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 have tags to help one identify the purpose or use of a power.
Ally
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Can be cast on allies |
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Astrida
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Added in version 0.7.2, these powers are linked to those sworn/soulbound to Nareva. |
Dual Wield
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Powers that require the user to a weapon in their Primary and Offhand slot |
Healing
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Powers capable of restoring HP to the user, their allies, or both |
Interruptable
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Normally paired with Multi Turn, the activation of this power can be stopped if the user is stunned, interrupted, or defeated |
Melee
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Powers that are inflicted in Melee range |
Multi Turn
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Powers that either take X number of rounds to activate, or whose effects are applied for multiple rounds |
Performance
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Powers whose effects are primarily based on the user's Presence |
Spell
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Powers whose effects are primarily based on the user's Spellpower |
Stance
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Normally At-Will powers that require to be activated before the effects can be applied to the user and/or their party |
Summon
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Powers that involve summoning an entity to aid them in combat |
Tease
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Sexual-based powers that usually do Tease/Drug/Pheromone damage |
Tease (Ass)
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Tease tagged powers with an emphasis on the user's ass |
Tease (Chest)
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Tease tagged powers with an emphasis on the user's chest |
Tease (Crotch)
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Tease tagged powers with an emphasis on the user's crotch |
Two Hand
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Powers that require the user to a weapon in their Primary slot that also occupies their Offhand slot |
Weapon
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Powers whose effects are based on the user's primary weapon |
Weapon (Melee)
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Weapon tagged powers that require a Melee-equipped weapon |
Weapon (Ranged)
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Weapon tagged powers that require a Ranged-equipped weapon |
Weapon (Shield)
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Weapon tagged powers that require a Shield-equipped offhand weapon |
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.
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 |
Training Conditions | |||
None | Restoration of Hawkethorne Gym | Completion of One Man's Poison | None |
Powers | |||
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Rixx | Nakano | Viviane | Zo |
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 healing |
Purple Pink (Dark Mode) |
Tease | Sexiness & Libido (Presence) | - |
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
Note that when a character has the (custom) label under some used by sections, it means that they have a modified form of that power. In the event that that power is stealable, the Champion will steal the base, unmodified form and not the custom.
Lust
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
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Allure | Charmer | Recharge 2 | Tease (Crotch) | 2 | Yes | Yes (Trainer) |
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 |
Generic | Recharge 4 | - | 1 | Yes | No | You conjure a venom-laced stinger, dealing [20 + (Attack Power as a %)] Penetrating and [10 + (Attack Power as a %)] Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns. |
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Breast Plate BreastPlate |
Generic | Recharge 5 | Tease (Chest) | 1 | No | No | Attack vs. Mental Resistance. On hit, the target takes [25 + (Sexiness as a %)] Pheromone damage and becomes Aroused. Recharge 5. |
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Chainmail Jiggle ChainJiggle |
Generic | Recharge 4 | Tease (Chest) | 1 | No | No | AoE boobcentric tease attack. Long recharge. |
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Cultist's Allure C.Allure |
Charmer | Recharge 2 | Tease (Crotch) | 2 | Yes | No | 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 | Generic | Encounter | Tease | 2 | No | No | 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 | Generic | Encounter | Tease | 3 | No | No | 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 |
Generic | Recharge 3 | Tease | 2 | No | No | Deals a large amount of Tease damage but lowers Evasion for a turn. |
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Honey Slather | Generic | At-Will | Tease (Chest) | 1 | No | No | Just a basic-type tease attack. Deals drug-type damage. |
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Lust Tag | Generic | Encounter | Tease | 3 | No | No | Inflict a massive debuff on an enemy for 3 turns, reducing their Lust Resistance by -15 and increasing all Tease, Pheromone, Drug, and Mind Damage they take by 50%. If it succeeds, you also hit them for [15 + (Sexiness as a %)] Tease damage. |
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Lust Tail | Charmer | Recharge 2 | Tease | 4 | No | No | - |
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Mind Snap MindSnap |
Charmer | Ultimate | Tease | 5 | No | No | You snap your fingers, Stunning your foe and dealing [180 + (Sexiness as a %)] Tease damage. |
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One-Two | Generic | Recharge 4 | - | 3 | No | No | You conjure a venom-laced stinger, making two hits that each deal [20 + (Attack Power as a %)] Penetrating and [10 + (Attack Power as a %)] Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns. |
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Spider's Stride | Generic | Recharge 5 | Tease (Chest) | 5 | No | No | Make a tease attack against all enemies and staggers for 1 turn. |
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Suggestive Sway S.Sway |
Charmer | Recharge 2 | Tease (Ass) Tease (Chest) Tease (Crotch) |
6 | Yes | Yes (Trainer) |
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 | Generic | At-Will | Tease | 2 | No | No | 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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Miscellaneous
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
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Acid Flask AcidFlask |
Generic | Recharge 2 | - | 5 | Yes | No | You strike the target with a thrown flask of acid, dealing [60 * (1 + (Cunning / 15))] damage. On a hit, the target's armor is left Sundered for 3 turns. This attack cannot crit. |
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Ancestral Aegis | Generic | Encounter | - | 1 | No | No | Gain 25% Physical and Magical Resistance for 3 turns and prevents Stun, used as the fight begins. |
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Arcanist's Blessing ArcaneBlessing |
Black Mage | Ultimate | Ally Spell |
5 | No | No | You call upon the elements and infuse your entire team with elemental energy. Until the end of combat, your weapons deal bonus Fire, Frost, and Storm damage [15 * (1 + (Spellpower / 100))] each). |
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Aura of Desire DesireAura |
Generic | Encounter | Stance | 4 | No | No | Used when below 50% Health. Acts as a stance that deals a small amount of Lust damage at the end of each of the Alraune's turns. |
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Aurora Of Vigor VigorAurora |
Generic | Ultimate | Ally Spell |
5 | No | Yes (Event) |
Shroud an ally in the inextinguishable light of the sun, protecting them from being defeated for 2 turns. When the effect ends, Holy energy explodes out dealing [60 + (Spellpower as a %)] Holy damage to enemies.
Note: If the wielder has the Guldring equipped, when this power is cast, the wielder and each ally gains the Guldring Healing combat effect, which has them recover 5% of their Max HP for 2 turns. Additionally, if the wielder has the Dawnsword equipped, when this power is cast, they deal an additional (10) holy damage for 2 turns. These effects are not mutually exclusive. |
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Banshee Wail | Charmer | At-Will | Performance | 4 | Yes | No | You unleash a horrifying wail, making a Presence-based attack against all enemies' Mental Resistance. Targets hit take 25 Mind Damage and are Terrified for a turn. |
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Bark Skin | White Mage | Recharge 3 | Spell | 3 | No | Yes (Tome) |
Harnessing the power of nature, you encase yourself with a coating of tough bark. Your maximum health is increased by [40 * (1 + (Spellpower / 100))] and you regenerate [7 * (1 + (Spellpower / 100))]% of your health for 3 rounds. |
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Berserkergang | Generic | Ultimate | Stance | 5 | No | No | You stoke yourself up into a howling orcish frenzy, increasing your Attack Power and Critical Chance by 100 and granting you 40% Resistance to all damage. When you enter the rage, you make an attack against all enemies. |
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Briar Armor | White Mage | Recharge 3 | Ally Spell |
4 | No | No | A target ally gains a defensive barrier, granting +50 Armor/Ward/Focus, as well as becoming Thorny, reflecting [30 + (Spellpower as a %)] Penetrating damage when struck by melee attacks, for 2 turns. If the target is below half Health, it recovers [20 * (1 + (Spellpower / 200))]% Health. |
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Black Mist BlackMist |
Black Mage | Recharge 5 | - | 1 | No | No | Smoke bomb but as a spell (targets magic resistance). 5 turns recharge instead of 1 per encounter. |
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Blessing | White Mage | Recharge 3 | Ally Spell |
2 | No | Yes (Trainer) |
By invigorating your party with arcane energy, you grant all members of your party a +10 bonus to Accuracy and a +100 bonus to Attack Power, Spellpower, and Sexiness on their next turn. |
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Blinding Beauty BlindBeauty |
Charmer | Recharge 4 | Spell | 2 | No | Yes (Trainer) |
You channel the power of the dryads, becoming so incandescent that all foes foolish enough to look upon you are stricken Blind and Terrified for 3 turns. This ability targets Magic Resistance. |
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Bolstering Dance BolsDance |
Charmer | At-Will | Stance Performance |
1 | No | Yes (Trainer) |
You use your dancing to invigorate your allies, restoring [(20 + Presence) * (1 + (Spellpower / 200))] HP to all allies, then restoring [(10 + Presence) * (1 + (Spellpower / 200))] HP and granting +10 Evasion and Mental Resistance each turn thereafter. |
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Calm Mind CalmMind |
Generic | Recharge 5 | Spell | 1 | No | Yes (Item) |
Calm your mind, increasing Focus and Spellpower by +15 for 3 turns and restoring [Spellpower / 2] HP. |
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Cauterize | White Mage | Recharge 2 | Ally Healing Performance Spell |
3 | No | No | Deal 5 Fire damage to target and then restore [(60 * (1 + (Spellpower / 200))]% of their Health and cure Bleeding and Frigid. |
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Celestial Form CelestialForm |
Generic | Recharge 3 | Ally | 5 | No | Yes (Event) |
Beat your wings to produce a torrent of celestial power. This energy will shield you and your allies for [4 * Presence] for 3 turns, providing a spark of [Presence] Holy damage to attacks while it stands. |
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Charge Weapon | White Mage | At-Will | Stance Spell |
4 | No | Yes (Trainer) |
You charge your weapon with argent light, causing it to deal [25 + (Spellpower as a %)] bonus Holy damage so long as you maintain the stance. On assuming the stance, deal [15 + (Spellpower as a %)] Holy damage to all enemies. |
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Cleansing Bell CleansingBell |
White Mage | Recharge 2 | Ally Healing Spell |
5 | No | Yes (Trainer) |
The power of healing magic that uses sound; heal a target for [(30 * (1 + (Spellpower / 200))]% of their Max HP and remove negative Combat Effects at the same time. |
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Command Of Fire FireCommand |
Warrior | Ultimate | Ally | 5 | No | No | You wrap yourself in pale white fire and take a defensive stance. For 3 turns all damage taken by you and your party is reduced by half. |
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Command Pheromones CmdPher |
Generic | Recharge 2 | Ally Healing Spell |
1 | No | No | A hefty heal. |
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Control Pheromones CtrlPhero |
Generic | Encounter | Stance Ally |
1 | No | No | Affects all allies except self, grants a hefty focus bonus. |
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Corrupted Blood | Generic | Recharge 4 * Action Points |
- | 7 | No | No | You corrupt the blood of all opponents, leeching away all healing the afflicted receive. |
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Cover Ally | Generic | Recharge 4 | Ally | 5 | No | No | You conceal an ally in the fray, granting them Covered for 3 turns, providing +20 Evasion, Accuracy, and Initiative. |
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Counterspell | Generic | Recharge 4 | Spell | 4 | No | Yes (Tome) |
You counter an enemy's magic by attempting to overwhelm it with your own. The target must make a Magic Resistance roll or be Silenced for 2 rounds. If the roll fails, they still suffer a -[(Spellpower / 4)] Spellpower penalty. |
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Crackling Shield | Generic | Recharge 4 | - | 7 | No | No | You protect an ally for 2 turns, taking health damage in their stead. The target gains +10 armor while you cover them. You also heal for 10% of your health. |
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Deflection | Warrior | At-Will | Stance Weapon (Melee) |
6 | No | Yes (Item) |
You make ready to turn away blows aimed at you, granting you +5 Evasion. While you maintain this stance, the first two attacks made against you in a round are nullified and countered with an attack of your own. | - |
Detonate | Generic | Encounter | Multi Turn | 1 | No | No | Detonate in two rounds after this ability is used, sacrificing yourself to cause massive Blight, Fire and Crushing damage in an unavoidable explosion. |
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Devotion | White Mage | Ultimate | Ally | 5 | No | No | You utter a prayer to Mallach and revive a fallen ally, restoring 100 + 25% of their maximum Health. |
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Divine Excision | Generic | Ultimate | - | 1 | No | No (Useable Event) |
Use the power of the Godslayer's Dreamblade, empowered by Lumia, to inflict your will upon the wraith, providing a number of powerful buffs to yourself and inflicting a number of critical debuffs on it. | - |
Dragoon's Rally DragoonRally |
Generic | Recharge 3 | Ally Healing |
3 | No | No | Heals all companions by 15% of their Max Health and grants the user surge of +10 Attack Power for the next 3 turns. |
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Duelist's Stance DuelistStance |
Thief | At-Will | Stance Weapon (Melee) |
4 | No | Yes (Trainer) |
You assume a duelist's stance, which grants you +10 Evasion, +10 Sexiness, and a surge of Threat. While in this stance, you make a counter-attack against the first melee attack that misses you each round. |
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Earthward | Black Mage | At-Will | Stance | 5 | No | Yes (Tome) |
Shroud yourself in a magic barrier, greatly increasing your resistance to all damage: you gain +50 Armor, Ward, and Focus while maintaining the spell. |
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Elemental Fury ElementFury |
Black Mage | Recharge 4 | Ally Spell |
2 | No | No | You call upon the elements and infuse your weapon or an ally's. The target's weapon deals [20 * (1 + (Spellpower / 100))] each bonus Fire and Frost damage for three rounds. |
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Empower Summons EmpowerSum |
Black Mage | Recharge 3 | Ally Spell |
6 | No | Yes (Trainer) |
You reinforce the magic holding your summons to this world, granting them +100 Accuracy, Attack Power, Spellpower, and Sexiness and +20 Armor, Ward, and Focus for two turns. | - |
Encircle | Warrior | Recharge 9 | - | 7 | No | No | Run a circle around your enemies to raise a cloud of dust and sand. Targets Physical Resistance and inflicts Blinded for 3 turns. |
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Enraging Challenge EnragingChallenge |
Generic | Encounter | - | 5 | No | No | Jael'yn gains a +10 boost to Strength and gets an additional action every round. |
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Equanimity | Generic | At-Will | Stance | 3 | No | Yes (Trainer) |
Put your focus on your weapon, turning it into an extension of yourself rather than a tool of combat. You gain +[15 + 10 (w/ Silver Mask)]% Crit Chance and +[10 + 10 (w/ Silver Mask)]% increased Crit Effectiveness while you maintain this stance. | - |
Equilibrium | Generic | At-Will | Stance | 3 | No | Yes (Trainer) |
Restore stability and symmetry to yourself, both inside and out(, removing all Combat Effects (w/ Silver Mask)). You gain +15 Physical Resistance and immunity to (Prone and Disarm OR all Combat Effects, good or bad (w/ Silver Mask)). | - |
Estrus Flask | Thief | Recharge 5 | - | 6 | Yes | Yes (Trainer) |
You hurl a vial of alchemical aphrodisiac at your enemies, dealing [35 * (1 + (Cunning / 20))] Pheromone damage and gain Obscurement for 2 rounds. Creatures hit become Blinded and Aroused for 2 rounds. This attack cannot crit. |
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Eternal Light EternalLight |
Generic | Recharge 1 | Ally Healing |
1 | No | No | Suffuse an ally with the light of your will. They recover [15 * (1 + (Spellpower / 200))]% Health, and an additional [5 * (1 + (Spellpower / 200))]% each turn for 3 turns. |
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Fairy Ring | Generic | Encounter | - | 1 | No | No | Fairy Ring (Eternal Light; 10 initial and 5% for 3 turns. Increase evasion. Used only once if below 50% HP.) |
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Firewalk | Charmer | Recharge 1 | Stance | 3 | No | No | You become engulfed in flames, granting you +15 Physical and Magical Resistance and dealing [(10 + (Willpower * 2)) + (Spellpower as a %)] Fire damage to all enemies. Enemies who hit you with physical attacks take [3 + Willpower] Tease damage. Drains 8 HP per turn while active. |
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Flametongue | Charmer | At-Will | Stance Ally Performance Healing |
1 | No | No | Ignite a target ally's weapon in flame, causing it to deal +[Presence + (Spellpower as a %)] Fire damage. On activate, the target recovers +[50 * (1 + (Spellpower / 200))] HP. |
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Flames Within FlamesWithin |
Black Mage | Encounter | Spell | 7 | No | Yes (Tome) |
By stoking a burning flame within, cause yourself to take 30 Fire damage every turn, but increase Attack Power, Spellpower, and Sexiness by +50 and gain +10 Initiative. | - |
Flight | Generic | At-Will | Stance | 1 | No | No | Take flight and cause melee attacks from non-flying targets to miss more often. |
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Floral Aegis FloralAegis |
Warrior | Ultimate | Ally | 5 | No | No | You wrap yourself in divine light and take a defensive stance. For 3 turns all damage taken by you and your party is reduced by half. |
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Floral Grace FloralGrace |
Generic | Recharge 3 | Healing Ally Spell |
2 | No | No | You weave a bouquet of golden flowers around an ally, restoring [(45 * (1 + (Spellpower / 200))]% Health, and an additional +[(15 * (1 + (Spellpower / 200))] each turn for 3 turns. |
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Frenzy | Generic | Encounter | Stance | 3 | No | No | Give into your inner fury, throwing yourself into a berzerker frenzy. You gain +50 Attack Power, +10 Critical Chance, and +10 Focus and Lust Resistance, but your Armor is reduced by half. This power can only be activated when Health is below 70%. |
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Frozen Edge FrozenEdge |
Generic | At-Will | Stance Spell |
1 | No | No | Gird yourself in ice, gaining +20 Armor and causing your weapon to deal +10 bonus Frost damage so long as you maintain the stance. On assuming the stance, deal [10 + (Spellpower as a %)] Frost damage to all enemies. |
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Grease | Black Mage | Recharge 4 | Spell | 2 | No | Yes (Trainer) |
You conjure a pool of grease that spreads at the feet of all your foes. This spell targets Physical Resistance: on a hit, targets are knocked Prone and gain 50% vulnerability to Fire for 2 turns. |
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Great Heal | White Mage | At-Will | Ally Healing Spell |
6 | No | Yes (Trainer) |
With a gentle touch, you heal a target for [(45 * (1 + (Spellpower / 200))]% of its maximum Health and then cure Bleeding, Poisoned, and Burning. |
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Group Heal | White Mage | Recharge 4 | Ally Healing Spell |
2 | No | Yes (Trainer) |
You infuse not just yourself but your entire group with vital energy, restoring [(20 * (1 + (Spellpower / 200))]% of each character's maximum Health. |
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Guarded Stance GuardStance |
Warrior | At-Will | Stance | 1 | No | Yes (Trainer) |
You use your body as a shield for your comrades. You gain [10% of Max HP] Shield HP, and while in the stance gain a +10 bonus to Evasion and Armor and generate [10 + (Toughness * 2)] Threat each turn and 20% more Threat from abilities. |
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Guidance | Generic | At-Will | Ally Healing Spell |
3 | No | Yes (Trainer) |
Consume 20% of your Max HP to reach out to the spirits and souls of your allies and bolster their strength and morale. Each of your allies recover [25 + 10 (w/ Silver Mask)]% Max HP. |
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Harpy Song | Generic | Encounter | Performance Multi Turn Interruptable |
3 | No | No | Inflicts light raw Lust damage and causes Arousal each turn until the singing harlot is stopped. |
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Heal | White Mage | At-Will | Ally Healing Spell |
1 | No | Yes (Trainer) |
With a gentle prayer, you heal yourself or a targeted ally for [(30 * (1 + (Spellpower / 200))]% of their maximum Health, then remove any Bleeding. |
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Heat Mirage HeatMirage |
Charmer | Recharge 4 | Ally | 3 | No | No | All allies gain +15 Evasion and +20 Fire and Frost Resistances, lasting 3 turns. |
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Holy Ward | White Mage | At-Will | Stance Ally Healing Spell |
6 | No | Yes (Trainer) |
You weave a holy ward around an ally, granting the target a +20 bonus to Mental, Magical, and Physical Resistances, and regenerating [25 * (1 + (Spellpower / 200)) Health every turn. When you first enter the stance, the target is healed for [50 * (1 + (Spellpower / 200)). |
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Hype Up | Generic | Recharge 1 | Ally | 3 | No | No | You inspire a surge of confidence in a target ally, granting +50 Attack Power, Armor, and Focus for a turn. |
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Imp Protect ImpProtect |
Warrior | Encounter | Ally | 1 | No | No | You protect an ally for 4 turns, taking health damage in their stead. The target gains +10 armor while you cover them. You also heal for 10% of your Health. |
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Infernal Bond InfernalBond |
White Mage | Encounter | Ally Spell |
5 | No | No | Used immediately after Demon's Shadow dies. Transfers half of Gytha's remaining HP to him; grants them both a +100 Armor bonus for 1 round. |
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Inspiration | Charmer | Ultimate | Ally Spell |
5 | No | Yes (Trainer) |
You rally your allies with the sheer power of your music. Your party's HP is fully restored, and all members gain +20% maximum Health and an additional +20 for the rest of the encounter. | - |
Intuition | Generic | At-Will | Stance | 3 | No | Yes (Trainer) |
Tune yourself to your surroundings to better read your opponent’s movements before they’ve made them. You gain +[15 + 10 (w/ Silver Mask)] Evasion and +[20 + 10 (w/ Silver Mask)] Physical Resistance while you maintain this stance. |
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Kamikaze | Generic | Encounter | Multi Turn | 1 | No | No | Detonate in one round after this ability is used, sacrificing yourself to cause massive Blight, Fire and Crushing damage in an unavoidable explosion. |
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Karmic Retribution | White Mage | Recharge 4 | Ally Spell |
4 | No | No | You ward an ally with divine favor for 2 rounds. Enemies making a physical attack against that target are blasted for [40 + (Spellpower as a %)] Holy damage, and must make a Physical Resistance check against your Spellpower or be Disarmed. |
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Keldoran's Song | Charmer | Recharge 3 | Performance | 6 | Yes | Yes (Event) |
Play the somnolent song of Keldoran, inflicting Stagger and Frigid on all enemies for 2 turns. On a crit, the target is Stunned for a turn. Targets Magic Resistance. +100 Crit Chance vs. Beasts. | - |
Kiaijutsu | Generic | Recharge 3 | - | 1 | Yes | Yes (Tome) |
You gather your chi in a mighty shout. You gain +25 Attack Power for 2 rounds, while your target must make a Mental Resistance check or suffer [10 + (Attack Power as a %)] Crushing damage and be knocked prone. |
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Kitsunetsuki | Generic | Ultimate | Spell | 5 | No | Yes (Event) |
A powerful kitsune briefly possesses an enemy and scrambles their body and mind, inflicting a debilitating medley of status effects on a victim for [3 + 1 (w/ Fox Jewel)] turns. |
|
Lay on Hands LayOnHands |
White Mage | At-Will | Ally Healing Spell |
1 | No | Yes (Tome) |
By laying hands on a wounded comrade, heal [(30 * (1 + (Spellpower / 200))]% of their maximum Health and transfer a portion of their Threat to yourself. If used on yourself, increases your Threat. |
|
Life-Bond LifeBond |
Generic | At-Will | Ally Spell |
4 | No | No | Miko and Mai will use this on the other sister after a grace period of one round if one of them is downed, reviving the other at full health. Everyone on the player's side should be able to get off at least one action to finish off the other sister before she can pull off the revival. |
|
Mega-Heal | Generic | Recharge 3 | Ally Healing Spell |
2 | No | No | Ninian heals himself back to full HP, with a 2 to 4-turn cooldown based on the balancing best judgment. This should try to encourage the PC to not try to just beat him down, whilst meaning very little to high-damage dealers who might wombo him before it can come back up. Basically, a tool to resist and further annoy the PCs who want to click-spam but make it transparent how one should face him. |
|
Mirror Image MirrorImage |
Generic | Encounter | Stance Ally Spell |
1 | No | No | Boosts all allies' Evasion by +10. This power lasts until the end of the encounter, or until the user is stunned or taken out. |
|
Mirror Stance MirrorStance |
Generic | At-Will | Stance | 1 | No | Yes (Event) |
Assume a mystical stance of mirrors, absorbing your enemies' power. Gain +10 Armor, Focus, and Ward, but also a dramatic increase in threat. You may learn certain powers that hit you. | - |
Obsidian Aegis ObsidianAegis |
Black Mage | At-Will | Stance Astrida |
6 | No | No | The cumulation of Philandros' craft, ingrained into the being of Nareva's chosen. Awaken the mirror magic in yourself and gain 10 Armor, Focus, and Ward, as well as a dramatic increase in threat. All spells cast at you are reflected back at their caster, friend or foe. |
|
Overcharge | Charmer | Recharge 3 | - | 1 | No | No | You overcharge yourself, decreasing Armor and Ward by -10, but gaining [Spellpower / 2] Storm damage and +20 Accuracy to your weapon, physical, and spell attacks for 3 rounds. |
|
Piper's Song PiperSong |
Generic | Encounter | Stance Performance |
3 | No | No | You weave magic into a truly enchanting performance, focused on one enemy. You make an attack against Mental resistance. On a hit, and so long as you maintain the stance, the target is Aroused and Stunned. |
|
Pocket Sand | Generic | At-Will | - | 1 | No | No | Blinding attack vs. PhysRes. Lasts 1 round. Deals no damage. |
|
Pollination | Generic | Encounter | Performance Mutli Turn Interruptable |
1 | No | No | On effigy's turn, attack all enemies' Mental Resistance to deal 10 Pheromone damage/round. Restores a flat 10 Health/round to all Effigies. 1/encounter. |
|
Prestidigitation Presti |
Black Mage | At-Will | - | 1 | No | Yes (Trainer) |
Conjuring a bit of illusion magic, you perform minor tricks and household chores. If you do something so pointless and non-threatening in combat, surely your Threat will all be eradicated... | - |
Protect | Warrior | Recharge 4 | Ally | 1 | No | No | You protect an ally for 2 turns, taking health damage in their stead. The target gains +10 armor while you cover them. You also heal for 10% of your Health. |
|
Radiant Gift RadiantGift |
White Mage | Encounter | Stance Spell |
3 | No | No | Focus on infusing your allies' weapons with holy power, granting +[12 + (Spellpower as a %)] Holy damage to their weapons. This power lasts until the end of the encounter, or until the user is stunned or taken out. |
|
Raging Thurible RageThurible |
Generic | Encounter | Ally | 2 | No | No | Increases Attack Power by +30 for the whole party for 3 turns. |
|
Ranger's Stance RangerStance |
Generic | At-Will | Stance | 1 | No | Yes (Trainer) |
You assume a ranger's stance, heightening your senses to gain +25 Attack Power for 2 turns. While you maintain this stance, you take a -10 penalty to Initiative and Evasion, but gain a +30 Accuracy bonus to ranged weapon attacks. | - |
Regrowth | White Mage | At-Will | Healing Ally Spell |
2 | No | No | You restore [20 * (1 + (Spellpower / 200))] of the target's maximum Health, and then grant them [30 * (1 + (Spellpower / 200))] health Regeneration for a turn thereafter. If you cast it on yourself, you gain Thorny, reflecting [30 + (Spellpower as a %)] Penetrating damage when struck by melee attacks, for a turn as well. |
|
Resplendent Aria ResplendentAria |
Charmer | Encounter | Ally | 6 | No | Yes (Trainer) |
You provoke yourself or an ally to action, instantly refreshing the target's Recharge powers. |
|
Revive | White Mage | Ultimate | Ally | 5 | No | Yes (Trainer) |
You revive a fallen ally, restoring 100% of their maximum Health. | - |
Revive Enemy ReviveEnemy |
Black Mage | At-Will | - | 4 | No | No | Revive an enemy, restoring all of their health. Why would you use this? |
|
Rime Veil | White Mage | Encounter | Ally Spell |
3 | No | Yes (Set Unlock) |
You grant a target a +50 bonus to Armor/Ward/Focus and make it Thorny, reflecting [30 + (Spellpower as a %)] Penetrating damage when struck by melee attacks, for the rest of the encounter. |
|
Rhythmic Focus RhythmicFocus |
Generic | At-Will | Stance | 3 | No | No | You begin a series of smooth, slow motions that capitalize on your assets. While this stance is maintained your party is inspired, gaining a buff to both sexiness and focus. You know what you want, and you plan to get it. |
|
Running Wild | Warrior | Recharge 6 | Healing Ally |
5 | No | No | Self-heal. During phase 1, heals 20% of his current hp. During phase 2, heals 30% of his max hp + gives him a temporary defense buff. |
|
Seal of Light SealOfLight |
White Mage | Encounter | Spell | 3 | No | No | You hammer a divine rune-seal onto the ground at your feet. For the rest of the encounter, you generate 30% more Threat and gain +50 Armor, Ward, and Focus. |
|
Self-Destruct Self-Destrockt (silly mode) SelfDestruct |
Generic | Encounter | Multi Turn | 1 | No | No | Overwhelmed by unstable arcane power, the users body explodes violently after a brief attempt to contain the energy. |
|
Serpent's Dance SerpentDance |
Charmer | At-Will | Stance Weapon (Melee) Two Hand |
3 | No | Yes (Trainer) |
You adopt a graceful dance around your weapon, inflicting 2 stacks of Resonance on all enemies. While you maintain the stance, you have +15 Temptation and +15 Armor Penetration, but 20% less Armor. |
|
Shell | Warrior | Ultimate | - | 5 | No | No | You surround yourself in a near-impenetrable magical barrier, gaining a [150 + (Strength * 5))] damage shield and generating massive Threat. |
|
Shielded Stance ShieldStance |
Warrior | At-Will | Stance Weapon (Shield) |
6 | No | Yes (Trainer) |
You assume a defensive stance behind your shield that grants +15 Evasion and increases your Armor and Ward by 50%. You generate 30% more Threat in this stance, and when you first enter it you instantly generate [50 + (Toughness * 4)] Threat. | - |
Shield of Light | White Mage | Recharge 4 | Ally Spell |
4 | No | Yes (Trainer) |
You surround yourself or an ally in soothing light, granting [50 * (1 + (Spellpower / 100))] points of Shield HP and regenerating [20 * (1 + (Spellpower / 100))] Health each round so long as the shield lasts — up to 3 turns. |
|
Smoke Bomb | Thief | Encounter | - | 1 | No | Yes (Trainer) |
You throw alchemical smoke powder, losing half your Threat and gaining Obscurement for 2 turns. All enemies' Physical Resistance is targeted as well, Blinding them for 2 turns on a hit. |
|
Song of Courage | Charmer | At-Will | Stance Performance |
4 | No | Yes (Trainer) |
You sing a song of valor, enhancing the Attack Power, Mental Resistance, and Focus of yourself and your allies by +[Presence] for the duration. You and all allies recover [10 + Presence] Health when you start singing. | - |
Song of Splendor SongSplendor |
Charmer | Encounter | Tease Performance |
4 | Yes | Yes (Trainer) |
You sing a song of splendor and desire, dealing [25 + Presence] Tease damage to all enemies when first sung, and empowering the Sexiness of yourself and your companions for the next 5 turns. |
|
Song of Storms SongStorms |
Charmer | Recharge 4 | Ally | 1 | No | Yes (Trainer) |
You sing a bardic song to the storm goddess, infusing your weapon or an ally's with galeforce. The target's weapon deals bonus [40 * (1 + (Spellpower / 100))] Storm damage, lasting for 3 turns. |
|
Soothing Dance SoothingDance |
Charmer | At-Will | Ally | 4 | No | Yes (Trainer) |
Using your dances to de-escalate one ally's desires, you restore [(50 + Presence) * (1 + (Spellpower / 200))] HP and alleviate the Aroused condition. |
|
Spirit Binder SpiritBinder |
Black Mage | Ultimate | Ally | 5 | No | No | You channel your magic into a summon on the field, fully healing it and granting it a massive boost to its combat power for the duration of the encounter. |
|
Spirit Veil | White Mage | Encounter | Ally Spell |
1 | No | Yes (Trainer) |
You shape spiritual power into a physical barrier surrounding yourself or an ally. The target gains [20 * (1 + (Spellpower / 100))] Shield HP, +10 Evasion, and +15 Physical and Magic Resistance for the encounter. |
|
Sun Blade | Charmer | Recharge 4 | Spell | 3 | No | No | You call upon Lumia to bless your weapon with a burst of sunlight. All enemies suffer an attack against Magic Resistance that Blinds on a hit. In addition, your weapon deals an extra [10 * (1 + Presence / 30)] Holy damage for 3 turns. Generates massive Threat. |
|
Sweet Protector SweetProtector |
Warrior | Ultimate | Ally | 5 | No | No | You wrap yourself in soothing magic and divine light, taking a defensive stance. For 3 turns all damage taken by you and your party is reduced by half. |
|
Tainted Bulwark | Generic | Encounter | Spell | 2 | No | No | Spell that increases his Armor, Evasion, Ward, Magic Resistance for 3 turns. Deals heavy damage to him. Uses at 66% or less Health. |
|
Take Cover | Generic | Encounter | Ranged | 6 | No | Yes (Trainer) |
You conceal yourself in the fray, losing all your Threat. You also gain Obscurement and Covered for 3 turns, providing +30 Evasion and +20 Accuracy and Initiative. | - |
Tentacle Shield T. Shield |
Charmer | Recharge 4 | Ally | 2 | No | No | - |
|
Taunt | Warrior | Recharge 1 | Performance | 7 | No | No | Deals aoe damage + debuffs the party. Stacking debuff that increases the phys damage party takes by 10%. Can stack real high. |
|
Threat Manifest ThreatManifest |
White Mage | Encounter | Spell Weapon (Shield) |
2 | No | No | You attack all enemies with powerful flame, dealing [40 + (Spellpower as a %)] Fire damage. On critical hits, inflicts Burning for 2 turns. For 2 turns, you deal [40 * (1 + (Spellpower / 100))] Fire damage when physically attacked. |
|
Tranquility | Generic | At-Will | Stance | 3 | No | Yes (Trainer) |
Remove yourself from the world and its temptations and focus entirely on your sense of self. HP passively regenerates by [10 + 5 (w/ Silver Mask)]% every turn and Tease, Pheromone, Drug, and Mind damage is reduced by [20 + 10 (w/ Silver Mask)]%. | - |
Unbreakable | Warrior | Ultimate | - | 5 | No | Yes (Trainer) |
You focus your will and your fury to become unbreakable. You cannot be defeated for 3 turns, and all damage taken during this time is reduced by half. |
|
Vanguard | Warrior | Recharge 4 | Ally Weapon (Shield) |
4 | No | Yes (Trainer) |
You use shield positioning to decide who in your party will bear the brunt of the enemy's assault. Increases the target's Threat, and grants +20 Armor and Evasion. Lasts 2 turns. | - |
Vestal's Embrace | White Mage | At-Will | Healing Ally Spell |
3 | No | No | Lay hands on a wounded ally, restoring [(30 * (1 + (Spellpower / 200))]% of the target's Health. Generates significant bonus Threat. |
|
Vine Restraints VineRestraint |
Generic | Recharge 5 | Tease Multi Turn Interruptable |
4 | No | No | Grapples a character, inflicting the Staggered condition until broken out of. It lasts up to 3 turns, or until the target succeeds a randomized Strength check (1d20 + STR > 20), made automatically at the start of each turn. On a failed test, the target takes a small amount of Tease damage. Like a stance, a Grapple can be disrupted by a Stun or Knockdown. |
|
War Hymn WarHymn |
Generic | Encounter | Ally Performance |
3 | No | No | Your party gains +10 Armor/Ward/Focus and +10 Attack Power/Spellpower, increasing by +10 each turn to a maximum of +50. |
|
War Song | Charmer | Encounter | Performance | 1 | Yes | Yes (Trainer) |
You sing a song of horror and war, making an attack against enemies' Mental Resistance. On a hit, you deal [30 + Presence] Psychic damage and inflict Terror for 5 turns. In addition, your allies shake off Terrified and Staggered. |
|
Warcry | Warrior | Recharge 3 | Performance | 2 | Yes | Yes (Trainer) |
You let out a warcry, generating high Threat and attacking Mental Resistance of all enemies. On a hit, enemies lose [20 + Strength] HP and are Terrified for 2 turns. Allies shake off Terror and Stagger. |
|
Warlord's Cry WarlordCry |
Generic | Encounter | Ally Healing |
3 | No | No | Heals all underlings by 15% of their Max Health and grants a surge of +10 Attack Power for the next 3 turns. |
|
Wraith Touch WraithTouch |
Generic | Recharge 4 | - | 10 | No | No | Attack against Mental Resistance. On hit, reduces HP to 1. |
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Return to Top of Miscellaneous
Physical
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
---|---|---|---|---|---|---|---|---|
Aerial Drop AirDrop |
Generic | Encounter | Melee | 3 | No | No | Inflict heavy Crushing damage with a high chance to stagger. |
|
Bite | Generic | At-Will | Melee | 0 | No | No | Chomp chomp. |
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Bloodrage | Generic | Recharge 3 | Melee | 2 | No | No | You rip and tear at an enemy, reveling in their demise. This attack deals [40 + (Attack Power as a %)] Crushing damage and recovers health equal to half damage dealt. |
|
Boulder Heave BoulderHeave |
Generic | Recharge 3 | - | 5 | No | No | Targets Evasion, deals massive Crushing damage. A secondary attack vs. Physical Resistance knocks the target prone. Basically a physical Fireball with knockdown. |
|
Bull Rush | Warrior | Encounter | Melee | 6 | Yes | Yes (Trainer) |
You shoulder-check an enemy, targeting Physical Resistance, inflicting [50 + (Attack Power as a %)]+[50 * (1 + ((Toughness * 5) / 100))] Crushing damage and knocking the target Prone. Hit or miss, you generate massive Threat. |
|
Bullrush | Warrior | Recharge 5 | Melee | 3 | No | No | You rush an enemy, targeting Physical Resistance, inflicting [40 + (Attack Power as a %)] Crushing and [10 + (Attack Power as a %)] Fire damage and knocking the target Prone. Hit or miss, you generate massive Threat. |
|
Butt Stomp | Generic | At-Will | Tease Melee |
2 | No | No | - |
|
By The Horns ByTheHorns |
Warrior | Ultimate | Melee | 5 | No | No | You charge into the enemy ranks, goring and knocking them prone! You deal up to [200 + (Attack Power as a %)] split Crushing and Penetrating damage, increasing the fewer targets there are. |
|
Centaur Trample TaurTrample |
Generic | Recharge 3 | Melee | 2 | No | No | A single-target attack that always critically strikes against knocked-down enemies. |
|
Chain Whip ChainWhip |
Generic | Recharge 3 | Melee | 5 | No | No | Deals [60 + (Attack Power as a %)] Crushing damage and knocks Prone on a hit. Targets Evasion. |
|
Charge | Generic | Recharge 6 | Melee | 2 | No | No | Charges the party down. Knocks down on hit, disarms on critical. |
|
Dominance | Warrior | Recharge 4 | Melee | 2 | Yes | Yes (Trainer) |
You claim one of your foes as yours for after the battle, slamming into them to deal [55 + (Attack Power as a %)] Crushing damage and leaving them Aroused. This ability generates high Threat. |
|
Earthquake | Generic | Ultimate | Weapon | 7 | No | No | Strike the earth with everything you have, causing tremors that do [125 + (Attack Power as a %)] Crushing damage to all enemy targets with a high chance to knock them Prone. |
|
Exertion | Warrior | At-Will | Melee | 3 | Yes | Yes (Trainer) |
Draw upon the energies within you and strike at your opponent with them, dealing [33% of Max HP] Raw Damage to both your opponent and yourself. This attack cannot miss or crit. |
|
Garrote | Thief | Encounter | Melee | 4 | Yes | Yes (Trainer) |
You slip behind an enemy and go for the throat with +50 Accuracy, inflicting [100 + (Attack Power as a %)] Raw damage and Silencing for 2 turns on a hit. If the attack misses, the target is still Staggered for 2 turns. |
|
Grapple | Generic | Recharge 3 | Melee | 1 | No | No | 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. |
|
Heated Defense HeatDefense |
Generic | Recharge 2 | Melee Weapon (Shield) Spell |
2 | No | No | Smash your enemy with your shield. On a hit, deal [15 + (Spellpower as a %)] Fire damage and [15 + (Spellpower as a %)] Crushing damage. If the attack critically hits, gain a [15% of Max HP] damage Shield. |
|
Influence | Generic | Encounter | Melee | 3 | Yes | Yes (Trainer) |
Remove your opponent’s bodily autonomy by striking at where their inner energies congregate. On a hit, target takes [(80 * 1.5 (w/ Silver Mask)) + (Attack Power as a %)] Crushing damage and is Disarmed and Silenced for [1 + 1 (w/ Silver Mask)] turn. |
|
Lightning Fist LightningFist |
Warrior | Recharge 4 | Melee | 2 | Yes | Yes (Trainer) |
Strike with a single, lightning-fast punch with +25 Accuracy that causes [55 + (Attack Power as a %)] Crushing damage, leaving your enemy Stunned for a turn. |
|
Net Throw NetThrow |
Generic | Encounter | Thrown | 1 | No | No | 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 [60 + (Attack Power as a %)] Crushing damage on a hit. |
|
Overbear | Generic | Recharge 5 | Weapon (Melee) | 3 | Yes | Yes (Trainer) |
You make a weapon attack with +50 Attack Power, targeting Physical Resistance instead of Evasion. On a hit, the target is knocked Prone. |
|
Pummel (Pummel Foe) |
Generic | Recharge 4 | Melee | 2 | No | No | You make three strikes, each dealing [20 + (Attack Power as a %)] Crushing damage, against an enemy in quick succession at -25 Accuracy. If all three connect, the target is Staggered for 2 rounds. |
|
Pounce | Generic | Recharge 6 | Melee | 0 | No | No | GET ON THE GROUND |
|
Quake | Generic | Recharge 3 | Melee | 2 | Yes | No | Conjure forth a pair of stone fists to slam the ground, dealing [15 + (Attack Power as a %)] Crushing damage to all non-flying enemies and knocking the primary target Prone. |
|
Rush | Generic | Recharge 3 | Melee Multi Turn Interruptable |
1 | No | No | 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. |
|
Shield Bash ShieldBash |
Generic | Recharge 3 | Melee Weapon (Shield) |
2 | No | No | Smash your enemy with your shield. On a hit, deal [30 + (Attack Power as a %)] Crushing damage and Stagger the enemy for 2 rounds. |
|
Shield Drive ShieldDrive |
Generic | Recharge 3 | Melee Weapon (Shield) |
2 | No | No | Drive your shield into an enemy's face, dealing [40 + (Attack Power as a %)] 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. |
|
Spore Spew | Generic | Recharge 2 | - | 5 | No | No | 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 [35 + (Spellpower as a %)] Drug damage instead. |
|
Silencing Blow | Generic | Recharge 4 | Melee | 10 | - | - | `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 -[(Spellpower / 2)] Spellpower penalty and become Staggered for 2 rounds. |
|
Stompy | Generic | Recharge 4 | Melee | 5 | No | No | He stomp. |
|
Stormrage | Generic | Recharge 3 | Spell Melee |
2 | No | No | You rake an enemy with electric force, overwhelming their defenses. This attack deals [40 + (Attack Power as a %)] Storm damage and recovers health equal to half damage dealt. |
|
Tackle | Generic | Recharge 3 | Melee | 2 | Yes | No | Lunge at your target and attempt to pin them, knocking them Prone and inflicting [20 + (Attack Power as a %)] Crushing and [10 + (Attack Power as a %)] Tease damage. |
|
Tail Whack TailWhack |
Generic | At-Will | Melee | 1 | No | No | Give your foe a thump with your tail, dealing [30 + (Attack Power as a %)] Crushing damage. Requires a thick tail. |
|
Trample | Generic | Recharge 4 | Melee | 4 | No | No | 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. |
|
War Stomp WarStomp |
Generic | Encounter | Melee | 1 | No | No | Rears up and stomps the ground, stunning one target. |
|
Spell
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
---|---|---|---|---|---|---|---|---|
Abjure | Black Mage | Ultimate | Spell | 5 | No | Yes (Trainer) |
You unleash a blast of black magic that strips all beneficial Conditions from a target, then Stuns it for 3 turns. Spirits and Constructs have their animus banished, instantly defeating them. | - |
Abyssal Miasma AbyssalMiasma |
Generic | At-Will | Spell | 10 | No | No | Area Attack against Physical Resistance. On a hit, Poisons and Staggers. |
|
Addling Beam | Generic | Recharge 4 | Spell | 7 | Yes | No | You loose a disorienting beam of energy at a target that targets Mental Resistance. If it hits, it deals [50 + (Spellpower as a %)] Psychic damage and increases the cooldown of up to two random recharge powers by two turns. |
|
Ancestor's Judgement Ancest.Judge |
Generic | Recharge 2 | Ally | 2 | No | No | Call upon ancient guardians to protect your allies, granting them a [35 * (1 + (Spellpower * 0.01))] HP shield that gives +30 Armor, Focus, and Ward and redirects damage to you while the shield lasts or 2 turns. |
|
Arc Cannon | Black Mage | Recharge 4 | Spell | 4 | No | Yes (Tome) |
You fire a stream of thunderous energy in an arc across the battlefield, targeting evasion and dealing [40 + (Spellpower as a %)] Storm damage to all enemies. On a miss, the target takes half damage instead. |
|
Aria of Waves | Charmer | Recharge 2 | Spell | 5 | No | Yes (Item) |
Bring Sorra's tidal waves crushing down on your foes, dealing [20 + (Spellpower as a %)] Storm and [20 + (Spellpower as a %)] Crushing damage to all enemies, or half on a miss. Grants your party +25 Fire Resistance for 2 turns thereafter. |
|
Baffle | Black Mage | At-Will | Spell | 2 | No | No | You take already loud noises and make them even louder, gaining +20 Accuracy and dealing [25 + (Spellpower as a %)] Storm damage. On a hit, the target is Baffled for 3 turns, increasing their chances of receiving a critical strike by 25%. |
|
Banish | Black Mage | At-Will | Spell | 4 | No | No | You target a summoned creature, instantly returning it from whence it came by dealing [500 + (Spellpower as a %)] Raw damage. This ability does not miss. |
|
Banishing Light BanishingLight |
Generic | Encounter | Spell | 4 | No | No | All enemies suffer [40 + (Spellpower as a %)] Fire damage and are Staggered for two turns, while all allies recover +[(30 * (1 + (Spellpower / 200))] Health. Targets Magic Resistance. |
|
Banishment | Black Mage | Ultimate | Spell | 5 | No | No | You banish a foe to the Ways Between for 2 rounds, removing them from combat. Constructs and Ethereals instead take [250 + (Spellpower as a %)] Raw damage. | - |
Battle Blessing BattleBlessing |
Generic | Recharge 2 | Ally | 2 | No | No | Call upon magical barriers to protect your allies, granting them a [35 * (1 + (Spellpower * 0.01))] HP shield that gives +30 Armor, Focus, and Ward and redirects damage to you while the shield lasts or 2 turns. |
|
Blight Orb | Black Mage | Recharge 4 | Spell | 2 | Yes | Yes (Trainer) |
You conjure a crackling orb of tainted magic and hurl it at a foe. The blast targets Magic Resistance, and on a hit deals [30 + (Spellpower as a %)] Blight damage and leaves the victim Staggered for 1 turn. |
|
Blue Flame Blade BFlameBlade |
Generic | At-Will | Stance Spell |
4 | No | Yes (Trainer) |
You coat your weapon in foxfire, adding [33 * (1 + (Spellpower / 100))] Fire damage to your weapon attacks and setting enemies alight when you critically strike them. |
|
Boltcloud Barrier | Black Mage | Recharge 4 | Spell | 5 | No | No | Shroud yourself in roiling stormclouds, unleashing an initial blast of energy dealing [20 + (Spellpower as a %)] Storm and [20 + (Spellpower as a %)] Crushing damage to all enemies. The power of the storm lingers on you for 2 turns, granting +25 Storm Resistance, +10 Evasion, and drawing in blows like a powerful magnet, generating threat each turn. |
|
Calamitous Seal CalamitousSeal |
Black Mage | Recharge 5 | Spell | 4 | No | No | You attempt to seal all foes' powers, dealing [20 + (Spellpower as a %)] Blight damage. Additionally, enemies must pass a Mental Resistance check versus your Spellpower or have their buffs stripped and be Silenced for 2 rounds. |
|
Carnal Hex CarnalHex |
Generic | Recharge 2 | Spell | 1 | Yes | Yes (Tome) |
You weave a carnal spell over your victim, dealing [36 + (Spellpower as a %)] Tease damage. If the target is Aroused, all other enemies take [18 + (Spellpower as a %)] Tease damage as well. |
|
Celestial Frost CelestialFrost |
White Mage | Recharge 1 | Spell | 1 | Yes | Yes (Set Unlock) |
You deal [20 + (Spellpower as a %)] Holy and [20 + (Spellpower as a %)] Frost damage to a target if you hit its Magic Resistance. This spell has +25 Critical Chance against Frigid targets. |
|
Celestial Smite CelestialSmite |
White Mage | Recharge 4 | Spell | 6 | Yes | Yes (Trainer) (Tome) |
You summon a brilliant bolt of lightning from above, striking at a target's Magic Resistance for [40 + (Spellpower as a %)] Storm and [40 + (Spellpower as a %)] Holy damage. If the target has a weakness against either damage type, it is also Stunned for a round. |
|
Charm Spell | Charmer | Recharge 3 | Spell | 3 | Yes | Yes (Trainer) |
You weave a charm through your dancing, afflicting a foe with unnatural lusts. On a hit against its Magic Resistance, the target takes [(20 + (Presence / 2)) + (Spellpower as a %)] Psychic damage and becomes Aroused for 3 turns. |
|
Cold Snap ColdSnap |
Generic | Recharge 4 | Spell | 3 | Yes | No | You conjure forth a blast of cold magic that overwhelms a foe, dealing [35 + (Spellpower as a %)] Frost damage. On a hit, the target becomes Stunned for 1 turn and Frigid for 3 turns. |
|
Corruptive Blast CorruptiveBlast |
Generic | Encounter | Spell Multi Turn Interruptable |
5 | No | No | Massive AoE Blight damage nuke. Deals [110 + (Spellpower as a %)] Blight damage to all targets after 1 turn charge up. Cannot miss. |
|
Crackling Cloud CracklingCloud |
Black Mage | Recharge 2 | Spell | 2 | Yes | Yes (Trainer) |
You gain Obscurement for a turn and attack one foe's Magic Resistance. On a hit, the target takes [20 + (Spellpower as a %)] Storm damage and is Blinded and Staggered for a turn. | - |
Dark Thoughts | Generic | Recharge 4 | Spell | 4 | No | No | Copy of the Black Mages "Dark Magic" power, high Psychic damage, applies the "terrified" debuff, 4 turn recharge. |
|
Dawnbreak | Generic | Encounter | Spell | 5 | No | Yes (Item) |
Catch a sliver of frozen light from the Crown of Winter and smite all your foes for [30 + (Spellpower as a %)] Holy and [30 + (Spellpower as a %)] Frost damage on a hit, or half on a miss. All allies gain a charged weapon for 3 turns. | - |
Devious Ruse DeviousRuse |
Black Mage | Recharge 4 | Spell | 4 | No | No | You employ a devious ruse that attacks all enemies' Mental Resistance; if they fail, they receive a random debuff and 50% weakness to Blight damage. If the debuff fails, they take [35 + (Spellpower as a %)] Psychic damage instead. |
|
Dischord | Charmer | Recharge 3 | Spell | 6 | Yes | Yes (Trainer) |
You let loose a blast of sonic force against your foes, targeting Physical Resistance. Targets hit take [25 + (Spellpower as a %)] Crushing and [25 + (Spellpower as a %)] Storm damage, and are Staggered for 2 rounds. |
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Dischordant | Black Mage | Recharge 3 | Spell | 6 | No | No | Raw Resonance Magic and a specialty of Shriekers; Dischordant earns its name from creating a disparate chord of the caster's voice and bellowing it out at a single target. |
|
Distract | Generic | At-Will | Spell | 1 | No | No | You divert an enemy's attention with foxfire, targeting Mental Resistance. This deals no damage, but reduces Attack power, Spellpower and Sexiness by -35 for 3 rounds. |
|
Dragon's Breath DragonsBreath |
Generic | Encounter | Spell | 10 | Yes | No | You breath deep, channeling your draconic power into a mighty burst of flames! All enemies on the field take [(80 * (1 + (Strength / 100))) + (Attack Power as a %)] Fire damage, or half as much on a miss. |
|
Dreamshatter | Black Mage | Ultimate | Astrida Spell |
6 | No | No | Through the use of inexplicable divine power, Nareva's chosen can forbid the use of arcane magic in a localized area by expunging all mana and replacing it with... something else. Deals [125 + (Spellpower as a %)] Raw damage to all enemies and Silences for 3 rounds. |
|
Entangling Vines TangleVines |
Charmer | Recharge 3 | Spell | 5 | No | No | You cast a spell targeting Magic Resistance that seeks to hinder enemies by Staggering them for 2 turns, and knocking Prone on a Crit. |
|
Entropic Fortune EntropicFortune |
Black Mage | Encounter | Spell | 4 | No | No | You attempt to bind all enemies in the grip of ill-fortune, increasing their vulnerability to damage. Targets must pass a Magic Resistance check or be afflicted by Curse of Misfortune for 3 rounds, halving their Armor, Ward and Focus. |
|
Entropic Winds EntroWinds |
White Mage | Recharge 3 | Spell | 2 | Yes | Yes (Trainer) |
You suffuse the battlefield with chill winds that weaken your foes. You attack all enemies' Magic Resistance: on a hit, targets take [20 + (Spellpower as a %)] Frost damage and become Frigid for 2 turns. |
|
Fire Bolt | Generic | At-Will | Spell | 1 | Yes | No | You conjure a blast of raw magic, hurling it at a foe to deal [30 + (Spellpower as a %)] Fire damage. |
|
Fireball | Black Mage | Recharge 4 | Spell | 4 | Yes | Yes (Trainer) |
You cause the air around the enemy ranks to burst into flames. This spell targets Evasion, dealing [40 + (Spellpower as a %)] Fire damage on a hit, or half as much on a miss. |
|
Firewyrms | Generic | At-Will | Spell Multi Turn Interruptable |
1 | No | No | You launch several flaming wyrms at a target, dealing [15 + (Spellpower as a %)] base Fire damage. The more times you use this power in succession, the more its damage ramps up, to a maximum of [75 + (Spellpower as a %)] on the 5th and further uses. |
|
Flare | Black Mage | Recharge 2 | Spell | 1 | No | No | Conjure an intense light that deals [35 + (Spellpower as a %)] Fire damage, inflicting a [25 * (1 + (Spellpower / 100))] damage Burn and Blinded for two turns on hit. |
|
Flash Fire FlashFire |
Black Mage | Recharge 4 | Spell | 5 | Yes | Yes (Tome) |
You cause such a violent conflagration around a target that it explodes, dealing [70 + (Spellpower as a %)] Fire damage to the primary target and causing all other enemies to be Blinded and Burning for 2 turns. |
|
Fortify | Generic | Encounter | Ally Spell |
1 | No | No | You steel yourself and your allies against incoming damage. For the next 2 turns, no single instance of damage against any of you can exceed 10% of the target's maximum HP. |
|
Foxfire | Generic | At-Will | Spell | 1 | No | Yes (Event) |
A natural spell-like ability of kitsune. Deals [20 + (Spellpower as a %)] Fire damage and inflicts burns that do [10 + Willpower] for 3 rounds. |
|
Freeze Solid FreezeSolid |
Generic | Encounter | Spell | 2 | No | No | You channel a blast of ice magic, targeting one enemy's Magic Resistance. On a hit, the target takes [50 + (Spellpower as a %)] Frost damage and is Stunned for 1 turn and Frigid for 3. On a miss, the target takes half damage. |
|
Frequency Adherence Freq.Adherence |
Black Mage | Encounter | Multi Turn | 5 | No | No | After 1 turn of setup, you create a large-scale sonic boom that deals [70 + (Spellpower as a %)] Storm damage and Baffles foes for 3 turns, increasing their chances of receiving a critical strike by 25%. |
|
Frozen Sun | Black Mage | Recharge 3 | Spell | 3 | No | No | You deal [25 + (Spellpower as a %)] Frost damage to a target if you hit its Evasion. All enemies then suffer an attack against Magic Resistance, becoming Frigid and Staggered for 2 turns on a hit. |
|
Grand Finale GrandFinale |
Charmer | Encounter | Spell | 6 | Yes | Yes (Trainer) |
You reach a crescendo, dealing [45 + (Spellpower as a %)] Storm damage if you hit a creature's Mental Resistance. If this defeats your foe, the power does not go on cooldown. |
|
Gravel Shot GravelShot |
Black Mage | Recharge 3 | Spell | 4 | No | Yes (Tome) |
Channeling your magic into the ground itself, you blast several small, jagged stone chips outward at your foes. Affects all enemies, targeting Evasion. Deals [26 + (Attack Power as a %)] Penetrating damage, and causes [30 + Attack Power / 4] Bleeding for one turn. | - |
Groping Tentacles GropeTentacles |
Generic | At-Will | Spell | 3 | No | Yes (Item) |
Call forth tentacles from the void to grope and arouse the target. The tentacles target Mental Resistance, dealing [35 + (Spellpower as a %)] Tease Damage. Requires the Girthy Rod. |
|
Heat Weapon HeatWeapon |
Generic | Recharge 2 | Spell | 1 | Yes | Yes (Tome) |
You turn a foe's weapon red-hot, dealing [10 + (Spellpower as a %)] Fire damage. If they fail a Physical Resistance check versus your Spellpower, they are Disarmed for one round. |
|
Hex | Black Mage | Recharge 3 | Spell | 1 | No | No | You curse an enemy, dealing [25 + (Spellpower as a %)] Blight damage that increases by [10 + (Spellpower as a %)] for each debuff on the target, up to 4 times. If there are 3 or more debuffs on the target, it must make a Magic Resistance check or be Stunned. |
|
Hypnotic Words HypoWords |
Black Mage | At-Will | Spell | 5 | Yes | No | You use your magic to whisper sweet, hypnotic nothings at your foe, clouding their minds and filling them with lewd and submissive thoughts, dealing [15 + (Spellpower as a %)] Mind and [15 + (Spellpower as a %)] Tease damage. |
|
Immolation | Generic | At-Will | Spell | 3 | No | No | You incinerate a foe, targeting their Magic Resistance. This inflicts Burning for [(10 * (1 + (Willpower / 50))) + (Spellpower as a %)] damage and reduces their Attack Power and Spellpower by -30 for 2 rounds. |
|
Jade Flame | White Mage | Recharge 3 | Spell | 6 | Yes | Yes (Tome) |
You conjure a pillar of green flame from the heavens, smiting a single foe for [40 + (Spellpower as a %)] Holy and [40 + (Spellpower as a %)] Fire damage, or half as much on a miss. Your own Fire Resistance increases by +25 for 2 turns thereafter. |
|
Jolt | Generic | Recharge 3 | Spell | 2 | Yes | No | You charge the air around a foe, causing a blast of lightning all around it. You make a spell attack with +20 Accuracy, dealing [30 + (Spellpower as a %)] Storm damage. On a critical hit, the target is Stunned. |
|
Lashing Thorns | White Mage | Recharge 2 | Spell | 3 | Yes | No | You conjure piercing thorn vines to strike at a foe, dealing [20 + (Spellpower as a %)] Penetrating damage and inflicting Bleeding and Staggered for 2 turns. |
|
Leaping Bolts LeapBolts |
Black Mage | Recharge 3 | Spell | 5 | Yes | Yes (Tome) |
You conjure a bolt of lightning that strikes a target enemy for [55 + (Spellpower as a %)] Storm damage. The bolts then leap to each successive enemy, dealing progressively less damage for each foe struck until it misses. |
|
Leech | Generic | Recharge 3 | Spell | 2 | No | Yes (Tome) |
You drain life-force from an enemy, dealing [40 + (Spellpower as a %)] Blight damage. If the enemy is not an undead or construct, you gain health equal to damage dealt. The target must also make a Magic Resistance check or be Staggered for 2 rounds. |
|
Lightning Spike Ltn. Spike |
Black Mage | Recharge 2 | Spell | 1 | Yes | Yes (Trainer) |
You conjure a bolt of lightning and hurl it at a foe. The target is always struck for [15 + (Spellpower as a %)] Storm damage before attacking its Magic Resistance. On a hit, all enemies suffer [15 + (Spellpower as a %)] Storm damage. |
|
Lustful Images | Generic | Recharge 2 | Spell | 2 | No | No | Magic attack that deals [15 + (Spellpower as a %)] tease damage on a hit. On hit, target must pass a LustRes test or be Aroused for 1-2 turns. |
|
Magic Missile | Generic | At-Will | Spell Multi Turn Interruptable |
4 | Yes | No | You launch several magic missiles at a target, dealing [15 + (Spellpower as a %)] base Penetrating damage. The more times you use this power in succession, the more its damage ramps up, to a maximum of [75 + (Spellpower as a %)] on the 5th and further uses. |
|
Mass Drain | Black Mage | Encounter | Spell | 4 | No | No | You turn yourself into a void, draining life-force from all enemies on the field. [30 + (Spellpower as a %)] Blight damage is dealt and if the target is not undead or a construct, you regain health equal to damage dealt. Does not miss, but cannot crit. |
|
Miasma | Generic | Encounter | Spell | 6 | No | No | You spit poison at your foes, targeting Physical Resistance. Successful hits cause the victim to be Poisoned for [(17 * (1 + (Willpower / 50))) + (Spellpower as a %)] Blight damage for 2 rounds. |
|
Mind Blast | Black Mage | Recharge 2 | Spell | 4 | Yes | Yes (Tome) |
You subvert an enemy's mental faculties, attacking Mental Resistance and dealing [35 + (Spellpower as a %)] to [70 + (Spellpower as a %)] Mind damage, increasing based on the target's Cunning and Willpower. |
|
Molten Blast | Black Mage | Recharge 3 | Spell | 2 | Yes | Yes (Trainer) |
You send a blast of flame at a target, dealing [40 + (Spellpower as a %)] Fire damage on a hit against Magic Resistance. Hit or miss, the target's armor is Sundered for a turn. | - |
Nullify | Black Mage | Recharge 5 | Spell | 2 | No | No | You send a wave of disorienting magic over the battlefield, forcing all enemies to make a magic resistance check or be stripped of their buffs. |
|
Pollen Spray Pol.Spray |
Generic | Recharge 4 | Spell | 1 | No | No | Spell attack that deals [20 + (Spellpower as a %)] Pheromone damage on a hit. A secondary attack against Lust Resistance inflicts Aroused for 2 turns. Recharge 4. |
|
Primal Scar | Black Mage | Recharge 3 | Spell | 6 | Yes | Yes (Trainer) |
You inflict [20 + (Spellpower as a %)] Fire, [20 + (Spellpower as a %)] Frost, and [20 + (Spellpower as a %)] Storm damage to a foe. In addition, you reduce the target's resistance to Fire, Frost, and Storm by -50 for 3 turns. |
|
Psionic Infiltration Psi.Infiltration |
Generic | Encounter | - | 1 | No | No | Deals [100 + (Spellpower as a %)] Psychic damage and destroys user. |
|
Psychic Blast PsychicBlast |
Black Mage | At-Will | Spell | 6 | Yes | Yes (Trainer) |
You unleash a blast of psionic energy at a foe for [30 + (Spellpower as a %)] Raw damage. |
|
Psyshock | Generic | Recharge 2 | Spell | 3 | Yes | No | You focus the power of your Presence into a tangible blow of psychic force, striking a foe for [(15 + (Presence * 2)) + (Spellpower as a %)] Crushing damage. |
|
Queen's Breath QueensBreath |
Generic | Encounter | Spell | 5 | No | No | You breath deep, channeling your draconic power into a mighty burst of phantasmal flames! All enemies on the field must pass a Magic Resistance check, taking [25 * (1 + (Toughness / 75))] Fire and [(25 * (1 + (Willpower / 75))] Psychic damage on hit, and half as much on miss. |
|
Ray of Frost RayOfFrost |
Black Mage | Recharge 2 | Spell | 4 | Yes | Yes (Trainer) |
You conjure a ray of chilling frost, targeting a single enemy. On a hit, the target takes [40 + (Spellpower as a %)] Frost damage and is left Frigid for 3 turns. |
|
Reactive Ward | Generic | Recharge 2 | Ally Spell |
2 | No | No | You protect an ally with an unstable barrier, granting [50 * (1 + (Spellpower / 100))] shield HP that lasts 3 turns. When this shield expires, it explodes, dealing [20 * (1 + (Spellpower / 100))] Crushing damage to the enemy party plus additional Storm damage equal to any remaining shield HP. |
|
Reality Twist | Black Mage | Encounter | Spell | 7 | No | No | You bend reality about an enemy, targeting Mental Resistance. On a hit, you swap your debuffs with the enemy's buffs. Also, you should not have this unless you're an eldritch creature. |
|
Roaring Storm RoaringStorm |
Black Mage | Encounter | Stance Spell |
2 | Yes | Yes (Trainer) |
All enemies's Magic Resistance is targeted, dealing [30 + (Spellpower as a %)] Storm damage. While you maintain the stance, you have +25 Accuracy and Spellpower, and all enemies take [15 + (Spellpower as a %)] Storm damage on each of your turns. |
|
Sanctify | Generic | Recharge 4 | Spell | 8 | No | Yes (Trainer) |
Your body becomes a conduit for a cleansing wave of divine power. The holy energy targets all enemies' Physical Resistance to inflict [25 + (Spellpower as a %)] Holy damage and [25 + (Spellpower as a %)] Crushing damage, and Staggers any enemies it hits for 2 rounds. |
|
Sap Warmth | Black Mage | At-Will | Spell | 1 | Yes | No | You deal [20 + (Spellpower as a %)] Frost damage to a target if you hit its Magic Resistance. You regain Health equal to half the damage dealt; if you are at full, your most-wounded ally gains this Health instead. |
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Searing Aegis | White Mage | Recharge 3 | Spell | 3 | No | No | You channel whitefire on a foe, dealing [18 + (Spellpower as a %)] Fire and [18 + (Spellpower as a %)] Holy damage on a hit against Magic Resistance. Your party then becomes shielded for a turn, gaining +50 Armor, Ward, and Focus. |
|
Scorch Armor ScorchArmor |
Generic | Recharge 3 | Spell | 1 | Yes | No | Blast a foe with a bolt of fire aimed to damage their armor. On a hit against the target's Evasion, the spell deals [25 + (Spellpower as a %)] Fire damage and leaves their armor Sundered for a round. |
|
Shadow Magic | Black Mage | Recharge 4 | Spell | 2 | Yes | Yes (Trainer) |
You flood a victim's mind with illusory pleasure. On a hit against its Magic Resistance, you deal [35 + (Spellpower as a %)] Tease damage, and the target becomes Aroused for 2 turns. |
|
Shatter | Generic | Recharge 3 | Spell | 4 | No | Yes (Trainer) |
Channeling the magic of Tychris, you shatter the aether around you and launch a barrage of glass-like shards at all enemies for [40 + (Spellpower as a %)] Penetrating damage. |
|
Solar Cannon SolarCannon |
Charmer | Ultimate | Performance | 4 | No | No | Channel the power of the immortal phoenix into your instrument, and let loose a pillar of fire at your target! Deal [200 + (Spellpower as a %)] Fire damage to the target, and [100 + (Spellpower as a %)] Fire damage to all other enemy targets. |
|
Soul Arrow | Black Mage | Recharge 2 | Spell | 4 | Yes | Yes (Trainer) |
You conjure a blast of psychic force, dealing [60 + (Spellpower as a %)] Psychic damage. On a hit, you recover half that amount of your own HP. |
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Spacial Rend | Black Mage | At-Will | Spell | 7 | No | No | You twist the fabric of space about your victim, dealing [45 + (Spellpower as a %)] Raw damage. This attack cannot miss. Also, if you have this, you are an eldritch star-spawn from the void between the worlds. |
|
Sun of Jassira SunO'Jassira |
Generic | Recharge 4 | Spell | 2 | No | No | You channel the fires of your passion into a radiant burst of holy energy. You make an attack against an enemy's Magic Resistance: on a hit, it takes [30 + (Spellpower as a %)] Fire damage. Hit or miss, all enemies' Magic Resistance is targeted by a secondary attack that, if successful, Blinds them for 1 turn. |
|
Thunder Scream ThunderScream |
Generic | Recharge 3 | Spell | 7 | Yes | No | You unleash a storm-charged bellow that attacks an enemy's Physical Resistance. On a hit, the target takes [50 + (Spellpower as a %)] Storm damage and has its armor Sundered for 2 rounds. |
|
Thunderclap | Black Mage | Encounter | Spell Multi Turn |
5 | No | Yes (Character) |
Call upon the powers of the genie to summon a bolt of lightning that will strike all enemies for [110 + (Spellpower as a %)] Storm damage after 2 turns. Does half damage on miss.
Note: To unlock this power, Oma's Freedom must have been wished for before wishing for Power |
- |
Time Warp | Generic | Recharge 1 | Spell | 7 | No | No | You influence the passage of time about a target, targeting Mental Resistance and increasing the cooldown of a random Recharge power by 2 on a success. If the target has no recharge powers, the power fails. |
|
Toxic Shock | Generic | Recharge 1 | Spell | 7 | Yes | No | You deal [40 + (Spellpower as a %)] Blight damage to an enemy, targeting Physical Resistance. If the enemy is Poisoned, the damage is increased by the total remaining damage from Poisoned (or a minimum of 40), and Poisoned is removed. |
|
Trick | Generic | Recharge 4 | Spell | 1 | No | No | You play a nasty trick on an enemy that attacks their Mental Resistance. On a hit, the target is inflicted with a random debuff (Blind/Staggered/Terrified/Aroused) and gains 50% vulnerability to Blight damage for 3 turns. If no debuffs can be applied, the trick deals [35 + (Spellpower as a %)] Mind damage instead. |
|
Vile Miasma VileMiasma |
Generic | Recharge 3 | Spell | 2 | Yes | No | You weave a wicked spell around an enemy, dealing [15 + (Spellpower as a %)] Blight damage and Poisoning the target for [7 + Willpower] for 3 turns. |
|
Vitality Reap VitalityReap |
Black Mage | Encounter | Spell | 6 | No | Yes (Trainer) (Tome) |
You release a cloud of corrupt gas upon your foes, drawing the vitality from their bodies. [45 + (Spellpower as a %)] Blight damage is dealt and you regain [10 * (1 + (Spellpower / 100))] HP for each target hit. |
|
White Fire | White Mage | Recharge 1 | Spell | 1 | Yes | Yes (Trainer) |
You hurl a ray of burning radiance at a foe. The bolt deals [18 + (Spellpower as a %)] Holy damage, and [18 + (Spellpower as a %)] Fire damage. A second attack against Magic Resistance causes the target to Burn for 1 turn as well. |
|
Will-o-Wisp WillOWisp |
Generic | At-Will | Spell | 4 | No | No | You shroud a foe in blue flame for [20 + (Spellpower as a %)] Fire damage; they must pass a Magic Resistance check or be set aflame for 2 turns. If they are already burning, all other foes take [10 + (Spellpower as a %)] Fire damage. |
|
Wintery Bellow WinteryBellow |
Generic | Recharge 4 | Spell | 2 | No | No | You scream with the winds of winter, bringing down its wrath upon all who would face you. All enemies take [15 + (Spellpower as a %)] Crushing and [15 + (Spellpower as a %)] Frost damage; if a target is Frigid, the damage is doubled. |
|
Winter's Howl WintersHowl |
Generic | Recharge 3 | Spell | 4 | No | No | You scream with the winds of winter, bringing down its wrath upon all who would face you. All enemies take [20 + (Spellpower as a %)] Crushing and [20 + (Spellpower as a %)] Frost damage; if a target is frigid, the damage is doubled. |
|
Withering Bolt W. Bolt |
Black Mage | At-Will | Spell | 1 | Yes | Yes (Trainer) |
You blast a target with dark magic. On a hit against the target's Magic Resistance, the target takes [20 + (Spellpower as a %)] Blight damage and has its Magic Resistance and Ward reduced by [15 + (Spellpower / 5)] for 2 turns. |
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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) |
|
Call Gnoll | Generic | Recharge 3 | Summon Spell |
6 | No | No | Summons a gnoll alpha. (Summons: Gnoll Alpha) |
|
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)) |
|
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) |
|
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)) |
|
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) |
|
Spew Dragon | Generic | At-Will | Summon Spell |
10 | No | No | Creates a Corrupted Dragon minion. (Summons: Corrupt Dragon) |
|
Spew Elf | Generic | At-Will | Summon Spell |
10 | No | No | Creates a Corrupted Elf minion. (Summons: Corrupt Elf) |
|
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) |
|
Summon Bull SummonBull |
Generic | Encounter | Summon Spell |
1 | No | Yes (Trainer) |
Summon a raging, flaming bull. (Summons: Flaming Bull) |
|
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) |
|
Summon Effigy Sum.Effigy |
Generic | Recharge 4 | Summon Spell |
4 | No | No | Summon an Alraune Effigy. (Summons: Effigy) |
|
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) |
|
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) |
|
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) |
|
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) |
|
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) |
|
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) |
|
Summon Valkyrie Sum.Valkyrie |
Generic | Recharge 3 | Summon Spell |
3 | No | No | Summon a Valkyrie. (Summons: Shieldmaiden or Sky Arrow (random chance)) |
|
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) |
|
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) |
|
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)) |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
Blood Let BloodLet |
Generic | At-Will | Weapon | 3 | No | No | Normal attack but always causes bleed on hit. |
|
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. |
|
Chain Swing ChainSwing |
Generic | Recharge 2 | Melee | 5 | No | No | You make an attack against every enemy on the field using a heavy chain. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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))]. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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%. |
|
Enrage | Generic | Recharge 4 | Weapon (Melee) | 2 | No | No | The warg is mad you hit the hot chick that rides it. |
|
Envenom | Generic | Encounter | Weapon | - | No | No | Does normal damage and inflicts Poisoned for 3 turns. 1/encounter. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
Ground Pound | Generic | Recharge 2 | Weapon (Melee) | 5 | No | No | Only/always used against Prone enemies. Has +100 Attack Power. |
|
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. |
|
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. |
|
Lusty Tentacles LustTent |
Generic | At-Will | Weapon | - | No | No | Basic attack. On a crit, knocks the target prone. |
|
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. |
|
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. |
|
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 Mind 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. |
|
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. |
|
Poison Edge | Generic | Encounter | Weapon | 4 | No | No | Attack with +200 Attack Power, +25 Accuracy and Poison target for [15 + Cunning] for 3 turns. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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 |
|
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. |
|
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. |
|
Thunderous Sweep Thund. Sweep |
Warrior | Recharge 3 | Weapon (Melee) Dual Wield |
4 | No | No | - |
|
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. |
|
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. |
|
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. |
|
Wyvern Ignition | Warrior | Encounter | Weapon (Melee) Dual Wield |
4 | No | No | - |
|
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. |
|
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. |
|
Consumables
Name | Class | Type | Tags | Level | Stealable | Learnable | Description | Used By |
---|---|---|---|---|---|---|---|---|
Blood Iris BloodIris |
Generic | At-Will | Ally | 1 | No | No | Applying this to your weapon will add (x+scaling) blight damage to it until the end of your combat. |
|
Brazenberry Ale Brazen.Ale |
Generic | At-Will | Ally | 1 | No | No | Imbibing this will increase your Attack Power by {X+scaling} until the end of combat. |
|
Conjurer's Concoction Conj.Concoction |
Generic | At-Will | Ally | 1 | No | No | Imbibing this will increase Focus and Spellpower by {X+scaling} until the end of combat. |
|
Hornet Honey Hor.Honey |
Generic | At-Will | Ally | 1 | No | No | Instantly recover 8+[Cunning / 2.5]+[Presence / 2.5] HP and gain +15 Focus for 3 turns. |
|
Hornet Venom Hor.Venom |
Generic | At-Will | - | 1 | No | No | Instantly recover 20+[Cunning / 2.5]+[Presence / 2.5] HP and remove and Venom Withdrawal or Venom Craving. |
|
Kaelirra's Tears KaelirraTears |
Generic | At-Will | Ally | 1 | No | No | Use to revive a downed ally in combat. |
|
Leananstone | Generic | At-Will | Spell | 1 | No | No | Throwing this will Stagger and deal 20+[Cunning]+[Willpower] Storm damage to all enemies hit. |
|
LeyCrystalGrenade | Generic | At-Will | - | 1 | No | No | Throw this at the enemy party to deal incredible crushing, blight and fire damage to all targets. This effect cannot miss — the explosion is simply too obscenely great. |
|
Naptha | Generic | At-Will | Ally | 1 | No | No | Applying this to your weapon will add (x+scaling) fire damage to it until the end of your next combat. |
|
Remedy | Generic | At-Will | Ally | 1 | No | No | Clears all negative combat effects from the target. |
|
Steadfast Tonic Stead.Tonic |
Generic | At-Will | Ally | 1 | No | No | Applying this to your armor will increase Physical Resistance and Armor by {X+scaling} until the end of your next combat. |
|
Throw Lyric ThrowLyric |
Generic | Recharge 0 | Multi Turn | 1 | No | No | Throw Lyric directly at a single enemy, claws first, doing slashing damage. Only the Champion can throw Lyric. |
|
Vulnerary | Generic | At-Will | Ally Healing |
1 | No | No | Instantly recover 10+[Cunning / 4]+[Presence / 4]% Health. |
|
Winterstem | Generic | At-Will | Ally | 1 | No | No | Recover 15+[Cunning / 2]+[Presence / 2]% Health over three turns, or all at once if out of combat. |
|
Wyldsap | Generic | At-Will | Ally | 1 | No | No | Recovers all health. |
|
Wyvern Venom | Generic | At-Will | - | 1 | No | No | Deals 15 + CNG Pheromone damage and causes aroused to a primary target. |
|
Stealable Powers by Location
Note: Stealable Powers By Location will be eventually merged and updated here --Spotty McBumble Fuck (talk) 03:10, 5 June 2024 (UTC) |
TODO