Steel Charge   HP: 60/60 MP: 90/90 AP: 3/3   Attributes:     + Magus: Magical attack strings deal extra damage.     - Light-Headed: Getting addled makes you lose 1 AP   >>Skills:   PASSIVE - Fortress: Take less damage from physical strikes.   >1 AP/ 0 MP - Rushdown:     Charge the enemy and deal light physical damage. Chance to Addle.   >2 AP / 0 MP - Gore:     Deal heavy physical attack damage to a target. Chance to Stun.   ===   >1 AP / 10 MP - Spell Arrow     Summon a magical projectile that deals magical damage at the end of the turn. Capable of piercing.   >2 AP / 25 MP - Spell Chain     Summon an ethereal chain to lock a target in place and deal light damage. Chance to Lock Down.   >1 AP / 10 MP - Spell Sword:     Wreathe your horn in a blade of magic. Blade expires with a fierce explosion. ===   >1 AP/ 15 MP - Spell Shield:     Summon a shield of magic to bolster your defenses and recover HP   >1 AP / 0 MP- Concentrate:     Begin to regain MP and deal extra damage with a combo string in the next turn.   ===   >0 AP / 0 MP - Intel     Consult the Codex about a target.   >0 AP / 0 MP - Scrying Pearl     Communicate over long distances.   >0 AP / 0 MP - Taunt     Contextual   ===   >3 AP/ 0 MP - Retreat     Depart from battle. They say it is best to live to fight another day, instead of dying on this one.