Barrier

Information
A blue circle that surrounds the health meter. A character will take damage to their barrier instead of their health their barrier is above 0. If a character takes no damage for a few turns their barrier will begin to recharge until it is full again. A character's maximum barrier is dependent on both their Health attribute and their class.

Barriers fall under 3 classifications
 * STRONG BARRIER
 * Has a maximum value that is equal to the character's maximum health. However it takes more turns to begin recovering and recovers less barrier points per turn. Engineers typically possess this barrier.
 * QUICK BARRIER
 * Has a maximum barrier equal to half of a character's maximum health. However it begins recovering barrier just a few turns and recovers many barrier points per turn. Knights typically possess this module.
 * FLASH BARRIER
 * The Genius perk reduces the number of turns required to begin recharging a barrier by 1. This means a Knight with the Genius perk will have what is called a "Flash Barrier" that takes just a single turn of not being hit to begin recovering. Allowing a player turn a small amount of wiggle room into a defensible position.
 * STEALTH BARRIER
 * The stealth barrier has an extremely low maximum value, however it imbues most characters with the Shadowmeld perk without neccesitating a Stealth-Module. Ghosts typically possess this module.
 * WEAK BARRIER
 * Nearly as weak as a stealth barrier and with no added benefits. Some enemies in the dungeon possess these barrier modules.