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	<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198107421680</id>
	<title>Every Day We Fight Official Wiki - User contributions [en]</title>
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	<updated>2026-09-18T02:27:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Main_Page&amp;diff=144</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Main_Page&amp;diff=144"/>
		<updated>2025-07-09T08:27:15Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EDWF logo.png|150px|link=https://store.steampowered.com/app/1546080/Every_Day_We_Fight/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: center;&amp;quot; | Official Community Wiki for Every Day We Fight&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{#ev:youtube|nvA_4QzbsgE|1100|center|Release Date Trailer|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Every Day We Fight]]&#039;&#039;&#039;  is a game where real-time exploration meets turn-based tactics and roguelite strategy. Caught in a time loop, your band of resistance fighters is humanity’s last hope. Learn new abilities, seek out new weapons, and develop new techniques to overcome the mysterious alien threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Join the Wiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
Much of this wiki is still a work in progress, so any help is appreciated, even as little as pointing out a missing detail or inaccuracy. &lt;br /&gt;
&lt;br /&gt;
[[Special:UserLogin|Log in to the wiki here using your steam account,]] and [https://discord.com/invite/JecuyCnJWF find our chat room on the developer&#039;s Discord here]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/1546080/Every_Day_We_Fight/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/JecuyCnJWF Developer&#039;s Discord]&lt;br /&gt;
** [https://discord.com/channels/409638848302153728/781272033442136164/1289724742684639252 Specific channel for wiki contributing]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Every Day We Fight, developed by Signal Space Lab and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Main_Page&amp;diff=143</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Main_Page&amp;diff=143"/>
		<updated>2025-07-09T08:25:50Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EDWF logo.png|150px|link=https://store.steampowered.com/app/1546080/Every_Day_We_Fight/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: center;&amp;quot; | Official Community Wiki for Every Day We Fight&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|nvA_4QzbsgE|1100|center|Release Date Trailer|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Every Day We Fight]]&#039;&#039;&#039;  is a game where real-time exploration meets turn-based tactics and roguelite strategy. Caught in a time loop, your band of resistance fighters is humanity’s last hope. Learn new abilities, seek out new weapons, and develop new techniques to overcome the mysterious alien threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Join the Wiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
Much of this wiki is still a work in progress, so any help is appreciated, even as little as pointing out a missing detail or inaccuracy. &lt;br /&gt;
&lt;br /&gt;
[[Special:UserLogin|Log in to the wiki here using your steam account,]] and [https://discord.com/invite/JecuyCnJWF find our chat room on the developer&#039;s Discord here]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/1546080/Every_Day_We_Fight/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/JecuyCnJWF Developer&#039;s Discord]&lt;br /&gt;
** [https://discord.com/channels/409638848302153728/781272033442136164/1289724742684639252 Specific channel for wiki contributing]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Every Day We Fight, developed by Signal Space Lab and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:EDWF_logo.png&amp;diff=140</id>
		<title>File:EDWF logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:EDWF_logo.png&amp;diff=140"/>
		<updated>2025-07-02T11:58:28Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=139</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=139"/>
		<updated>2025-07-01T20:43:07Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Weapon mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
Rifter weapons can also be obtained rarely from killed rifters. These weapons have their own weapon slot but cannot be reloaded and are not added to the starting weapons list.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039; || Creates a temporary area of smoke that blinds and conceals everyone inside || 6 || 500 (must be found first)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
[[File:Modified weapon.png|thumb|350px|A modified weapon]]&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests. Weapons mods can be scrapped to gain 50 scrap at any point.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 1-3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:Modified_weapon.png&amp;diff=138</id>
		<title>File:Modified weapon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:Modified_weapon.png&amp;diff=138"/>
		<updated>2025-07-01T20:42:34Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=137</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=137"/>
		<updated>2025-07-01T20:13:23Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a thorn&#039;s health is depleted in combat they become incapacitated and can be revived with a med kit. If the combat encounter is won all incapacitated thorns will revive with minimal HP.&lt;br /&gt;
&lt;br /&gt;
If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
[[File:Shooting.jpg|thumb|350px|First-person mode]]&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039;: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* &#039;&#039;&#039;Aim&#039;&#039;&#039;: Enters aiming mode.&lt;br /&gt;
* &#039;&#039;&#039;Overwatch&#039;&#039;&#039;: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* &#039;&#039;&#039;Punch&#039;&#039;&#039;: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions. Shooting enemies in the head deals more damage than the rest of their body.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:Shooting.jpg&amp;diff=136</id>
		<title>File:Shooting.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:Shooting.jpg&amp;diff=136"/>
		<updated>2025-07-01T20:12:43Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=135</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=135"/>
		<updated>2025-07-01T20:11:39Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a thorn&#039;s health is depleted in combat they become incapacitated and can be revived with a med kit. If the combat encounter is won all incapacitated thorns will revive with minimal HP.&lt;br /&gt;
&lt;br /&gt;
If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039;: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* &#039;&#039;&#039;Aim&#039;&#039;&#039;: Enters aiming mode.&lt;br /&gt;
* &#039;&#039;&#039;Overwatch&#039;&#039;&#039;: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* &#039;&#039;&#039;Punch&#039;&#039;&#039;: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions. Shooting enemies in the head deals more damage than the rest of their body.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=134</id>
		<title>Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=134"/>
		<updated>2025-07-01T20:07:58Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Codex.png|thumb|500px|The Codex]]&lt;br /&gt;
== Locations ==&lt;br /&gt;
Locations are added to the codex when they are first entered.&lt;br /&gt;
&lt;br /&gt;
=== Bridge to Faber Labs ===&lt;br /&gt;
The only ground-based method for reaching the old prison island, the bridge to Faber Labs was primarily used by employees and the occasional mysterious delivery. As the Conflict of Nations encroached on the city of Rugosa, the Acacian military erected barriers and blockades all along the bridge to ensure that Terragonian forces could not acquire the unknown capabilities that Selena Faber&#039;s technology and research could provide them. Not long before the arrival of the Rifters, an artillery strike rained down on the facility, destroying much of the historical site.&lt;br /&gt;
&lt;br /&gt;
=== Faber Labs Exterior ===&lt;br /&gt;
Originally built as a fortification to protect the city of Rugosa from attacking forces during the First War of Independence, the island structure was eventually converted into a maximum-security prison facility that housed many of Acacia&#039;s most dangerous criminals. Over the years, it became too costly to maintain the prison. Many suspected this was due to the unnecessary additions that were made to the old fortress to accomodate the growing number of inmates. Eventually, the island prison was decommissioned and abandoned. It wasn&#039;t until about twenty years ago that a scientist named Dr. Selena Faber purchased the island and converted the facility into a research complex. Despite her company&#039;s goal of creating advancements in technology, she left the exterior of the structures untouched and in their original state.&lt;br /&gt;
&lt;br /&gt;
=== Sewer Hideout ===&lt;br /&gt;
After the Rifters arrived, the survivors of the initial attack fled into the sewers to hide. This dark, damp underbelly of the city is where the Thorns were formed. Allies and enemies alike were forced to live underground and work together against a new common threat. So far, it has been the safest place for them to hide. Their theory that Rifters must be unable to survive below the surface seems the most likely explanation. Despite not being the most ideal of living conditions, the Thorns never thought they would refer to the sewers as &amp;quot;home&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Manholes ===&lt;br /&gt;
Before the Forever War began, the smell that emerged from manholes was enough to make your average civilian steer clear of them. Most people didn&#039;t want to know what was down there. &amp;quot;Out of sight, out of mind&amp;quot;, they said. But when the Rifters came, the survivors of the intial attack had to swallow their pride and descend into the darkness. It wasn&#039;t long before they got used to the smell. Maybe it was because it followed them wherever they went. Now, when out on supply runs, instead of avoiding the city&#039;s access points to the sewers, the Thorns view them as gateways to refuge.&lt;br /&gt;
&lt;br /&gt;
=== Grand Rugosa Hotel ===&lt;br /&gt;
Built in the aftermath of the First War of Independence, the Grand Rugosa Hotel was a symbol of renewed peace in Acacia. It welcomed visitors and dignitaries from all over, including those who were considered to be former enemies. Its solid construction allowed the structure to survive the Second War of Independence, but the hotel filed for bankruptcy in the years after. Since then it has been revitalized and refurbished by new owners. Its grand re- opening was a proud moment for the city. Now it sits in partial ruin due to the Conflict of Nations and the Forever War against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Thorn Stash ===&lt;br /&gt;
The Thorns came to realize that storing all of their gathered supplies in the sewers was not the best course of action. Although the Rifters have remained above ground, the Thorns could not take the chance that all of their hard work would be undone if that ever changed. A select few locations throughout the city were used as safehouses, where Thorns between missions could go to resupply and even rest for a bit. These locations were kept secret, marked only by the Thorn symbol painted near their entrances. There were very few keys to unlock the doors. Keys that were given only to Thorns who were setting out on supply runs. As more and more resistance fighters fell in combat against the Rifters, the whereabouts of those keys became unknown.&lt;br /&gt;
&lt;br /&gt;
=== Riverside Market ===&lt;br /&gt;
Once a bustling city landmark, this park along the canal was a place for people of all ages to enjoy. On the first weekend of every month, the park hosted a market where local farmers and artisans could sell their products to the public. It serves as an attraction to visitors staying at the nearby Grand Rugosa Hotel. The food was always fresh and the sounds of laughter could be heard across the waterway. Now, anything of value that remained has been looted by the Thorns, leaving nothing but a memory of what used to be.&lt;br /&gt;
&lt;br /&gt;
=== Hall of Records ===&lt;br /&gt;
When it was becoming increasingly clear that the Terragonian army was going to reach the Rugosa City Hall, officials made the call to relocate operations to a less enticing structural landmark. They used to their advantage the fact that many of the city&#039;s buildings share a similar look and feel. With artillery strikes raining down all over, they moved all documentation and records to an inconspicuous building under the cover of night.&lt;br /&gt;
&lt;br /&gt;
== Discoveries ==&lt;br /&gt;
Discoveries are added to the codex by finding and interacting with them on the map. They will appear as a question mark on the map after a thorn gets nearby for the first time.&lt;br /&gt;
&lt;br /&gt;
=== Elixium Encrustations ===&lt;br /&gt;
Encrustations are masses of solidified Elixium that are impervious to bullets and explosions. Only the specific frequency emitted by a Rifter resonator device is capable of breaking them apart.&lt;br /&gt;
&lt;br /&gt;
=== Cannon Monument ===&lt;br /&gt;
A relic cannon from Acacia&#039;s military history, on display for all to appreciate.&lt;br /&gt;
&lt;br /&gt;
An inscription reads: &amp;quot;Ten-pointer cannon used in defense of Rugosa in the Second War of Independence&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Thorn Stash Key ===&lt;br /&gt;
Found off the bodies of Thorns who perished in the Forever War against the Rifters. These keys unlock the access doors to secret supply stashes spread around the city.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:Codex.png&amp;diff=133</id>
		<title>File:Codex.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=File:Codex.png&amp;diff=133"/>
		<updated>2025-07-01T20:07:32Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=132</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=132"/>
		<updated>2025-07-01T20:06:00Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|350px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|350px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
| &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
| &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|350px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|  &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
| &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
| &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
| &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=131</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=131"/>
		<updated>2025-07-01T20:05:43Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
| &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
| &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|  &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
| &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
| &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
| &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=130</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=130"/>
		<updated>2025-07-01T20:04:14Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Taunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
| &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
| &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|  &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
| &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=129</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=129"/>
		<updated>2025-07-01T20:02:56Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Proximity Punch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
| &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
| &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=128</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=128"/>
		<updated>2025-07-01T20:00:19Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
| &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
| &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=127</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=127"/>
		<updated>2025-07-01T19:59:00Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Donate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=126</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=126"/>
		<updated>2025-07-01T19:58:43Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Donate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
| &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=125</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=125"/>
		<updated>2025-07-01T19:57:11Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Covering Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=124</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=124"/>
		<updated>2025-07-01T19:55:40Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
| &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
| &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=123</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=123"/>
		<updated>2025-07-01T19:54:06Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Kill Assist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=122</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=122"/>
		<updated>2025-07-01T19:53:36Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Hologram */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
| &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=121</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=121"/>
		<updated>2025-07-01T19:51:55Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Kill Assist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=120</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=120"/>
		<updated>2025-07-01T19:51:47Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Kill Assist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an &lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
| &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
| &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
| colspan=6 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=119</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=119"/>
		<updated>2025-07-01T19:49:28Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
[[File:Vivian.png|thumb|300px|Vivian]]&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an Electrified surface.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
[[File:Leo.png|thumb|300px|Leo]]&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
[[File:Dylan.png|thumb|300px|Dylan]]&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
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		<title>File:Dylan.png</title>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=115</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=115"/>
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&lt;div&gt;[[File:Vivian skills.png|thumb|300px|Vivian&#039;s skills]]&lt;br /&gt;
Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time outside combat.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an Electrified surface.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=114</id>
		<title>Thorns</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Thorns&amp;diff=114"/>
		<updated>2025-07-01T19:37:23Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vivian skills.png|thumb|300px|Vivian&#039;s skills]]&lt;br /&gt;
Each thorn has a level. Once a thorn gains 1000*(level+1) experience, it will level up and receive a skill point which can be spent to unlock skills. Each thorn has three skill trees. The final skill of each tree, called the Premium Skill, can be unlocked at any point after unlocking three other skills. Skills can be reset at any time.&lt;br /&gt;
&lt;br /&gt;
== Vivian Toussaint ==&lt;br /&gt;
Vivian&#039;s parents were both career military officers for the Acacian army. Years ago, however, when Vivian was growing up, her father self-inflicted an injury to get out of combat. Her mother, Gloria, never forgave his weakness - they split up. Gloria also never thought Vivian was &amp;quot;enough.&amp;quot; She always saw the father&#039;s weakness in Vivian and discouraged her from going into the military. She grew up doubting herself, until she became a scientist working for Dr. Selena Faber.&lt;br /&gt;
&lt;br /&gt;
Vivian&#039;s self-esteem came from working at Faber Labs. As her mentor, Selena became a kind of mother figure to her. Just before the Rifters arrived, the lab facility, at the old abandoned island prison, was blown up by artillery strikes. She assumed that the Terragonian army was responsible.&lt;br /&gt;
&lt;br /&gt;
Injured in the attack, Vivian awoke in a local field hospital after the Rifter Dome went up. She still feels the pain from her wounds from time to time. After discovering that a new war was underway, Vivian quickly banded together with some Thorns and joined the fight against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Kill Assist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Kill Assist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian witnesses another Thorn bring an enemy to near-death, she can finish them off with her Kill Assist Reflex. Trigger the action to switch to Vivian&#039;s view, so she can do the rest.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Demise&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, any Rifters within 4m of the enemy are inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Burning Witness&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Assistant Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she is awarded an additional 5 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Life is Life&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, her health is restored by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 5m radius of the ground beneath its feet is covered with an Electrified surface.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Oil Spillage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assisted Boost&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy with Kill Assist, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Refiller Killer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills a Rifter with Kill Assist, she immediately reloads her equipped weapon at no AP cost.&lt;br /&gt;
| &#039;&#039;&#039;Trigger Happy&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s awareness of an enemy&#039;s health intensifies, stimulating her Kill Assist Reflex when an ally brings a Rifter within 50% of its max health.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Return on Investment&#039;&#039;&#039;&amp;lt;br&amp;gt;After Vivian kills a Rifter with Kill Assist, she retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hologram ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Hologram&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian tosses a Hologram to distract enemies for as long as it lasts.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparks Between&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian kills an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Decoys A-Plenty&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Vivian&#039;s Hologram ability is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Retaliation Shock&#039;&#039;&#039;&amp;lt;br&amp;gt;Then a deployed Hologram takes damage, the attacking enemy is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Combustive Decoy&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, it generates an Ignitable oil surface around it that is set on fire when the Hologram is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Embrace&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian damages an enemy that has the Electrified status effect, her shield strength is replenished by 25 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Soothing Warmth&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian generates an Ignited surface, the health of her allies is restored by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Virtual Motivation&#039;&#039;&#039;&amp;lt;br&amp;gt;For every Rifter that attacks one of Vivian&#039;s Holograms, she is awarded an additional 3 AP on her next turn.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Delusional Fear&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Hologram is deployed, in inflicts Rifters within a 4m radius with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Virtual Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s Hologram inflicts the Suppressed status effect on a Rifter, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Sympathy Pain&#039;&#039;&#039;&amp;lt;br&amp;gt;When a Rifter attacks Vivian&#039;s Holograms, it reflects 25% of the damage received back at them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Propagation&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the closest Rifter within line of sight is inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Switcheroo&#039;&#039;&#039;&amp;lt;br&amp;gt;When throwing the Teleporter device at the feet of an enemy or an ally, Vivian swaps places with them.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Sparked Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian performs a Punch, the targeted Rifter is inflicted with the Electrified status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Early Departure&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge reduces her Teleporter&#039;s cooldown period by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shocking Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian Punches an enemy that has the Electrified status effect, the damage output of her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Shock Drop&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivial uses the Teleport device, she leaves an Electrified surface where she used to be.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Re-Coverage&#039;&#039;&#039;&amp;lt;br&amp;gt;The regeneration cooldown period for Vivian&#039;s shields is reduced by 1 turn, resulting in her shield gaining some strength on every turn, regardless of it taking damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Protective Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;Vivian&#039;s technical knowledge enables her to be protected by a personal Rifter shield generator with a strength of 100 HP. Her shields regenerate after 2 turns if they do not take any damage during that time, even if they&#039;ve been destroyed.&lt;br /&gt;
| &#039;&#039;&#039;Shattered Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Vivian&#039;s shields are broken through, the damage output from her weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150% weapon damage. Every time a stack is applied/reapplied at max stacks, the effect duration resets for 2 new turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Back in no time&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Vivian&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leopold Hader ==&lt;br /&gt;
Leopold (Leo) is an ex-school teacher and hardcore conspiracy theorist whose wife found him unreliable and flaky. She left him, taking their son and daughter with her, cutting off all contact. Leo entertained conspiracy theories to account for why they weren&#039;t able to contact him. For a long time, he couldn&#039;t let himself believe that his wife just didn&#039;t want to ever speak to him again. He is slowly coming around to this reality, but won&#039;t admit it to the others.&lt;br /&gt;
&lt;br /&gt;
The arrival of the Rifters only fueled Leo&#039;s conspiracy theories, proving that he was right all along. He often wonders what else he could be right about. Whenever possible, he spouts out his latest and greatest thoughts on why things are the way they are, taking pride in his creative deductions.&lt;br /&gt;
&lt;br /&gt;
After witnessing countless innocent civilians being gunned down by the invading Rifters, Leo wondered why he was spared. Spared from the effects of the Dome and spared from the relentless attacks of the Rifters. It didn&#039;t take long for Leo to join the Thorns, so he can deliver the enemy some payback.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo witnesses his allies become Suppressed by enemy attacks, he can retaliate with his Covering Fire Reflex. Trigger the action to switch to Leo&#039;s view, so he can protect his ally.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;No One Moves&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, all Rifters within a 4m radius are inflicted with the same status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Spontaneous Combustion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Stay Put&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Legs status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feel the Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the closest Rifter within line of sight is inflicted with the Ignited status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;More to Come&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo inflicts the Paralyzed Legs status effect on a target using Covering Fire, his remaining Action Points are replenished by 5 AP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Ready to Burn&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots an enemy with Covering Fire, a 4m radius of the ground beneath its feet is covered with an Ignitable oil surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Return to Sender&#039;&#039;&#039;&amp;lt;br&amp;gt;After killing an enemy with Covering Fire, Leo retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dead Arm&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo shoots with Covering Fire, the targeted Rifter is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
| &#039;&#039;&#039;Hand Cramper&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo kills an enemy with Covering Fire, the closest Rifter within line of sight is inflicted with the Paralyzed Arms status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Keeps on Givin&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;During a Covering Fire opportunity, Leo is capable of firing twice as many shots at the enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Donate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Donate&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo transfers 10 of his AP to another Thorn for them to use.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Two For One Special&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Let to Donate Action Points is increased by 3 AP, but both of his allies are awarded with 10 AP each.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Positive Thoughts&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that he or any of the Thorns have at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Enabling Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, 50 HP of the targeted Thorn’s health is restored.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Cleansing Effect&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, any negative status effects that the targeted Thorn has at the time are removed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Reap the Benefits&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, he is also awarded 10 AP - essentially costing him nothing.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Immune System&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn becomes immune to any negative status effects for 2 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giving Nature&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the Thorn is awarded with an additional 5 AP at no extra cost.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP, the targeted Thorn&#039;s weapon damage output increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| &#039;&#039;&#039;Painfully Altruistic&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Donates AP to an ally, he loses 25 HP, but the damage output of his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Frequent Provides&#039;&#039;&#039;&amp;lt;br&amp;gt;The cooldown period for Leo&#039;s Donate ability is reduced by 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Back to Square One&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, the turn-count duration of any negative status effect they have at the time is reset back to their initial value.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Time is Precious&#039;&#039;&#039;&amp;lt;br&amp;gt;The waiting period for all of Leo&#039;s abilities that have a cooldown is reduced by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Razor Fist&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo performs a Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Encruster&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo shooting a Resonator Dart is reduced by 4 AP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Negative Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Leo Punches a Rifter, an extra 15 HP of damage is inflicted on them for every negative status effect they have at the time.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Lasting Durability&#039;&#039;&#039;&amp;lt;br&amp;gt;The lifespan of Elixium encrustations generated by a Resonator Dart is increased by 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stay on Target&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at firing his weapon during Overwatch, allowing him to get off a few additional shots.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Eagle-Eyed&#039;&#039;&#039;&amp;lt;br&amp;gt;The cost for Leo laying down an overwatch is reduced by 3 AP, making him more efficient at watching for enemy movement in combat.&lt;br /&gt;
| &#039;&#039;&#039;Keep Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo becomes more efficient at covering an area, increasing the width and length of his Overwatch cones by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;More Than Capable&#039;&#039;&#039;&amp;lt;br&amp;gt;Leo&#039;s max Action Points count is increased by 10 AP, making him more capable during his turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dylan Fortis ==&lt;br /&gt;
Before the Rifters came, Dylan was a soldier in the Terragonian army. But his heart wasn&#039;t in it - he&#039;d been drafted before he could take his first sip of a cold drink at his favorite bar. Sometimes, he wonders if that very drink is still waiting for him back in his home country.&lt;br /&gt;
&lt;br /&gt;
Dylan didn&#039;t want to be involved in the conflict, but despite being a pacifist, he was forced into committing an act he&#039;s deeply ashamed of. And now, it&#039;s clear to him that the story he sold the other Thorns of him being a refugee is not holding as strong as he would like.&lt;br /&gt;
&lt;br /&gt;
Vivian and Leo are beginning to suspect that Dylan was a Terragonian soldier. Leo strongly believes that he had something to do with a massacre that happened before the Dome went up. Dylan may have to find the courage to tell them the truth, if he hopes to regain their trust.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Punch ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Proximity Punch&#039;&#039;&#039;&amp;lt;br&amp;gt;When an enemy gets too close to Dylan on their turn, he can knock them out with his Proximity Punch Reflex. Trigger the action and select the target for Dylan move to and strike.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Bloodbath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter with Proximity Punch, any Rifters within 4m of the enemy are inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Up In Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills an enemy with Proximity Punch, the closest Rifter within line of sight becomes Blinded by smoke.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Internal Hemorrhage&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Dust in the Wind&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, Blinding smoke is deployed around him and his target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Wrath&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan&#039;s Proximity Punch inflicts the Bleeding status effect on a target, the damage output of his allies and his weapons increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Weapon Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Secondhand Smoke&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes his allies to be Blinded by smoke, his health is increased by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Hitter&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan&#039;s melee damage increases by 25% for 2 turns.&amp;lt;br&amp;gt;Anything that inflicts the Melee Damage status effect can stack it until +150%. Every time a stack is applied (or reapplied at max stacks), this effect&#039;s duration resets to 2 more turns.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Feels Good&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Proximity Punch, his health is increased by 50 HP.&lt;br /&gt;
| &#039;&#039;&#039;Health Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan striking enemies with his Proximity Punch inspires confidence in his allies, restoring their health by 25 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Proximity Punch, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Taunt&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan calls out to an enemy to get them to focus their attention on him and the targeted enemy&#039;s reflex action is also consumed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Blood Transfusion&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan kills a Bleeding Rifter, the closest enemy to it is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Perfect Vision&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s resilience causes him to be immune to the negative impacts of of the Blinded status effect.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Hurtful Words&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Bleeding status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Disappearing Act&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Self-Sacrifice&#039;&#039;&#039;&amp;lt;br&amp;gt;While Dylan has an Injured status effect, performing a Taunt restores his health by 50 HP.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Deep Breaths&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s health is replenished by 5 HP for every AP spent while moving through a cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Right back at &#039;em&#039;&#039;&#039;&amp;lt;br&amp;gt;Enemies that are taunted by Dylan lose 25% of their max health when they attack him, for as long as they have the Taunted status effect.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Fearmonger&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the targeted Rifter is inflicted with the Suppressed status effect.&lt;br /&gt;
| &#039;&#039;&#039;Simply Irresistible&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect inflicted lasts for 1 additional turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Mass Influencer&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan performs a Taunt, the Taunted status effect is also applied to any Rifters within a 4m radius of the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Health Insurance&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s max health is increased by 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Haymaker&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan&#039;s punches deal 50 HP more damage.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Big Badda Boom&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more effective when using explosives, allowing him to generate blasts that are 50% larger in radius.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Smokescreen&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan punches a Rifter, he deploys smoke at his feet to conceal his position.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Maximum Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan causes an explosion, the damage inflicted on anyone within the blast radius increases by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Clean Hit&#039;&#039;&#039;&amp;lt;br&amp;gt;After Dylan&#039;s kills a Rifter with a Punch, any negative status effects he may have at the time are removed.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Equipment Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;Dylan becomes more efficient at using bandages, med kits, and throwable items - costing him 3 AP less to use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tax Evader&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan retains the ability to trigger another Reflex Action within the same turn cycle.&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Moving Target&#039;&#039;&#039;&amp;lt;br&amp;gt;When Dylan Scrambles from danger, he can more 3m farther, greatly improving his ability to get to safety.&lt;br /&gt;
| &#039;&#039;&#039;Encourageable&#039;&#039;&#039;&amp;lt;br&amp;gt;After performing a Scramble, Dylan gains the Encouraged status effect, which temporarily awards him an additional 5 AP per turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &#039;&#039;&#039;Wider Reach&#039;&#039;&#039;&amp;lt;br&amp;gt;All Blast radiuses, generated by Dylan, increase in size by 25%.&amp;lt;br&amp;gt;This includes radiuses from explosives, as well as hazardous surfaces caused by Fire Bombs, Shock Bombs, and Elixium Bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=111</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=111"/>
		<updated>2025-06-30T16:36:10Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
Rifter weapons can also be obtained rarely from killed rifters. These weapons have their own weapon slot but cannot be reloaded and are not added to the starting weapons list.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039; || Creates a temporary area of smoke that blinds and conceals everyone inside || 6 || 500 (must be found first)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests. Weapons mods can be scrapped to gain 50 scrap at any point.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 1-3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Rifters&amp;diff=110</id>
		<title>Rifters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Rifters&amp;diff=110"/>
		<updated>2025-06-30T16:34:23Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enemy&lt;br /&gt;
! Health&lt;br /&gt;
! Armor&lt;br /&gt;
! Weapon&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039; || 150 || 0 || Thumper || &#039;&#039;The weakest of Rifters, Engineers are technicians deployed to run and maintain Rifter machinery and technology in the field. While they have some combat training, they are armed with only basic Rifter pistols and are not very effective at using them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian&#039;&#039;&#039; || 200 || 0 || Mangler || &#039;&#039;Guardians are the protectors of Engineers on the field. They are armed with powerful Rifter assault rifles and trained in tactical combat. They use cover positions more effectively and are better marksmen with their shots.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || 200 || 350 || Spitfire&amp;lt;br&amp;gt;Rifter Grenades || &#039;&#039;Armed with sub-machine gun-style weapons, Grenadiers specialize in using throwable energy explosives to flush their enemies out of cover or force them to change position. These Rifters also have partial armor protecting them from head to toe.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Karg&#039;&#039;&#039; || 500 || 400 || Advanced Rifter Assault Rifle || &#039;&#039;A Rifter unlike any other the Thorns have encountered before. Karg&#039;s armor and weaponry is far more advanced, making this foe the most deadly threat they have ever faced. Unfortunately, it stands between them and rescuing Dr. Selena Faber.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=109</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=109"/>
		<updated>2025-06-30T16:32:32Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039; || Creates a temporary area of smoke that blinds and conceals everyone inside || 6 || 500 (must be found first)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests. Weapons mods can be scrapped to gain 50 scrap at any point.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 1-3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=108</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=108"/>
		<updated>2025-06-30T16:13:50Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039; || Creates a temporary area of smoke that blinds and conceals everyone inside || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests. Weapons mods can be scrapped to gain 50 scrap at any point.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 1-3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=107</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=107"/>
		<updated>2025-06-30T15:59:47Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Shooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a thorn&#039;s health is depleted in combat they become incapacitated and can be revived with a med kit. If the combat encounter is won all incapacitated thorns will revive with minimal HP.&lt;br /&gt;
&lt;br /&gt;
If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* Aim: Enters aiming mode.&lt;br /&gt;
* Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions. Shooting enemies in the head deals more damage than the rest of their body.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Main_Page&amp;diff=106</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Main_Page&amp;diff=106"/>
		<updated>2025-06-30T00:07:32Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EDWF logo.png|200px|link=https://store.steampowered.com/app/1546080/Every_Day_We_Fight/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: left;&amp;quot; | Official Community Wiki for Every Day We Fight&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|nvA_4QzbsgE|1100|center|Release Date Trailer|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Every Day We Fight]]&#039;&#039;&#039;  is a game where real-time exploration meets turn-based tactics and roguelite strategy. Caught in a time loop, your band of resistance fighters is humanity’s last hope. Learn new abilities, seek out new weapons, and develop new techniques to overcome the mysterious alien threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Join the Wiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
Much of this wiki is still a work in progress, so any help is appreciated, even as little as pointing out a missing detail or inaccuracy. &lt;br /&gt;
&lt;br /&gt;
[[Special:UserLogin|Log in to the wiki here using your steam account,]] and [https://discord.com/invite/JecuyCnJWF find our chat room on the developer&#039;s Discord here]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/1546080/Every_Day_We_Fight/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/JecuyCnJWF Developer&#039;s Discord]&lt;br /&gt;
** [https://discord.com/channels/409638848302153728/781272033442136164/1289724742684639252 Specific channel for wiki contributing]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Every Day We Fight, developed by Signal Space Lab and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=105</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=105"/>
		<updated>2025-06-29T23:23:56Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Weapon mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests. Weapons mods can be scrapped to gain 50 scrap at any point.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 1-3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=104</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=104"/>
		<updated>2025-06-29T23:22:32Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Weapon mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 1-3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=103</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=103"/>
		<updated>2025-06-29T23:17:06Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a thorn&#039;s health is depleted in combat they become incapacitated and can be revived with a med kit. If the combat encounter is won all incapacitated thorns will revive with minimal HP.&lt;br /&gt;
&lt;br /&gt;
If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* Aim: Enters aiming mode.&lt;br /&gt;
* Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=102</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=102"/>
		<updated>2025-06-29T23:12:48Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Status effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* Aim: Enters aiming mode.&lt;br /&gt;
* Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=101</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=101"/>
		<updated>2025-06-29T23:11:31Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Status effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* Aim: Enters aiming mode.&lt;br /&gt;
* Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=100</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=100"/>
		<updated>2025-06-29T23:09:47Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Status effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* Aim: Enters aiming mode.&lt;br /&gt;
* Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
Certain status effect persist based on the unit&#039;s health, while others last a few turns in combat, indicated by a number over the status effect icon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || Greatly reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taunted&#039;&#039;&#039; || The unit will focus on Dylan for a few turns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bullet Force&#039;&#039;&#039; || The damage output of the unit&#039;s weapons is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brass Knuckles&#039;&#039;&#039; || The damage output of the unit&#039;s punches is increased by 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Willed&#039;&#039;&#039; || The unit is immune to negative status effects.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=99</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Beginner%27s_Guide&amp;diff=99"/>
		<updated>2025-06-29T23:05:39Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.&lt;br /&gt;
&lt;br /&gt;
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
* Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.&lt;br /&gt;
* Aim: Enters aiming mode.&lt;br /&gt;
* Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.&lt;br /&gt;
* Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.&lt;br /&gt;
&lt;br /&gt;
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions.&lt;br /&gt;
&lt;br /&gt;
== Reflex Actions ==&lt;br /&gt;
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.&lt;br /&gt;
&lt;br /&gt;
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleeding &#039;&#039;&#039; || Inflicts 5 damage to the unit for every AP they spend during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039; || Greatly reduces the unit&#039;s accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignitable&#039;&#039;&#039; || The unit can be set on fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ignited&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrifiable&#039;&#039;&#039; || The unit can be electrified&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electrified&#039;&#039;&#039; || Inflicts damage on the unit at the start of their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suppressed&#039;&#039;&#039; || Increases the unit&#039;s AP cost to shoot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encouraged&#039;&#039;&#039; || Awards the unit with bonus AP during their turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Arms&#039;&#039;&#039; || The unit cannot attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paralyzed Legs&#039;&#039;&#039; || The unit cannot move&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Encrusted&#039;&#039;&#039; || The unit cannot perform any action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injured&#039;&#039;&#039; || Reduces the unit&#039;s capacity to perform actions&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=98</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=98"/>
		<updated>2025-06-29T23:00:01Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039; || 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=97</id>
		<title>Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=97"/>
		<updated>2025-06-29T22:55:33Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Discoveries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
Locations are added to the codex when they are first entered.&lt;br /&gt;
&lt;br /&gt;
=== Bridge to Faber Labs ===&lt;br /&gt;
The only ground-based method for reaching the old prison island, the bridge to Faber Labs was primarily used by employees and the occasional mysterious delivery. As the Conflict of Nations encroached on the city of Rugosa, the Acacian military erected barriers and blockades all along the bridge to ensure that Terragonian forces could not acquire the unknown capabilities that Selena Faber&#039;s technology and research could provide them. Not long before the arrival of the Rifters, an artillery strike rained down on the facility, destroying much of the historical site.&lt;br /&gt;
&lt;br /&gt;
=== Faber Labs Exterior ===&lt;br /&gt;
Originally built as a fortification to protect the city of Rugosa from attacking forces during the First War of Independence, the island structure was eventually converted into a maximum-security prison facility that housed many of Acacia&#039;s most dangerous criminals. Over the years, it became too costly to maintain the prison. Many suspected this was due to the unnecessary additions that were made to the old fortress to accomodate the growing number of inmates. Eventually, the island prison was decommissioned and abandoned. It wasn&#039;t until about twenty years ago that a scientist named Dr. Selena Faber purchased the island and converted the facility into a research complex. Despite her company&#039;s goal of creating advancements in technology, she left the exterior of the structures untouched and in their original state.&lt;br /&gt;
&lt;br /&gt;
=== Sewer Hideout ===&lt;br /&gt;
After the Rifters arrived, the survivors of the initial attack fled into the sewers to hide. This dark, damp underbelly of the city is where the Thorns were formed. Allies and enemies alike were forced to live underground and work together against a new common threat. So far, it has been the safest place for them to hide. Their theory that Rifters must be unable to survive below the surface seems the most likely explanation. Despite not being the most ideal of living conditions, the Thorns never thought they would refer to the sewers as &amp;quot;home&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Manholes ===&lt;br /&gt;
Before the Forever War began, the smell that emerged from manholes was enough to make your average civilian steer clear of them. Most people didn&#039;t want to know what was down there. &amp;quot;Out of sight, out of mind&amp;quot;, they said. But when the Rifters came, the survivors of the intial attack had to swallow their pride and descend into the darkness. It wasn&#039;t long before they got used to the smell. Maybe it was because it followed them wherever they went. Now, when out on supply runs, instead of avoiding the city&#039;s access points to the sewers, the Thorns view them as gateways to refuge.&lt;br /&gt;
&lt;br /&gt;
=== Grand Rugosa Hotel ===&lt;br /&gt;
Built in the aftermath of the First War of Independence, the Grand Rugosa Hotel was a symbol of renewed peace in Acacia. It welcomed visitors and dignitaries from all over, including those who were considered to be former enemies. Its solid construction allowed the structure to survive the Second War of Independence, but the hotel filed for bankruptcy in the years after. Since then it has been revitalized and refurbished by new owners. Its grand re- opening was a proud moment for the city. Now it sits in partial ruin due to the Conflict of Nations and the Forever War against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Thorn Stash ===&lt;br /&gt;
The Thorns came to realize that storing all of their gathered supplies in the sewers was not the best course of action. Although the Rifters have remained above ground, the Thorns could not take the chance that all of their hard work would be undone if that ever changed. A select few locations throughout the city were used as safehouses, where Thorns between missions could go to resupply and even rest for a bit. These locations were kept secret, marked only by the Thorn symbol painted near their entrances. There were very few keys to unlock the doors. Keys that were given only to Thorns who were setting out on supply runs. As more and more resistance fighters fell in combat against the Rifters, the whereabouts of those keys became unknown.&lt;br /&gt;
&lt;br /&gt;
=== Riverside Market ===&lt;br /&gt;
Once a bustling city landmark, this park along the canal was a place for people of all ages to enjoy. On the first weekend of every month, the park hosted a market where local farmers and artisans could sell their products to the public. It serves as an attraction to visitors staying at the nearby Grand Rugosa Hotel. The food was always fresh and the sounds of laughter could be heard across the waterway. Now, anything of value that remained has been looted by the Thorns, leaving nothing but a memory of what used to be.&lt;br /&gt;
&lt;br /&gt;
=== Hall of Records ===&lt;br /&gt;
When it was becoming increasingly clear that the Terragonian army was going to reach the Rugosa City Hall, officials made the call to relocate operations to a less enticing structural landmark. They used to their advantage the fact that many of the city&#039;s buildings share a similar look and feel. With artillery strikes raining down all over, they moved all documentation and records to an inconspicuous building under the cover of night.&lt;br /&gt;
&lt;br /&gt;
== Discoveries ==&lt;br /&gt;
Discoveries are added to the codex by finding and interacting with them on the map. They will appear as a question mark on the map after a thorn gets nearby for the first time.&lt;br /&gt;
&lt;br /&gt;
=== Elixium Encrustations ===&lt;br /&gt;
Encrustations are masses of solidified Elixium that are impervious to bullets and explosions. Only the specific frequency emitted by a Rifter resonator device is capable of breaking them apart.&lt;br /&gt;
&lt;br /&gt;
=== Cannon Monument ===&lt;br /&gt;
A relic cannon from Acacia&#039;s military history, on display for all to appreciate.&lt;br /&gt;
&lt;br /&gt;
An inscription reads: &amp;quot;Ten-pointer cannon used in defense of Rugosa in the Second War of Independence&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Thorn Stash Key ===&lt;br /&gt;
Found off the bodies of Thorns who perished in the Forever War against the Rifters. These keys unlock the access doors to secret supply stashes spread around the city.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=96</id>
		<title>Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=96"/>
		<updated>2025-06-29T22:51:46Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
Locations are added to the codex when they are first entered.&lt;br /&gt;
&lt;br /&gt;
=== Bridge to Faber Labs ===&lt;br /&gt;
The only ground-based method for reaching the old prison island, the bridge to Faber Labs was primarily used by employees and the occasional mysterious delivery. As the Conflict of Nations encroached on the city of Rugosa, the Acacian military erected barriers and blockades all along the bridge to ensure that Terragonian forces could not acquire the unknown capabilities that Selena Faber&#039;s technology and research could provide them. Not long before the arrival of the Rifters, an artillery strike rained down on the facility, destroying much of the historical site.&lt;br /&gt;
&lt;br /&gt;
=== Faber Labs Exterior ===&lt;br /&gt;
Originally built as a fortification to protect the city of Rugosa from attacking forces during the First War of Independence, the island structure was eventually converted into a maximum-security prison facility that housed many of Acacia&#039;s most dangerous criminals. Over the years, it became too costly to maintain the prison. Many suspected this was due to the unnecessary additions that were made to the old fortress to accomodate the growing number of inmates. Eventually, the island prison was decommissioned and abandoned. It wasn&#039;t until about twenty years ago that a scientist named Dr. Selena Faber purchased the island and converted the facility into a research complex. Despite her company&#039;s goal of creating advancements in technology, she left the exterior of the structures untouched and in their original state.&lt;br /&gt;
&lt;br /&gt;
=== Sewer Hideout ===&lt;br /&gt;
After the Rifters arrived, the survivors of the initial attack fled into the sewers to hide. This dark, damp underbelly of the city is where the Thorns were formed. Allies and enemies alike were forced to live underground and work together against a new common threat. So far, it has been the safest place for them to hide. Their theory that Rifters must be unable to survive below the surface seems the most likely explanation. Despite not being the most ideal of living conditions, the Thorns never thought they would refer to the sewers as &amp;quot;home&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Manholes ===&lt;br /&gt;
Before the Forever War began, the smell that emerged from manholes was enough to make your average civilian steer clear of them. Most people didn&#039;t want to know what was down there. &amp;quot;Out of sight, out of mind&amp;quot;, they said. But when the Rifters came, the survivors of the intial attack had to swallow their pride and descend into the darkness. It wasn&#039;t long before they got used to the smell. Maybe it was because it followed them wherever they went. Now, when out on supply runs, instead of avoiding the city&#039;s access points to the sewers, the Thorns view them as gateways to refuge.&lt;br /&gt;
&lt;br /&gt;
=== Grand Rugosa Hotel ===&lt;br /&gt;
Built in the aftermath of the First War of Independence, the Grand Rugosa Hotel was a symbol of renewed peace in Acacia. It welcomed visitors and dignitaries from all over, including those who were considered to be former enemies. Its solid construction allowed the structure to survive the Second War of Independence, but the hotel filed for bankruptcy in the years after. Since then it has been revitalized and refurbished by new owners. Its grand re- opening was a proud moment for the city. Now it sits in partial ruin due to the Conflict of Nations and the Forever War against the Rifters.&lt;br /&gt;
&lt;br /&gt;
=== Thorn Stash ===&lt;br /&gt;
The Thorns came to realize that storing all of their gathered supplies in the sewers was not the best course of action. Although the Rifters have remained above ground, the Thorns could not take the chance that all of their hard work would be undone if that ever changed. A select few locations throughout the city were used as safehouses, where Thorns between missions could go to resupply and even rest for a bit. These locations were kept secret, marked only by the Thorn symbol painted near their entrances. There were very few keys to unlock the doors. Keys that were given only to Thorns who were setting out on supply runs. As more and more resistance fighters fell in combat against the Rifters, the whereabouts of those keys became unknown.&lt;br /&gt;
&lt;br /&gt;
=== Riverside Market ===&lt;br /&gt;
Once a bustling city landmark, this park along the canal was a place for people of all ages to enjoy. On the first weekend of every month, the park hosted a market where local farmers and artisans could sell their products to the public. It serves as an attraction to visitors staying at the nearby Grand Rugosa Hotel. The food was always fresh and the sounds of laughter could be heard across the waterway. Now, anything of value that remained has been looted by the Thorns, leaving nothing but a memory of what used to be.&lt;br /&gt;
&lt;br /&gt;
=== Hall of Records ===&lt;br /&gt;
When it was becoming increasingly clear that the Terragonian army was going to reach the Rugosa City Hall, officials made the call to relocate operations to a less enticing structural landmark. They used to their advantage the fact that many of the city&#039;s buildings share a similar look and feel. With artillery strikes raining down all over, they moved all documentation and records to an inconspicuous building under the cover of night.&lt;br /&gt;
&lt;br /&gt;
== Discoveries ==&lt;br /&gt;
Discoveries are added to the codex by finding and interacting with them on the map. They will appear as a question mark on the map after a thorn gets nearby for the first time.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=95</id>
		<title>Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Codex&amp;diff=95"/>
		<updated>2025-06-29T22:49:20Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: Created page with &amp;quot;== Locations == Locations are added to the codex when they are first entered.  === Bridge to Faber Labs === The only ground-based method for reaching the old prison island, the bridge to Faber Labs was primarily used by employees and the occasional mysterious delivery. As the Conflict of Nations encroached on the city of Rugosa, the Acacian military erected barriers and blockades all along the bridge to ensure that Terragonian forces could not acquire the unknown capabil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
Locations are added to the codex when they are first entered.&lt;br /&gt;
&lt;br /&gt;
=== Bridge to Faber Labs ===&lt;br /&gt;
The only ground-based method for reaching the old prison island, the bridge to Faber Labs was primarily used by employees and the occasional mysterious delivery. As the Conflict of Nations encroached on the city of Rugosa, the Acacian military erected barriers and blockades all along the bridge to ensure that Terragonian forces could not acquire the unknown capabilities that Selena Faber&#039;s technology and research could provide them. Not long before the arrival of the Rifters, an artillery strike rained down on the facility, destroying much of the historical site.&lt;br /&gt;
&lt;br /&gt;
=== Faber Labs Exterior ===&lt;br /&gt;
Originally built as a fortification to protect the city of Rugosa from attacking forces during the First War of Independence, the island structure was eventually converted into a maximum-security prison facility that housed many of Acacia&#039;s most dangerous criminals. Over the years, it became too costly to maintain the prison. Many suspected this was due to the unnecessary additions that were made to the old fortress to accomodate the growing number of inmates. Eventually, the island prison was decommissioned and abandoned. It wasn&#039;t until about twenty years ago that a scientist named Dr. Selena Faber purchased the island and converted the facility into a research complex. Despite her company&#039;s goal of creating advancements in technology, she left the exterior of the structures untouched and in their original state.&lt;br /&gt;
&lt;br /&gt;
=== Sewer Hideout ===&lt;br /&gt;
After the Rifters arrived, the survivors of the initial attack fled into the sewers to hide. This dark, damp underbelly of the city is where the Thorns were formed. Allies and enemies alike were forced to live underground and work together against a new common threat. So far, it has been the safest place for them to hide. Their theory that Rifters must be unable to survive below the surface seems the most likely explanation. Despite not being the most ideal of living conditions, the Thorns never thought they would refer to the sewers as &amp;quot;home&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Manholes ===&lt;br /&gt;
Before the Forever War began, the smell that emerged from manholes was enough to make your average civilian steer clear of them. Most people didn&#039;t want to know what was down there. &amp;quot;Out of sight, out of mind&amp;quot;, they said. But when the Rifters came, the survivors of the intial attack had to swallow their pride and descend into the darkness. It wasn&#039;t long before they got used to the smell. Maybe it was because it followed them wherever they went. Now, when out on supply runs, instead of avoiding the city&#039;s access points to the sewers, the Thorns view them as gateways to refuge.&lt;br /&gt;
&lt;br /&gt;
== Discoveries ==&lt;br /&gt;
Discoveries are added to the codex by finding and interacting with them on the map. They will appear as a question mark on the map after a thorn gets nearby for the first time.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=MediaWiki:Sidebar&amp;diff=94</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=MediaWiki:Sidebar&amp;diff=94"/>
		<updated>2025-06-29T22:45:07Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** https://store.steampowered.com/news/app/1546080|Game news&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* Game&lt;br /&gt;
** Beginner&#039;s Guide|Beginner&#039;s Guide&lt;br /&gt;
** Thorns|Thorns&lt;br /&gt;
** Items|Items&lt;br /&gt;
** Rifters|Rifters&lt;br /&gt;
** Codex|Codex&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=93</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=93"/>
		<updated>2025-06-29T22:43:47Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039;|| 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests.&lt;br /&gt;
&lt;br /&gt;
Once the first safehouse has been unlocked, 3 random weapon mods will be given at the beginning of each run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=92</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=92"/>
		<updated>2025-06-29T22:35:54Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039;|| 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores 100 HP || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=91</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Every_Day_We_Fight/index.php?title=Items&amp;diff=91"/>
		<updated>2025-06-29T22:33:47Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The items available at the beginning of each run is random. New items can be found during a run, which will also add item to the randomized starting pool for all future runs. Some items are located in out of reach areas on the map, requiring specific abilities to collect.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each thorn can carry one weapon in addition to Stingray. At the beginning of each run there will be 3 randomized weapons - one for each thorn. Other weapons can be found and swapped in a safe house.&lt;br /&gt;
&lt;br /&gt;
All weapons can have 4 regular mods and 1 epic mod installed. The Stingray is only compatible with Scope and Muzzle mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Max damage&lt;br /&gt;
! Capacity (shots)&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Reticle bloom&lt;br /&gt;
! Overwatch angle&lt;br /&gt;
! Recoil&lt;br /&gt;
! AP costs&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray &#039;&#039;&#039;|| 25 || 8 || Good || Good || Poor || Good || Single Shot: 3&amp;lt;br&amp;gt;Reload: 4 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul&#039;&#039;&#039; || 100 || 1 || Great || Good || Poor || Good || Single Shot: 10&amp;lt;br&amp;gt;Reload: 8 || Shots can break armor pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler&#039;&#039;&#039; || 15 || 5 || Great || Good || Poor || Good || Single Shot: 7&amp;lt;br&amp;gt;Reload: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm&#039;&#039;&#039; || 35 || 30 || Great || Good || Poor || Good || Single Shot: 4&amp;lt;br&amp;gt;Reload: 6&amp;lt;br&amp;gt;Full-Auto Shots: 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Each thorn can carry up to 2 great items in their inventory. Gear items can be obtained from killed enemies. Some gear items can also be crafted at a workbench using scrap.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect&lt;br /&gt;
! AP cost&lt;br /&gt;
! Scrap cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius but triggers Reflex Actions first&amp;lt;br&amp;gt;Breaks weakened walls || 6 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bandages&#039;&#039;&#039; || Restores health || 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixium Bomb&#039;&#039;&#039; || Deals 400 damage to all enemies in a small radius &amp;lt;br&amp;gt;Breaks weakened walls || 6 || Cannot be crafted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon mods ==&lt;br /&gt;
Weapon mods can be added to weapons to increase their stats. Weapon mods can be crafted at a workbench using 300 scrap and can also be found in safe house chests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon mod&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -11% Recoil&amp;lt;br&amp;gt;+50% Max Damage Range&amp;lt;br&amp;gt;+50% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Muzzle&#039;&#039;&#039;&lt;br /&gt;
| -25% Recoil&amp;lt;br&amp;gt;+21% Max Damage Range&amp;lt;br&amp;gt;+21% Damage Drop-off Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Scope&#039;&#039;&#039;&lt;br /&gt;
| +100% Hold Breath Zoon&amp;lt;br&amp;gt;+30% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Scope&#039;&#039;&#039;&lt;br /&gt;
| +25% Hold Breath Zoon&amp;lt;br&amp;gt;+50% Overwatch Angle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acacian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;+11% Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terragonian Stock&#039;&#039;&#039;&lt;br /&gt;
| -1 Hold Breath AP Cost&amp;lt;br&amp;gt;-11% Reticle Bloom&amp;lt;br&amp;gt;-20% Recoil&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hailstorm Mag&#039;&#039;&#039;&lt;br /&gt;
| +10 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Hailstorm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stingray Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Stingray&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rattler Mag&#039;&#039;&#039;&lt;br /&gt;
| +2 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Rattler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longhaul Mag&#039;&#039;&#039;&lt;br /&gt;
| +1 Shot Ammo Capacity&amp;lt;br&amp;gt;Only available for Longhaul&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
</feed>