Powers
Information
Powers are abilities that are primarily used during combat encounter, with each class having their own specific set of powers that revolve around the primary stats of said class. Powers are not locked by class and can be used by anyone, so long as the user has the appropriate level to use them. There are rare cases where having a specific power can lead to alternate dialogue.
Types
Powers are split into 4 different types, and the Champion can learn any number of powers, however, they may only equip 5 at a time (1 At-Will, 2 Recharge, 1 Encounter and 1 Ultimate). This limitation normally applies to the Champion and their companions only, combat characters like bosses normally exceed this limitation, while other characters may have less than 5 equipped powers.
The power types are:
- At-Will - Can be used any number of times
- Recharge - Can be used every X turns (recharge times vary)
- Encounter - Can be used once per combat encounter
- Ultimate - Can be used once per long rest/sleep
Tags
Normally, powers contain Tags that help identify its purpose or use. For the sake of convenience on the wiki, the tags that contain a : imply a combination (e.g. a power containing both [ShieldRequires an equipped shield] & [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] turns into [Shield:MeleeRequires an equipped shield and is related to a Physical Attack]).
Tags | Healing | Weapon-related | Tease-related | Others |
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Mirror Stance & Stealable
“ | A refresher on the principles before we begin in earnest. What I call mirror magic is exactly that: a way to take magic into yourself and reflect it back upon the world. Where other sorcerers must learn each spell and maintain it in their mind to the exclusion of others, a mirror mage finds victory by maintaining an open and empty mind, free of preconceptions. To master mirror magic, one must be ready to absorb the spells of others. Rather than trying to master every bit of magic piecemeal, we mirror mages learn to take what others give us — or try to kill us with — and master it for a moment. That's the beauty of the school: any magic we encounter is ours for the taking! If you kept the spells you captured in your mind, that would defeat the purpose. Better to throw them back into the wild and let new ones take their place!
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—Prince Philander, during the events of the Convocation of Mirrors |
A core mechanic of powers, introduced in version 0.2.13, is mirror magic. Mirror Stance is an At-Will Stance power taught by Prince Philander during the events of the Convocation of Mirrors, it should be noted that this event contains significant information into the story and world, thus spoilers for the event will not be covered in this page. When this power is activated, certain powers cast on the user (marked as Stealable) can be absorbed and learned. It should be noted that absorbing a power does not negate the damage and/or negative effects of the associated absorbed powers, although while this stance remains active, the user may learn more than one stealable power in a given round so long as those powers hit the user. There are cases in which powers can only be learned by the use of mirror stance.
If the Champion has Mirror Stance unlocked, when Sensing an opponent, they can see the list of locked/unlearned powers they can steal.
Trainers & Learnable
As the Champion levels up, they will be able to freely learn a power that is appropriate to their current class and level. Those powers are marked as Learnable, and in most cases, a trainer can teach the Champion an available power of their choosing for a price, regardless of what class it falls under. Trainers can also offer to teach the Champion a power that can't be obtained freely by levelling up. Most of the time, the requirement for learning a power from a trainer is 100 EC * the level of the power, and that the Champion has the appropriate level, however, sometimes the Champion must complete certain conditions before the trainer will offer their services to them. Additionally, there are special circumstances where the Champion may learn a power, whether that be through tomes, special events, or through equipping a certain item. For powers obtained through the equipping of items, equipping said item is required for the power to be equipped and used.
Annika | Barnaphous | Brother Sanders | Garth |
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Training Conditions | |||
Completion of Shadows Over the Sun | Completion of Cat Call | None | None |
Powers | |||
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Ivris | Jin-Jin | Leorah | River |
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Training Conditions | |||
None | Restoration of Hawkethorne Gym | Completion of One Man's Poison | None |
Powers | |||
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Rixx | Nakano | Viviane | Zo |
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Training Conditions | |||
None | Champion is a Kitsune | None | Each power requires training 3 times and are unlocked sequentially |
Powers | |||
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Damage & Scaling
In most cases, the effectiveness of a power is dependent on the stats of the user, from doing more damage to increasing the amount of health healed. Not all powers scale with the stats of a user, however, powers that do have their numbers in a different shade of color in their description to signify what the numbers scales with. Certain Perks, Combat Effects, and Boons can further increase the effectiveness of a scaling power. It should be noted that the final result is rounded to avoid decimals.
Color | Damage Type | Stat(s) | Note |
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Red | Physical | Attack Power (Strength) | - |
RoyalBlue | Spell | Spellpower (Willpower) | Also applies to Spellpower-scaled healing |
Purple Pink (Dark Mode) |
Tease | Sexiness & Libido (Presence) | Also applies to Presence/Sexiness-scaled healing |
ForestGreen | Shield HP & Threat | (Toughness) | Can sometimes apply for damage |
Orange | Mixed | (Cunning) | Normally used with items or some Acid/Pheromone damage |
OrangeRed | Physical | Split Damage | Special case currently only used by Wyvern Sting |
DarkCyan | Resistance | (Agility) | Currently only found in Steadfast Tonic's item description |
Powers
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Note: Due to the large number of powers under certain labels, those sections have been moved to their own separate section --Spotty McBumble Fuck (talk) 09:25, 8 June 2025 (UTC) |
When a character under the used by section contains a [(modModified
Some aspect of this power has been modified, and what's been changed can range from its cooldown, how its effectiveness is computed, to simply the text used when the power is used.) ] and is a [StealablePower can be learned if the Champion is struck by it, while having Mirror Stance active]/Steal? power, when the Champion is struck by the modified form, they will only learn the normal version. Note that powers can only be used through items or special events are also tagged as Learnable.
Label | Count | Steal Only |
Learn Only |
Both | Neither |
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Lust | 19 |
4 |
1 |
2 |
12 |
Physical | 39 |
2 |
0 |
2 |
35 |
Summon | TODO | ||||
Moved to separate pages | |||||
Miscellaneous | 145 |
2 |
66 |
7 |
70 |
Spell | 113 |
12 |
17 |
31 |
53 |
Weapon | TODO |
Lust
Class | Name | Type | Lvl | Tags | [StanceThis power has two functions, upon activation (On Use), and while the user continues to have the stance (Maintain)Maintain - The effect will persist, unless the caster is stunned/interrupted, defeated, or they manually end the effect] | Steal? | Learn? | Description | Function | Used By | |||||||||||||||||||||||||||||||||
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Allure | Recharge 2 | 2 | [Tease:CrotchEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacks's cock and/or if they have a cock and/or vagina] | ✖ | ✔ | ✔ (Class)One of the powers that can be gained when reaching Level 2 Charmer (TrainerRiver) |
You put everything on display... and on offer... to any foe that looks your way. You make a Tease attack against every enemy on the field, and on a hit, targets become Aroused for 1 turn as well. |
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Aphrodisiac Sting AphroSting |
Recharge 4 | 1 | - | ✖ | ✔ | ✖ | You conjure a venom-laced stinger, dealing X Penetrating and Y Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns. |
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Breast Plate BreastPlate |
Recharge 5 | 1 | [Tease:ChestEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacker's chest] | ✖ | ✖ | ✖ | Attack vs. Mental Resistance. On hit, the target takes X Pheromone damage and becomes Aroused. Recharge 5. |
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Chainmail Jiggle ChainJiggle |
Recharge 4 | 1 | [Tease:ChestEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacker's chest] | ✖ | ✖ | ✖ | AoE boobcentric tease attack. Long recharge. |
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Cultist's Allure C.Allure |
Recharge 2 | 2 | [Tease:CrotchEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacks's cock and/or if they have a cock and/or vagina] | ✖ | ✔ | ✖ | You put everything on display... and on offer... to any foe that looks your way. You make a Tease attack against every enemy on the field, and on a hit, targets become Aroused for 1 turn as well. |
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Cum Spray | Encounter | 2 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | Spray a target with spooge, doing bonus Pheromone damage and inflicting Aroused for 2 turns. Can only be used if HP is less than 50%, and when used, recovers 15% HP. |
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Enamoring | Encounter | 3 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | You bare everything to leave your foes utterly entranced, attacking all enemies' Mental Resistance. On a hit, Armor, Ward, and Focus are halved for 3 rounds. |
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Feather Dance FeathDance |
Recharge 3 | 2 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | Deals a large amount of Tease damage but lowers Evasion for a turn. |
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Flash & Fade FlashFade |
Recharge 2 | 4 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✔ | ✖ | You flash an enemy, making a Tease attack that deals X damage and Staggers and Arouses the target for 2 turns on a hit. You then fade into the shadows, becoming Obscured for 2 turns. |
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Honey Slather HoneySlather |
At-Will | 1 | [Tease:ChestEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacker's chest] | ✖ | ✖ | ✖ | Just a basic-type tease attack. Deals drug-type resolve damage. |
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Lust Tag | Encounter | 3 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | Inflict a massive debuff on an enemy for 3 turns, reducing their Lust Resistance by -15 and increasing all Tease, Pheromone, Drug, and Psychic Damage they take by 50%. If it succeeds, you also hit them for X Tease damage. |
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Lust Tail | Recharge 2 | 4 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | - |
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Mind Snap MindSnap |
Ultimate | 5 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | You snap your fingers, Stunning your foe and dealing X Tease damage. |
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One-Two | Recharge 4 | 3 | - | ✖ | ✖ | ✖ | You conjure a venom-laced stinger, making two hits that each deal X Penetrating and Y Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns. |
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Spider's Stride SpidersStride |
Recharge 5 | 5 | [Tease:ChestEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacker's chest] | ✖ | ✖ | ✖ | Make a tease attack against all enemies and staggers for 1 turn. |
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Suggestive Sway S.Sway |
Recharge 2 | 6 | [Tease:AssEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacker's ass] [Tease:ChestEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacker's chest] [Tease:CrotchEffectiveness can be amplified by Sexiness and the Likes & Dislikes of the defender vs the size of the attacks's cock and/or if they have a cock and/or vagina] |
✖ | ✔ | ✔ (TrainerRiver) |
You know exactly how to move your body to repeatedly tease your foe. You make three tease attacks back to back against a single target. If all three hit, the target becomes Unfocused for one round. |
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Sun Dance | At-Will | 2 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✖ | ✖ | You perform a sacred Mallachite dance, enticing a single foe with a Tease Attack while also invigorating yourself and your allies with HP equal to half your sexiness. |
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Tumbling Twirl TumblingTwirl |
Recharge 2 | 4 | [TeaseEffectiveness can be amplified by Sexiness] | ✖ | ✔ | ✖ | You make a Tease attack that deals X damage and leaves you a blur of motion with +50 Evasion for a turn. On a Critical Hit, the target is knocked Prone. |
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Wyvern Venom WyvernVenom |
At-Will | 1 | - | ✖ | ✖ | ! (Item)Wyvern Venom |
Deals 15 + CNG Pheromone damage and causes aroused to a primary target. |
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Physical
Class | Name | Type | Lvl | Tags | [StanceThis power has two functions, upon activation (On Use), and while the user continues to have the stance (Maintain)Maintain - The effect will persist, unless the caster is stunned/interrupted, defeated, or they manually end the effect] | Steal? | Learn? | Description | Function | Used By | ||||||||||||||||||||||||||||||||||||
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Aerial Drop AirDrop |
Encounter | 3 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Inflict heavy Crushing damage with a high chance to stagger. |
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Bite | At-Will | 0 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Chomp chomp. |
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Bloodrage | Recharge 3 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | You rip and tear at an enemy, reveling in their demise. This attack deals X Crushing damage and recovers health equal to half damage dealt. |
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Boulder Heave BoulderHeave |
Recharge 3 | 5 | - | ✖ | ✖ | ✖ | Targets Evasion, deals massive Crushing damage. A secondary attack vs. Physical Resistance knocks the target prone. Basically a physical Fireball with knockdown. |
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Bull Rush | Encounter | 6 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✔ (Class)One of the powers that can be gained when reaching Level 6 Warrior (Trainer)Annika, Garth, & Isadora |
You shoulder-check an enemy, targeting Physical Resistance, inflicting X+Y Crushing damage and knocking the target Prone. Hit or miss, you generate massive Threat. |
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Bullrush (Flaming Bull's Bullrush) |
Recharge 5 | 3 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | You rush an enemy, targeting Physical Resistance, inflicting X Fire damage and knocking the target Prone. Hit or miss, you generate massive Threat. |
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Butt Stomp | At-Will | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] [TeaseEffectiveness can be amplified by Sexiness] |
✖ | ✖ | ✖ | - |
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By The Horns ByTheHorns |
Ultimate | 5 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | You charge into the enemy ranks, goring and knocking them prone! You deal up to X split Crushing and Penetrating damage, increasing the fewer targets there are. |
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Centaur Trample TaurTrample |
Recharge 3 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | A single-target attack that always critically strikes against knocked-down enemies. |
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Chain Whip ChainWhip |
Recharge 3 | 5 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Deals X Crushing damage and knocks Prone on a hit. Targets Evasion. |
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Charge | Recharge 6 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Charges the party down. Knocks down on hit, disarms on critical. |
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Dominance Amazon Strike (old name) |
Recharge 4 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✔ (Class)One of the powers that can be gained when reaching Level 2 Warrior (Trainer)Annika, Garth, & Isadora |
You claim one of your foes as yours for after the battle, slamming into them to deal X Crushing damage and leaving them Aroused. This ability generates high Threat. |
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Earthquake | Ultimate | 7 | [WeaponRequires an equipped weapon Effectiveness is based on the weapon's stats] | ✖ | ✖ | ✖ | Strike the earth with everything you have, causing tremors that do X Crushing damage to all enemy targets with a high chance to knock them Prone. |
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Exertion | At-Will | 3 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✔ (Trainer)Zo |
Draw upon the energies within you and strike at your opponent with them, dealing X Raw Damage to both your opponent and yourself. This attack cannot miss or crit. |
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Fire Fist FireFist |
Recharge 4 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✖ | Strike with a single, flaming fist with +25 Accuracy that causes X Fire damage, leaving your enemy Stunned for a turn. |
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Frost Venom FrostVenom |
Recharge 2 | 1 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | You bite a foe with venom-coated fangs, dealing X Frost damage and Poisons for Y for 3 turns. Inflicts the Staggered condition for one turn. |
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Garrote | Encounter | 4 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✔ (Class)One of the powers that can be gained when reaching Level 4 Thief (Trainer)Garth & Jessie |
You slip behind an enemy and go for the throat with +50 Accuracy, inflicting X Raw damage and Silencing for 2 turns on a hit. If the attack misses, the target is still Staggered for 2 turns. |
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Grapple | Recharge 3 | 1 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | The mercenary attempts grappling a target, dealing minimal damage (if any). If they fail a speed test, then they get roughly pushed into a nearby stone and stunned for 1-turn. |
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Hawk's Strike | Recharge 2 | 3 | - | ✖ | ✖ | ✖ | Your warbird wings down from on high, dealing X Penetrating damage and inflicting Y Bleeding to a target for 2 turns. Targets Physical Resistance, and on a hit all enemies become Terrified for 2 turns. |
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Heated Defense HeatDefense |
Recharge 2 | 2 | [Shield:MeleeRequires an equipped shield and is related to a Physical Attack] [SpellEffectiveness can be amplified by Spellpower] |
✖ | ✖ | ✖ | Smash your enemy with your shield. On a hit, deal X Fire damage and X Crushing damage. If the attack critically hits, gain a Y damage Shield. |
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Influence | Encounter | 3 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✔ (Trainer)Zo |
Remove your opponent's bodily autonomy by striking at where their inner energies congregate. On a hit, target takes X Crushing damage and is Disarmed and Silenced for Y turn. |
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Lightning Fist LightningFist |
Recharge 4 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✔ (Trainer)Jin-jin |
Strike with a single, lightning-fast punch with +25 Accuracy that causes X Crushing damage, leaving your enemy Stunned for a turn. |
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Net Throw | Encounter | 1 | [ThrownInvolves throwing somethingEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Hurl a weighted net at a foe, causing it to be Staggered for 3 turns with no chance of missing. An attack against Physical Resistance causes Prone and X Crushing damage on a hit. |
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Overbear | Recharge 5 | 3 | [Weapon:MeleeRequires an equipped weapon with the Melee tagEffectiveness is based on the weapon's stats] | ✖ | ✔ | ✔ (Trainer)Annika |
You make a weapon attack with +50 Attack Power, targeting Physical Resistance instead of Evasion. On a hit, the target is knocked Prone. |
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Pounce | Recharge 6 | 0 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | GET ON THE GROUND |
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Pummel Pummel Foe |
Recharge 4 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | You make three strikes, each dealing X Crushing damage, against an enemy in quick succession at -25 Accuracy. If all three connect, the target is Staggered for 2 rounds. |
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Punch | At-Will | 0 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | - |
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Quake | Recharge 3 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✖ | Conjure forth a pair of stone fists to slam the ground, dealing X Crushing damage to all non-flying enemies and knocking the primary target Prone. |
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Rush | Recharge 3 | 1 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] [Multi-Turn: InterruptableThis power will be activated after X amount of turns and/or has its effectiveness increased by each use However, if the user is Interrupted or chooses not to use the same power, the activation will be stopped and/or the effectiveness reset] |
✖ | ✖ | ✖ | The mercenary winds up and charges, trying to hit with an empowered shoulder-tackle for large damage. Prompts a warning to let you know it's coming/when to stun or stop them. If successful in executing the attack, the mercenary takes about 10-15% of the damage dealt. 3-turn cooldown intended. |
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Shield Bash ShieldBash |
Recharge 3 | 2 | [Shield:MeleeRequires an equipped shield and is related to a Physical Attack] | ✖ | ✖ | ✖ | Smash your enemy with your shield. On a hit, deal X Crushing damage and Stagger the enemy for 2 rounds. |
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Shield Drive ShieldDrive |
Recharge 3 | 2 | [Shield:MeleeRequires an equipped shield and is related to a Physical Attack] | ✖ | ✖ | ✖ | Drive your shield into an enemy's face, dealing X Crushing damage and Staggering the target for a turn. Hit or miss, this power generates extra Threat, clears Sunder, and increases Armor/Ward/Focus by +50 for 2 turns. |
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Silencing Blow | Recharge 4 | 10 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Eyslaine lands a blow intended to silence a caster. The target must make a Physical Resistance roll or be Silenced for 2 rounds. Either way, they still suffer a -X Spellpower penalty and become Staggered for 2 rounds. |
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Spore Spew | Recharge 2 | 5 | - | ✖ | ✖ | ✖ | You create a cloud of irritating, toxic spores in the air. All enemies must pass a Physical Resistance check or suffer a random debuff and 50% weakness to Drug damage. If the debuff fails to apply, they take X Drug damage instead. |
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Stompy | Recharge 4 | 5 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | He stomp. |
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Stormrage | Recharge 3 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] [SpellEffectiveness can be amplified by Spellpower] |
✖ | ✖ | ✖ | You rake an enemy with electric force, overwhelming their defenses. This attack deals X Storm damage and recovers health equal to half damage dealt. |
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Tackle | Recharge 3 | 2 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✔ | ✖ | Lunge at your target and attempt to pin them, knocking them Prone and inflicting X Crushing and Y Tease damage. |
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Tail Whack TailWhack |
At-Will | 1 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ (Condition)Removed from Learnable and the Champion as of version 0.6.1If somehow learned by the Champion, they would require a [Thick TailA character is recognized to have a Thick Tail:Tail Tag is Thick OR Tail Type is any of: [Arachnid, Demonic, Draconic, Hornet, Salamander, Scorpion, or Shark]] |
Give your foe a thump with your tail, dealing X Crushing damage. Requires a thick tail. |
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Trample | Recharge 4 | 4 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Jen charges a target, dealing low amounts of damage if it hits. If they fail a toughness test, they get knocked down. If they pass, they don't get stunned. Intended for a 4-turn cooldown. |
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War Stomp WarStomp |
Encounter | 1 | [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage] | ✖ | ✖ | ✖ | Rears up and stomps the ground, stunning one target. |
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Summon
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
---|---|---|---|---|---|---|---|---|
Call Falcon CallFalcon |
Generic | Encounter | Summon Spell |
3 | No | No | Etheryn summons her white falcon companion, Harrick, from the skies. (Summons: Harrick) |
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Call Gnoll | Generic | Recharge 3 | Summon Spell |
6 | No | No | Summons a gnoll alpha. (Summons: Gnoll Alpha) |
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Lureling's Song | Generic | Recharge 3 | Summon Spell |
6 | No | No | The lureling's song of madness, terror and beauty. Stuns a companion and creates a nightmare copy to shield the lureling from damage. (Summons: A clone named Nightmare (summoner name)) |
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Merc Reinforcements MercReinf |
Generic | Encounter | Summon Spell |
4 | No | No | Summon Marked Merk Mercenaries to your aid. (Summons: 2x Marked Mercenary, 1x if somehow summoned by the Champion) |
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Mystic Call | Generic | Recharge 1 | Summon Spell |
1 | No | No | Summon a puppet to fight by your side! (Summons: a Guardian Puppet, Explosive Puppet, or Cursed Puppet (33% chance for each puppet)) |
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Rally Alante | Generic | Encounter | Summon | 1 | No | Yes (Character) |
Call for Alante to aid you in battle! (Summons: Alante (summon version)) |
- |
Rally Bear | Generic | Encounter | Summon | 7 | No | Yes (Item) |
Pour from the Mug of Bear. (Summons: Bear) |
- |
Rally Kalysea | Generic | Encounter | Summon | 1 | No | Yes (Character) |
Call for Kalysea to aid you in battle! (Summons: Kalysea) |
- |
Shadow Clone S. Clone |
Generic | Encounter | Summon Spell |
2 | No | No | Summon a Shadow Clone. (Summons: 2x Shadow Clone, 1x if somehow summoned by the Champion) |
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Spew Dragon | Generic | At-Will | Summon Spell |
10 | No | No | Creates a Corrupted Dragon minion. (Summons: Corrupt Dragon) |
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Spew Elf | Generic | At-Will | Summon Spell |
10 | No | No | Creates a Corrupted Elf minion. (Summons: Corrupt Elf) |
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SplitSelf | Generic | At-Will | Summon Spell |
6 | No | No | Create a copy of yourself. (Summons: A copy of the summoner, but removes the SplitSelf power and only has 1 AP) |
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Summon Bull SummonBull |
Generic | Encounter | Summon Spell |
1 | No | Yes (Trainer) |
Summon a raging, flaming bull. (Summons: Flaming Bull) |
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Summon Cassidy Sum. Cassidy |
Generic | Encounter | Summon Spell |
5 | No | Yes (Quest) |
Summon the watery bard Cassidy to fight by your side! (Summons: Cassidy) |
- |
Summon Corrupt Tentacle Sum.C.Tentacle |
Generic | Recharge 4 | Summon Spell |
4 | No | No | You summon a tentacle of raw corruptive energy to batter the wills of your opponents. (Summons: Corrupt Tentacle) |
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Summon Effigy Sum.Effigy |
Generic | Recharge 4 | Summon Spell |
4 | No | No | Summon an Alraune Effigy. (Summons: Effigy) |
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Summon Flame Dancer Sum.FDancer |
Black Mage | Encounter | Summon Spell |
3 | No | Yes (Event) |
Summon a dancer imbued with Terrestrial Fire to fight at your side. (Summons: Flame Dancer) |
- |
Summon Flame Knight Sum.FKnight |
Black Mage | Encounter | Summon Spell |
3 | No | Yes (Event) |
Summon a warrior imbued with Terrestrial Fire to fight at your side. (Summons: Flame Knight) |
- |
Summon Flame Spirit Sum.FSpirit |
Black Mage | Encounter | Summon Spell |
1 | No | Yes (Trainer) |
You thrust your will into the Aether, drawing forth a spirit of flame to serve you. The spirit remains until destroyed, dealing Fire damage to foes. Its power is based on your Leadership. (Summons: Flame Spirit) |
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Summon Frost Moth Sum. Frost Moth |
Generic | Encounter | Summon Spell |
5 | No | Yes (Trainer) (Tome) |
You call forth the spirit of a fey moth imbued with the power of elemental frost to fight at your side. (Summons: Frost Moth) |
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Summon Golem Sum. Golem |
Generic | Encounter | Summon Spell |
2 | No | No | Summon a Stone Elemental. (Summons: 2x Stone Elemental, 1x if somehow summoned by the Champion) |
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Summon Grungendyr Sum. Grungendyr |
Generic | Encounter | Summon Spell |
5 | No | Yes (Event) |
Invoke the spirit lingering in Grungendyr's skull to fight by your side! (Summons: Grungendyr) |
- |
Summon Hornets | Generic | At-Will | Summon | 4 | No | No | Summon Hornet Workers to your aid. (Summons: 2x Hornet Worker, 1x if somehow summoned by the Champion) |
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Summon Kiyoko Sum.Kiyoko |
Generic | Encounter | Summon Spell |
1 | No | Yes (Item) |
You send your will through the amulet you wear, and beckon forth a manifestation of Kiyoko. She will remain until the end of combat or she loses grip on reality, and the manifestation's health and damage are based on your leadership bonus. Requires the Amulet of Union. (Summons: A non-companion version of Kiyoko) |
- |
Summon Lust Elemental Sum. LustElemental |
Black Mage | Encounter | Summon Spell |
6 | No | Yes (Trainer) |
You call forth a creature made of pure lust to fight by your side in battle. (Summons: Lust Elemental) |
- |
Summon Phyria Sum.Phyria |
Generic | Encounter | Summon Spell |
1 | No | Yes (Item) |
Summon the salamander princess Phyria to fight by your side! (Summons: Princess Phyria) |
- |
Summon Slime SummonSlime |
Black Mage | Recharge 3 | Summon Spell |
3 | No | Yes (Trainer) |
You call a slime girl to shield you against foes! (Summons: Slime) |
- |
Summon Sporeling Sum.Sporeling |
Generic | Recharge 3 | Summon Spell |
3 | No | Yes (Item) |
Summons Minuta, the adorable and highly explosive sporeling. (Summons: Sporeling) |
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Summon Talsenne Sum. Talsenne |
Generic | Encounter | Summon Spell |
7 | No | Yes (Event) |
Summon the ghostly storm shaman Talsenne to fight by your side! (Summons: Talsenne) |
- |
Summon Tentacle Sum.Tentacle |
Generic | Recharge 3 | Summon Spell |
4 | No | No | Summon an Eldritch Tentacle. (Summons: Eldritch Tentacle) |
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Summon Valkyrie Sum.Valkyrie |
Generic | Recharge 3 | Summon Spell |
3 | No | No | Summon a Valkyrie. (Summons: Shieldmaiden or Sky Arrow (random chance)) |
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Summon Wisp SummonWisp |
Black Mage | Encounter | Summon Spell |
1 | No | No | You separate a wisp of foxfire from your being, allowing it to act autonomously in your defense. Its power is based on your Leadership. (Summons: Foxfire Wisp) |
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Summon Wolf Spirit Sum.WSpirit |
Black Mage | Encounter | Summon Spell |
1 | No | Yes (Trainer) |
Call forth the spirit of a wolf to fight by your side! (Summons: Wolf Spirit) |
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Sword Soul SwordSoul |
Generic | Encounter | Summon Spell |
6 | No | Yes (Item) |
You meld your will with the Dawnsword's, allowing it to become more than just an extension of yourself and act on its own. (Summons: Corrupted Dawnsword (summon version)) |
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Miscellaneous
Moved to Solo Page: Powers/Miscellaneous, each power listed in this table will redirect to said page, but it is presented as an index for those searching for a specific power within this entire page.
Spell
Moved to Solo Page: Powers/Spell, each power listed in this table will redirect to said page, but it is presented as an index for those searching for a specific power within this entire page.
Weapon
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
---|---|---|---|---|---|---|---|---|
Aim: Weapon Aim:Weapon |
Generic | Recharge 4 | Weapon (Ranged) | 4 | No | Yes (Trainer) |
You take aim at an enemy's weapon, targeting Physical Resistance rather than Evasion. On a hit, the target is Disarmed for three rounds. |
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Arcane Shot | Generic | At-Will | Weapon (Ranged) | 4 | Yes | Yes (Trainer) |
You imbue your missiles with arcane power. This attack is made versus the target's Magic Resistance and Ward instead of Evasion and Armor. |
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Argent Smite | White Mage | Recharge 3 | Spell Weapon (Melee) |
2 | No | No | You wreathe your weapon in holy light, delivering an attack dealing [30 * (1 + (Spellpower / 100))] bonus Holy damage. All allies recover Health equal to 15% of the damage done. |
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Assassinate | Thief | Ultimate | Weapon | 5 | No | Yes (Trainer) |
You make an weapon attack with +500 Attack Power and +100 Armor Penetration, which cannot miss. If this kills the target, all remaining enemies become Terrified for 2 turns, and you gain Obscurement for a turn. |
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Aurora Arrow AuroraArrow |
Generic | Ultimate | Weapon (Ranged) | 5 | No | No | You shoot every enemy with an aurora arrow, gaining +50 Attack Power, dealing Holy damage, and leaving enemies Burning. All allies gain a [20 + (Spellpower / 4)] damage Shield and deal [10 + (Spellpower / 5)] additional Holy damage with weapon attacks for the rest of the encounter. |
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Blade Block BladeBlock |
Warrior | Recharge 8 | Weapon | 1 | No | No | You take up a defensive stance with your weapon, becoming impervious to physical attacks for 3 actions. All melee attacks made against you are perfectly countered with flawless execution. |
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Bleeding Cut | Generic | At-Will | Weapon | 1 | No | No | Inflicts regular damage. Target must pass a PhysRest (vs. Cunning) check or Bleed for 1-2 rounds. |
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Blood Let BloodLet |
Generic | At-Will | Weapon | 3 | No | No | Normal attack but always causes bleed on hit. |
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Boreal Vanguard | Charmer | Recharge 1 | Weapon (Melee) | 3 | No | No | You lunge forward with your spear, making an attack with +25 Accuracy and dealing a bonus [10 * (1 + (Presence / 10))] Frost damage. Hit or miss, you also gain +25 Armor and Ward for a turn. |
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Chain Swing ChainSwing |
Generic | Recharge 2 | Melee | 5 | No | No | You make an attack against every enemy on the field using a heavy chain. |
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Chill Touch ChillTouch |
Generic | At-Will | Weapon (Melee) | 4 | No | No | You strike with your weapon, imbuing it with icy power. On a hit, targets must make a Physical Resistance test or be rendered Frigid for 2 turns. |
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Cleave | Warrior | Recharge 3 | Weapon (Melee) | 2 | Yes | Yes (Trainer) |
You whirl your weapon all around you, making a melee attack against every enemy on the field. |
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Cornered Beast | Warrior | Encounter | Weapon (Melee) | 2 | Yes | No | Strike out like a cornered animal, making an attack with +50 Accuracy that generates twice as much Threat and gives a 3 turn buff to Attack Power, Armor, Ward, and Focus that increases based on missing HP. This buff starts at +10, increasing up to +65 when HP is 20% or lower. |
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Crackle Powder CrackPowder |
Generic | Recharge 4 | Weapon (Ranged) | 2 | No | Yes (Trainer) |
You loose a missile tipped with conductive powder that targets Physical Resistance of all foes. On a hit, targets are Stunned and gain 50% Vulnerability to Storm damage for 2 rounds. |
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Crowd Control CrowdControl |
Generic | Recharge 3 | Weapon (Ranged) | 1 | Yes | Yes (Event) |
You loose a barrage of missiles at a primary target for +50 Attack Power, and all other enemies for -25 Attack Power. |
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Dastardly Trick Das.Trick |
Thief | Encounter | Weapon | 4 | Yes | Yes (Trainer) |
You make an unsportsmanlike strike that gains a +200 Attack Power and +50 Accuracy bonus. On a hit, you target Physical Resistance to Stun the target for 1 turn, or Stagger if you fail. |
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Dawn Lance | White Mage | At-Will | Spell Weapon |
2 | No | No | You make a weapon attack, dealing normal weapon damage and granting [20 * (1 + (Spellpower / 100))] Health to the most-wounded member of the party. If the attack hits the heal is increased to [25 * (1 + (Spellpower / 100))]. |
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Deadly Shadow | Thief | Encounter | Weapon | 6 | Yes | Yes (Trainer) |
You gain Obscurement for 3 turns and slip behind the enemy, causing chaos. You make an attack against all enemies; targets you strike are Staggered and Terrified for 3 turns. |
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Deflecting Strike DeflectingStrike |
Warrior | At-Will | Weapon | 1 | Yes | No | You make a weapon attack with -15 Attack Power, dealing [Primary Weapon Damage + (Attack Power as a %, - 15)] damage. For 1 turn you gain a [11 * (1 + (Spellpower / 100))] damage shield if the strike connects, and a [11 * (1 + (Spellpower / 100))] damage shield if the strike misses. |
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Dirty Trick | Thief | Recharge 2 | Weapon | 1 | Yes | Yes (Trainer) |
You hit 'em where it hurts, making an attack against Physical Resistance that adds +50 Attack Power and leaves the target Staggered for 2 turns. |
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Disarm | Generic | Recharge 4 | Weapon (Melee) | 4 | No | Yes (Tome) |
You attempt to divest a foe of their weapon. On a hit, you render them Disarmed for 2 rounds. Some foes that fight with their teeth, fists or natural weapons cannot be disarmed. |
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Double Attack DoubleAttack |
Warrior | At-Will | Weapon (Melee) | 8 | Yes | No | You swing twice with your melee weapon, attacking the same target in quick succession. |
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Driving Shot DrivingShot |
Generic | Recharge 2 | Weapon (Ranged) | 5 | Yes | Yes (Trainer) |
You feather your foe with single-minded focus, Sundering armor for a turn. If the target's armor is already Sundered, you gain a +200 Attack Power bonus. |
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Driving Thrust DrivingThrust |
Generic | Recharge 2 | Weapon (Melee) | 5 | Yes | Yes (Trainer) (Tome) |
You strike your foe with single-minded focus, Sundering armor for 2 turns. If the target's armor is already Sundered, you gain a +200 Attack Power bonus. |
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Drop The Hammer Hammer Time |
Warrior | Encounter | Weapon (Melee) Multi Turn Interruptable |
7 | Yes | No | Charge up for a massive overhead swing, causing the target to gain massive Threat. On the next turn, swing down with +300 Attack Power and +100 Accuracy. On a hit, the target is knocked Prone. On a crit, it is also Sundered. |
|
Dual Blitz DualBlitz |
Warrior | Recharge 3 | Weapon (Melee) Dual Wield |
4 | Yes | Yes (Trainer) |
You make an attack with each of your weapons against a single enemy with +50 Attack Power each. If you are Frigid, Staggered or Restrained, you shake off these effects with the ferocity of your attack. |
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Eagle Eye | Generic | At-Will | Weapon (Ranged) | 6 | No | Yes (Trainer) |
You make a parting shot at an enemy with your weapon. If this attack defeats them, any active cooldowns on your Recharge powers are decreased by 1 turn. | - |
Echoes of Life EchoesLife |
Generic | Encounter | Weapon (Melee) Two Hand |
1 | No | No | Summon the latent energy of the world into your weapon, and then release it with spectacular results. The pent-up energy will simultaneously heal your allies and strike terror into the hearts of your enemies. |
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Echoing Assault EchoAssault |
Thief | Encounter | Weapon (Melee) | 5 | No | No | You make 2 Attacks against a single target at -20 Accuracy. If either Attack hits, the target is afflicted with Baffled for 3 turns, increasing their chances of receiving a critical strike by 25%. |
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Enrage | Generic | Recharge 4 | Weapon (Melee) | 2 | No | No | The warg is mad you hit the hot chick that rides it. |
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Envenom | Generic | Encounter | Weapon | - | No | No | Does normal damage and inflicts Poisoned for 3 turns. 1/encounter. |
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Eviscerate | Warrior | Encounter | Weapon (Melee) Dual Wield |
6 | Yes | Yes (Trainer) |
You become a blur of motion and make a flurry of six attacks against a single target at 50% damage. After your attack ends, you gain +50 Evasion for a round. |
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Execute | Generic | Encounter | Weapon (Melee) Two Hand |
2 | No | No | Make a massive swing aiming to lay low a wounded foe with a single strike. This attack imparts +75 to 275 Attack Power and +0 to 40 Accuracy, increasing based on the percentage of Health the target is missing. |
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Fading Strike FadeStrike |
Thief | At-Will | Weapon | 1 | Yes | Yes (Trainer) |
You strike from the shadows, a thief's best friend. You gain Obscurement until your next turn and lose half your current Threat, but this attack suffers from -50 Attack Power. |
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Fan of Blades FanOfBlades |
Generic | Recharge 3 | Ranged | 4 | No | Yes (Event) |
You make a ranged attack against every enemy on the field using a brace of daggers. |
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Flamebrand | White Mage | At-Will | Weapon (Melee) Spell |
1 | Yes | Yes (Trainer) |
You make a weapon attack targeting Magic Resistance, with a bonus +[Primary Weapon Damage * (Spellpower / 130)] Fire damage on top of the attack. Generates high Threat and lowers your own Fire Resistance by -20 for a turn. |
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Focus Shot | Warrior | At-Will | Weapon (Ranged) | 4 | Yes | No | You make a ranged attack against a target foe. On a hit, the target is marked with a Bullseye for a turn, granting all attacks against it +25 Accuracy. |
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Frost Arrow FrostArrow |
Generic | At-Will | Weapon (Ranged) | 1 | No | Yes (Item) |
Enchant your attack with winter's kiss, adding [4 * (1 + (Spellpower / 100))] Frost damage. On a Critical Hit, the target becomes Frigid for a turn. |
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Frostfire Shot FrostfireShot |
Generic | Recharge 1 | Weapon (Ranged) | 6 | No | Yes (Trainer) |
You magically lace your ammo with frostfire, firing at a foe with +50 Attack Power. This attack deals entirely Fire or Frost damage depending on which the enemy is more vulnerable to. | - |
Furious Strike | Warrior | At-Will | Weapon (Melee) Two Hand |
1 | No | Yes (Trainer) |
You throw all your weight behind a strike, gaining +15 Armor Penetration but reducing your own Evasion by -15 for a turn. | - |
Get Over Here | Warrior | Recharge 2 | Weapon | 3 | Yes | No | You hurl a chained or roped weapon at a target, dealing +100 Attack Power and leaves the target Staggered for 2 turns. |
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Giant's Reach GiantReach |
Generic | At-Will | Weapon (Melee) Dual Wield |
1 | No | No | You make an attack with both your weapons. The attacks have -5 Accuracy, but allow you to use two non-light weapons at once. |
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Ground Pound | Generic | Recharge 2 | Weapon (Melee) | 5 | No | No | Only/always used against Prone enemies. Has +100 Attack Power. |
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Holy Shock | White Mage | Recharge 1 | Weapon (Melee) Spell |
2 | Yes | Yes (Trainer) (Tome) |
You swing your weapon through the air, creating a shockwave of energy that adds [30 + (Spellpower as a %)] Holy damage to your attack. This power is considered a ranged attack for the purpose of hitting flying enemies, triggering ripostes, and so forth. | - |
Iceburst Arrow IceArrow |
Generic | Recharge 3 | Weapon (Ranged) Spell |
1 | No | No | Enchant an arrow and make a ranged attack against a targeted foe. The arrow bursts, afflicting all enemies with [30 + (Spellpower as a %)] Frost damage and leaving them Frigid for 2 turns if it hits their Magic Resistance. |
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Lunge | Warrior | Recharge 3 | Weapon (Melee) | 8 | Yes | No | You strike with such might that your weapon completely ignores the target's armor and gains +300 Attack Power. Hits leave armor Sundered for 3 rounds. |
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Lusty Tentacles LustTent |
Generic | At-Will | Weapon | - | No | No | Basic attack. On a crit, knocks the target prone. |
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Mark for Death Mark4Death |
Thief | Recharge 4 | Weapon | 2 | Yes | Yes (Trainer) |
You deliver a pinpoint strike with +150 Attack Power and +25 Accuracy, drawing your companions' ire to your target by dramatically increasing its Threat. |
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Mighty Draw | Warrior | Recharge 1 | Weapon (Ranged) | 4 | Yes | No | You make a ranged attack with -10 Accuracy and +75 Attack Power. On a hit, the target is Staggered for a turn and has one of their remaining actions moved the end of the Initiative order. |
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Nerves of Steel NervesOfSteel |
Generic | Encounter | Weapon (Ranged) Multi Turn Interruptable |
2 | Yes | Yes (Trainer) |
You make an aimed attack on your turn. If you do not take Tease, Pheromone, Drug, or Psychic damage before your next turn, the missile strikes with +200 Accuracy and +400 Attack Power, knocking your target Prone. |
|
Overhand Smash OverhandSmash |
Generic | At-Will | Weapon | 4 | No | No | Basic attack with +50 Attack Power. Staggers on Crit. |
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Pierce and Fade Pierce&Face |
Warrior | Recharge 3 | Weapon (Ranged) | 4 | Yes | No | You make a ranged attack with +75 Attack Power, and then gain Obscurement for 2 turns. On a hit, the target is Sundered and Terrified for 2 turns. |
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Poison Edge | Generic | Encounter | Weapon | 4 | No | No | Attack with +200 Attack Power, +25 Accuracy and Poison target for [15 + Cunning] for 3 turns. |
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Power Wave | Black Mage | Recharge 1 | Weapon (Melee) Spell |
1 | Yes | Yes (Tome) |
You swing your weapon through the air, creating a shockwave of energy that adds [33 + (Spellpower as a %)] Storm damage to your attack. This power is considered a ranged attack for the purpose of hitting flying enemies, triggering ripostes, and so forth. |
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Precise Thrust | Thief | Recharge 2 | Weapon (Melee) Multi Turn Interruptable |
4 | No | No | You aim for your opponent's heart on one round and skewer it the next, dealing an attack with +500 Attack Power and +100 Accuracy. If you take damage before the attack lands, your concentration is spoiled and the attack fails. |
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Prime Target | Generic | Encounter | Weapon (Melee) | 2 | Yes | No | You make a weapon attack with +100 Attack Power. On a hit, you Stagger the target and make a Tease attack against all enemies on the field. |
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Pummel | Generic | Recharge 4 | Weapon (Melee) | 2 | No | No | You make three attacks against an enemy in quick succession at -25 Accuracy. If all three connect, the target is Staggered for 2 rounds. |
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Reaping Blade | Black Mage | Recharge 3 | Weapon (Melee) Spell |
5 | Yes | No | A vampiric weapon strike deals +[50 * (1 + (Spellpower / 100))] extra Blight damage and, if the target is not an undead or construct, leaves the target Staggered for 2 turns while giving you Health equal to the damage dealt. |
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Rend | Warrior | Recharge 2 | Weapon | 1 | Yes | Yes (Trainer) |
You cut deep, striking with +50 Attack Power. If you succeed a secondary attack against the target's Physical Resistance, you cause the target to Bleed for [3 + Strength] for 2 turns. |
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Searing Arc | Black Mage | Recharge 3 | Weapon (Melee) Spell |
6 | Yes | No | You infuse your weapon with primeval fire, bringing it down on a foe with an additional +[45 * (1 + (Spellpower / 100))] Fire damage. All other enemies take [25 * (1 + (Spellpower / 100))] Fire damage, or half as much on a miss against Magic Resistance. |
|
Shadow Strike | Thief | Recharge 4 | Weapon (Melee) | 2 | Yes | Yes (Trainer) |
You slip into the shadows, reappearing a moment later to deliver a brutal melee strike with +100 Attack Power and +50 Accuracy. You also gain Obscurement for a turn. |
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Shadowflame | Black Mage | Recharge 3 | Astrida Weapon Spell |
6 | No | No | The most infamous ability of Nareva's chosen. Strike a target with your weapon and ignite them with flames that Burn for 2 rounds and Silence for 1 round. Also grants you +50 Spellpower on hit for the same duration. |
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Shatterstrike S.Strike |
Generic | Recharge 2 | Weapon (Ranged) | 2 | Yes | No | You make a ranged attack with a bonus +30 Attack Power. On a hit, the target's armor is Sundered for a turn. |
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Shell Cracker | Thief | Recharge 4 | Weapon | 2 | Yes | Yes (Trainer) |
You try and tear a hole in the target's armor, making a precision strike with +50 Armor Penetration and +50 Accuracy. On a hit, the target's armor is left Sundered for 2 turns. |
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Shielding Smite | White Mage | Recharge 3 | Weapon (Melee) Spell |
6 | Yes | No | You strike a foe with your weapon, dealing an additional +[45 * (1 + (Spellpower / 100))] Fire damage and warding your entire party for a turn thereafter, granting +50 to their Armor, Ward, and Focus. |
|
Smite Evil | White Mage | Encounter | Weapon (Melee) Spell |
4 | Yes | Yes (Trainer) |
You infuse your weapon with radiance and make a single attack with +50 Accuracy, dealing [50 * (1 + (Spellpower / 100))] bonus Holy damage and recovering [30 * (1 + (Spellpower / 100))] HP for yourself and all allies on a hit. |
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Sneak Attack | Thief | At-Will | Weapon | 6 | Yes | Yes (Trainer) |
If you are not Obscured, you gain Obscurement for 3 turns. If you are Obscured, you consume your Obscurement and make a weapon attack, gaining +50 Attack Power and +15 Accuracy per turn of Obscurement. |
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Steady Strike SteadyStrike |
Warrior | Recharge 4 | Weapon (Melee) Two Hand |
4 | Yes | Yes (Trainer) |
You take a deep breath and strike hard with a two-handed weapon, making an attack with +200 Attack Power and recovering 60 Health. |
|
Stick and Move Stick&Move |
Generic | At-Will | Weapon (Ranged) | 1 | Yes | Yes (Trainer) |
You vie for better positioning while attacking. Your attack suffers -25 Attack Power, but you gain +50 Initiative on the next turn. |
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Sun Arrow SunArrow |
Generic | At-Will | Weapon (Ranged) | 2 | No | No | Enchant your arrows with the sun's fury, adding [4 * (1 + (Spellpower / 100))] Fire damage. On a Critical Hit, the target starts Burning for a turn. |
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Sunstrike | Generic | At-Will | Weapon | 5 | No | Yes (Event) |
Does normal [Primary Weapon Damage + (Attack Power as a %)] plus an additional [15 + (Attack Power as a %)] with a sunlight blade. |
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Suppressive Fire SuppFire |
Generic | Encounter | Weapon (Ranged) | 1 | Yes | Yes (Trainer) |
You blacken the sky with a hail of missiles, buying time for your allies to act. You make an attack against all enemies at -20 Accuracy, drawing high Threat, and grant +20 Initiative, Accuracy and Evasion to all allies for 2 turns. |
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Sure Shot | Generic | Recharge 1 | Weapon (Ranged) | 4 | Yes | Yes (Trainer) |
You make an attack with +200 Accuracy, effectively guaranteeing that your shot lands and deals critical damage. |
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Tarah Windup | Generic | Encounter | Weapon (Melee) Multi Turn Interruptable |
1 | No | No | Also have her do a "Tarah is winding up for something big!" that plays for two turns, and then have her make a basic attack against herself |
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Thunder Strike ThundStrike |
Warrior | Encounter | Weapon (Melee) | 1 | Yes | Yes (Trainer) |
You throw all your weight into an overhand blow, targeting Physical Resistance with a +150 Attack Power bonus that Sunders armor for 3 turns. On a crit, the target is also knocked Prone. |
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Thunderbrand | White Mage | At-Will | Weapon | 5 | No | Yes (Tome) |
You make a weapon attack targeting Magic Resistance, with a bonus +[Primary Weapon Damage * (Spellpower / 100)] Storm damage on top of the attack. Generates high Threat and lowers your own Storm Resistance by -20 for a turn. |
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Thunderous Sweep Thund. Sweep |
Warrior | Recharge 3 | Weapon (Melee) Dual Wield |
4 | No | No | - |
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Trick Shot | Generic | Recharge 3 | Weapon (Ranged) | 1 | Yes | No | You make a ranged attack and, if you hit, make a second attack at -40 Accuracy. |
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Triple Threat TripleThreat |
Generic | Recharge 4 | Weapon (Ranged) | 2 | Yes | Yes (Trainer) |
You make three attacks against an enemy in quick succession at -25 Accuracy. If all three connect, the target is Staggered for 2 rounds. |
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Wide Sweep WideSweep |
Warrior | At-Will | Weapon (Melee) Two Hand |
1 | Yes | Yes (Trainer) |
Throwing your weight behind a two-handed weapon, you clear a path that keeps your allies safe. Strikes all enemies with -50 Attack Power, inflicting -20 to Accuracy for a turn on a hit. |
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Wyvern Ignition | Warrior | Encounter | Weapon (Melee) Dual Wield |
4 | No | No | - |
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Wyvern Sting WyvernSting |
Generic | Recharge 3 | Weapon (Ranged) | 1 | Yes | Yes (Event) |
You coat your ammo in wyvern venom, your attack deals [70% of Primary Weapon Damage] Penetrating and [30% of Primary Weapon Damage] Drug damage. On a hit, its target makes a Physical Resistance check to become Poisoned and Aroused for 2 turns. |
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Wyvernbane | Warrior | Encounter | Weapon (Ranged) | 4 | Yes | No | You make a ranged attack with +25 Accuracy and +200 Attack Power. On a hit, the target is Knocked Prone. This attack has +20 Critical Chance against Flying creatures. |
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Stealable Powers by Location
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Note: Stealable Powers By Location will be eventually merged and updated here --Spotty McBumble Fuck (talk) 03:10, 5 June 2024 (UTC) |
TODO