~*Normal Traits*~
A
Augmented Health Recovery –
AP//Restricted – This creature can heal major wounds inflicted upon itself or an ally, making the recipient feel refreshed and ready to fight again.
(Restores Endurance to self or ally and boosts Defense for 2 turns)Aura Sight –
Automatic – This creature uses a different sort of vision during battle, making it immune to effects that require it to be able to see.
(Negates Chameleon Skin, Razzle Dazzle, and Spit Poison)Aimed Strike –
Activate – This creature performs an attack that sacrifices power for accuracy.
(Never misses, but only deals minimal damage)Arterial Strike –
AP//Restricted – This creature knows where to strike in order to hit the major arteries.
(50% chance of critical hit)Avoidance –
Automatic//Restricted – This creature’s fancy footwork makes it difficult to hit.
(Opponent has -25% from total chance to hit)B
Balanced –
Automatic//Restricted – This creature rarely looses its footing.
( Negates Earthquake Stomp and 'x% chance opponent will miss its next turn'; halves damage from Bull Rush, Earthquake Stomp, Powerful Strike, Staggering Strike, and Tail Sweep)Berserker –
Dependent//Shrine (Prerequisite) – This creature enters into a blind rage when badly injured.
(Gains a bonus to Offense when its Endurance is low)Blindsense –
Automatic – This creature can sense invisible or otherwise hidden targets.
(50% chance to hit opponent using the Trait ‘Go Ethereal’)Burst Spin –
AP – This creature spins swiftly in a circle, hitting all other combatants.
(Deals damage to all other combatants)Bull Rush -
AP - This creature can throw all its strength into a powerful charge, which also leaves it more prone.
(Gains a bonus to Offense but reduces Defense for the current and following turn.)C
Carapace Shield –
Automatic//Restricted (Prerequisite) – This creature uses its hard outer shell to protect itself.
(Reduces damage received)Chameleon Skin –
AP//Restricted (Prerequisite) – This creature strikes the opponent, then camouflages itself to try to avoid retaliation.
(Opponent has -20% from total chance to hit)Chance Hit –
One-Use – This creature stakes its chances on a hard-hitting attack.
(Deals ½ the opponent’s remaining Endurance in damage, but has a 75% chance of missing)Combat Endurance –
Automatic – This creature has gained endurance from fighting so often.
(Grants a bonus to Endurance)Constrict –
One-Hit//Restricted (Restriction) – This creature uses its long body and strong muscles to crush opponents.
(Opponent is seized and must roll a successful attack roll to get free; until free, it receives damage every turn; negated by Outmaneuvered)Crush –
One-Hit//Shrine (Prerequisite/Restriction) – This creature can use its immense bulk to flatten opponents.
(Size Requirement/Deals additional damage according to size)D
Damage Substitute -
Activate//Shrine (Prerequisite) - This creature can transfer damage done to an ally to itself.
(Damage an ally has taken is transferred to the user)Damaging Strike –
AP//Restricted – This creature severely injures its opponent with a powerful attack.
(Deals additional damage)Deadly Precision –
Automatic //Restricted – This creature’s accuracy is deadly.
(Bonus to total chance to hit)Death Throes –
Activate//Shrine (Prerequisite) – This creature’s death throes are violent and cause damage to those nearby.
(All other combatants take damage; attacker then dies)Diehard –
Dependent//Restricted – This creature hangs on to life long enough to make one last attack before it dies.
(Pet can attack one more time after reaching 0 Endurance, then dies)Divert Attention –
Activate – This creature can create a diversion in order to escape from battle.
(May leave the battle unscathed; no battle point gain)Dodge –
AP – This creature attacks, then tries to avoid retaliation.
(Opponent has -15% from total chance to hit)Double-Edge –
Activate//Restricted (Prerequisite) – This creature performs a powerful attack that causes some recoil damage.
(Deals damage to opponent, but user also takes recoil damage)E
Efficient Commander –
Automatic – This creature can command troops efficiently, thus keeping them alive longer.
(Grants a bonus to ally Endurance)Elemental Swap –
AP//Restricted (Prerequisite) – This creature can change its elemental affinity.
(Changes one of its Elements for 3 turns)Elusive Foe –
Automatic//Shrine (Prerequisite) – This creature is incredibly hard to hit in combat.
(Opponent has -35% from total chance to hit)Enhanced Regeneration –
Automatic//Restricted – This creature heals incredibly quickly, which means that minor cuts and bruises barely have a chance to affect it.
(Restores Endurance every turn)Extended Claws –
Automatic (Prerequisite) – This creature has fearsomely sharp claws.
(Grants a bonus to Offense)F
Final Blow –
Dependent//Restricted – This creature can perform a death blow on downed foes.
(Automatically wins if opponent’s Endurance falls to a specific number or lower)First Initiative –
Automatic – This creature’s speed is unmatched.
(Moves first in battle)Foxhole –
Dependent//Shrine (Prerequisite) – This creature can dive quickly out of harm’s way.
(85% chance to dodge attacks dealing damage equal or greater than 1/4 current Endurance)G
Go Ethereal –
Activate//Restricted – This creature can become an ethereal, translucent being that cannot be struck by normal means.
(Cannot be hit by opponents without the Traits ‘Spectral Strike’ or ‘Blindsense’ (50% to hit), or that are not using Go Ethereal themselves; lasts for 3 turns)Guerrilla Fighter –
Automatic – This creature hits fast and then fades away, making an efficient fighter.
(Grants a bonus to Defense; moves first unless opponent has the Trait ‘First Initiative’)H
Hard Hooves –
Automatic (Prerequisite) – This creature can use its hooves as a weapon.
(Grants a bonus to Offense)Health Recovery –
AP – This creature can heal minor wounds inflicted upon itself or an ally, making the recipient feel refreshed and ready to fight again.
(Restores Endurance to self or ally and boosts Defense for 2 turns)Horrific Moan –
One-Hit – This creature’s moaning causes its foes to panic, lowering their accuracy.
(Opponent has -15% from total chance to hit; opponent has a chance to shake off the effect on subsequent turns)Horrific Wail –
One-Hit//Restricted – This creature's wailing causes its foes to panic, lowering their accuracy.
(Opponent has a percentage subtracted from total chance to hit according to level; opponent has a chance to shake off the effect on subsequent turns)Huff and Puff –
One-Hit//Restricted (Restriction) – This creature takes a deep breath and forcefully blows air at its opponent, making it difficult for the opponent to attack.
(Opponent takes -40% total chance to hit)Hyper Healing –
Activate//Shrine (Prerequisite) – This creature can heal damage, but suffers from fatigue after.
(Heals Endurance but cuts Defense; losses stack with use)I
Incapacitate –
AP//Restricted – This creature has the power to temporarily nullify one of its opponent's abilities.
(Opponent cannot use/make use of selected Trait for the next 3 turns)L
Lunge –
Activate – This creature lunges at its opponent.
(Deals additional damage)N
Neutralize Elements –
AP//Restricted – This creature can temporarily neutralize the use of all element-based attacks.
(All element-based attacks cannot be used for 3 turns)O
Opportune Sneak Attack –
Activate//Restricted – This creature can sneak up on inattentive foes and strike them hard.
(25% chance of critical hit)Outmaneuvered –
Dependent – This creature can slip out of an opponent’s grip.
(Negates Constrict)P
Power Drain –
AP//Restricted – This creature saps its opponent's will to fight, restoring some of its own.
(Opponent loses specified amount of AP; user gains half)Power Sap –
AP – This creature saps its opponent's will to fight.
(Opponent loses specified amount of AP)Powerful Jaws –
Automatic (Prerequisite) – This creature has very strong jaws filled with pointy teeth.
(Grants a bonus to Offense)Powerful Strike –
One-Hit//Restricted – This creature can deliver a powerful blow that may knock the opponent off its feet.
(Deals additional damage and 10% chance opponent will miss its next turn)Puncture –
Activate (Prerequisite) – This creature uses its claws or blades to stab its opponent.
(Deals additional damage)Pursuit –
Automatic – This creature pursues fleeing opponents.
(Opponent cannot escape battle; negates Divert Attention)Prevent Healing –
AP – This creature can prevent its opponent from using any sort of healing ability.
(Prevents opponent from restoring Endurance)R
Regeneration –
One-Use//Restricted – This creature can make itself heal more quickly for a short amount of time, making small cuts and bruises disappear.
(Restores Endurance by a set amount, decreasing each turn)Resist Death –
Dependent//Restricted – This creature is very hardy, and so takes decreased damage from critical hits.
(-20% damage if opponent scores a critical hit)Rock Solid Defense -
AP - This creature can substantially improve its defenses for a brief period of time.
(Gains a bonus to Defense but reduces Offense for the current and following turn.)Rousing Speech –
Automatic – This creature delivers an inspiring speech that raises the morale of its comrades, encouraging them to fight more fiercely.
(Grants a bonus to ally Offense)S
Scatterstrike –
AP – This creature dashes about the battlefield, sacrificing power for the chance to hit multiple opponents at once.
(Attacks all opponents but cannot deal more than a set amount of damage)Sharp Beak –
Automatic (Prerequisite) – This creature has a dangerously-shaped beak.
(Grants a bonus to Offense)Sharp Senses –
Automatic – This creature uses its enhanced senses to help it land hits on its opponent.
(Bonus to total chance to hit)Snatch –
One-Hit//Restricted (Restriction) – This creature can seize opponents in its jaws or claws.
(25% chance of critical hit)Snatch and Snap –
One-Hit//Shrine (Prerequisite/Restriction) – This creature can crush the life out of opponents it has grabbed in its jaws.
(25% chance to grab opponent; instant death if grabbed)Soundproof –
Automatic – This creature tunes out all noise during battle, making it immune to effects that require it to be able to hear.
(Negates Horrific Moan, Horrific Wail, Rousing Speech, and Sonic Waves)Spiked Body –
Dependent (Prerequisite) – This creature has spiny protrusions on its body that cause damage to attackers.
(Causes damage to opponent when opponent attacks and hits)Staggering Strike –
One-Hit//Shrine (Prerequisite) – This creature’s strike can deal heavy damage and make the opponent falter.
(50% chance of critical hit, 25% chance of opponent missing next turn)Stone Blood –
Automatic//
Restricted – This creature has thick blood, so it bleeds out much more slowly.
(Reduces damage received)Stubborn Ferocity –
Automatic//Shrine (Prerequisite) – This creature pushes its capabilities to the limit in battle, continuing to fight even while inflicted with wounds that would have felled others.
(Endurance can reach -10 before dying)Subduing Strike –
Automatic – This creature aims to incapacitate, not decapitate.
(Opponent ‘faints’ if it looses and may battle again)Swift Scout –
Automatic – This creature can slip in and out of enemy territory swiftly and easily.
(Grants a bonus to Speed)T
Tail Sweep –
AP//Restricted (Prerequisite/Restriction) – This creature uses its tail as a weapon, sweeping foes off their feet.
(25% chance of critical hit)Team Defense –
Automatic – This creature helps defend its ally from attacks.
(Grants a bonus to ally Defense)Tough Hide –
Automatic – This creature has thick skin or fur that gives it extra defense.
(Grants a bonus to Defense)V
Veteran Mind –
Automatic – This creature keeps its cool in the midst of battle, tuning out distractions and keeping focused on its target.
(Bonus to total chance to hit)W
Weaken –
AP//Restricted – This creature can, through the use of magic, poison, or some other ability, weaken its opponent temporarily.
(One of the opponent's stats, other than Endurance, is decreased by half this Trait's AP cost for the next 3 turns)Wing Buffet –
Activate (Prerequisite) – This creature whacks its opponent with its wings.
(Deals additional damage)