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Templar

Novice

Upgrade: Deal at least 4 damage and healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. at least 4 HP on the same turn, across any number of unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units..

info

What counts as healing for at least 4 HP?

If a game effect depends on how much a unit healed, the amount considered is the amount of HP actually gained.

Innate Ability: If you start your turn in Defensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP.

Tenacity CostNameAbility
2Restoring SpiritInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After you deal damage to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. a party member in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. for HP equal to the amount of damage dealt.
2Sacred GroundDefensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor.: Remove all status dice from any 1 adventurer's cooldown track.
3Sun ShieldGain 3 bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..
3Solar FlareDeal a targetable enemy damage equal to your bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..
5Luminous ShardsMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Roll 3 enemy Combat dice and deal the damage to all targetable enemies. Deal an additional 2 damage to all Daedra Icon enemies.

Master

Innate Ability: If you start your turn in Defensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP. You may also recover a Combat skill die from your cooldown track, immediately roll it, and apply the result.

Tenacity CostNameAbilityUpgrade effect
1IlluminateInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: At any time, place an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. Combat skill die in an active slotActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle., set to a side of your choice.New
2Restoring SpiritInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After you deal damage to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. a party member in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. for HP equal to the amount of damage dealt.
2Sacred GroundDefensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor.: Remove all status dice from any 1 adventurer's cooldown track.
3Sun ShieldGain 3 bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..
3Solar FlareDeal a targetable enemy damage equal to your bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..
4Luminous ShardsMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Roll 4 enemy Combat dice and deal the damage to all targetable enemies. Deal an additional 2 damage to all Daedra Icon enemies.Tenacity cost
(5 → 4), + 1 enemy Combat die