| Brace Wall | Armour | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Plant for a few seconds: greatly resist stagger & knockback. Costs stamina, slows you while braced (resist, not immovable). | It does not bypass the normal target, range, resource, or context checks. |
| Bulwark | Armour | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Become soft cover: allies directly behind you take reduced ranged damage while you hold. | It does not bypass the normal target, range, resource, or context checks. |
| Shield of the Line | Armour | Stamina | Cooldown applies; the exact duration is contextual | A valid target in the combat or world context described below | In medium/heavy armour, project a brief, modest damage-soak aura to nearby formation troops (cooldown). | It does not bypass the normal target, range, resource, or context checks. |
| Lunge | Athletics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Dash-attack closing distance. | It does not bypass the normal target, range, resource, or context checks. |
| Vault | Athletics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Leap over foes/obstacles to reposition. | It does not bypass the normal target, range, resource, or context checks. |
| Evasion | Athletics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Brief i-frame burst on demand. | It does not bypass the normal target, range, resource, or context checks. |
| Blur | Athletics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Chain dodges for a window. | It does not bypass the normal target, range, resource, or context checks. |
| Guard Break | Melee | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Charged shove opens a blocking foe. | It does not bypass the normal target, range, resource, or context checks. |
| Executioner | Melee | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Finisher on staggered / low foes. | It does not bypass the normal target, range, resource, or context checks. |
| Riposte | Melee | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Perfect parry opens a free heavy. | It does not bypass the normal target, range, resource, or context checks. |
| Whirlwind | Melee | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Spin hitting all in reach, high stamina. | It does not bypass the normal target, range, resource, or context checks. |
| Aimed Shot | Marksmanship | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Hold to pick a hit-location. | It does not bypass the normal target, range, resource, or context checks. |
| Suppressing Volley | Marksmanship | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Order that pins an enemy formation. | It does not bypass the normal target, range, resource, or context checks. |
| Rain of Arrows | Marksmanship | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Timed area barrage (limited). | It does not bypass the normal target, range, resource, or context checks. |
| Called Shot | Marksmanship | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Guaranteed disable on a chosen limb. | It does not bypass the normal target, range, resource, or context checks. |
| Couched Charge | Riding | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Lance charge that scatters a line. | It does not bypass the normal target, range, resource, or context checks. |
| Trample | Riding | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Ride through light infantry. | It does not bypass the normal target, range, resource, or context checks. |
| Feigned Retreat | Riding | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | A fake rout that baits and re-charges. | It does not bypass the normal target, range, resource, or context checks. |
| Devastating Charge | Riding | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | A charge that can break a formation outright. | It does not bypass the normal target, range, resource, or context checks. |
| Intimidate | Roguery | No separate material cost stated | One encounter; normal threat limits apply | A weaker enemy band or vendor who can be threatened | Forces a weaker foe or vendor to yield. | It requires the opposing band to be smaller; it cannot force an equal or stronger target to yield. |
| Ambush | Roguery | 1 physical trap | One trap for the prepared encounter | A valid roaming encounter and a place to prepare the trap | Sets one battlefield trap or opening advantage on the map. | It consumes one physical trap; it cannot create extra enemies, casualties, or an encounter from nothing. |
| Bribe | Roguery | 25 gold per living enemy | Once per encounter | A living roaming band that can accept payment | Pays the band to look away and lets the company pass. | It costs 25 gold per living enemy; it cannot kill enemies or change a target that has no living negotiators. |
| Inspire | Leadership | No separate material cost stated | Morale benefit expires on the next world day | Living companions in the current battlefield formation | Rallies the formation and raises morale for the day. | It does not heal bodies or restore casualties; the benefit expires after the next world day. |
| Flank Order | Tactics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Send a detachment wide. | It does not bypass the normal target, range, resource, or context checks. |
| Feint & Envelop | Tactics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Bait a line, then collapse the flanks. | It does not bypass the normal target, range, resource, or context checks. |
| Break the Line | Tactics | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | An order that shatters a chosen formation. | It does not bypass the normal target, range, resource, or context checks. |
| Hold! | Warcraft | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Real-time order: nearby allies stop routing for a window. | It does not bypass the normal target, range, resource, or context checks. |
| Break Them | Warcraft | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | A shout spiking enemy rout chance in an arc. | It does not bypass the normal target, range, resource, or context checks. |
| Rally the Broken | Warcraft | Stamina | Once per battle | A valid target in the combat or world context described below | Pull a routed formation back once per battle. | It does not bypass the normal target, range, resource, or context checks. |
| Last Stand | Warcraft | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Outnumbered, convert dread into a surge for the whole band. | It does not bypass the normal target, range, resource, or context checks. |
| Bait | Beast Lore | No separate material cost stated | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Lure or provoke wildlife tactically. | It does not bypass the normal target, range, resource, or context checks. |
| Track the Corrupted | Beast Lore | No separate material cost stated | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Hunt a specific beast / lair on the map. | It does not bypass the normal target, range, resource, or context checks. |
| Expose | Beast Lore | No separate material cost stated | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Reveal and exploit a boss-beast's weakness live. | It does not bypass the normal target, range, resource, or context checks. |
| Vanguard | Scouting | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Detect ambushes / hideouts at range. | It does not bypass the normal target, range, resource, or context checks. |
| Recon | Scouting | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Reveal an enemy force's composition pre-battle. | It does not bypass the normal target, range, resource, or context checks. |
| Set Ambush | Scouting | Stamina | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Turn the tables and ambush a pursuer. | It does not bypass the normal target, range, resource, or context checks. |
| Hawk's Eye | Scouting | No separate material cost stated | Once per battle | A valid target in the combat or world context described below | Once per battle, pin the tactical overlay for every living combatant, revealing observable health, stamina and statuses without exposing hidden AI intent. | It does not bypass the normal target, range, resource, or context checks. |
| Make Camp | Survival | No separate material cost stated | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Set a restorative camp anywhere. | It does not bypass the normal target, range, resource, or context checks. |
| Forage Party | Survival | No separate material cost stated | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Send mercs to gather en route. | It does not bypass the normal target, range, resource, or context checks. |
| Shelter | Survival | No separate material cost stated | No separate cooldown stated; normal context limits apply | A valid target in the combat or world context described below | Negate a storm / disaster event once. | It does not bypass the normal target, range, resource, or context checks. |
| Ward | Faith | No separate material cost stated | Three days; warding has its normal daily latch | The most vulnerable Companion during an Awareness or conversion crisis | Halves external Awareness loss and can pause one conversion countdown. | It restores no Awareness and cannot alter the Captain's choices. |
| Sermon | Faith | No separate material cost stated | Once per settlement every 7 days | A struggling settlement where a public gathering can be held | Grants +6 local morale. | It leaves every material and political cause intact. |
| Exorcise | Faith | No separate material cost stated | One attempt per conversion crisis | A settlement and one Companion's conversion crisis | Attempts a deterministic 30–70% bond-based rescue and restores 5 Awareness on success. | It always damages trust and local morale, even on success; failure shortens the countdown. |
| Petition | Statecraft | No separate material cost stated | One petition per settlement issue | A settlement and a severe recent public local issue | Asks the Council to hear the most severe evidenced issue. | It has no political result on its own; it cannot reveal hidden knowledge or approve and execute the outcome. |
| Whisper Campaign | Statecraft | 50 gold | 14 days per faction | A settlement, a faction, and a public local fact involving that faction | Proposes a tavern-rumour campaign grounded in the public fact. | It has no political result on its own; it cannot directly change disposition, and the Council may reject delivery. |
| Call the Vote | Statecraft | No separate material cost stated | 14 days per settlement | An oldest unresolved local proposal filed by the player | Calls an early Arbiter decision on that proposal. | It forces timing, not approval; it cannot guarantee acceptance, execute the proposal's effect, or avoid −3 local morale. |
| Coup | Statecraft | 500 gold | Once per settlement per run | The current settlement plus its morale and the company's renown | Attempts to seize control; chance depends on morale and renown. | It is limited to one attempt per settlement in a run; both outcomes damage people, trade, and relations. |
| Corner the Market | Trade | Gold and owned cargo | 7 days per settlement | Physical stock or owned cargo in a settlement shortage | Moves real stock through the market so scarcity changes the price. | The same market is locked for seven days; it cannot invent a multiplier, stock, or price change. |
| Monopoly | Trade | The market's charter price | 14 days per regional good | A player-controlled settlement and a locally produced non-essential good | Buys an exclusive charter; competing caravans wait at origin while production continues. | It lasts fourteen days; food and medicine continue, and it cannot block essential goods or local production. |
| Embargo | Trade | Gold, prosperity, morale, and diplomatic trust | 21 days per regional faction | A materially present foreign faction and its non-essential convoys | Makes that faction's non-essential caravans wait in the region. | It lasts twenty-one days and costs the issuer gold, prosperity, morale, and trust; it cannot block food or medicine shipments. |
| Commune | Introspection | No separate material cost stated | Contextual; observation is read-only | Spoken dialogue and durable relationship memory to compare | Surfaces evidence-bound tells and contradictions beside remembered context. | It cannot reveal hidden intent, allegiance, or corruption as fact. |
| Sever | Introspection | Half current vitality | Once per battle | A converting Companion during a battle | Buys the Companion one more day before conversion. | It cannot cure or erase the crisis; it only delays it. |
| Triage | Medicine | 1 basic medicine | Within 8 seconds of the fall; once per battle | A nearby named Companion who fell within the last 8 seconds | Stabilises the Companion and raises them at 1 HP. | Wounds and morale shock remain; it raises the Companion at 1 HP. |
| Surgery | Medicine | 1 strong medicine | Once per eligible permanent injury | A Companion with a crippled arm, crushed foot, or punctured lung | Turns one eligible permanent injury into a long recovery. | It cannot restore missing limbs or erase old scars. |
| Battlefield Surgeon | Medicine | 2 strong medicines | After battle; one same-day casualty per battle | A Companion recorded dead in the battle that ended today | Returns one casualty at 1 HP with permanent trauma. | It returns the Companion at 1 HP with permanent trauma; it cannot treat an older casualty or more than one casualty. |
| Miracle Work | Medicine | No separate material cost stated | Once per run | A fallen Companion reachable during the battle | Returns the Companion at 1 HP and records permanent trauma. | Once in the entire run; the return always leaves permanent trauma. |