Difference between revisions of "Powers"

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|<span id="Lightning Fist"></span>'''Lightning Fist ||[[Warrior]] ||Recharge 4 ||Melee ||2 ||N/A ||Yes ||Yes<br>([[Jin-Jin]])
 
|<span id="Lightning Fist"></span>'''Lightning Fist ||[[Warrior]] ||Recharge 4 ||Melee ||2 ||N/A ||Yes ||Yes<br>([[Jin-Jin]])
 
|Strike with a single, lightning-fast punch with +25 Accuracy that causes 55 + [[Attack Power]](%) Crushing damage, leaving your enemy Stunned for a turn.
 
|Strike with a single, lightning-fast punch with +25 Accuracy that causes 55 + [[Attack Power]](%) Crushing damage, leaving your enemy Stunned for a turn.
 +
|-
 +
|<span id="Net Throw"></span>'''Net Throw ||Generic ||Encounter ||Thrown ||1
 +
|align="left"|
 +
*[[Brienne]] ([[Companion Sets#Arena Armor|Arena Armor]])
 +
*[[Brint]] ([[Companion Sets#Arena Armor|Arena Armor]])
 +
|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 Crushing damage on a hit.
 
|-
 
|-
 
|<span id="Overbear"></span>'''Overbear ||Generic ||Recharge 5 ||Melee ||3
 
|<span id="Overbear"></span>'''Overbear ||Generic ||Recharge 5 ||Melee ||3
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|No ||No
 
|No ||No
 
|Smash your enemy with your shield. On a hit, deal 30 Crushing damage and stagger the enemy for 2 rounds.
 
|Smash your enemy with your shield. On a hit, deal 30 Crushing damage and stagger the enemy for 2 rounds.
 +
|-
 +
|<span id="Shield Drive"></span>'''Shield Drive ||Generic ||Recharge 3 ||Melee<br>Shield ||2
 +
|align="left"|
 +
*[[Brienne]] ([[Companion Sets#Arena Armor|Arena Armor]])
 +
*[[Brint]] ([[Companion Sets#Arena Armor|Arena Armor]])
 +
|No ||No
 +
|Drive your shield into an enemy's face, dealing 40 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.
 
|-
 
|-
 
|<span id="Stompy"></span>'''Stompy ||Generic ||Recharge 4 ||Melee ||5
 
|<span id="Stompy"></span>'''Stompy ||Generic ||Recharge 4 ||Melee ||5
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||Yes ||No
 
||Yes ||No
 
|You swing your weapon through the air, creating a shockwave of energy that adds ??? Holy damage to your attack. This power is considered a ranged attack for the purpose of hitting flying enemies, triggering ripostes, and so forth.
 
|You swing your weapon through the air, creating a shockwave of energy that adds ??? Holy damage to your attack. This power is considered a ranged attack for the purpose of hitting flying enemies, triggering ripostes, and so forth.
 +
|-
 +
|<span id="Iceburst Arrow"></span>'''Iceburst Arrow ||Generic ||Recharge 3 ||Spell<br>Weapon<br>Ranged ||2
 +
|align="left"|
 +
*[[Etheryn]] - ([[Companion Sets#Outrider's Gear|Outrider's Gear]]) (Level 1)
 +
||No ||No
 +
|Enchant an arrow and make a ranged attack against a targeted foe. The arrow bursts, afflicting all enemies with 30 Frost damage and leaving them Frigid for 2 turns if it hits their Magic Resistance.
 
|-
 
|-
 
|<span id="Lunge"></span>'''Lunge ||[[Warrior]] ||Recharge 3 ||Weapon<br>Melee ||8
 
|<span id="Lunge"></span>'''Lunge ||[[Warrior]] ||Recharge 3 ||Weapon<br>Melee ||8

Revision as of 04:11, 31 October 2022

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.

Tags

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

Trainers

There exist various trainers that can teach the Champion certain powers, reset their attributes, or allow them to change their class. Most of the time, the only requirement is 100 EC and the Champion having the appropriate level, however, sometimes the Champion must complete certain conditions before the trainer will offer their services to them.

Trainer Conditions Location Power Class Power
Brother Sanders N/A Chapel of Velun White Mage Blessing
Charge Weapon
Entropic Winds
Group Heal
Heal
Revive
Shield of Light
Spirit Veil
Smite Evil
White Fire
Great Heal
Holy Ward
Celestial Smite
Garth N/A The Frost Hound Thief Assassinate
Dastardly Trick
Dirty Trick
Duelist's Stance
Garrote
Fading Strike
Mark for Death
Shadow Strike
Shell Cracker
Smoke Bomb
Estrus Flask
Sneak Attack
Deadly Shadow
Warrior Cleave
Dominance
Dual Blitz
Guarded Stance
Rend
Steady Strike
Thunder Strike
Unbreakable
Vanguard
Warcry
Eviscerate
Shielded Stance
Bull Rush
Ivris N/A Alchemist's Shop Black Mage Banishment
Blight Orb
Fireball
Grease
Lightning Spike
Ray of Frost
Shadow Magic
Soul Arrow
Summon Flame Spirit
Withering Bolt
Primal Scar
Psychic Blast
Vitality Reap
Jin-Jin Training option (requires Fighting) Hawkethorne Gym Generic Lightning Fist
Leorah Completion of One Man's Poison Huntress's Shop Generic (Ranged) Aim: Weapon
Arcane Shot
Crackle Powder
Ranger's Stance
Nerves of Steel
Stick and Move
Suppressive Fire
Sure Shot
Take Cover
Eagle Eye
Frostfire Shot
One Man's Poison Quest Reward Crowd Control
Wyvern Sting
Nakano Train option (must be a Kitsune) Kurokawa Kitsune Den Generic Blue Flame Blade
Prince Philander During Convocation of Mirrors Old Forest Generic Mirror Stance
River N/A Hawkethorne square Charmer Allure
Blinding Beauty
Bolstering Dance
Charm Spell
Inspiriation
Song of Courage
Song of Storms
Song of Splendor
Soothing Dance
War Song
Resplendent Aria
Dischord
Grand Finale
Viviane Met her at least twice Old Forest Black Mage Banishment
Blight Orb
Fireball
Grease
Lightning Spike
Ray of Frost
Shadow Magic
Soul Arrow
Summon Flame Spirit
Summon Wolf Spirit
Withering Bolt
Primal Scar
Psychic Blast
Vitality Reap
Zo Train with her multiple times Harvest Valley Generic Equanimity
Intuition
Influence
Tranquility
Equilibrium
Exertion
Guidance

Powers

Lust Powers


Name Class Type Tags Level Used by Stealable Learnable Description
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.
Aphrodisiac Sting
AphroSting
Generic Recharge 4 N/A 1 Yes No You conjure a venom-laced stinger, dealing 20 Penetrating and 10 Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns.
Breast Plate Generic Recharge 5 Tease
Chest
1 No No Attack vs. Mental Resistance. On hit, the target takes {20} Resolve damage (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 Resolve is less than 50%, and when used, recovers 15% Resolve.
Enamoring Generic Encounter Tease 3 No No Deals a large amount of Tease damage but lowers Evasion for a turn.
Estrus Flask Thief Recharge 5 N/A 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.
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 Resolve Damage they take by 50%. If it succeeds, you also hit them for (15 + Presence) Tease damage.
Lust Tail Charmer Recharge 2 Tease 4 No No
Mind Snap Charmer Ultimate Tease 5 No No You snap your fingers, Stunning your foe and dealing 90 Tease damage.
One-Two Generic Recharge 4 N/A 3 No No You conjure a venom-laced stinger, making two hits that each deal 20 Penetrating 10 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 renewed Resolve equal to half your Sexiness.

Miscellaneous Powers


Name Class Type Tags Level Used by Stealable Learnable Description
Acid Flask Generic Recharge 2 N/A 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 N/A 1 No No Gain 25% physical and magical resistance for 3 turns and prevents stun, used as the fight begins.
Aura of Desire
DesireAura
Generic Encounter Stance 4 No No Used when below 50% Health or Resolve. Acts as a stance that deals a small amount of Lust damage at the end of each of the Alraune's turns.
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 10 Resolve Damage and are Terrified for a turn.
Bark Skin White Mage Recharge 4 Spell 3 No Yes
(Tomes)
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.
Blessing White Mage Recharge 3 Spell
Ally
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 and Spellpower on their next turn.
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.
Blood Iris Generic At-Will Ally 1 N/A No Useable
Blood Iris
Applying this to your weapon during combat will add 10 + Cunning blight damage until the end of combat.
Brazenberry Ale
Brazen.Ale
Generic At-Will Ally 1 N/A No Useable
Brazenberry Ale
Applying this to your weapon will add (x+scaling) blight damage to it until the end of your combat.
Bolstering Dance
BolsDance
Charmer At-Will Stance
Performance
1 No Yes
(Trainer)
You use your dancing to invigorate your allies, restoring 10 Resolve to all allies, then restoring 5 + (Presence / 2) Resolve and granting +10 Evasion and Mental Resistance each turn thereafter.
Calm Mind Generic Recharge 5 Spell 1 No Useable
(Magatama)
Calm your mind, increasing Focus and Spellpower by +15 for 3 turns and restoring (Spellpower / 2) Resolve.
Cauterize White Mage Recharge 2 Spell
Healing
Ally
Performance
3 No No Restore ??? of a target's Health and cure Bleeding and Burning.
Charge Weapon White Mage At-Will Stance
Spell
4 No Yes
(Trainer)
You charge your weapon with argent light, causing it to deal (Spellpower / 2) bonus Holy damage so long as you maintain the stance. On assuming the stance, deal 10 + Spellpower(%) Holy damage to all enemies.
Command Pheromones
CmdPher
Generic Recharge 2 Spell
Healing
Ally
1 No No A hefty resolve heal + minor HP heal.
Conjurer's Concoction
Conj.Concoction
Genric At-Will Ally 1 N/A No Useable
Conjurer's Concoction
Imbibing this will increase Focus and Spellpower by {X+scaling} until the end of combat.
Control Pheromones
CtrlPhero
Generic Encounter Ally
Stance
1 No No Affects all allies except self, grants a hefty focus bonus.
Counterspell Generic Recharge 4 Spell 4 No Yes
(Tomes)
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.
Deflection Warrior At-Will Stance
Weapon
Melee
6 N/A No Useable
(Dawnsword)
You make ready to turn missiles aimed at you, granting you +5 Evasion. While you maintain this stance, the first Ranged attack made against you in a round is 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 Charmer Ultimate Ally 5 No No You utter a prayer to Mallach and revive a fallen ally, restoring 100 Resolve and 25% of their maximum Health.
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.
Earthward Black Mage At-Will Stance 5 N/A No Yes
(Tomes)
Shroud yourself in a magic barrier, greatly increasing your resistance to all damage: you gain +50 Armor, Ward, and Focus while maintaining the spell.
Enraging Challenge Generic Encounter N/A 5 No No Jael'yn gains a +10 boost to Strength and gets an additional action every round.
Equanimity Generic At-Will Stance 3 N/A N/A Yes
(Trainer)
Put your focus on your weapon, turning it into an extension of yourself rather than a tool of combat. You gain [+15%/+25%] Crit Chance and [+10%/+20%] increased Crit Damage while you maintain this stance.
Equilibrium Generic At-Will Stance 3 N/A N/A Yes
(Trainer)
Restore stability and symmetry to yourself, both inside and out[/, removing all Combat Effects]. You gain +15 Physical Resistance and immunity to [Prone and Disarm/all Combat Effects, good or bad].
Eternal Light Generic Recharge 1 Ally 1 No No Suffuse an ally with the light of your will. They recover 10% Health and Resolve, and an additional 5% each turn for 3 turns.
Fairy Ring Generic Encounter N/A 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) Fire damage to all enemies. Enemies who hit you with physical attacks take 3 + Willpower Tease damage. Drains 8 Resolve per turn while active.
Flames Within Black Mage Encounter Spell 7 N/A No Yes
(Tomes)
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.
Flametongue Charmer At-Will Ally
Stance
Performance
1 No No Ignite a target ally's weapon in flame, causing it to deal +10 Fire damage. On activate, the target recovers +20 Resolve
Flight Generic At-Will Stance 1 No No Take flight and cause melee attacks from non-flying targets to miss more often.
Floral Aegis 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 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(%) Frost damage to all enemies.
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.
Great Heal White Mage At-Will Heal
Spell
6 N/A N/A Yes
(Trainer)
With a gentle touch, you heal a target for 45% of its maximum Health and cure Bleeding, Poisoned, and Burning.
Group Heal White Mage Recharge 4 Spell
Healing
Ally
2 No Yes
(Trainer)
You infuse not just yourself but your entire group with vital energy, restoring 20% of each character's maximum Health.
Guarded Stance
GuardStance
Warrior At-Will Stance 1 No Yes
(Trainer)
You use your body as a shield for your comrades. You gain (Max HP * 10%) 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 Heal
Spell
3 N/A N/A Yes
(Trainer)
Consume 15% of your Max HP and Resolve to reach out to the spirits and souls of your allies and bolster their strength and morale. Each of your allies recover [25%/35%] Max HP and Resolve.
Harpy Song Generic Encounter Performance
Multi-Turn
Interruptable
3 Random Chance for a single Harpy to gain it during combat No No Inflicts light raw Lust damage and causes Arousal each turn until the singing harlot is stopped.
Heal White Mage At-Will Spell
Healing
Ally
1 No Yes
(Trainer)
With a gentle prayer, you heal yourself or a targeted ally for 30% of their maximum Health and remove any Bleeding.
Heat Mirage Charmer Recharge 4 Ally 3 No No All allies gain +15 Evasion and +20 Fire and Frost Resistances, lasting 3 turns.
Heal White Mage At-Will Spell
Healing
Ally
1 No Yes
(Trainer)
With a gentle prayer, you heal yourself or a targeted ally for 30% of their maximum Health and remove any Bleeding.
Horney Honey
Hor.Honey
Generic At-Will Ally 1 N/A No Useable
Hornet Honey
Instantly recover 8 + (Cunning/2.5) + (Presence/2.5) % Resolve and, if in combat, gain +10 Focus for 3 turns.
Infernal Bond White Mage Encounter Spell
Ally
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 Spell
Ally
5 N/A No Yes
(Trainer)
You rally your allies with the sheer power of your music. Your party's Resolve is fully restored, and all members gain +20% maximum Health and +20 maximum Resolve for the rest of the encounter.
Intuition Generic At-Will Stance 3 N/A N/A Yes
(Trainer)
Tune yourself to your surroundings to better read your opponent’s movements before they’ve made them. You gain [+15/+25] Evasion and [+20/30] Physical Resistance while you maintain this stance.
Kaelirra's Tears
KaelirraTears
Geneirc At-Will Ally 1 N/A No Useable
Kaelirra's Tears
Use to revive a downed ally in combat.
Kamikaze Generic Encounter MultiTurn 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 Spell
Ally
4
  • Kiyoko (Kami-no-Michi) (Level 1)
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(%) Holy damage, and must make a Physical Resistance check against your Spellpower or be Disarmed.
Kiaijutsu Generic Recharge 3 N/A 1 Yes Yes
(Tomes)
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(%) Crushing damage and be knocked prone.
Kitsunetsuki
Fox Possession
Generic Ultimate Spell 5 No Useable
(Fox Jewel)
A powerful kitsune briefly possesses an enemy and scrambles their body and mind, inflicting a medley of status effects on a victim for 3 turns.
Kitsunetsuki
Fox Possession
Generic Recharge 11 Spell 4 No No A powerful kitsune reaches out to briefly possess an enemy and scramble their body and mind, inflicting a medley of status effects on a victim. Multiple mental resistance checks are made, one for each status; each failure causes the corresponding status to be applied.
Lay On Hands White Mage At-Will Spell
Healing
Ally
1 N/A No Yes
(Tomes)
By laying hands on a wounded comrade, heal ??? of their maximum Health and transfer a portion of their Threat to yourself. If used on yourself, increases your Threat.
LeyCrystalGrenade Generic At-Will N/A 1 N/A No Usable
(Ley-crystal Grenade)
Throw this at the enemy party (if Silly Mode:, and them being naughty in your sight, shall snuff it|else: to deal incredible crushing, blight and fire damage to all targets). This effect cannot miss — the explosion is simply too obscenely great.
Life-Bond Generic At-Will Spell
Ally
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 Spell
Healing
Ally
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 Generic Encounter Spell
Ally
Stance
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 Generic At-Will Stance 1 N/A No Yes
(Convocation)
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.
Naptha Generic At-Will Ally 1 N/A No Useable
Naptha
Applying this to your weapon will add (x+scaling) fire damage to it until the end of your next combat.
Oil of Oliban
Oliban Oil
Generic At-Will Ally 1 N/A No Useable
Oil of Oliban
Instantly recover 10 + (Cunning/2) + (Presence/2) Resolve.
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 N/A 1 No No Blinding attack vs. PhysRes. Lasts 1 round. Deals no damage.
Pollination Generic Encounter Performance
Multi-Turn
Interruptable
1 No No On effigy's turn, attack all enemies' Mental Resistance to deal 10 Resolve damage/round (Pheromone type). Restores a flat 10 Health/round to all Effigies. 1/encounter.
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 Thurbile
RageThurible
Generic Encounter Ally 2 No No Increases Attack Power by 30 for the whole party for 3 turns. Once per combat.
Ranger's Stance
RangerStance
Generic At-Will Stance 1 N/A No Yes
(Leorah)
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.
Remedy Generic At-Will Ally 1 No No Clears all negative combat effects from the target.
Resplendent Aria Charmer Encounter N/A 6 N/A N/A Yes
(Trainer)
You provoke yourself or an ally to action, instantly refreshing the target's Recharge powers.
Revive White Mage Ultimate Ally 5 N/A No Yes
(Trainer)
You revive a fallen ally, restoring 25 Resolve and 100% of their maximum Health.
Rhythmic Focus 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 N/A 5 No No You surround yourself in a near-impenetrable magical barrier, gaining a 150 + (Toughness * 5) damage shield and generating massive Threat.
Shielded Stance Warrior At-Will Shield
Stance
6 N/A N/A Yes
(Trainer)
You assume a defensive stance behind your shield that grants +15 Evasionand increases your Armor and Ward by 50%. You generate 30% more threat in this stance, and when you first enter it you instantly generate ??? Threat.
Shield of Light
ShieldLight
White Mage Recharge 4 Ally
Spell
4 No Yes
(Sorran Altar temporary)
(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 N/A 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
SongCourage
Charmer At-Will Stance
Performance
4 N/A 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 Performance
Tease
4 Yes Yes
(Trainer)
You sing a song of splendor and desire, dealing 25 + (Presence / 2) 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 N/A 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 Storm damage equal to your Spellpower, lasting for 3 turns.
Soothing Dance Charmer At-Will Ally 4 No Yes
(Trainer)
Using your dances to de-escalate one ally's desires, you restore 20 + (Presence / 2) Resolve and alleviate the Aroused condition.
Spirit Binder 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 Spell
Ally
1 No Yes
(Trainer)
You shape spiritual power into a physical barrier surrounding yourself or an ally. The target gains 10 * (1 + (Spellpower / 100)) Shield HP, +10 Evasion, and +15 Physical and Magic Resistance for the encounter.
Steadfast Tonic
Stead.Tonic
Generic At-Will Ally 1 N/A No Useable
Steadfast Tonic
Applying this to your armour will increase Physical Resistance and Armor by {X+scaling} until the end of your next combat.
Sweet Protector 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 Resolve damage to him. Uses at 66% or less Health.
Take Cover Generic Encounter Ranged 6 N/A N/A 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 N/A
Tranquility Generic At-Will Stance 3 N/A N/A Yes
(Trainer)
Remove yourself from the world and its temptations and focus entirely on your sense of self. Resolve passively regenerates by [15%/20%] every turn and Resolve damage is reduced by [20%/30%].
Unbreakable Warrior Ultimate N/A 5 N/A 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
Shield
4 N/A 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.
Vine Restraints
VineRestraint
Generic Recharge 5 Multi-Turn
Interruptable
Tease
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.
Vulnerary Generic At-Will Ally
Healing
1 No No Instantly recover 10 + (Cunning/4) + (Presence/4) % Health.
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 10 Resolve and are Terrified for 2 turns. Allies shake off Terror and Stagger.
Warlord's Cry
WarlordCry
Generic Encounter Healing
Ally
3 No No Heals all her underlings by 15% of their Max Health and grants the Wingleader a surge of +10 Attack Power for the next 3 turns. Only used when at least 1 other harpy is at or below half Health.
War Hymn Charmer 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 25 + (Presence / 2) Psychic damage and inflict Terror for 5 turns. In addition, your allies shake off Terrified and Staggered.
Winterstem Generic At-Will Ally 1 N/A No Useable
Winterstem
Recover 15 + (Cunning/2) + (Presence/2)% Health and 15 + Cunning + Presence% Resolve over three turns, or all at once if out of combat.
Wraith Touch Generic Recharge 4 N/A 10 No No Attack against Mental Resistance. On hit, reduces Resolve to 1.
Wyldsap Generic At-Will Ally 1 N/A No Useable
(Wyldsap)
Recovers all health and Resolve.

Physical Powers


Name Class Type Tags Level Used by Stealable Learnable Description
Aerial Drop
AirDrop
Generic Encounter Melee 3 Random Chance for a single Harpy to gain it during combat No No Inflict heavy Crushing damage with a high chance to stagger.
Bloodrage Generic Recharge 3 Melee 2 No No You rip and tear at an enemy, reveling in their demise. This attack deals 50 + Attack Power(%) Crushing damage and recovers health equal to half damage dealt.
Boulder Heave Generic Recharge 3 N/A 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 N/A N/A Yes
(Trainer)
You shoulder-check an enemy, targeting Physical Resistance, inflicting 50 + Attackpower(%) +??? Crushing damage and knocking the target Prone. Hit or miss, you generate massive Threat.
Butt Stomp Generic At-Will Melee
Tease
2 No No N/A
By The Horns Warrior Ultimate Melee 5 No No You charge into the enemy ranks, goring and knocking them prone! You deal up to 200 + Attack Power(%) 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 Generic Recharge 3 Melee 5 No No Deals 60 + Attack Power(%) 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
Amazon Strike (old name)
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(%) Crushing damage and leaving them Aroused. This ability generates high Threat.
Exertion Warrior At-Will Melee 3 Yes Yes
(Trainer)
Draw upon the energies within you and strike at your opponent with them, dealing Max HP * .33 Raw Damage to [both your opponent and yourself/your opponent and Max HP * 0.20 to 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(%) 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.
Influence Generic Encounter Melee 3 N/A N/A Yes
(Trainer)
Remove your opponent’s bodily autonomy by striking at where their inner energies congregate. On a hit, target takes [80/120] + Attack power(%) Crushing damage and is Disarmed and Silenced for [1/2] turn.
Lightning Fist Warrior Recharge 4 Melee 2 N/A Yes Yes
(Jin-Jin)
Strike with a single, lightning-fast punch with +25 Accuracy that causes 55 + Attack Power(%) Crushing damage, leaving your enemy Stunned for a turn.
Net Throw 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 Crushing damage on a hit.
Overbear Generic Recharge 5 Melee 3 Yes No You make a weapon attack with +50 Attack Power, targeting Physical Resistance instead of Evasion. On a hit, the target is knocked prone.
Quake Generic Recharge 3 Melee 2 Yes No Conjure forth a pair of stone fists to slam the ground, dealing 15 + Attack Power(%) 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 Generic Recharge 3 Melee
Shield
2 No No Smash your enemy with your shield. On a hit, deal 30 Crushing damage and stagger the enemy for 2 rounds.
Shield Drive Generic Recharge 3 Melee
Shield
2 No No Drive your shield into an enemy's face, dealing 40 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.
Stompy Generic Recharge 4 Melee 5 No No He stomp.
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(%) Crushing and 10 + Attack Power(%) Tease damage.
Tail Whack Generic At-Will Melee 1 No Yes
(Requires Thick Tail)
Give your foe a thump with your tail, dealing (if Special Type: 20, else: 30) + Attack Power(%) Crushing damage((if Special Type): and 10 + Attack Power(%) (Special Type) damage). Requires a thick tail.

Special Type: Fire (Fire Tail)
Ice (Ice Tail)
Tease (Fluffy Tail)
Acid (Chitin 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 Generic Encounter Melee 1 No No Rears up and stomps the ground, stunning one target.

Spell Powers


Name Class Type Tags Level Used by Stealable Learnable Description
Abyssal Miasma Generic At-Will Spell 10 No No Area Attack against Physical Resistance. On a hit, Poisons and Staggers.
Arc Cannon Black Mage Recharge 4 Spell 4 No Yes
(Tomes)
You fire a stream of thunderous energy in an arc across the battlefield, targeting evasion and dealing 40 + Spellpower(%) Storm damage to all enemies. On a miss, the target takes half damage instead.
Ancestor's Judgement
Ancest.Judge
Generic Recharge 2 Ally 2 No No Call upon ancient guardians to protect your allies, granting them a 35 + Spellpower(%) * 10% HP shield that gives +30 Armor, Focus, and Ward and redirects damage to you while the shield lasts or 2 turns.
Aria of Waves Charmer Recharge 2 Spell 5 N/A No Useable
(Harp of Waves)
Bring Sorra's tidal waves crushing down on your foes, dealing 20 Storm + Spellpower(%) and 20 Spellpower(%) Crushing damage to all enemies, or half on a miss. Grants your party +25 Fire Resistance for 2 turns thereafter.
Banish Black Mage At-Will Spell 4 No No You target a summoned creature, instantly returning it from whence it came by dealing 250 + Spellpower(%) Raw damage. This ability does not miss.
Banishment Black Mage Ultimate Spell 5 N/A No Yes
(Trainer)
You banish a foe to the Ways Between for 2 rounds, removing them from combat. Constructs and Ethereals instead take 250 + Spellpower(%) Raw damage.
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(%) Blight damage and leaves the victim Staggered for 1 turn.
Blue Flame Blade
BFlameBlade
Generic At-Will Stance
Spell
4 No Yes
(Nakano)
You coat your weapon in foxfire, adding Spellpower / 2 Fire damage to your weapon attacks and setting enemies alight when you critically strike them.
Calamitous Seal Black Mage Recharge 5 Spell 4 No No You attempt to seal all foes' powers, dealing 20 + Spellpower(%) 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 Generic Recharge 2 Spell 1 Yes Yes
(Tomes)
You weave a carnal spell over your victim, dealing 18 + Spellpower(%) Tease damage. If the target is Aroused, all other enemies take 9 + Spellpower(%) Tease damage as well.
Celestial Smite White Mage Recharge 4 Spell 6 N/A N/A Yes
(Trainer)
You summon a brilliant bolt of lightning from above, striking at a target's Magic Resistance for 40 + Spellpower(%) Storm and 40 + Spellpower(%) 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 2 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 10 + (Presence / 2) Psychic damage and becomes Aroused for 3 turns.
Cold Snap Generic Recharge 3 Spell 3 Yes No You conjure forth a blast of cold magic that overwhelms a foe, dealing 35 + Spellpower(%) Frost damage. On a hit, the target becomes Stunned for 1 turn and Frigid for 3 turns.
Corruptive Blast Generic Encounter Spell
Multi-Turn
Interruptable
5 No No Massive AoE Blight damage nuke. Deals 110 + Spellpower(%) 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.
Devious Ruse 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(%) 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(%) Crushing and 25 + Spellpower(%) Storm damage, and are Staggered for 2 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 + Spellpower(%) Fire damage, or half as much on a miss.
Entropic Fortune 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(%) Frost damage and become Frigid for 2 turns.
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(%) Fire damage on a hit, or half as much on a miss.
Firewyrms Generic At-Will Multi-Turn
Interruptable
Spell
1 No No You launch several flaming wyrms at a target, dealing ??? base Fire damage. The more times you use this power in succession, the more its damage ramps up, to a maximum of ??? on the 5th and further uses.
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(%) Fire damage.
Flare Black Mage Recharge 2 Spell 1 No No Conjure an intense light that deals 35 + Spellpower(%) Fire damage, inflicting a ??? damage Burn and Blinded for two turns on hit.
Flash Fire Black Mage Recharge 4 Spell 4 N/A Yes Yes
(Tomes)
You cause such a violent conflagration around a target that it explodes, dealing 70 + Spellpower(%) Fire damage to the primary target and causing all other enemies to be Blinded and Burning for 2 turns.
Foxfire Generic At-Will Spell 1 No Yes
(Keros Souldbind)
A natural spell-like ability of kitsune. Deals 20 + Spellpower(%) Fire damage and inflicts burns that do 10 + Willpower for 3 rounds.
Freeze Solid Generic Encounter Spell 1 No No You channel a blast of ice magic, targeting one enemy's Magic Resistance. On a hit, the target takes 50 + Spellpower(%) Frost damage and is Stunned for 1 turn and Frigid for 3. On a miss, the target takes half damage.
Grand Finale Charmer Encounter Spell 6 Yes Yes
(Trainer)
You reach a crescendo, dealing 45 + Spellpower(%) Storm damage if you hit a creature's Mental Resistance. If this defeats your foe, the power does not go on cooldown.
Groping Tentacles Generic At-Will Spell 3 No Useable
(Girthy Rod)
Call forth tentacles from the void to grope and arouse the target. The tentacles target Mental Resistance, dealing 15 + Spellpower(%) Tease damage. Requires the Girthy Rod.
Heat Weapon Generic Recharge 2 Spell 1 Yes Yes
(Tomes)
You turn a foe's weapon red-hot, dealing 10 + Spellpower(%) 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(%) Blight damage that increases by 10 + Spellpower(%) 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.
Holy Ward White Mage At-Will Stance
Heal
Spell
6 N/A N/A Yes
(Trainer)
You weave a holy ward around an ally, granting the target a +20 bonus to Mental, Magical, and Physical Resistances, and regenerating ?? Health every turn. When you first enter the stance, the target is healed for ???.
Hypnotic Words 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(%) Mind and 15 + Spellpower(%) Tease damage.
Immolation Generic At-Will Spell 3 No No You incinerate a foe, targeting their Magic Resistance. This inflicts burn for 10 + Willpower + Spellpower(%) base damage and reduces their Attack Power and Spellpower by -20 for 2 rounds.
Jade Flame White Mage Recharge 3 Spell 6 Yes Yes
(Tomes)
You conjure a pillar of green flame from the heavens, smiting a single foe for 40 + Spellpower(%) Holy and 40 + Spellpower(%) 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(%) Storm damage. On a critical hit, the target is Stunned.
Leaping Bolts Black Mage Recharge 3 Spell 5 N/A Yes Yes
(Tomes
You conjure a bolt of lightning that strikes a target enemy for 55 + Spellpower(%) Storm damage. The bolts then leap to each successive enemy, dealing progressively less damage for each foe struck until it misses.
Leananstone Generic At-Will Spell 1 No Useable
Leananstone
Throwing the stone will Stagger and deal 20 + Cunning + Willpower storm damage to all enemies hit.
Leech Generic Recharge 3 Spell 2 No Yes
(Tomes)
You drain life-force from an enemy, dealing 30 + Spellpower(%) 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
(Trainer)
You conjure a bolt of lightning and hurl it at a foe. The target is always struck for 15 + Spellpower(%) Storm damage before attacking its Magic Resistance. On a hit, all enemies suffer 15 + Spellpower(%) Storm damage.
Lustful Images Generic Recharge 2 Spell 2 No No Magic attack that deals moderate Resolve damage on a hit. On hit, target must pass a LustRes test or be Aroused for 1-2 turns.
Magic Missile Generic At-Will Multi-Turn
Interruptable
Spell
4 Yes No You launch several magic missiles at a target, dealing 15 + Spellpower(%) base penetrating damage. The more times you use this power in succession, the more its damage ramps up, to a maximum of (15 + Spellpower(%)) * 5 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(%) 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.
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 Generic Recharge 4 Spell 1 No No Spell attack that deals 20 + Spellpower(%) Resolve (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 N/A N/A Yes
(Trainer)
You inflict 20 + Spellpower(%) Fire, 20 + Spellpower(%) Frost and 20 + Spellpower(%) Storm damage to a foe. In addition, you reduce the target's resistance to Fire, Frost and Storm by -50 for 3 turns.
Psychic Blast Black Mage At-Will Spell 6 N/A N/A Yes
(Trainer)
You unleash a blast of psionic energy at a foe for 30 + Spellpower(%) 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 + Spellpower(%) + Presence * 2) Crushing damage.
Ray of Frost 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(%) Frost damage and is left Frigid for 3 turns.
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 20 + Spellpower(%) Tease damage, and the target becomes Aroused for 2 turns.
Shatter Generic Recharge 3 Spell 4 N/A No Yes
(Convocation)
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(%) Penetrating damage.
Solar Cannon 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 ??? Fire damage to the target, and ??? 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 20 + Spellpower(%) Psychic damage to an enemy's Resolve. On a hit, you recover half that amount of your own Resolve.
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(%) Fire damage. Hit or miss, all enemies' Magic Resistance is targeted by a secondary attack that, if successful, blinds them for 1 turn.
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(%) Resolve damage instead.
Vile Miasma Generic Recharge 3 Spell 2 Yes No You weave a wicked spell around an enemy, dealing 15 + Spellpower(%) Blight damage and Poisoning the target for 7 + Willpower for 3 turns.
Vitality Reap Black Mage Encounter Spell 6 No Yes
(Tomes & Trainer)
You release a cloud of corrupt gas upon your foes, drawing the vitality from their bodies. 45 + Spellpower(%) Blight damage is dealt and you regain 10 * (1 + (Spellpower / 100)) Resolve 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(%) Holy damage, and 18 + Spellpower(%) 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(%) 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(%) Fire damage.
Withering Bolt
W. Bolt
Black Mage At-Will Spell 1 Yes Yes
(Trainer)
You conjure a blast of raw magic, hurling it at a foe to deal 20 + Spellpower(%) Blight damage. The bolt explodes on contact, inflicting reduced damage to all other opponents.
Wintery Bellow 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(%) Crushing and 15 + Spellpower(%) Frost damage; if a target is Frigid, the damage is doubled.
Winter's Howl
WintersHowl
Generic Recharge 3 N/A 4 No No You scream with the winds of winter, bringing down its wrath upon all who would face you. All enemies take crushing and cold damage; if a target is frigid, the damage is doubled.

Summon Powers


Name Class Type Tags Level Used by Stealable Learnable Description
Call Falcon Generic Encounter Spell
Summon
3 No No Etheryn summons her white falcon companion, Harrick, from the skies.
Call Gnoll Generic Recharge 3 Spell
Summon
6 No No Summons a gnoll alpha.
Merc Reinforcements Generic Encounter Spell
Summon
4 No No Summon Marked Merk Mercenaries to your aid.
Mystic Call Encounter Recharge 1 Spell
Summon
1 No No Summon a puppet to fight by your side!
Shadow Clone
S. Clone
Generic Encounter Spell
Summon
2 No No Summon a Shadow Clone.
Spew Dragon Generic At-Will Spell
Summon
10 No No Creates a Corrupted Dragon minion.
Spew Elf Generic At-Will Spell
Summon
10 No No Creates a Corrupted Elf minion.
Sword Soul Generic Encounter Spell
Summon
6 No Useable
(Corrupted Dawnsword)
You meld your will with the Dawnsword's, allowing it to become more than just an extension of yourself and act on its own.
Summon Bull Generic Encounter Spell
Summon
1 No No Summon a raging, flaming bull.
Summon Effigy
Sum.Effigy
Generic Recharge 4 Spell
Summon
4 No Useable
(Effigy Seed)
Summon an Alraune Effigy.
Summon Flame Dancer Generic Encounter Summon
Spell
3 N/A N/A Yes
(Fire Temple)
Summon a dancer imbued with Terrestrial Fire to fight at your side.
Summon Flame Knight Generic Encounter Summon
Spell
3 N/A N/A Yes
(Fire Temple)
Summon a warrior imbued with Terrestrial Fire to fight at your side.
Summon Flame Spirit
Sum.FSpirit
Black Mage Encounter Spell
Summon
1 N/A 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.
Summon Golem
Sum.Golem
Generic Encounter Spell
Summon
2 No No Summon a Stone Elemental.
Summon Hornets Generic At-Will Summon 4 No No Summon Hornet Workers to your aid.
Summon Kiyoko
Sum.Kiyoko
Generic Encounter Spell
Summon
1 N/A No Useable
(Amulet of Union)
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 Spell
Summon
1 N/A No Useable
(Serpent Locket)
Summon the salamander princess Phyria to fight by your side!
Summon Sporeling
Sum.Sporeling
Generic Recharge 3 Spell
Summon
3 No No Summons Mineta, the adorable and highly explosive sporeling.
Summon Talsenne Generic Encounter Spell
Summon
7 N/A No Useable
(Ring of Fate)
Summon the ghostly storm shaman Talsenne to fight by your side!
Summon Wolf Spirit
Sum.WSpirit
Black Mage Encounter Spell
Summon
1 N/A No Yes
(Viviane)
Call forth the spirit of a wolf to fight by your side!
Summon Valkyrie
Sum.Valkyrie
Generic Recharge 3 Spell
Summon
4 No No Summon a Valkyrie.

Weapon Powers


Name Class Type Tags Level Used by Stealable Learnable Description
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 N/A 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.
Assassinate Thief Ultimate Weapon 5 N/A No Yes
(Trainer)
You make an weapon attack with +500 Attack Power, 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 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 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 Generic At-Will Weapon 3 No No Normal attack but always causes bleed on hit.
Chain Swing Generic Recharge 2 Melee 5 No No You make an attack against every enemy on the field using a heavy chain.
Chill Touch 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 2 Weapon
Melee
2 Yes Yes You whirl your weapon all around you, making a melee attack against every enemy on the field.
Crackle Powder
CrackPowder
Generic Recharge 4 Weapon
Ranged
2 N/A 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 Generic Recharge 3 Weapon
Ranged
1 Yes Yes
(Trainer)
You loose a barrage of missiles at a primary target for +50 Attack Power, and all other enemies for -25 Attack Power.
Dastardly 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.
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
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
(Tomes)
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 Warrior At-Will Weapon
Melee
8 Yes No You swing twice with your melee weapon, attacking the same target in quick succession.
Driving Shot Generic Recharge 2 Weapon
Ranged
5 Yes No 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 Generic Recharge 2 Weapon
Melee
5 Yes Yes
(Tomes)
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.
Dual Blitz Warrior Recharge 3 Weapon
Melee
DualWield
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 Ranged
Weapon
6 N/A N/A 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
TwoHand
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.
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 N/A No No Does normal damage and inflicts Poisoned for 3 turns. 1/encounter.
Eviscerate Generic Encounter Weapon
Melee
DualWield
4 No No 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
TwoHand
2 No No Make a massive swing aiming to lay low a wounded foe with a single strike. This attack imparts +15 Accuracy and +75 Attack Power, plus Attack Power equal to twice the percentage of the target's missing health.
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 Generic Recharge 3 Ranged 4 No Yes
(Ninja Stylin')
You make a ranged attack against every enemy on the field using a brace of daggers.
Frost Arrow Generic At-Will Weapon
Ranged
1 No Useable
(Whitewood Bow)
Enchant your attack with winter's kiss, adding (Spellpower / 10)(%) Frost damage. On a Critical Hit, the target becomes Frigid for a turn. (if the Champion: Requires the Whitewood Bow.)
Frostfire Shot Generic Rechearge 1 Ranged
Weapon
6 N/A N/A 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.
Giant's Reach Generic At-Will Weapon
Melee
DualWield
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.
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.
Ground Pound Generic Recharge 2 Melee
Weapon
5 No No Only/always used against Prone enemies. Has +100 Attack Power.
Holy Shock White Mage Recharge 1 Spell
Weapon
Melee
2 Yes No You swing your weapon through the air, creating a shockwave of energy that adds ??? 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 Generic Recharge 3 Spell
Weapon
Ranged
2 No No Enchant an arrow and make a ranged attack against a targeted foe. The arrow bursts, afflicting all enemies with 30 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 Generic At-Will Weapon N/A 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.
Nerves of Steel Generic Encounter Weapon
Ranged
Multi-Turn
Interruptable
2 Yes Yes
(Trainer)
You make an aimed attack on your turn. If you do not take Resolve damage before your next turn, the missile strikes with +200 Accuracy and +200 Attack Power, knocking your target Prone.
Overhand Smash 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 Spell
Weapon
Melee
4 Yes Yes
(Tomes)
You swing your weapon through the air, creating a shockwave of energy that adds (25 * (1 + (Spellpower / 100))) 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
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
Multiturn
Interruptable
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 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.
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.
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.
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.
Smite Evil White Mage Encounter Spell
Weapon
Melee
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 20 Resolve 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 Warrior Recharge 4 Weapon
Melee
TwoHand
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 10 Resolve and 50 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 Generic At-Will Weapon
Ranged
2 No No Enchant your arrows with the sun's fury, adding Spellpower / 10 Fire damage. On a Critical Hit, the the target starts Burning for a turn.
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 N/A No Yes
(Trainer)
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
(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 N/A No Yes
(Tomes)
You make a weapon attack targeting Magic Resistance, with a bonus ??? 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
DualWield
4 No No N/A
Trick Shot
T.Shot
Generic Recharge 3 Weapon
Ranged
3 Yes No You make a ranged attack and, if you hit, make a second attack at -40 Accuracy.
Triple Threat 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.
Wyvern Ignition Warrior Encounter Weapon
Melee
DualWield
4 No No N/A
Wide Sweep Warrior At-Will Weapon
TwoHand
Melee
1 Yes No 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 Sting Generic Recharge 3 Weapon
Ranged
1 Yes Yes
(Trainer)
You coat your ammo in wyvern venom, your attack deals 70% (current equipped weapon damage) Penetrating and 30% (current equipped weapon damage) Drug damage. On a hit, its target makes a Physical Resistance check to become Poisoned and Aroused for 2 turns.