Fea ally skills
Lord - Inspire
Your ally inspires your party to press an advantage. All Allies take +1 Forward on their next roll.
Knight - Bulwark
Your ally provides cover for another, using their heavy army to mitigate the damage. Choose one ally, the next attack made against that ally does 0-Harm.
Cavalier - Hitch a Ride
Your ally ferries you to any neutral or ally controlled point on the battle field in the blink of an eye.
Archer - Longbows
Your ally uses their long range weapons to attack a Guardian or Enemy in an adjacent point on the battlefield. This attack does 1-Harm.
Mercenary - Hold the Objective
Your ally splits off an handles an objective for you. Create an Objective on an allied Objective with 4 Harm. The Objective cannot by taken over by Enemy forces until this Objective has been cleared.
Fighter - Bash Em Good
Your ally follows up after your attack to do extra damage. On your next attack you do +2 Harm.
Myrmidon - Lucky Strike
Your ally setups your next attack to break through the target’s defenses. Gain +2 Forward on your next Cross Blades.
Thief - Pass
Your ally finds you a route through an enemy controlled zone. You can travel through an enemy controlled point on the battlefield without clearing the Travel Through Objective.
Pegasus Knight
Wyvern Knight
Troubadour - Combat Medic
Your ally travels swiftly through the battlefield to provide aid to an ally. Heal 2 Harm from an ally on any point in the battlefield you could reach without traveling through an enemy controlled point.
Cleric - Heal
Your ally heals an injured combatant for 4 Harm.
Monk - Slay
Your ally makes an attack that is especially deadly against undead forces of the Dark Dragon. Deal 3 additional Harm on your next Cross Blades against such a target.
Mage - Anima
Your ally follows up after your attack to do extra damage. On your next attack you do +2 Harm.
Shaman - Luna
You ally drains the defenses from a target. The next time Harm is dealt to that target, ignore any Armor it has.