Battle
Skills and critical hits
A mercenary uses a skill when their energy fills. Regular mercenaries hold one of the three skills of their class, and named heroes use their own unique skill.
Each mercenary's skill is fixed. Training and climbing do not change it. The recruit sheet shows a skill line, so check it before signing. Watch the auto-battle to judge whether it suits your lineup.
The three rogue skills
| Skill | In-game text |
|---|---|
| Assassinate | Executes the foe with the least HP left with a critical hit (×2.6) |
| Venom Blade | Stabs a back-row target twice (×1.65); the second always crits |
| Shadow Dance | Crits the enemy with the least HP left (×2.2), then slashes two random ones (×0.5) |
The × in brackets multiplies attack. The enemy's defense applies to the result.
Critical hits
A critical hit multiplies damage by ×1.6. Basic attacks and skills use the same multiplier. A skill rolls the mercenary's critical chance on each of its hits.
Hits described as a guaranteed critical skip the roll, and both multipliers apply. Assassinate multiplies ×2.6 by ×1.6 for 4.16 times attack before defense. Venom Blade guarantees only its second stab. Its first stab rolls as usual.
Critical and dodge caps
Critical chance from agility, WIL and gear stops at 60%. Dodge from agility, race and gear stops at 50%. Synergy effects add on top of these caps.
Dodge rolls against basic attacks only. Skills land regardless of dodge.