Defender
Defenders specialize in drawing and negating their opponents’ attacks.
While they are Defenders, Heroes gain the following bonuses to their statistics:
- Their Physical Defense is increased by their Body.
- Their Resistance is increased by their Mind.
- Their Magical Defense is increased by their Spirit.
Abilities by Rank
| Rank | Name | Type | Cost | Description |
|---|---|---|---|---|
| 1 | Taunt | Ranged | 1 AP | The Defender uses a sleight that inflicts the Taunted status on a single target on a hit until the beginning of the Defender’s next turn, not counting held turns. A Taunted character can only use single-target spells, strikes, and sleight abilities, and only on the character who inflicted it. It can also use the Move action to move into range of their target if needed. Each character can only be Taunted by a single other character at a time. If a Taunted character cannot affect the Defender by any means, they will act as though they are not Taunted. |
| 2 | Guard | Ally | 5 MP, 1 AP | The Defender inflicts the Guarded status on a single ally, which remains until the beginning of the Defender’s next turn, not counting held turns. Every time that ally is targeted by a strike, spell, or sleight, the Defender becomes the target instead. If a Guarded ally is targeted by a Multi- or All-type ability, the ability is simply negated against them. |
| 3 | Shield | Self | 4 MP, 1 AP | The Defender inflicts the Shielded status on themselves. While a character is Shielded, if they are hit by a strike the damage dealt to them is automatically reduced to 0 and the Shielded status effect is removed. |
| 4 | Counter | Self | 7 MP, 1 AP | The Defender inflicts the Countering status effect on themselves until the beginning of their next turn. While a character is Countering, when they are hit by a strike the attacker takes damage as though they were also a target of the same attack. |
| 5 | Multitaunt | Multi | 5 MP, 2 AP | The Defender uses a sleight that inflicts the Taunted status on every opponent on the battlefield until the beginning of the Defender’s next turn, not counting held turns. |
| 6 | Multiguard | Multi | 5 MP, 2 AP | The Defender inflicts the Guarded status on all of their allies until their next turn, not counting held turns. |
| 7 | Barrier | Self | 9 MP, 1 AP | The Defender inflicts the Barred status effect on themselves. While a character is Barred, if they are hit by a spell the damage dealt to them is automatically reduced to 0 and the Barred status effect is removed. |
| 8 | Reflect | Self | 12 MP, 1 AP | The Defender inflicts the Reflecting status effect on themselves until the end of their next turn. While a character is Reflecting, the next time they are hit with a spell the attacker takes damage as though they were also a target of the same attack. |
| 9 | Deathless | Passive | N/A | When the Defender is hit with an attack that would otherwise down them while at anything but 1 HP and 0 Shell, they are instead reduced to 1 HP and 0 Shell. |
| 10 | Mirror Shield | Self | 1 🜉, 2 AP | The eidolon inflicts the Mirrored status on itself, which goes away at the beginning of its next turn. While the eidolon is Mirrored, all attacks that hit it are negated and reflected back onto the warrior that used them. |