Centaurs

Centaurs are relatively common monsters and though they are not very fast or strong, they are able to withstand damage more so than other monsters as a result of their higher stamina and defense. Additionally, Centaurs have the ability to manipulate earth and rock, and as such their essence is commonly used for earth manipulation and generation.

Combat Skills
Because of their higher defense and stamina (which dictates HP count), Centaurs make good tanks, withstanding damage from enemies while still being able to deal damage themselves, with all their moves causing a type of buff/debuff.

Stampede: The Centaur charge the target and gain a 5% Damage buff for 2 activations after using this ability. Physique scaled: 120%

Wild Charge: The Centaur conjure a lance and charge the target and inflict a 30% Slow debuff for 2 turns. Physique scaled: 200% Cooldown of 3 turns.

Quick Draw: The Centaur calls up a bow and fires a stone arrow through their target's defenses and inflicts a 10% Targeted debuff for 2 turns. Physique scaled 200% Cooldown of 3 turns.

Tutor's Patience (passive): Reduces Centaur's Damage by 20%, but each turn all allies receive a 10% Defense buff. Selecting this ability will switch to Drunkard's Rage.

Drunkard's Rage(passive): Increases the Crit. Hit Chance by 20% but reduces Defenses by 20%. Selecting this ability will switch to Tutor's Patience.

Enemy Variant
Shettle = The tiny centaur variant. Unlike the tiny cat variant, Munchkins, Shettles can inflict damage to the player's team. Begins each battle they're in sleeping.

Mason = The tall centaur variant. Damage dealt to these centaur's result in a percentage of their received damage being dealt to every other enemy on screen until a Mason is knocked-out.

Stonebreaker = The giant centaur variant. These centaur's may call upon other centaurs/enemies and have them join the enemy team to fight against the player.

Kelpie = The Corrupted Centaur variant. Like Ripper, this variant was formed by an excessive amount of magic. Kelpie is able to seemingly merge into the ground during battle, a tactic they use for attacks on the player/allies from behind. This ability may be due to them being partially centaur, and thus have some geomancy abilities.

Species

 * Endless Stampede (Common) = Bonus Damage from Stampede no longer expires, and now has a 20% (per rank) chance to increase it's value each time Stampede is used.
 * Crazy Horse (Uncommon) = Gain +10% Accuracy (per rank) below 50% health.
 * Dionysos (Rare) = 10% per rank to taunt the attacking enemy into attacking them. Takes 3% less damage per rank while protecting.

Bloodline

 * Archer (Common) = Gain 5% damage on ranged attacks, per rank.
 * Drunkard (Uncommon) = Gain +10% physique, but lose -5% intuition, per rank.
 * Scholar (Rare) = Gains 10% Intuition and 2% Crit. Chance, per rank.