From Ex illis wiki
The technical description of what a skill does.
This identifies the kind of action to associate it to some common parameters.
Identified by a green arrow in its icon, this action allows you to move your unit from one zone to another, but not in a zone containing enemies.
This is a combination of a movement and a melee attack. Identified by a red arrow in its icon, it is the only way to enter a zone occupied by enemies.
Identified by a yellow arrow in its icon, this action allows you to leave melees, but only to go to a zone where there is no enemies. Retreating exposes the unit to Cut Down attacks from enemies.
This is one of the most common action type, usually identified by a blood spill or swords in its icon, meaning the unit commits itself to attacking its enemies close and personal. This kind of action exposes the attacker to enemy retaliations.
This kind of action means trying to kill the enemy from a distance. When shooting in a melee, you risk hitting friendly miniatures. Some Shooting attacks are allowed in the same zone when the shooting unit is engaged in a melee, but when it is the case, the accuracy and the cover values are halved.
This action is a recuperative power which restores HP to its target.
When an element such as Water, Wind, Fire, Lightning, Ice, Earth, Light or Dark appears in the action type, it means that the action will attack the enemy's matching Elemental Resistance which will affect its chances of working, damage, or both.
A Defensive Stance is an action granting the unit a 50% bonus to Block, Deflect, Evade and Retaliate chances as well as other effects depending on the Stance. All actions break the Stance and its effects, except for moving or waiting. These actions are identified by the icon's shield frame.
An Offensive Stance is an action halving the unit's Block, Deflect, Evade and Retaliate chances, but giving an offensive advantage depending on the Stance. All actions break the stance and its effects, except for moving and any kind of charges and melee attacks. These actions are identified by the dented icon frame.
War cries are all kinds of effects a natural leader has on his army only by shouting and screaming at his troops. These action cannot be performed by silenced miniatures.
The success system is one of the most important elements to consider in any tactic as it determines the outcome of an action. This is what will determine how the Fate Screen will display the attacks.
The action has no chances of failing.
The action has the stated percentage of chances to work, but the success percentage fluctuates depending on the amount of Fatigue (Veil in case of spells) and the targets' corresponding Elemental Resistance.
The skill uses the WRD formula to determine what your miniatures will attack by comparing each potential target's Aggressiveness and if the attack is successful by comparing the attack's Melee Accuracy with his target's Block, Deflect and Evade statistics. This may vary in the case of some special attacks.
This skill uses the WRD formula to determine which miniature is hit by comparing each miniature's Bulk, the Free Space, the zone's Cover and the shooter's Ranged Accuracy. Then, each miniature hit tries to block according to its shield's Missile Block value.
Lightning Ranged Attack
This is a special kind of ranged attack having no Ranged Accuracy at all, but having no chances to hit Free Spaces either. The only elements taken into account in the WRD are the zone's Cover and each miniature's Bulk multiplied by 1, 2 or 3 depending on if the miniature wear light armour, medium armour and heavy armour respectively.
Artillery is a system representing a random blast in a zone. This kind of attack does not differentiate friends from enemies. It targets a random amount of Free / Occupied Space in the affected zone and its accuracy is simply reflected by the amount of "Spaces" taken into account. For example, an artillery blast of 25 / 125 means it would affect 25 "Spaces" on a total of 125 possible Spaces. All miniatures's Bulk in the affected zone is randomly added to the total number of spaces, and 25 separate rolls are done to see what is actually hit.
What is targeted by the action.
The action affects the miniature performing the action.
The action affects the unit performing the action.
The action affects one miniature within range. The skill's description usually explains how targeting is done.
The action affects one unit within range. It cannot target units engaged in close combat because it is considered too hard to perform to affect different units in the heart of a melee. Still, healing and resurrection spells can target specific allied units in close combat.
The action will target a unit with attached to a Hero. Usually, it is the Hero who will target his/her own Retinue
Determines at what distance the action can affect its target(s). When an action targeting enemies has a range of 0-X, it means it can still be performed if the acting unit is engaged, but only if it is performed in its own zone.
The action's cost indicates the toll it will take on the performing unit upon the action's resolution.
Cost in Action Points, including Swift Action, Long Action and Recovery values.
Cost in Fatigue Points, represented by green dots in the game's help texts.
Cost in Veil Points, represented by blue dots in the game's help texts.
Life costs are always based on the unit's current total HP. Therefore, it is always better performing actions with life cost when your miniatures have low total HP.
Any specific note worth mentioning about the skill.
Passive skills are effects which are always active.
An explanation of what the passive skill modifies exactly.
The detailed data.