Powers

From Corruption of Champions II
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 Power listing is up to date, whats left is the information section

Information

TEMP CARRYOVER FROM PRE-PAGE UPDATE, TO FIX

Powers are abilities that can be used during combat encounters, with each class having their own specific set of powers that are unlocked as the character levels up. Nevertheless, powers are not locked by class and can be learned from external sources, as long as the level requirements are met.

There are 4 types of powers:

  • 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 encounter
  • Ultimate - Can be used once per long rest/sleep

The Champion can learn any number of powers but can only equip 5 at a time (1 At-Will, 2 Recharge, 1 Encounter and 1 Ultimate).

Spellpower affects Spells. Attack Power affects Weapons.

Powers marked with Stealable? are powers that can be learned if the Champion is struck by the power while the Mirror Stance power, learned from the Convocation of Mirrors event, is active.

Types


TODO

Tags


TEMP CARRYOVER FROM PRE-PAGE UPDATE, TO FIX
Ally Can only be cast on allies
Chest Influenced by the caster's chest
Crotch Influenced by the caster's crotch
DualWield Requires dual wielding weapons
Healing Involves restoring HP
Interruptable Paired with Multi-Turn, stunning/interrupting/defeating the caster will stop the power
Melee Requires a melee weapon (most cases)
Multi-Turn Cast over a duration of X turns
Performance Generally scales efficacy off of Sexiness
Ranged Requires a ranged weapon
Shield Requires a shield
Spell Influenced by Spellpower
Summon Summon an entity to aid you
Stance Power that provides a status effect that boosts the caster and/or their party
Tease Sexual attack that involves resolve damage
TwoHand Requires a two handed weapon
Weapon Influenced by Attack Power

Mirror Stance & Stealable


TODO

Trainers & Learnable


TOFIX

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, in which 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 or special events.

Garth River
Garth River
Thief Powers
test benis
Warrior Powers
Name Level
Guarded Stance 1
Rend 1
Charmer Powers
Name Level
Bolstering Dance 1
Song of Storms 1

TODO

TODO

Damage & Scaling


TODO

Red = Attack Power Purple (Tease) = Sexiness

Powers

Lust


Name Class Type Tags Level Stealable Learnable Description
Allure Charmer Recharge 2 Tease (Crotch) 2 Yes Yes 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.
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.
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.
Chainmail Jiggle
ChainJiggle
Generic Recharge 4 Tease (Chest) 1 No No AoE boobcentric tease attack. Long recharge.
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.
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.
Feather Dance
FeathDance
Generic Recharge 3 Tease 2 No No Deals a large amount of Tease damage but lowers Evasion for a turn.
Honey Slather Generic At-Will Tease (Chest) 1 No No Just a basic-type tease attack. Deals drug-type resolve damage.
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.
Lust Tail Charmer Recharge 2 Tease 4 No No -
Mind Snap
MindSnap
Charmer Ultimate Tease 5 No No You snap your fingers, Stunning your foe and dealing [90 + (Sexiness as a %)] Tease damage.
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.
Spider's Stride Generic Recharge 5 Tease (Chest) 5 No No Make a tease attack against all enemies and staggers for 1 turn.
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.

Return to Top of Lust

Used By (Lust)


Used By Table
Name Used By Stealable Learnable
Allure
Characters
Yes Yes
Aphrodisiac Sting Yes No
Chainmail Jiggle No No
Cum Spray
Characters
No No
Enamoring No No
Feather Dance No No
Honey Slather
Characters
No No
Lust Tag No No
Lust Tail No No
Mind Snap No No
One-Two
Characters
No No
Spider's Stride No No
Sun Dance No No

Return to Top of Used By (Lust)

Miscellaneous


Name Class Type Tags Level Stealable Learnable Description
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.
Ancestral Aegis Generic Encounter - 1 No No Gain 25% physical and magical resistance for 3 turns and prevents stun, used as the fight begins.
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).
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.
Aurora Of Vigor
VigorAurora
Generic Ultimate Ally
Spell
5 No Yes 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.
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.
Bark Skin White Mage Recharge 3 Spell 3 No No 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.
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.
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.
Blessing White Mage Recharge 3 Ally
Spell
2 No Yes 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.
Blinding Beauty
BlindBeauty
Charmer Recharge 4 Spell 2 No Yes 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.
Bolstering Dance
BolsDance
Charmer At-Will Stance
Performance
1 No Yes 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.
Calm Mind
CalmMind
Generic Recharge 5 Spell 1 No No Calm your mind, increasing Focus and Spellpower by +15 for 3 turns and restoring [Spellpower / 2] HP.
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.
Celestial Form
CelestialForm
Generic Recharge 3 Ally 5 No Yes

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.

Beat your wings to produce a torrent of celestial power. This energy will shield you and your allies for [4 * Willpower] for 3 turns, providing a spark of [Willpower] Holy damage to attacks while it stands.

Charge Weapon White Mage At-Will Stance
Spell
4 No Yes 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.
Cleansing Bell
CleansingBell
White Mage Recharge 2 Ally
Healing
Spell
5 No Yes 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.
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.
Command Pheromones
CmdPher
Generic Recharge 2 Ally
Healing
Spell
1 No No A hefty resolve heal + minor HP heal.
Control Pheromones
CtrlPhero
Generic Encounter Stance
Ally
1 No No Affects all allies except self, grants a hefty focus bonus.
Corrupted Blood Generic Recharge
4 * Action Points
- 7 No No You corrupt the blood of all opponents, leeching away all healing the afflicted receive.
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.
Counterspell Generic Recharge 4 Spell 4 No Yes 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.
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.
Deflection Warrior At-Will Stance
Weapon (Melee)
6 No No 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.
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.
Divine Excision Generic Ultimate - 1 No No 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.
Duelist's Stance
DuelistStance
Thief At-Will Stance
Weapon (Melee)
4 No Yes 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.
Earthward Black Mage At-Will Stance 5 No Yes Shroud yourself in a magic barrier, greatly increasing your resistance to all damage: you gain +50 Armor, Ward, and Focus while maintaining the spell.
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.
Enraging Challenge
EnragingChallenge
Generic Encounter - 5 No No Jael'yn gains a +10 boost to Strength and gets an additional action every round.
Equanimity Generic At-Will Stance 3 No Yes 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 Damage while you maintain this stance.
Equilibrium Generic At-Will Stance 3 No Yes 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 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.
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.
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.)
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.
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.
Flames Within
FlamesWithin
Black Mage Encounter Spell 7 No Yes 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.
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.
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%.
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.
Grease Black Mage Recharge 4 Spell 2 No Yes 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.
Great Heal White Mage At-Will Ally
Healing
Spell
6 No Yes With a gentle touch, you heal a target for [(45 * (1 + (Spellpower / 200))]% of its maximum Health and then cure Bleeding, Poisoned, and Burning.
Group Heal White Mage Recharge 4 Ally
Healing
Spell
2 No Yes You infuse not just yourself but your entire group with vital energy, restoring [(20 * (1 + (Spellpower / 200))]% of each character's maximum Health.
Guarded Stance
GuardStance
Warrior At-Will Stance 1 No Yes 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.
Guidance Generic At-Will Ally
Healing
Spell
3 No Yes 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.
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.
Heal White Mage At-Will Ally
Healing
Spell
1 No Yes With a gentle prayer, you heal yourself or a targeted ally for [(30 * (1 + (Spellpower / 200))]% of their maximum Health, then remove any Bleeding.
Heat Mirage
HeatMirage
Charmer Recharge 4 Ally 3 No No All allies gain +15 Evasion and +20 Fire and Frost Resistances, lasting 3 turns.
Holy Ward White Mage At-Will Stance
Ally
Healing
Spell
6 No No 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)).
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.
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.
Inspiration Charmer Ultimate Ally
Spell
5 No Yes 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 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.
Kamikase 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.
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.
Kiaijutsu Generic Recharge 3 - 1 Yes Yes 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.
Kitsunetsuki Generic Ultimate Spell 5 No Yes 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 No 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 and resolve. 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 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.
Overcharge Charmer Recharge 3 Ally 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 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.
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 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.
Resplendent Aria
ResplendentAria
Charmer Encounter Ally 6 No Yes You provoke yourself or an ally to action, instantly refreshing the target's Recharge powers.
Revive White Mage Ultimate Ally 5 No Yes 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?
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.
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.

You surround yourself in a near-impenetrable magical barrier, gaining a [150 + (Toughness * 5))] damage shield and generating massive Threat.

Shielded Stance
ShieldStance
Warrior At-Will Stance
Weapon (Shield)
6 No Yes 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 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 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 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 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 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 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 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.
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, Aegis, MagRes for 3 turns. Deals heavy damage to him. Uses at 66% or less Health.
Take Cover Generic Encounter Ranged 6 No Yes 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 -
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 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 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 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.
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 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 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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Used By (Miscellaneous)


Used By Table
Name Used By Stealable Learnable
Acid Flask Yes No
Ancestral Aegis No No
Arcanist's Blessing No No
Aura of Desire No No
Aurora Of Vigor No Yes
Banshee Wail Yes No
Bark Skin
Characters
No Yes
Berserkergang No No
Blessing
Characters
No Yes
Black Mist No No
Blinding Beauty
Characters
No Yes
Bolstering Dance
Characters
No Yes
Calm Mind
Characters
No No
Cauterize No No
Charge Weapon
Characters
No Yes
Cleaning Bell No Yes
Command Of Fire No No
Command Pheromones No No
Control Pheromones No No
Corrupted Blood No No
Cover Ally No No
Counterspell
Characters
No Yes
Crackling Shield No No
Deflection No No
Detonate No No
Devotion
  • Companions
No No
Dragoon's Rally No No
Duelist's Stance
Characters
No Yes
Earthward No Yes
Elemental Fury No No
Enraging Challenge No No
Estrus Flask Yes Yes
Eternal Light
Characters
No No
Fairy Ring No No
Firewalk No No
Flametongue No No
Flight
Characters
No No
Floral Aegis No No
Frenzy
Characters
No No
Frozen Edge No No
Grease No Yes
Great Heal No Yes
Group Heal
Characters
No Yes
Guarded Stance
Characters
No Yes
Guidance No No
Harpy Song No No
Heal
Characters
No Yes
Heat Mirage No No
Holy Ward No No
Hype Up No No
Infernal Bond No No
Intuition No Yes
Kamikaze No No
Karmic Retribution No No
Kiaijutsu
Characters
Yes Yes
Kitsunetsuki
Characters
No Yes
Lay on Hands
Characters
No No
Life-Bond No No
Mega-Heal No No
Mirror Image
Characters
No No
Overcharge No No
Piper's Song No No
Pocket Sand No No
Pollination No No
Protect
Characters
No No
Raging Thurible No No
Resplendent Aria No Yes
Revive Enemy No No
Rhythmic Focus No No
Shell No No
Shield of Light
Characters
No Yes
Smoke Bomb
Characters
No Yes
Song of Splendor
Characters
Yes Yes
Song of Storms No Yes
Soothing Dance
Characters
No Yes
Spirit Veil No No
Spirit Veil
Characters
No Yes
Sweet Protector No No
Tainted Bulwark No No
Tentacle Shield No No
Threat Manifest No No
Unbreakable No No
Vine Restraints
Characters
No No
War Hymn No No
War Song Yes Yes
Warcry
Characters
Yes Yes
Warlord's Cry No No
Wraith Touch No No

Return to Top of Used By (Miscellaneous)

Physical


Name Class Type Tags Level Stealable Learnable Description
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.
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 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.
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.

You charge into the enemy ranks, goring and knocking them prone! You deal up to [200 + (Spellpower 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 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.
Exertion Warrior At-Will Melee 3 Yes Yes

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.

Draw upon the energies within you and strike at your opponent with them, dealing [33% of Max HP] Raw Damage to your opponent and [20% of Max HP] to yourself. This attack cannot miss or crit.

Garrote Thief Encounter Melee 4 Yes Yes 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 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 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 You make a weapon attack with +50 Attack Power, targeting Physical Resistance instead of Evasion. On a hit, the target is knocked Prone.
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.
Stompy Generic Recharge 4 Melee 5 No No He stomp.
Stormrage Generic Recharge 3 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.

Give your foe a thump with your tail, dealing [20 + (Attack Power as a %)] Crushing damage and [10 + (Attack Power as a %)] (Fire/Frost/Tease/Acid) 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.

Return to Top of Physical

Used By (Physical)


Used By Table
Name Used By Stealable Learnable
Aerial Drop No No
Bite No No
Bloodrage
Characters
No No
Boulder Heave No No
Bull Rush
Characters
Yes Yes
Butt Stomp No No
By The Horns No No
Centaur Trample
Characters
No No
Chain Whip No No
Charge
Characters
No No
Dominance
Characters
Yes Yes
Exertion Yes Yes
Garrote Yes Yes
Grapple No No
Heated Defense No No
Influence Yes Yes
Lightning Fist Yes Yes
Net Throw No No
Overbear
Characters
Yes Yes
Pounce No No
Quake
Characters
Yes No
Rush No No
Shield Bash
Characters
No No
Shield Drive No No
Spore Spew No No
Stompy No No
Stormrage No No
Tackle
Characters
Yes No
Tail Whack No No
Trample No No
War Stomp No No

Return to Top of Used By (Physical)

Spell


Name Class Type Tags Level Stealable Learnable Description
Abyssal Miasma
AbyssalMiasma
Generic At-Will Spell 10 No No Area Attack against Physical Resistance. On a hit, Poisons and Staggers.
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 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 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.
Banishment Black Mage Ultimate Spell 5 No Yes 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 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 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 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 Smite
CelestialSmite
White Mage Recharge 4 Spell 6 Yes Yes 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 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.
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 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 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.
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.
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 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 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 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 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%.
Grand Finale
GrandFinale
Charmer Encounter Spell 6 Yes Yes 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.
Groping Tentacles
GropeTentacles
Generic At-Will Spell 3 No Yes 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 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 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.
Leaping Bolts
LeapBolts
Black Mage Recharge 3 Spell 5 Yes Yes 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 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 3 Spell 1 Yes Yes 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 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.
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 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 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 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.
Sanctify Generic Recharge 4 Spell 8 No Yes 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.
Shadow Magic Black Mage Recharge 4 Spell 2 Yes Yes 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 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 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.
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.
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 No 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 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 You conjure a blast of raw magic, hurling it at a foe to deal [20 + (Spellpower as a %)] Blight damage. The bolt explodes on contact, inflicting reduced damage to all other opponents.

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Used By (Spell)


Used By Table
Name Used By Stealable Learnable
Abyssal Miasma No No
Ancestor's Judgement No No
Arc Cannon
Characters
No Yes
Aria of Waves No Yes
Baffle No No
Banish No No
Battle Blessing No No
Blight Orb
Characters
Yes Yes
Blue Flame Blade No Yes
Calamitous Seal No No
Boltcloud Barrier No No
Carnal Hex
Characters
Yes Yes
Celestial Smite
Characters
Yes Yes
Charm Spell
Characters
Yes Yes
Cold Snap
Characters
Yes No
Corruptive Blast No No
Dark Thoughts
Characters
No No
Dawnbreak No Yes
Devious Ruse
Characters
No No
Dischord Yes Yes
Dischordant No No
Distract No No
Dragon's Breath Yes No
Entropic Fortune No No
Entropic Winds
Characters
Yes Yes
Fire Bolt
Characters
Yes No
Fireball
Characters
Yes Yes
Firewyrms No No
Flare No No
Flash Fire Yes Yes
Fortify No No
Foxfire
Characters
No Yes
Freeze Solid No No
Frequency Adherence No No
Grand Finale Yes Yes
Groping Tentacles
Characters
No Yes
Heat Weapon
Characters
Yes Yes
Hex
Characters
No No
Hypnotic Words Yes No
Immolation
Characters
No No
Jade Flame
Characters
Yes Yes
Jolt
Characters
Yes No
Leaping Bolts
Characters
Yes Yes
Leech
Characters
No Yes
Lightning Spike
Characters
Yes Yes
Lustful Images
Characters
No No
Magic Missile Yes No
Mass Drain
Characters
No No
Miasma No No
Mind Blast Yes Yes
Nullify No No
Pollen Spray No No
Primal Scar Yes Yes
Psionic Infiltration No No
Psychic Blast Yes Yes
Psyshock Yes No
Ray of Frost
Characters
Yes Yes
Reactive Ward No No
Queen's Breath No No
Sanctify No No
Shadow Magic
Characters
Yes Yes
Shatter
Characters
No Yes
Solar Cannon No No
Soul Arrow Yes Yes
Sun of Jassira No No
Thunder Scream Yes No
Toxic Shock Yes No
Trick
Characters
No No
Vile Miasma Yes No
Vitality Reap
Characters
No Yes
White Fire
Characters
Yes Yes
Will-o-Wisp
Characters
No No
Wintery Bellow No No
Winter's Howl No No
Withering Bolt
Characters
Yes Yes

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Summon


Name Class Type Tags Level Stealable Learnable Description
Call Falcon
CallFalcon
Generic Encounter Summon
Spell
3 No No Etheryn summons her white falcon companion, Harrick, from the skies.
Call Gnoll Generic Recharge 3 Summon
Spell
6 No No Summons a 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.
Merc Reinforcements
MercReinf
Generic Encounter Summon
Spell
4 No No Summon Marked Merk Mercenaries to your aid.
Mystic Call Generic Recharge 1 Summon
Spell
1 No No Summon a puppet to fight by your side!
Shadow Clone
S. Clone
Generic Encounter Summon
Spell
2 No No Summon a Shadow Clone.
Spew Dragon Generic At-Will Summon
Spell
10 No No Creates a Corrupted Dragon minion.
Spew Elf Generic At-Will Summon
Spell
10 No No Creates a Corrupted Elf minion.
SplitSelf Generic At-Will Summon
Spell
6 No No Create a copy of yourself.
Summon Bull
SummonBull
Generic Encounter Summon
Spell
1 No No Summon a raging, flaming bull.
Summon Cassidy
Sum. Cassidy
Generic Encounter Summon
Spell
5 No No Summon the watery bard Cassidy to fight by your side!
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.
Summon Effigy
Sum.Effigy
Generic Recharge 4 Summon
Spell
4 No No Summon an Alraune Effigy.
Summon Flame Dancer
Sum.FDancer
Black Mage Encounter Summon
Spell
3 No Yes Summon a dancer imbued with Terrestrial Fire to fight at your side.
Summon Flame Knight
Sum.FKnight
Black Mage Encounter Summon
Spell
3 No Yes Summon a warrior imbued with Terrestrial Fire to fight at your side.
Summon Flame Spirit
Sum.FSpirit
Black Mage Encounter Summon
Spell
1 No Yes 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.
Summon Frost Moth
Sum. Frost Moth
Generic Encounter Summon
Spell
5 No Yes You call forth the spirit of a fey moth imbued with the power of elemental frost to fight at your side.
Summon Golem
Sum. Golem
Generic Encounter Summon
Spell
2 No No Summon a Stone Elemental.
Summon Grungendyr
Sum. Grungendyr
Generic Encounter Summon
Spell
5 No No Invoke the spirit lingering in Grungendyr's skull to fight by your side!
Summon Hornets Generic At-Will Summon 4 No No Summon Hornet Workers to your aid.
Summon Kiyoko
Sum.Kiyoko
Generic Encounter Summon
Spell
1 No Yes 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.
Summon Phyria
Sum.Phyria
Generic Encounter Summon
Spell
1 No Yes Summon the salamander princess Phyria to fight by your side!
Summon Sporeling
Sum.Sporeling
Generic Recharge 3 Summon
Spell
3 No Yes Summons Minuta, the adorable and highly explosive sporeling.
Summon Talsenne
Sum. Talsenne
Generic Encounter Summon
Spell
7 No Yes Summon the ghostly storm shaman Talsenne to fight by your side!
Summon Tentacle
Sum.Tentacle
Generic Recharge 3 Summon
Spell
4 No No Summon an Eldritch Tentacle.
Summon Valkyrie
Sum.Valkyrie
Generic Recharge 3 Summon
Spell
3 No No Summon a Valkyrie.
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.
Summon Wolf Spirit
Sum.WSpirit
Black Mage Encounter Summon
Spell
1 No Yes Call forth the spirit of a wolf to fight by your side!
Sword Soul
SwordSoul
Generic Encounter Summon
Spell
6 No Yes You meld your will with the Dawnsword's, allowing it to become more than just an extension of yourself and act on its own.

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Used By (Summon)


Used By Table
Name Used By Stealable Learnable
Call Falcon No No
Call Gnoll No No
Lureling's Song No No
Merc Reinforcements No No
Mystic Call No No
Shadow Clone No No
Spew Dragon No No
Spew Elf No No
SplitSelf No No
Summon Bull No No
Summon Corrupt Tentacle No No
Summon Effigy No No
Summon Flame Spirit No Yes
Summon Frost Moth No Yes
Summon Golem No No
Summon Hornets No No
Summon Kiyoko No Yes
Summon Phyria No Yes
Summon Sporeling No Yes
Summon Tentacle No No
Summon Valkyrie No No
Summon Wisp
  • Kinu (Kitsune Hime)(all fights)
No No
Summon Wolf Spirit No Yes
Sword Soul No Yes

Return to Top of Used By (Summon)

Weapon


Name Class Type Tags Level Stealable Learnable Description
Aim: Weapon
Aim:Weapon
Generic Recharge 4 Weapon (Ranged) 4 No Yes 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 You imbue your missiles with arcane power. This attack is made versus the target's Magic Resistance and Ward instead of Evasion and Armor.
Assassinate Thief Ultimate Weapon 5 No Yes 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.
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 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 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 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 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.
Deadly Shadow Thief Encounter Weapon 6 Yes Yes 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 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 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 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 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 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 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 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 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 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 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.
Frost Arrow
FrostArrow
Generic At-Will Weapon (Ranged) 1 No Yes 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 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.
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 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 Yes 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 You deliver a pinpoint strike with +150 Attack Power and +25 Accuracy, drawing your companions' ire to your target by dramatically increasing its Threat.
Nerves of Steel
NervesOfSteel
Generic Encounter Weapon (Ranged)
Multi Turn
Interruptable
2 Yes Yes 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.
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 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 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 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.
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 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 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 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 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 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 the target starts Burning for a turn.
Sunstrike Generic At-Will Weapon 5 No Yes

Does normal [Primary Weapon Damage + (Attack Power as a %)] plus an additional [15 + (Attack Power as a %)] with a sunlight blade.

Does normal [Primary Weapon Damage + (Attack Power as a %)] plus an additional [15 + (Spellpower as a %)] with a sunlight blade.

Suppressive Fire
SuppFire
Generic Encounter Weapon (Ranged) 1 Yes Yes 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 You make an attack with +200 Accuracy, effectively guaranteeing that your shot lands and deals critical damage.
Thunder Strike
ThundStrike
Warrior Encounter Weapon (Melee) 1 Yes Yes 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 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
T.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 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 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 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.

Return to Top of Weapon

Used By (Weapon)


Used By Table
Name Used By Stealable Learnable
Aim: Weapon No Yes
Assassinate No Yes
Aurora Arrow No No
Blade Block No No
Bleeding Cut
Characters
No No
Blood Let
Characters
No No
Chain Swing No No
Chill Touch
Characters
No No
Cleave
Characters
Yes Yes
Cornered Beast Yes No
Crackle Powder No Yes
Crowd Control
Characters
Yes Yes
Dastardly Trick
Characters
Yes Yes
Deadly Shadow Yes Yes
Deflecting Strike Yes No
Dirty Trick
Characters
Yes Yes
Disarm
Characters
No Yes
Double Attack
Characters
Yes No
Driving Shot Yes Yes
Driving Thrust
Characters
Yes Yes
Drop The Hammer Yes No
Dual Blitz
Characters
Yes Yes
Echoes of Life No No
Echoing Assault No No
Enrage No No
Envenom No No
Eviscerate
Characters
Yes Yes
Execute
Characters
No No
Fading Strike Yes Yes
Fan of Blades
Characters
No Yes
Flamebrand Yes Yes
Frost Arrow
Characters
No Yes
Get Over Here Yes No
Giant's Reach No No
Ground Pound No No
Holy Shock Yes Yes
Iceburst Arrow No No
Lunge Yes No
Lusty Tentacles No No
Mark for Death Yes Yes
Nerves of Steel Yes Yes
Overhand Smash
Characters
No No
Poison Edge
Characters
No No
Power Wave
Characters
Yes Yes
Precise Thrust No No
Prime Target
Characters
Yes No
Pummel No No
Reaping Blade Yes No
Rend
Characters
Yes Yes
Searing Arc Yes No
Shadow Strike
Characters
Yes Yes
Shatterstrike
Characters
Yes No
Shell Cracker
Characters
Yes Yes
Shielding Smite Yes No
Smite Evil
Characters
Yes Yes
Sneak Attack
Characters
Yes Yes
Steady Strike
Characters
Yes Yes
Stick and Move Yes Yes
Sun Arrow No No
Sunstrike No Yes
Suppressive Fire Yes Yes
Thunder Strike
Characters
Yes Yes
Thunderbrand No Yes
Thunderous Sweep No No
Trick Shot Yes No
Triple Threat
Characters
Yes Yes
Wide Sweep
Characters
Yes Yes
Wyvern Ignition No No
Wyvern Sting Yes Yes

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Consumables


Name Class Type Tags Level Stealable Learnable Description
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.

Throw this at the enemy party, and them being naughty in your sight, shall snuff it. 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.

Throw Lyric directly at a single enemy, ass first, doing crushing damage. Only the Champion can throw Lyric.

Throw Lyric directly at a single enemy, ass first, doing crushing damage and minor resolve 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.

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Used By (Consumables)


Used By Table
Name Used By Stealable Learnable
Blood Iris No No
Brazenberry Ale No No
Conjurer's Concoction No No
Hornet Honey No No
Hornet Venom No No
Kaelirra's Tears No No
Leananstone No No
LeyCrystalGrenade No No
Naptha No No
Remedy No No
Steadfast Tonic No No
Throw Lyric No No
Vulnerary No No
Winterstem No No
Wyldsap No No
Wyvern Venom No No

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