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Charges

Charges are the resource that gates soldier (and avatar) skills. Every player unit has their own charge pool and earns charges by taking turns and performing actions. Skills spend charges - the bigger the skill, the more it costs.

All four skills for a soldier class are available from level 1. The big ones aren't level-gated - they're charge-gated. You just have to save up.

Charge-cost skill

How Charges Accumulate

Charges are per-unit, not shared across the party. Each soldier (and the avatar) builds up their own reserves.

  • Start of battle - every player unit begins with 2 charges.
  • Turn-start gain - each time a unit starts a turn, they gain 1 charge.
  • Action gain - each time a unit resolves a basic attack or a skill, they gain 1 additional charge on top of the turn-start grant.
  • Maximum - charges cap per unit. Excess charge gain is lost.

The turn-start + action combo means a unit using free basic attacks each turn is netting +2 charges per turn. That's the baseline tempo - a unit content to spam basics will accumulate charges quickly.

Charge Costs at a Glance

Every soldier skill has a fixed cost. The full pattern:

CostSkills
0All basic attacks - Sword Strike, Arcane Bolt, Staff Strike, Inspiring Strike
3Taunt, Healing Touch, War Cry
4Fireball, Frost Spike, Purify, Discordant Note
6Heavy Blow, Shield Wall, Come Closer, Rallying Anthem
8Arcane Surge

A skill can only be cast if the unit has enough charges.

Strategic Rhythm

The charge economy creates a deliberate three-beat rhythm:

  • Early turns. Basic attacks. Every one deals modest damage and builds toward the bigger plays.
  • Mid-fight. 3-4 charge skills come online - utility, healing, mid-tier damage.
  • Late-fight. 6+ charge finishers land - Heavy Blow, Shield Wall, Rallying Anthem, Arcane Surge.

Pushed aggressively, a soldier can land a 6-cost skill by turn three (2 starting + 1 turn-start + 1 action + 1 turn-start + 1 action = 6). Played patiently, a Mage sitting on Arcane Bolts can have 8 charges saved for Arcane Surge by turn four.

Read the fight before spending

Big skills aren't always the right answer. A 6-charge finisher on an enemy about to die anyway is three turns of basic attacks you could have spent on a bigger target. The charge economy rewards thinking one or two turns ahead.

No Cooldowns on Top of Charges

Soldier skills don't have cooldowns. If a unit can pay the cost, they can use the skill again the next turn. A Knight with 12 charges could theoretically Heavy Blow twice in a row - though only if something else fed them charges in between.

This is the key difference from monster skills, which are gated by cooldowns instead.

Charges Reset Between Battles

Charges don't persist across fights. Each new battle - including each encounter in a multi-phase dungeon or adventure quest - starts fresh at 2 charges. Multi-encounter dungeons are sequences of independent charge economies, not one long buildup.

Speed Makes Charges Flow Faster

Because charges come from turns, and turn frequency is driven by Speed, a fast unit accumulates charges faster than a slow one. A high-Speed Bard can use skills more often than a low-Speed Knight, and the Bard's Rallying Anthem - doubling party Speed for a short window - effectively doubles the party's charge generation during its duration.

Mana Siphon - The Charge Counter

Some monsters carry Mana Siphon, which blocks a target's charge gain for a short duration. The target keeps their existing charges and can still spend them, but no new ones accumulate.

This is the monster roster's answer to "save up for a big spell" play patterns. Against a heavy Mana Siphon enemy, you need to either spend charges before they're siphoned or tough it out with basic attacks until the debuff expires.