Neutral Wissenschaft Warrior/Mystic — Lv. 50+
At 5/7 | Dm 6/7 | Df 8/10 | Ar 4 | LP 26 | Re 10 | Mo 8/12 | AP Varies/4
Innate Abilities: Damage Resistance.
Arch: Theurgia's Attacks affects all units in base-to-base contact with itself.
Overdrive: This Ability can only be used once per game at the end of the Maintenance Phase. If it is, then Theurgia uses its second Attack, Damage and Defense attributes until the end of the turn. Additionally Theurgia's run Speed is increased to 16 inches. Theurgia also suffers Slow Lv. 2.
oooo — X Buster (Magic, Charge)
After resolving this Charge, Theurgia makes another Attack against the same target.
ooo — X Sword (Magic, Attack)
+4 Attack. This Attack is not affected by the Arch ability.
ooo — Space Jump Engine (Magic, Run)
Theurgia is Intangible during this move.
Gear: A Gear cannot have Advantage cards associated and you must select a Pilot for it. The cost of the Pilot is added to the Gear's Level. The Pilot selected for a Gear determines the number of Actions Points it will recover per Turn and may give additional abilities.
Unique Pilot: The same Pilot cannot be selected more than once in the same party, regardless of the Gear he is in.
Technomagical Powered Armor: You can take any number of Theurgia's in your party, as long as you follow the Unique Pilot rule.
Yue Alfonse — Lv +15
Hunter: At the beginning of the Upkeep Phase, choose an enemy unit within Theurgia's Control Zone as his target. Until the end of the turn, Theurgia gets +1 Attack and +1 Defense against the targeted unit.
Hiro — Lv +15
Riskbreaker: When Theurgia uses the Overdrive ability it also gets Critical Mastery and the following ability until the end of the turn:
ooo — Finisher (Ki, Attack)
+4 Attack / +4 Damage. This Attack is not affected by the Arch ability.
Elfriede Adler — Lv +5
Edgard Ivanesku — Lv +0