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Innate skills

Mechanic

Innate skills

Starting skills’ innate versions: no capacity cost, a bonus or a rewritten effect.

Units who start with a skill that has an innate version usually have that version. It costs no capacity, and its text adds a bonus (Celerity: base movement +1) or rewrites the effect (Laura’s Vantage stays active at any HP). Unequipping and re-equipping keeps the innate version.

From the game — 1

Descriptions and innate skills

Tutorial

Going forward, be sure to regularly check the descriptions of classes, weapons and skills by pressing .

Almost everything has changed within this version of the game, so obtaining valuable information will often times be crucial.

Weapon/item descriptions will show important stat modifiers or bonuses, including benefits gained while playing on each version.

And finally, skills will provide information on effects, cooldowns, and innate bonuses they may be providing to the unit.

Innate versions of various skills are granted to those who initially have the skill by default. For example, Vantage normally can only trigger when the unit is at 50% HP or lower. However, the innate version allows it to remain active at all times.

While this does offer incentive for units to keep default skills, it also means that temporarily unassigning skills can be done freely at any time.

Even if you were to remove Laura's Vantage, she can then later re-equip it with no capacity cost and retaining the innate bonus!

Skills involved — 20

Capacity 10 — 9
Stillness

While at 50% HP or below, negate any priority of being attacked by enemy units (except bosses).

Innate Entirely negates any priority of being attacked by enemy units (except bosses).

Counter

If unit can attack while at 80% HP or above, inflict 50% of damage taken to enemy unit.

Innate If unit can attack while at 50% HP or above, inflict 50% of damage taken to enemy unit.

Capacity 15 — 10

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