Action, condition:
this advantage is a possible outcome of a turn of combat (for the effect of maneuvers or events). It is used to perform some special action that is usually not provided by maneuver cards, like readying a weapon or drinking a potion.
Agile, manouver peculiarity:
a maneuver with this peculiarity allows the character to use the value of its own speed (SPD) in place of the defense (DEF), but only if the first is greater than the second.
Alfr:
who belongs to this archetype believes to be a fairy, not too dissimilar from the elves of the literature, so it can acquire skills from the disciplines of Divine Light and Faerie. An Alfr may belong to any faction.
Angelus, archetype:
who belongs to this archetype believes to be a divine messenger and can acquire skills from the disciplines of Divine Light and Elemental Lineage. The Angeloi can only belong to the factions of the Hosts of Redemption and of the Keepers of the Shroud.
Apocalipse Path, discipline:
this discipline includes the demonic powers correlated to the apocalypse.
Archetype:
each awakened is created based on an archetype, a mythical offspring of which it shares the basic characteristics, the skills and disciplines that he knows and can use. In addition, each archetype also points to which factions the character can join.
Arms Master, discipline:
the skills related to this discipline are linked to different styles of melee combat.
Attack (ATK), characteristic:
the ability of an archetype (and therefore of a character) to hit their opponent in combat.
Awakened:
an awakened is a human being who has activated their latent powers, and is no longer part of the sleepers. Each player character is an awakened and is based on the archetype of a mythical creature (with which shares the powers and the philosophy of "life").