with squad order breaking ties. Multiple Clear Signals or Field Reinforcements cannot be stored on the same ally at once. Supply bonuses cannot stack. These are personal equipment benefits, separate from the one squad bonus per team.
Field Readiness · Infantry kits
Reduces the first two incoming direct hits by 3 damage each.
Battle Instinct · Warrior kits and natural weapons
Adds 2 damage to each of the first two successful normal hits.
Combat Familiarity · Combat gear and firearms
Adds 5 percentage points of accuracy to the first two normal attack attempts, including misses.
Rapid Deployment · Crew, cavalry and courier gear
Adds 5 initiative in rounds one and two. Only the highest friendly initiative bonus applies.
Steady Resolve · Command and ritual items
Reduces the first incoming direct hit by 4 damage.
Prepared Treatment · Medical and rescue gear
Adds up to 4 HP to the carrier’s first healing attempt on an injured living character. Healing prevention consumes this bonus too; it cannot revive.
Clear Signal · Communication gear
At the start of an eligible turn, gives the weakest living ally, including self, 5 percentage points of accuracy on its next normal attack attempt. Misses consume it. Once per carrier; waits if that ally already has Clear Signal.
Careful Aim · Precision weapons and observation gear
Adds 10 percentage points of accuracy to the first normal attack attempt, including a miss.
Ready Strike · Blades and improvised weapons
Adds 3 damage to the first successful normal hit.
Opening Impact · Heavy weapons and artillery
Adds 3 damage to the first successful normal hit.
Reach Advantage · Spears and polearms
Adds 5 percentage points of accuracy to the first two normal melee attack attempts. Misses count; other attack categories do not spend the bonus.
Field Reinforcement · Engineering and repair tools
At the start of an eligible turn, gives the weakest living ally, including self, 4 protection against its next direct hit. Once per carrier; waits if that ally already has Field Reinforcement.
Sealed Gear · Protective suits and masks
Reduces the first incoming fire or explosive direct hit by 4 damage. Other attack types and burn ticks do not spend it.
Personal Reserve · Clothing, keepsakes and rations
Attempts to restore 4 HP after the first turn the carrier ends injured and alive, after burns and other turn-end recovery. Once per battle; healing prevention consumes it.
Spare Powder · Powder supplies
At the start of an eligible turn, gives another living firearm user 3 damage on its next successful firearm hit. Once per carrier; waits for an ally without unused supply. Misses preserve it. Fire destroys unused supply and undelivered powder; Famine can consume delivered supply.
Trident & Net
#47: the first successful attack deals 20% less damage and lowers the target’s initiative by 15 next round. It replaces the normal role ability; no turn is lost.
The Living Wall
#574: spends an action protecting the lowest-health living teammate (self if alone). Their next ranged hit is reduced by 8; melee ignores the pavis. Shield-breakers halve this protection. It replaces the role ability.
Armor-breaking weapons
#609 and #612 ignore half of armor and shield protection on every hit, with no extra damage against an unprotected enemy. Their normal role ability remains available.
The Bent Iron
#569: the first successful hit against an explicit shield bearer halves that target’s shield protection on the next successful hit. It does not weaken armor and replaces the role ability.
Fire weapons
#117, #382, #480, #543 and #663: the first successful attack deals 20% less direct damage and inflicts 4 burn damage at the end of each of the next two target turns. Burns never stack or refresh. This replaces the role ability. #663’s Greek fire resists water.
Powder supply
#610: spends one action giving another living firearm user +5 damage on their next successful firearm hit. A fire hit on the courier before delivery destroys the supply; a fire hit on the recipient destroys unused supplied ammunition. Supply bonuses do not stack.
The Last Ammunition
#653: spends one action giving another living firearm user +5 damage on their next successful firearm hit. It cannot supply swords, claws, spells or imitation guns. No eligible teammate means normal attacks and no supply bonus.
The Substitute
#616: arms a decoy that redirects one enemy attack aimed at a teammate onto himself. Preparation does not replace his normal attack. It is consumed even if the attack misses. Observers can expose it. His imitation rifle is not a firearm.
Observe and expose
#332 and #575: spend one action marking an enemy for +10 percentage points accuracy on the next allied attack against it (95% cap, consumed even on a miss). Prefer an active enemy decoy and expose it. Marks do not stack.
The Borrowed March
#621: spends one action giving another living ally +10 initiative for the next two rounds (self if alone). It does not affect accuracy or damage, and initiative bonuses do not stack.
Bomb suit
#659: reduces the first successful explosive hit by 25%. It does not protect against ordinary firearm, melee or magical hits. The normal role ability remains available.
Two-Man Rule
#662: the first successful attack gains +12 damage only while another living Commander is present. Without one, normal attacks remain available and the special strike stays unused. It replaces the role ability.
False Allegiance
#647: spends one action stealing one enemy’s unused command bonus (+5, or +8 after The Commander’s Pulse), without stacking. It cannot steal health, supply bonuses or permanent ownership. If no bonus is available, he attacks normally and can try on a later turn.
Tomorrow’s Negative
#664: prepares one warning without replacing the normal attack. On the next enemy attack, it reveals the intended target and automatically protects that ally for 6 damage on that attack. A miss still consumes the warning. Warnings do not stack.
The Last Match
#638’s Eternal Match prevents Driving rain from delaying his opening weapon ability. His normal Marksman ability remains available.
Wire Cutters & Trench Knife
#650: Spends one action cutting a net off himself, otherwise the weakest netted ally. Once per battle; cannot remove petrification or curses. Holds the ability if no ally is netted. Replaces the generic role ability unless stated otherwise.
Stretcher & Medical Kit
#577: Spends one action healing the weakest injured teammate for up to 12 HP and reducing its next direct hit by 6. Once per battle, no self-healing or revival. Healing prevention blocks recovery but not protection. Holds the ability until another ally is injured. Replaces the generic role ability unless stated otherwise.
Carbine & Mine Detector
#623: Spends one action warning the weakest ally (self included): its next explosive hit is reduced by 8. Once per battle. Other attack types ignore the warning. With a bomb suit, only the stronger protection is consumed and applied; the other remains available. Replaces the generic role ability unless stated otherwise.
Bridge Timber & Carpenter’s Axe
#617: In Flooded Ruins, spends one action giving all living allies +5 initiative for the next two rounds. Uses the higher of this bonus and repaired boots. Once per battle; on Dry Ground or in Driving Rain, uses the ordinary Guardian ability instead. Replaces the generic role ability unless stated otherwise.
Lantern Shield & Sword
#481: First successful hit dazzles the enemy: −10 percentage points accuracy on its next attack attempt. Once per battle. Beyond Sight is immune to the flash; accuracy remains at least 50%. Dazzles do not stack. Replaces the generic role ability unless stated otherwise.
Atgeir & Round Shield
#587: First successful hit against an explicit shield bearer deals 20% less damage and hooks its equipment shield aside for the next successful hit. Does not remove armor, Guardian or allied pavis protection. Holds while pilum weakening or another hook is active; neither effect stacks with the other. Replaces the generic role ability unless stated otherwise.
Chakram & Kirpan
#644: First successful hit while at least two enemies live deals 20% less primary damage and ricochets for 6 base damage against a second enemy. Once per battle. The ricochet respects direct-hit protection, cannot critically hit, apply statuses or trigger retaliation. No second enemy means normal attacks and the ability stays unused. Replaces the generic role ability unless stated otherwise.
Nock Volley Gun & Naval Cutlass
#643: One successful volley deals 25% extra damage before critical hits and protection. Once per battle. Reloading costs 15 initiative in the following round; no extra attack or guaranteed hit. Replaces the generic role ability unless stated otherwise.
Reinforced Tusks & Iron Barding
#637: First successful charge adds 8 damage and ignores the target’s equipment shield, not Guardian or allied pavis protection. Once per battle. Overextension halves the boar’s barding protection against its next direct hit. Replaces the generic role ability unless stated otherwise.
Suppressed Carbine & Night Vision
#601: Once, ignores Mountain Fog on an attack and exposes any active decoy before redirection. Activates only when the intended target has fog or an active enemy decoy exists. Misses consume the ability; no extra damage or accuracy. Replaces the generic role ability unless stated otherwise.
Compact Rifle & Field Headphones
#641: Once, deliberately targets an enemy with an unused command bonus and gains 10 percentage points accuracy for that attack attempt (95% cap). Does not steal or remove the bonus. Decoys can still intercept; misses spend the ability. Replaces the generic role ability unless stated otherwise.
Dual Blades
#34, #242: First missed melee attack becomes a glancing second-blade strike for 4 base damage before direct-hit protection. Once per battle per fighter. No critical hit, damage bonuses, on-hit effects or retaliation. Bonuses intended for a successful normal hit remain unused. Replaces the generic role ability unless stated otherwise.
Roles and special abilities
Support
Once per battle, spends an action giving one living ally +5 damage on their next successful hit; does not stack with a command bonus. Named equipment effects replace this default.
Assault
One empowered hit adds 12 damage before defence.
Guardian
Braces once, reducing damage from the next two successful hits by 8.
Medic
Once per battle, restores up to 22 health to the most injured living ally, including self.
Commander
Once per battle, grants every living ally +5 damage on their next successful hit. Multiple orders do not stack.
Scout
One successful attack adds 8 damage and bypasses guardian protection.
Marksman
One successful attack adds 8 damage; until it lands, accuracy gains 15 percentage points (maximum 95%).
Last Operation
Keeps the Medic action, once per battle, targeting the living ally missing the most HP (self included; at least 11 HP missing). Heals up to 26 instead of 22 and removes one remaining burn tick before healing, including Greek fire. Healing prevention can block recovery but not burn removal; no revival.
Empty Patient
Keeps the Medic action: once, heal up to 22 HP to the living ally missing the most HP (self included; at least 11 HP missing). If that patient is below half maximum HP before healing, also grants 6 protection on its next direct hit. Healing prevention does not remove the protection; no revival.
Many Eyes
Keeps the Medic action: once, heal up to 22 HP to the living ally missing the most HP (self included; at least 11 HP missing). Before healing, also removes one damage curse, otherwise fear, from that same patient. Does not cleanse healing prevention; recovery may still be blocked. No revival.
Dead Signal
His normal once-per-battle command grants every living ally a nonstacking +5 on its next successful hit, and also gives the weakest living ally (self included) +10 percentage points accuracy on its next attack attempt. A miss spends the accuracy bonus; the 95% cap remains. He can attack on the command turn.
Last Call
His normal once-per-battle command grants every living ally a nonstacking +5 on its next successful hit, plus +5 initiative in the following round only. Initiative uses the largest friendly bonus. He can attack on the command turn; no extra turns.
Final Bunker
His normal once-per-battle command grants every living ally a nonstacking +5 on its next successful hit, and gives the two weakest living allies (self included) 6 protection each against their next direct hit. With one survivor, only that fighter is protected. He can attack on the command turn.
Radar Sense
Keeps his once-per-battle brace: 8 protection against his next two successful direct hits. When bracing, also warns the weakest living ally (self included): its next incoming ranged attack attempt loses 10 percentage points accuracy, with the 50% minimum. The warning is consumed even on a miss and expires after the following round. He can attack while bracing.
Living Machinery
Keeps his once-per-battle brace: 8 protection against his next two successful direct hits. When bracing, also grants the weakest living ally (self included) 6 protection against its next direct hit, increased to 10 for an exact Cyborg or Experiment Condition. No healing or trait changes. He can attack while bracing.
Final Drop
Gains +20 initiative in the opening round only, using the largest friendly initiative bonus. Keeps his Assault ability: one successful empowered hit adds 12 damage before protection. Misses preserve that hit. No extra activation action or turn.
Aftermath Sight
During his first two normal attack attempts, gains +10 percentage points accuracy when the actual target has a higher Threat Level. All attempts count, including misses and attacks against equal or lower Threat. Decoys can redirect; the 95% cap remains. Keeps his Scout ability: one successful hit adds 8 damage and bypasses Guardian protection.
Inner Glow
Automatically reduces his first two incoming direct hits by 4 damage each, including secondary hits. Misses and burning do not consume protection; the 1-damage minimum remains. Keeps his Assault ability: one successful empowered hit adds 12 damage before protection.
Burning Shadow
Keeps his Assault ability: one successful empowered hit adds 12 damage before protection. If its target survives and is not already burning, also applies one ordinary 4-damage burn tick after the target's next turn. Misses preserve the empowered hit; burning cannot stack or refresh. No extra action. The hit keeps its normal attack type.
Second Pulse
Spends one action attempting to heal the weakest injured living ally (self included) for 12 HP now and another 12 after its next turn, after burning. Self-treatment waits until the following turn. Each pulse is separately subject to healing prevention. Once per battle; no revival.
Final Portrait
On defeat, attempts to heal the weakest surviving ally for 10 HP, once per battle. Last Rites suppresses this benefit; healing prevention still applies. Cannot revive anyone. Also retains one Medic action (up to 22 HP recovery), with a separate charge from the on-defeat benefit.
Final Dispatch
On defeat, surviving teammates gain +10 initiative in the following round only. Last Rites suppresses this benefit. Uses only the largest friendly initiative bonus; no extra turns. Once per battle.
Hands of Time
Spends one action moving the weakest other living ally to the front of the following round’s turn order, provided it survives. No extra turn, healing or guaranteed hit. Holds the ability when alone. Once per battle.
Witch's Shadow
Arms a shadow on the first eligible turn without replacing the normal attack; it reflects the next incoming fear or damage curse back at its caster. The original effect is prevented and the caster spends its ability. Reflection is checked before Sacred Shadow; reflected effects still respect wards, immunity and nonstacking limits, and cannot reflect again. Once per battle.
Spirit Sight
Spends one action removing one active enemy protection: Unbroken Wings first, then Sacred Shadow, then Golden Touch. Lowest health breaks ties. Golden Touch loses all remaining protection but keeps its initiative cost. Equipment and squad bonuses remain. Holds until a valid target exists. Once per battle.
Impossible Trajectory
Once, a successful ranged hit against a braced or pavis-protected enemy gains +6 damage and bypasses Guardian and pavis protection without consuming them. Equipment armor and carried shields still apply. Misses or unprotected targets preserve the ability; normal accuracy applies.
Still Winter
Spends one action giving every living enemy −10 initiative in the following round only. Nets, petrification and winter use the strongest slow. Thaw Zone can clear it from one ally; The Three Roads and Skin Shedding can also cleanse it. No skipped turns. Once per battle.
Living Clay
After surviving its first normal enemy hit, adapts to that attack type: melee, ranged, fire or explosive. The next two matching direct hits gain 6 protection each; the triggering hit takes normal damage. Other types and burn ticks ignore it. Secondary hits can consume matching protection but cannot establish adaptation. Once per battle.
Giant's Challenge
On his first eligible turn, challenges the strongest living enemy (squad order breaks ties). His next two attack attempts target it and deal +10% damage if they hit that enemy; misses count and decoys can redirect without that bonus. He takes +10% direct damage from the challenged enemy until the second attempt ends or that enemy falls. No retargeting or repeat challenge.
Weighing of the Heart
On his first successful normal hit, compare the target’s Threat Level with his own. A higher enemy Threat Level grants +8 damage on that hit; otherwise the weakest living ally (self included) gains 8 protection on its next direct hit. Exactly one benefit, once per battle.
No Survivors
While alive, each of the first two actual enemy healing events stores +4 damage for her next successful normal hit. Stored charges can combine; maximum 8 earned per battle. Blocked recovery, full-health attempts and friendly healing do not charge it. Misses and secondary hits preserve stored damage.
Never Die
survives the first otherwise-fatal direct hit with 1 HP, once per battle. Further attacks and burn damage can defeat him. It replaces his generic ability.
Ageless
first successful attack heals him for 25% of actual damage dealt, rounded down and capped at 10 HP. Healing cannot exceed maximum HP and can be blocked by No Reprieve.
Berserker Trance
enters rage before his first attack: +20% damage and −10 percentage points accuracy for two attack attempts, including misses. Normal accuracy limits still apply. No extra activation action is required.
Faustian Bargain
spends an action and 8 HP (requires at least 9 HP) to give another living ally +8 damage on its next successful hit. No teammate means no bargain. Bargain bonuses do not stack.
Petrifying Gaze
spends an action reducing one enemy’s initiative by 15 for the next two rounds. The enemy still acts. Beyond Sight is immune; gaze penalties do not stack.
The Unwritten Curse
spends an action reducing one enemy’s direct damage by 10% for its next two attack attempts. Misses consume attempts. Curses do not stack and can be cleansed.
Dread Presence
spends an action imposing −10 percentage points accuracy on one enemy’s next attack attempt. Beyond Sight is immune. The 50% minimum remains.
No Reprieve
first successful hit blocks one healing attempt on its target, expiring at the end of the following round. The healing source still spends its ability; no damage or revival is caused.
Feast on the Fallen
attempts to recover 8 HP when the first enemy falls while she is alive. Once per battle, even at full health; cannot revive or exceed maximum HP.
Contingency Within Contingency
grants surviving teammates +5 damage on their next hit when another allied Commander first falls while he is alive. Once per battle; it does not stack with an existing command bonus.
Beyond Sight
is immune specifically to Petrifying Gaze, all fear effects and the lantern flash. Nets, sabotage and other penalties still apply. This passive replaces his generic ability.
Voices of Heaven
spends one action removing one ally’s damage curse, fear or unused-ability delay, in that order of priority. Once per battle; it cannot restore health or spent abilities. If no such effect exists, she attacks normally.
Unbreakable Voice
While #551 is alive, he prevents one attempt by Loki to steal the team’s command bonus. Both abilities are spent, and the original bonus stays with its recipient. No extra command bonus is created.
Mechanical Sabotage
spends an action reducing one firearm user’s accuracy by 10 percentage points for its next attack attempt. Swords, claws, bows, spells and imitation rifles are ineligible. Penalties do not stack with another sabotage.
The Three Roads
uses one action, once per battle: first cleanse one ally’s temporary negative effect; otherwise heal the lowest-health ally below half HP for 12; otherwise prepare +8 on her own next successful hit. Cleanse priority: curse, fear, ability delay, gaze, net, Still Winter, Slowing touch, sabotage, healing block, lantern dazzle, shield hook. No revival or stacking.
Unbroken Wings
spends an action shielding the lowest-health living teammate (self if alone) against its next direct hit of at least 25 damage before protection, reducing that hit by 30%. Once per battle; smaller hits and burns do not consume it.
Master of War
first successful hit against an enemy currently slowed, cursed or frightened deals 10% more damage. It replaces his generic Commander ability. If his Archangel rivalry also applies, only one 10% offensive bonus is used.
Three Fates
Once, before the normal attack: heal the lowest-health ally below 25% HP for 10; otherwise cleanse fear from one ally; otherwise give the weakest ally +10 percentage points accuracy on its next attack attempt. One benefit, once per battle; healing prevention applies.
Foreknowledge
Spends one action protecting the weakest ally: its next critical hit becomes a normal hit. Expires after the following round; ordinary hits do not consume it.
Devouring Presence
Spends one action removing one enemy’s unused ammunition or powder damage bonus. Cannot remove weapons or command bonuses. Holds the ability if no eligible bonus exists.
Last Meal
Spends one action giving another ally 10 HP recovery after that ally’s next turn, after burning. No revival, overhealing or bypass of healing prevention.
Mountain Fog
Spends one action covering the weakest ally: the next ranged attack attempt loses 15 percentage points accuracy. Expires after the following round. Melee ignores it; minimum accuracy remains 50%.
Adaptive Vision
Once per battle, ignores Mountain Fog when attacking a fog-covered enemy and gains 10 percentage points accuracy for that attempt, capped at 95%. Does not bypass armor or shields.
Skin Shedding
Spends one action and 8 HP to clear all current harmful statuses on herself, including burning and Last Rites. Requires at least 9 HP and a harmful status. Does not restore lost HP or grant future immunity.
Thaw Zone
Spends one action clearing one ally’s net, petrifying slow, Still Winter and Slowing touch, then attempts to heal 6 HP. Requires a slowed ally. Healing prevention stops recovery but not the cleanse.
Last Rites
Spends one action marking one enemy through the following round. If it dies while marked, that death grants no healing or rally bonus to either side. Once per battle; no effect on other deaths.
Last Stand
Once he becomes his team’s sole survivor, gains 15% damage on his next two attack attempts; misses consume attempts. No healing or revival. Cannot activate in a battle started with one fighter per side.
Unshackled
Immediately breaks the first net or petrifying slow applied to him, once per battle. Does not prevent attack damage, curses, fear or burning.
Stored Detonation
Once, after surviving a direct hit below 25% HP, deals 6 damage to each living enemy and 3 to each other living ally. No critical hits or retaliation chains. Blast damage bypasses direct-hit protection; deaths still trigger eligible death abilities.
Oni Form
Automatically transforms on his first turn below half HP: +20% damage for two attack attempts, including misses. Equipment armor protection is halved until both attempts are spent. Once per battle. Replaces the generic role ability.
Crystal Armor
Blocks up to 8 HP of actual damage from the first direct hit, after other protection and the 1-damage minimum. Stores only the HP actually saved, up to 8, for his next successful normal hit. Burns cannot charge it. Once per battle, even if no HP is saved. Replaces the generic role ability.
Blood Seed
The first two normal enemy hits he survives each charge +4 damage for his next successful normal attack. Two charges total, maximum 8 earned per battle; stored charges can combine. Self-damage, burns, glancing strikes and ricochets do not charge it. Replaces the generic role ability.
Stormbringer
First successful hit gains +12 damage, or +16 in Driving Rain, before critical hits and protection. The rain-powered strike also costs him 4 HP after attacking; this can defeat him. Once per battle. Replaces the generic role ability.
All-Seeing
For his first two attack attempts, ignores accuracy penalties from fear, sabotage, lantern dazzle and Mountain Fog. Normal status expiry still applies; this is not a cleanse. Does not bypass damage curses, protection or the 95% accuracy cap. Replaces the generic role ability.
Wolf Trance
Automatically arms when another living Werewolf is on his team: +10% damage and +10 initiative in the following two rounds. Ends immediately if no Werewolf teammate remains. Once per battle; initiative uses only the highest friendly bonus. Hunters still counter Werewolves. Replaces the generic role ability.
Perfect Replacement
Spends one action healing the weakest injured teammate for up to 10 HP and granting +10 initiative for the next two rounds. No self-healing or revival. Healing prevention blocks recovery but leaves initiative intact; initiative bonuses do not stack. Replaces the generic role ability.
The Commander's Pulse
Spends one action upgrading living allies’ unused +5 command bonuses to +8. Cannot create bonuses, upgrade +8 again or affect ammunition. Holds until an eligible bonus exists. Once per battle; later orders never reduce an existing upgraded bonus. Replaces the generic role ability.
Golden Touch
Spends one action coating the weakest ally (self included): +4 protection against the next two direct hits, but −10 initiative in the following two rounds. Once per battle. This additional protection is separate from equipment armor; the speed cost remains even if protection is spent early. Replaces the generic role ability.
Sacred Shadow
Spends one action warding the weakest ally (self included) against one incoming fear or damage curse. The enemy spends its ability and the ward is consumed. Cannot stop nets, burns or other penalties. Once per battle. Replaces the generic role ability.
Early Warning
While alive, automatically reduces the first critical hit against another teammate by 10 damage. Once per battle. Cannot protect itself. Foreknowledge-cancelled criticals do not consume it; direct hits retain the 1-damage minimum. Replaces the generic role ability.
Reforged
Below half HP, spends one action recovering up to 16 HP and preparing +6 damage on his next successful normal hit. Once per battle. Healing prevention can block recovery without removing the attack bonus. Cannot revive. Replaces the generic role ability.
Borrowed Agony
Spends one action and 10 of his own HP to restore up to 30 HP to another injured ally. Requires at least 11 HP. Once per battle; healing prevention still applies and the sacrifice is still paid. No revival. Replaces the generic role ability.
Chooser of the Slain
While alive, intervenes when another ally first survives a direct hit below 25% HP: +8 damage on its next successful normal hit and 8 protection against its next direct hit. Once per battle. Includes secondary direct hits, not burns or self-damage; cannot rescue a defeated ally. Replaces the generic role ability.
The Divided Year
Spends one action blessing the weakest ally (self included): after its next turn and burning, attempts to heal 8 HP, then grants +6 on its next successful normal hit. Once per battle. Healing prevention blocks recovery but not the later bonus. Cannot revive; self-blessing waits until her following turn. Replaces the generic role ability.
Drowned Reflection
the first successful attack deals 20% less damage and lowers the target’s initiative by 15 next round. It replaces the normal role ability; no turn is lost.
The Living Wall
spends an action protecting the lowest-health living teammate (self if alone). Their next ranged hit is reduced by 8; melee ignores the pavis. Shield-breakers halve this protection. It replaces the role ability.
The Hollow Muster
ignore half of armor and shield protection on every hit, with no extra damage against an unprotected enemy. Their normal role ability remains available.
The Wound Beneath
ignore half of armor and shield protection on every hit, with no extra damage against an unprotected enemy. Their normal role ability remains available.
The Bent Iron
the first successful hit against an explicit shield bearer halves that target’s shield protection on the next successful hit. It does not weaken armor and replaces the role ability.
Heatbound
The first successful attack deals 20% less direct damage and inflicts 4 burn damage after each of the next two target turns. Burns never stack or refresh. Replaces the role ability. Flooded Ruins extinguishes this ordinary burn after its first tick.
Embers Below
The first successful attack deals 20% less direct damage and inflicts 4 burn damage after each of the next two target turns. Burns never stack or refresh. Replaces the role ability. Flooded Ruins extinguishes this ordinary burn after its first tick.
Living Fire
The first successful attack deals 20% less direct damage and inflicts 4 burn damage after each of the next two target turns. Burns never stack or refresh. Replaces the role ability. Flooded Ruins extinguishes this ordinary burn after its first tick.
Burning Advance
The first successful attack deals 20% less direct damage and inflicts 4 burn damage after each of the next two target turns. Burns never stack or refresh. Replaces the role ability. Flooded Ruins extinguishes this ordinary burn after its first tick.
Fire That Cannot Drown
The first successful attack deals 20% less direct damage and inflicts 4 burn damage after each of the next two target turns. Burns never stack or refresh. Replaces the role ability. This Greek fire resists water.
The Last Powder Ride
spends one action giving another living firearm user +5 damage on their next successful firearm hit. A fire hit on the courier before delivery destroys the supply; a fire hit on the recipient destroys unused supplied ammunition. Supply bonuses do not stack.
The Last Ammunition
spends one action giving another living firearm user +5 damage on their next successful firearm hit. It cannot supply swords, claws, spells or imitation guns. No eligible teammate means normal attacks and no supply bonus.
The Substitute
arms a decoy that redirects one enemy attack aimed at a teammate onto himself. Preparation does not replace his normal attack. It is consumed even if the attack misses. Observers can expose it. His imitation rifle is not a firearm.
Observer Effect
spend one action marking an enemy for +10 percentage points accuracy on the next allied attack against it (95% cap, consumed even on a miss). Prefer an active enemy decoy and expose it. Marks do not stack.
Eyes Above the Battlefield
spend one action marking an enemy for +10 percentage points accuracy on the next allied attack against it (95% cap, consumed even on a miss). Prefer an active enemy decoy and expose it. Marks do not stack.
The Borrowed March
spends one action giving another living ally +10 initiative for the next two rounds (self if alone). It does not affect accuracy or damage, and initiative bonuses do not stack.
The Second Face
reduces the first successful explosive hit by 25%. It does not protect against ordinary firearm, melee or magical hits. The normal role ability remains available.
Two-Man Rule
the first successful attack gains +12 damage only while another living Commander is present. Without one, normal attacks remain available and the special strike stays unused. It replaces the role ability.
False Allegiance
spends one action stealing one enemy’s unused command bonus (+5, or +8 after The Commander’s Pulse), without stacking. It cannot steal health, supply bonuses or permanent ownership. If no bonus is available, he attacks normally and can try on a later turn.
Tomorrow's Negative
prepares one warning without replacing the normal attack. On the next enemy attack, it reveals the intended target and automatically protects that ally for 6 damage on that attack. A miss still consumes the warning. Warnings do not stack.
The Last Match
Driving Rain does not delay the opening weapon ability. Includes the Marksman action: +15 percentage points accuracy until one successful hit adds 8 damage. The 95% accuracy cap applies.
Find the Gap
Spends one action cutting a net off himself, otherwise the weakest netted ally. Once per battle; cannot remove petrification or curses. Holds the ability if no ally is netted. Replaces the generic role ability unless stated otherwise.
The Empty Stretcher
Spends one action healing the weakest injured teammate for up to 12 HP and reducing its next direct hit by 6. Once per battle, no self-healing or revival. Healing prevention blocks recovery but not protection. Holds the ability until another ally is injured. Replaces the generic role ability unless stated otherwise.
Buried Echoes
Spends one action warning the weakest ally (self included): its next explosive hit is reduced by 8. Once per battle. Other attack types ignore the warning. With a bomb suit, only the stronger protection is consumed and applied; the other remains available. Replaces the generic role ability unless stated otherwise.
The Last Crossing
In Flooded Ruins, spends one action giving all living allies +5 initiative for the next two rounds. Uses the higher of this bonus and repaired boots. Once per battle; on Dry Ground or in Driving Rain, uses the ordinary Guardian ability instead. Replaces the generic role ability unless stated otherwise.
Light Behind the Shield
First successful hit dazzles the enemy: −10 percentage points accuracy on its next attack attempt. Once per battle. Beyond Sight is immune to the flash; accuracy remains at least 50%. Dazzles do not stack. Replaces the generic role ability unless stated otherwise.
Shadow-Rib Hook
First successful hit against an explicit shield bearer deals 20% less damage and hooks its equipment shield aside for the next successful hit. Does not remove armor, Guardian or allied pavis protection. Holds while pilum weakening or another hook is active; neither effect stacks with the other. Replaces the generic role ability unless stated otherwise.
The Unbroken Circle
First successful hit while at least two enemies live deals 20% less primary damage and ricochets for 6 base damage against a second enemy. Once per battle. The ricochet respects direct-hit protection, cannot critically hit, apply statuses or trigger retaliation. No second enemy means normal attacks and the ability stays unused. Replaces the generic role ability unless stated otherwise.
Sevenfold Reckoning
One successful volley deals 25% extra damage before critical hits and protection. Once per battle. Reloading costs 15 initiative in the following round; no extra attack or guaranteed hit. Replaces the generic role ability unless stated otherwise.
Breach Charge
First successful charge adds 8 damage and ignores the target’s equipment shield, not Guardian or allied pavis protection. Once per battle. Overextension halves the boar’s barding protection against its next direct hit. Replaces the generic role ability unless stated otherwise.
The Missing Operator
Once, ignores Mountain Fog on an attack and exposes any active decoy before redirection. Activates only when the intended target has fog or an active enemy decoy exists. Misses consume the ability; no extra damage or accuracy. Replaces the generic role ability unless stated otherwise.
Heartbeat Hunt
Once, deliberately targets an enemy with an unused command bonus and gains 10 percentage points accuracy for that attack attempt (95% cap). Does not steal or remove the bonus. Decoys can still intercept; misses spend the ability. Replaces the generic role ability unless stated otherwise.
Two Blades
First missed melee attack becomes a glancing second-blade strike for 4 base damage before direct-hit protection. Once per battle per fighter. No critical hit, damage bonuses, on-hit effects or retaliation. Bonuses intended for a successful normal hit remain unused. Replaces the generic role ability unless stated otherwise.
Last Bout
First missed melee attack becomes a glancing second-blade strike for 4 base damage before direct-hit protection. Once per battle per fighter. No critical hit, damage bonuses, on-hit effects or retaliation. Bonuses intended for a successful normal hit remain unused. Replaces the generic role ability unless stated otherwise.
Silver Hunt
Deals 10% more direct damage to an enemy with the Werewolf Condition. Persistent; retains the normal role ability. Offensive rivalry bonuses use the highest value.
Hunt the Damned
Adds 10 percentage points accuracy against enemies with the Damned Condition, up to 95%. Persistent; retains the normal role ability.
Heavenly Host
Once, commands all living allies: +5 on their next successful hit, without stacking with command bonuses. Also grants each ally 10% protection against its next Demonic direct hit through the following round. The carrier can attack on the command turn.
Accuser's Shadow
Once, delays one enemy Witch’s Shadow or Spirit Sight ability for its next turn if still unused. That enemy can attack normally. Retains the carrier’s normal role ability.
Special ability limits
All 606 ability names across 666 characters are covered. A repeated name shares one definition, including any bundled role action; each carrier has its own uses. An ability that describes its equipment uses that existing mechanic once. The automatic ability families below retain the ordinary role action and use separate, limited charges without adding a turn. Stats, equipment, targets and counters can change the final outcome of the same ability. Every limit resets each battle. Passive equipment and the listed rivalries remain explicit exceptions. Rage and curse damage modifiers apply before critical hits; the Devil’s weakness bonus cannot stack with his rivalry bonus. Initiative penalties from nets, petrification, Still Winter and Slowing touch use only the stronger penalty. Swift movement, Rapid Deployment, Brothers in Time, pontoon crossings, repaired boots, Perfect Replacement, Final Dispatch, Last Call, Final Drop and Wolf Trance use only the highest friendly initiative bonus. Reload and Golden Touch initiative costs apply separately. Hands of Time moves one surviving ally to the front of the following round without granting an extra turn. Cleansing does not reorder turns already set for the current round. Healing denial blocks one actual recovery attempt and spends the source ability; it never revives a defeated character.

Automatic ability families: each name listed below has exactly the family’s effect. “Weakest” means lowest current HP percentage; squad order breaks ties. These traits still work after the role action is spent. Only one pending themed damage bonus and one pending themed protection bonus can be held per recipient. Damage bonuses apply before modifiers and protection; healing equipment can improve recovery. Protection follows the 1-damage minimum and never stops burn ticks. Cleansing affects future turn order only.

Rally · 47 ability names

On the first eligible turn, grants the weakest living ally (self included) +4 damage on its next successful normal hit. Once per carrier; waits while that ally holds another themed damage bonus.

Abilities: Deathless Command · Silent Command · Storm Command · Undying Authority · Beast Command · Other Voices · Dead Beat · Dead Revolution · Last Standard · Unheard Voices · Open Channel · Dead Standard · Marching Dead · Fleet of Faces · Follow the Tune · Invisible Cadence · Endless Standard · Final Salute · Last Regiment · Emperor's Return · Dead Frequency · Crowned Shadow · World Conqueror · Living Receiver · Endless Conquest · Second Voice · Great Wall Command · Ancestral Uprising · Lion of Victory · Many Voices · The Revolt · The Empty Throne · Fallen Banner · Union Eternal · Red Flag Fleet · Last Rebellion · Army Without End · King of Demons · Voice of Command · Black Fleet · The Wounded Voice · The Women's Army · The Last Whistle · The Empty Loft · The Walking Sermon · The Absent Herd · Echoing Muster

Enduring protection · 46 ability names

Automatically reduces the first two incoming direct hits by 3 each, including before the first turn. Misses and damage over time do not spend charges.

Abilities: Marble Flesh · Old Guard · Iron Tomb · Still on Duty · Mineral Growth · Final Formation · Hold the Line · Last Oath · Dead Steel · Bound for Eternity · Endless Campaign · Old Mustache · Living Monument · Hollow Armor · Bronze Flesh · Unbroken Guard · Second Skin · Man Beneath the Hill · Dead Formation · Walls Without End · Last Column · Hold the Pass · The Long Night · Fortress of Ages · Against the Column · Oath Beyond Death · Red Shirt · Endless Rank · Still in the Ranks · Still on the Line · Forgotten Front · Still on Campaign · Last Watch · Endless Legion · Broken Formation · Eternal Watch · Still on Deployment · Bound to Rome · Burden of Service · Phantom Resistance · Jungle Never Leaves · The Gentleman Prisoner · Unbroken at Sea · Dead Nerves · The Weight of Valor · Unbroken Watch

Recovery · 14 ability names

Once, after ending a turn alive below half maximum HP, attempts to recover 8 HP. Resolves after burns; healing prevention spends the use. Cannot revive.

Abilities: Root Veins · Second Breath · Tidal Flesh · Reconstructed Flesh · Borrowed Anatomy · Returned from Below · Ancient Wrappings · Second Soul · Unsinkable · Washed Back · Returned Warrior · Ancient Blood · The Return Current · The Barrow Wakes

Field aid · 12 ability names

On the first eligible turn, attempts to heal the weakest injured living ally (self included) for 8 HP. Once per carrier; waits until someone is injured. Healing prevention spends the use. Cannot revive.

Abilities: Second Life · Last Comfort · Black Capsule · Unpainted Survivor · Dead Doctor · Last Lifeline · Invisible Casualty · True Reflection · The Surgeon's Pike · Angel of the Wounded · The Hundredth Man · The Unfinished Dressing

Precision · 21 ability names

Adds 8 percentage points of accuracy to the first two normal attack attempts, including misses. The 50–95% limits apply.

Abilities: Sky Sight · Deadeye Rider · Gun Toward Camera · Fated Shot · Dead Aim · Compound Vision · Deadeye Volley · Deadeye · Ghost Volley · Dead Volley · Returning Volley · White Death · Wanted Dead · Phantom Volley · Machine Precision · Patient Hunter · The Stone That Never Misses · Close-Range Volley · The Unfired Volley · The White Hunt · Serpent Trajectory

Ambush · 20 ability names

Adds 5 damage to the first successful normal hit, before modifiers, critical hits and protection. Misses preserve it.

Abilities: Silent Hunter · Dead Operator · Dead Drop · Buried Ruin · Ides of March · Lightning Draw · Phantom Report · Last Photograph · Falling Aces · The Dagger Man · No Safe Road · No Witnesses · Underworld Hunt · Jungle Ambush · Tunnel Collapse · First Through the Gate · The First Through · The Hollow Lance · Hawk's Grasp · Tiger's Embrace

Sustained attack · 25 ability names

Adds 3 damage to each of the first two successful normal hits, before modifiers, critical hits and protection. Misses preserve the charges.

Abilities: The Bull Within · War Made Flesh · Dead Advance · Dead Battery · Highland Fury · Spirit Boxer · Endless War · Siege Shadow · Wolfblood · Sea King's Fury · Lioness Shadow · Warrior's Challenge · Predator Within · More Firepower · Chosen of Valhalla · Double Pay · Hell's Vanguard · Infernal Fury · Champion's Challenge · Still Advancing · War on the Sea · Sea Wolf · Three Ways to Die · Win Your Spurs · The Unfinished Cleave

Swift movement · 41 ability names

Grants +8 initiative in rounds one and two. Only the highest friendly initiative bonus applies; no extra turns.

Abilities: Dead Charge · Dead March · Death Ride · Fallen Wings · Dead Rush · Dust Rider · Still on the March · Last Ride · Dead Rider · Final Orbit · Hollow Rider · Phantom Mount · Dead Dispatch · Ghost Rider · Walking Hut · Marching Shadow · Dead Route · Endless Trail · Alpine Passage · Floodborn · Running Shadow · Golden Pilgrimage · Death's Courier · Riders Without Men · The Last Traveler · Roads Below · Changing Tracks · Living Ascent · Hopping Corpse · Seven Voyages · Empire's March · Endless March · Impossible Flight · White Rider · The Endless Run · The Traveling Corpse · The Drowned Route · The Last Dispatch · Last Known Address · Deadweight Charge · The Endless Climb

Dread · 30 ability names

The first successful normal hit on a surviving enemy attempts to cause fear: −10 percentage points accuracy on its next attempt. Once per carrier. Fear immunity, reflection, cleansing and wards apply; fear does not stack.

Abilities: Black Breath · Headless Shadow · Forest of Stakes · Face in the Helm · Gallows Bridge · Faces in the Brass · The Ossuary Rank · Final Sentence · Death's Shadow · Field of Crosses · Ruined Shadow · Trail of the Damned · Trophy Shadows · Last Laugh · Yardarm Shadow · Gravebound Spirit · False Shepherd · Gallows Shadow · Descending Door · Doors of the Past · Ashen Village · Black Devils · The Laughing Cossack · Black Flag Terror · Mountain Terror · Procession of the Dead · Death's Head · Battlefield Haunting · Last Grenade · The Iron Bellow

Hex · 27 ability names

The first successful normal hit on a surviving enemy attempts a damage curse: −10% direct damage on its next two attempts. Once per carrier. Reflection, cleansing and wards apply; curses do not stack.

Abilities: Pharaoh's Curse · Dead Air · Funerary Mark · Living Mark · Cursed Knotwork · Living Script · Pale Dominion · Underworld Dominion · Severed Line · Road to Hell · Gateway Below · Debts of War · Fate of the Fallen · Presidential Curse · Plague Wind · Outlaw's Mark · Royal Curse · Claimed by Hell · Final Judgment · Shadow of Accusation · Cursed Passage · Weight of the Dead · Curse of the Pharaoh · The Severed Ear · Whispers of the Tzompantli · Curse of Conquest · Pagan Omen

Slowing touch · 10 ability names

The first successful normal hit on a surviving enemy slows its initiative by 8 in the following round only. Once per carrier; the strongest slow applies. Broad cleansing and Thaw Zone can remove it.

Abilities: Frostbound · Frozen March · Frozen Touch · Whiteout · Private Winter · Cold Beauty · Frozen Breath · Cold March · Voice in the Snow · The Drowned Deck

Unbroken will · 17 ability names

At the start of an eligible turn, clears one harmful effect from the carrier: damage curse, fear, ability delay, gaze, net, winter, themed slow, sabotage, healing block, dazzle, then shield hook. Once; holds while unaffected. Does not remove burns or Last Rites.

Abilities: Iron Resolve · Highland Resolve · Unholy Resolve · Broken Faith · Unbroken Circle · Peaceful Reflection · Eternal Allegiance · Double Life · War Is Over · Broken Chains · Sword in the Stone · Unbroken Rebellion · Unbeaten in Death · Unbroken Will · Unbroken Faith · The Bowery Redeemed · Unconditional Surrender

Elusive presence · 49 ability names

Reduces enemy accuracy by 5 percentage points on the first two normal attack attempts targeting the carrier, including misses and redirected attacks. The 50% minimum applies; secondary hits do not spend charges.

Abilities: Death's Reflection · Living Shadow · Mountain Ghost · Transparent Flesh · Rebel Shadow · False Reflection · No Man Beneath · Living Camouflage · Empty Reflection · Storm Shadow · Drowned Shadow · Dual Nature · Shadow Earth · Powder Smoke · Missing from Formation · Departing Shadow · Empty Chair · Vanishing Shadow · Erased Identity · Phantom Fuselage · Dark Adaptation · False Form · Ashen Shadow · Vanishing Expedition · Borrowed Shape · Borrowed Flesh · Living Reflection · Shadow of the Lost City · Hollow Disguise · Folded Form · Every Identity · No Man's Shadow · The Hidden Host · Unseen Fleet · Missing Reflection · Swamp Ghost · Desert Ghost · Desert Shadow · Walk Between Shadows · Shimmering Phantom · False Echo · Vanishing Act · Ghost Walk · Through the Steam · Phantom Fleet · Shifting Shadow · Identity Erasure · The Man Between Decks · The Missing Muster

Counterstroke · 17 ability names

After surviving the first normal enemy hit that deals damage while no themed damage bonus is held, stores +5 damage for the next successful normal hit. Once; misses preserve it. Burns, recoil and secondary hits cannot charge it.

Abilities: Thornbound · Four-Armed Shadow · Faces in the Beard · Defiant Shadow · Phantom Limb · Opposing Shadow · Returning Tide · Second Self · Reversing Tide · Five Behind · Two-Headed Shadow · Three Heads · Unbroken Reflection · The Blade Remembers · The Gilded Target · The Iron Greeting · The Blade That Stayed

Life drain · 9 ability names

The first successful normal hit attempts self-healing equal to 25% of damage actually dealt, rounded down and capped at 6 HP. Once; healing prevention applies and no revival is possible.

Abilities: Lord of Mictlan · Infernal Claim · Dead Man's Touch · Fare of the Dead · Devour the Unworthy · Death's Claim · Feral Hunger · Unending Thirst · The Obsidian Hunger

Haunting fire · 7 ability names

The first successful normal hit on a surviving, unburned enemy adds one ordinary 4-damage burn tick after its next turn. Once; does not refresh existing burning or change the attack type. Holds while hitting an already burning enemy.

Abilities: Powdered Remains · Burning Reflection · Burning Fleet · Hellshot · Thunder & Lightning · The Furnace Below · Living Firebox

Protective presence · 27 ability names

On the first eligible turn, grants the weakest living ally (self included) 6 protection against its next direct hit. Once per carrier; waits while that ally holds another themed protection bonus.

Abilities: Mother of the Battlefield · Spectral Guardian · Dead Fix · Ancestral Shadow · Silent Rank · Dead Retinue · Dead Escort · Dead Support · Wagon of Bones · Phantom Crew · Forest Guardian · Painted Pilgrim · Protective Shadow · Standing Shadow · Descent of the Host · Pilgrims' Descent · Shadows of the Fallen · Forest of the Fallen · The Crew · Home Ground · Guard the Empty Throne · The Third Man · The Last Garrison · The Last Sacred Watch · The Sacred Shield · The Million Shadows · Final Wave-Off

Uncanny perception · 55 ability names

The first normal attack attempt ignores Mountain Fog and gains 10 percentage points of accuracy, within 50–95%. A miss spends it. Does not bypass other accuracy penalties or protection.

Abilities: Dead Reckoning · Predator Sense · Void Sight · Ghost Watch · Foresight · Eyes Behind · Eagle Eyes · The Unended Watch · Segmented Sight · Last Eye · Living Eye · Painted Watchers · Witness to War · Following Shadows · Watching Cloth · Far Sight · Blind Pursuit · Beyond Hearing · Elephant Eyes · Twenty Watchers · Watching Horde · Second Sight · Root Sight · Three Witnesses · Last Patrol · Possessed Sight · Rear Watch · Eyes Through the Wall · Dead Men's Watch · Devil's Cartography · Second Mind · The Room Knows · Eyes of the Fallen · Other Room · Unfinished Measure · The Collector · The Last Hunt · Something Behind the Eyes · Old Green Eyes · Infernal Cunning · Second Spectrum · Danger Sense · Something Crossed the Canvas · Someone in the Tower · Wrong Coordinates · First to Hear · The Listening Shadow · The City Listens · The Last Watchdog · The King's Quarry · The Knock Beneath · The Last Sounding · Tomorrow's Ruins · Carrion Forewarning · The Unfinished Take

Hazard resistance · 5 ability names

Reduces the first incoming fire or explosive direct hit by 6. Other attack types, misses and burn ticks preserve the charge.

Abilities: Amphibious Respiration · Saltbound · Shockwave Skin · Beyond Maximum · Tropical Campaign

Last reserve · 21 ability names

On the first eligible turn below half maximum HP, stores +5 damage for the next successful normal hit and grants 4 protection on the next direct hit. Once; waits while either themed bonus is already held. No healing or revival.

Abilities: Still Here · Survived the Sentence · Final Sitting · Final Flight · No Known Grave · Trapped Humanity · Medal of the Dead · Last-Man Curse · Attack of the Dead Men · Last Stand at Dawn · Still in the Fight · No Release · No Way Back · Last Man Standing · No Way Home · Stolen Childhood · Dead Stick · The Hill Still Waits · The Unserved Sentence · One More Turn · No Discharge

Squad bonuses and rivalries
Faction Unity
Five characters with the same exact Faction. Each character starts with 5% extra maximum HP, rounded to the nearest whole HP. The added maximum HP lasts for the battle, including after teammates fall, and counts toward healing limits and the round-limit health comparison.
Shared Affliction
Five characters with the same exact Condition. Each character receives 6 protection against its first direct hit. Misses and burns do not consume it. The usual minimum of 1 damage still applies.
Brothers in Time
Five characters with the same exact Era. Every character gains +10 initiative in the opening round. Use only the highest friendly initiative bonus, not their sum; it does not affect accuracy or damage.
Combined Arms
Five characters with five different combat roles. Each character gains +5 damage on its first successful normal hit, before critical hits and protection. Misses, glancing strikes and ricochets do not spend this bonus.
Command Guard
Five characters, including at least two Guardians and one Commander. The Commander with the lowest starting maximum HP receives 8 protection against its next two direct hits. Ties follow squad order. Misses and burns do not consume it; the protection is not reassigned if that Commander falls.
Four Horsemen
All four Horsemen (#177–#180), plus a distinct fifth character. Each Horseman gains +6 damage on its first successful normal hit, before critical hits and protection. The fifth character gains no squad damage bonus. Misses, glancing strikes and ricochets do not spend it.
Silver Hunt
Carriers of Silver Hunt deal 10% more damage to characters whose Condition is Werewolf.
Witchfinder
Accuser’s Shadow delays an unused enemy Witch’s Shadow or Spirit Sight for one turn, once per battle. The witch can still attack normally; the ability is not spent.
Heaven and Hell
#665 Archangel and #666 The Devil deal 10% more damage to each other. This rivalry uses their character numbers and does not depend on Condition.
Heavenly Host
When a carrier activates Heavenly Host, each living ally gains 10% protection against their next successful hit from a Demonic character. Protection expires at the end of the following round and does not stack.
Hunt the Damned
Hunt the Damned grants 10 percentage points of accuracy against characters whose Condition is Damned. Total accuracy remains capped at 95%.
Rivalry limits
One offensive rivalry bonus per attack. Damage bonuses apply after critical hits and before protection, rounded to whole HP at each step. Heavenly Host protection applies before guardian protection. Rivalries do not guarantee a win or change your NFT metadata.
Battlefields and other traits
Battlefield conditions
Dry ground, Driving rain or Flooded ruins is assigned with equal probability before final squad selection, independently of the squads. Both sides share the same locked conditions. Editing the formation keeps the field; an explicit reset permits a fresh assignment.
Dry ground
No weather modifiers.
Driving rain
For the first turn only, explicit flintlock, matchlock, musket, arquebus, jezail and hand-cannon loadouts cannot activate their opening offensive ability. Normal attacks still work. #638’s Eternal Match is exempt.
Flooded ruins
Ordinary burns are extinguished after their first 4-damage tick. #663’s Greek fire lasts its full two ticks.
Other traits
Only the roles, squad bonuses, named abilities, equipment, rivalries and Zombie Turning rule listed here add combat effects. There are no blanket weaknesses for Mummified, Skeleton or other conditions. Original NFT metadata stays unchanged.

Each game is one battle. After a win, loss or draw, reset to choose a new squad of one to five characters. Everyone starts with full health and fresh abilities; a DEFEATED stamp applies only to the completed battle. Scores do not carry over. Wallet addresses compete on one weekly top-ten board across all squad sizes, with one entry per address using its best single-battle win that week. Entries close Sunday at 11:59 p.m. Eastern Time; the new board starts Monday at 12:00 a.m. Eastern Time, and the previous week remains available as a snapshot. Scores combine victory, survivor percentage, precise remaining health, credited combat damage and turn efficiency, then multiply the performance total by your starting squad size (×1–×5). Five characters earn five times the points for equivalent performance. Casualties reduce performance but do not reduce this deployment multiplier. There is no fixed overall score cap. Repeated damage to healed HP, overkill and self-damage earn no extra combat credit. Qualifying wins automatically post your wallet address and score from the verified battle record. Resetting does not remove a completed score. No permanent deaths or automatic NFT transfers occur during battles. Equal scores rank by remaining-health percentage, then fewer turns per starting fighter, then earlier battle completion; battle ID breaks an otherwise identical tie. Address-only access does not prove control of a wallet.