This vid shows some lilty Focus Attacks and Smash Attacks (not yet available):
Lilty Defend: By holding his weapon before him horizontally, his weapon becomes immune to damage and can block metaphysical attacks. It also projects an invisible, defensive field around it to increase its vertical blocking range to the size of his head.
Magic Pile 4: Dahx can pile up to four targeting rings for fused magicite spells (explained in detail in Jules' inventory). Of course, that's assuming that he has four magicites to use and the allies to cast with him, since he can't cast that many on his own.
Guard Counter: After a physical hit is blocked with Lilty Defend or another ability of the same kind, if Dahx somehow learns one, a counterattack can be launched in the form of a horizontal sweep with 1.5 times its normal damage and no waterfall damage.
Alchemy: This old, tribal ability of lilties is unavailable to Dahxnil.
(MA -/2) Summon an ordinary weapon from a different realm (average power factors for their types), which disappears after five seconds (multiplies with Level):
shuriken or kunai: good for throwing or utility purposes
tar orb that doesn't stick to Dahx until after he loses contact with it initially or katana: good for throwing or short-range attacks
beam pistol (has more energy than it can use, can fire once per second, has high attack speed, but low power, like many guns) or beam sword (metaphy attacks)
Center of Gravity
Assume all draw-in or push-out effects to be of average magnitude unless otherwise stated.
Dahxnil has standard gravity manipulation, which is handy, but not as efficient as other elemental manipulations.
Gravitystrike: Physical attacks can gain gravity-elemental affinity. If they already have an affinity for another element(s), this makes a 50% gravity affinity, and the rest is divided among other elements as it otherwise would. This can be toggled.
Demi Slasher: (MA -) Generate a 6-foot long axe of gravity magic. It acts as an axe with an average power factor. Its damage calculations are MAG vs. RES. Immediately swing it downward (without first moving) with doubled ATKSPD. Upon connecting with the ground or an altitude at which it would align with the caster's feet/bottom end, it is dispelled.
Demi Headbutt: Perform a gravity-elemental headbutt. Its KB factor is doubled, and its ATKSPD becomes 150%.
Gravigrip: Gripping power is enhanced to 115% by gravity power at no cost.
Gravithrow: (MA - per 5%, maximum of ---- for 20%) Enhance throwing power with gravity.
Gravigenerate: Cast Gravity with no cost (same mechanics as with magicites, shown in Jules' inventory). It's ineffective against targets whom have already been struck by this. (Note: Dahxnil has better ring range and ring speed for his spells than other lilties. By default, they are 3 meters and 3 m/s, respectively. Note that his gloves augment magicite ranges to 5 meters.)
Gravity Well: (MA - and -/2) Shoot an orb of gravity magic that can not be otherwise manipulated. It generates a spherical field around it with a one-meter diameter. Anything but the caster that is within an invisible field of twice that diameter is drawn inward. Anything but the caster is damaged once per 1/3rd-second by the visible field = 2% of the caster's maximum HE. After the effect has been in play for three seconds, the orb deactivates and homes-in to reunite with its caster, allowing it to be recast. The orb can only be cast out 2 meters and always activates at this range.
Demi Field: (MA -/2 per 5 seconds) Choose either a good draw-in effect or a good push-out effect. Generate a spherical field of gravity around the user with a two-meter diameter. That field has the chosen effect.
Demi Rise: (MA --) Launch an orb of glowing gravity magic that can't otherwise be manipulated skyward. Everything within a 10-meter horizontal radius of the caster experiences a powerful, upward draw-in factor and continuous (total = moderate), gravity-elemental, magical damage for 10 seconds.
Gravityproof: Immunity to gravity damage is granted.
Wallfriend: Upon taking damage from a wall rush, gain health from gravity magic equal to 25% of the wall rush's damage. Upon inflicting a wall rush, the enemy unit takes damage from gravity magic equal to 25% of the wall rush's damage. When using gravity manipulation to negate a wall rush, double the effectiveness of your magic if using it on the wall. (If Dahx is going to be wall rushed, he can use gravity power to negate the impact at half the cost that he would otherwise have to pay for the same magnitude of negation via gravity point on target wall.)
Fling King: Throwing accuracy is magically adjusted; even though Dahxnil doesn't mentally compensate for all physical factors of the unit to be thrown, his throw magically adjusts to send the unit to the targeted destination.
Lobmaster: When throwing, flinch factors to Dahxnil become 0.
Pitch Paragon: When throwing, KB factors to Dahxnil become 0.
Heave Hike: Hike up flinch factors of throws by ++.
Fartoss: Throwing KB factors (distances) can become up to 255%; this is adjustable.
Sonic Sling: Throwing speeds can become up to 200%; this is also adjustable.
Kong Hurl: Massively enhance throwing power (shown in stats).
Charged Casts: (SP - 25 per throw) Spend SP when performing a toss to enhance its power by 10%. This is not optional as long as you have the SP to do so.
Launch Lash 1: After being thrown by Dahxnil, units are disabled from performing aerial recoveries of any kind for one second longer than they otherwise would be able to.
Griplock: Damage from sources that Dahxnil is gripping is halved. Flinch and KB factors from these sources become 10%.
Tableturner: (MA -/2) Perform a throw with 80% of its normal power against targets with average DEF. Increase the power factor for targets of higher DEF, and decrease it for targets of lower DEF, where a slight amount = 10% of a throw's normal power (no difference to "above average" DEF, but more power from there).
GRAUGH: (SP - 250) If the user is gripping anything, this ability is canceled. Become immobile and inactive for five seconds. Then, rush to the nearest enemy unit at doubled MOVSPD, during which flinch factors to you become 0 and KB factors become halved, and chuck the unit away with 150% damage, flinch factor, and KB factor. The unit can not perform an aerial recovery by ANY means for two seconds immediately after the throw. The user experiences a 16-second ending lag after using this. This can not be used with Charged Casts.
1,000 = average, total = 9,550 (discounting original STR, since throws will be used almost exclusively)
STR: 1,200 (1,900 when throwing)
Dahxnil is immune to gravity damage. This is considered in half the respect of other elemental affinities because gravity-elemental attacks from others are rare. Even that's a bit rough on him, but consider it a remedy to his STR. (Immune normally = 1,000, but, in this case, immune = 500. This brings his total to 10,050, but note that he'll sometimes strike without throwing, hence he'll be running on far less STR in those cases.)
SP (Skill Power) is an account of energy that is often measured numerically because it is easy to do so. It is used for tribal abilities, some Focus Attacks, and some Smash attacks. This kind is mostly exclusive to selkies, yukes, clavats, and lilties, to replace the fact that most of them innately lack chakra networks. It doesn't accumulate over time or anything; there are very few ways to actually replenish SP. In fact, Dahxnil only has two ways, as of yet, and the first is the foods that're in his inventory. Aside from that, when Dahx is resting on full HE (in order to restore PS), the HE restoration rate is converted to SP restoration. When resting, his HE regeneration rate is quadruple that of most other chars (at an equivalent cost of her PS restoration rate), but that's still painfully slow. Dahx prefers to rely on his foods to restore SP.