Powers

From Corruption of Champions II
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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 is active. This power is learned from the Convocation of Mirrors event.

Name Class Type Tags Level Used by Stealable? Learnable? Description Note
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.
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.
Aim: Weapon Generic Recharge 4 Ranged
Weapon
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.
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.
Ancestor's Judgement
Ancest.Judge
Generic Recharge 3 Spell 2 No No Call upon ancient guardians to strike directly at the will of an opponent with phantasmal weaponry. On a hit, deal X Crushing and Y Fatigue damage. Gain +25 Physical and Magical Resistance and stun immunity for 1 turn. X = 20 (base) + Spellpower (%)
Y = 15 (base) + Spellpower (%)
Aphrodisiac Sting
AphroSting
Generic Recharge 4 N/A 1 Yes No You conjure a venom-laced stinger, dealing X Penetrating and Y Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns. X = 20 (base) + Attack Power (%)
Y = 10 (base) + Attack Power (%)
Arc Cannon Black Mage Recharge 4 Spell 4 No Yes (Tome of Arc Cannon) You fire a stream of thunderous energy in an arc across the battlefield, targeting evasion and dealing X storm damage to all enemies. On a miss, the target takes half damage instead. X = 40 (base) + Spellpower (%)
Arcane Shot Generic At-Will Ranged
Weapon
4 N/A 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 N/A No Yes 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.
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.
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 X damage shield and deal Y additional Holy damage with weapon attacks for the rest of the encounter. X = 20 (base) + (Spellpower / 4)
Y = 10 (base) + (Spellpower / 5)
Banish
Banish Summon
Black Mage At-Will Spell 4 No No You target a summoned creature, instantly returning it from whence it came by dealing X Raw damage. This ability does not miss. X = 250 (base) + Spellpower (%)
Banishment Black Mage Ultimate Spell 5 N/A No Yes You banish a foe to the Ways Between for 2 rounds, removing them from combat. Constructs and Ethereals instead take X Raw damage. X = 250 (base) + Spellpower (%)
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.
Blessing White Mage Recharge 3 Spell
Ally
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 and Spellpower 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.
Blue Flame Blade
BFlameBlade
Generic At-Will Stance
Spell
4 No No You coat your weapon in foxfire, adding X Fire damage to your weapon attacks and setting enemies alight when you critically strike them. X = Spellpower / 2
Bloodrage Generic Recharge 3 Melee 2 No No You rip and tear at an enemy, reveling in their demise. This attack deals X damage and recovers health equal to half damage dealt. X = 30 (base) + Attack Power (%)
Blood Let Generic At-Will Weapon 3 No No Normal attack but always causes bleed on hit.
Bolstering Dance
BolsDance
Charmer At-Will Stance
Performance
1 No Yes You use your dancing to invigorate your allies, restoring 10 Resolve to all allies, then restoring X Resolve and granting +10 Evasion and Mental Resistance each turn thereafter. X = 5 (base) + (Presence / 2)
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.
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.
Butt Stomp Generic At-Will Tease
Melee
2 No No N/A Take wing, flying high in the air before diving ass-first towards your target.
By The Horns Warrior Ultimate Melee 5 No No You charge into the enemy ranks, goring and knocking them prone! You deal up to X split Crushing and Penetrating damage, increasing the fewer targets there are. X = 200 (base) + Attack Power (%)
Call Falcon Generic Encounter Summon
Spell
3 No No Etheryn summons her white falcon companion, Harrick, from the skies.
Calm Mind Generic Recharge 5 Spell 1 No Yes (requires Magatama) Calm your mind, increasing Focus and Spellpower by +15 for 3 turns and restoring X Resolve. X = Spellpower / 2
Carnal Hex Generic Recharge 2 Spell 1 Yes Yes (Tome of Carnal Hex) You weave a carnal spell over your victim, dealing 18 Tease damage. If the target is Aroused, all other enemies take 9 Tease damage as well. X = 18 (base) + Spellpower (%)
Y = 9 (base) + Spellpower (%)
Centaur Trample
TaurTrample
Generic Recharge 3 Melee 2 No No A single-target attack that always critically strikes against knocked-down enemies.
Charge Generic Recharge 6 Melee 2 No No Charges the party down. Knocks down on hit, disarms on critical.
Charge Weapon White Mage At-Will Stance
Spell
4 No Yes You charge your weapon with argent light, causing it to deal bonus Holy damage equal to half your Spellpower so long as you maintain the stance. On assuming the stance, deal X Holy damage to all enemies. X = 10 (base) + Spellpower (%)
Chainmail Jiggle
ChainJiggle
Generic Recharge 4 Tease
Chest
1 No No AoE boobcentric tease attack. Long recharge.
Charm Spell Charmer Recharge 3 Spell 2 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 X Mind damage and becomes Aroused for 3 turns. X = 10 (base) + (Presence / 2)
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 3 Weapon
Melee
2 Yes Yes You whirl your weapon all around you, making a melee attack against every enemy on the field.
Cold Snap Generic Recharge 4 Spell 3 Yes No You conjure forth a blast of cold magic that overwhelms a foe, dealing X Frost damage. On a hit, the target becomes Stunned for 1 turn and Frigid for 3 turns. X = 35 (base) + Spellpower (%)
Command Pheromones
CmdPher
Generic Recharge 2 Healing
Spell
Ally
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.
Counterspell Generic Recharge 4 Spell 4 No Yes (Tome of Counterspell) 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 -X Spellpower penalty. X = Spellpower / 4
Crackle Powder
CrackPowder
Generic Recharge 4 Ranged
Weapon
2 N/A 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 Generic Recharge 3 Ranged
Weapon
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.
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.
Dark Thoughts Generic Recharge 4 Spell 4 No No Copy of the Black Mages "Dark Magic" power, high mind damage, applies the "terrified" debuff, 4 turn recharge. Mind damage = 15 (base) + (Spellpower (%)/2)
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.
Defend Generic At-Will N/A 1 N/A 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.
Detonate Generic Encounter Multiturn 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 Resolve and 25% of their maximum Health.
Dirty Trick Thief Recharge 3 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 (Tome of Disarm) 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.
Devious Ruse Black Mage Recharge 4 Spell 4 No No You employ a devious ruse that attacks the sanity of all enemies on the field. All foes must pass a Mental Resistance check versus your Spellpower or receive a random debuff. If the debuff cannot be applied, the target suffers X Resolve damage instead. X = 35 (base) + Spellpower (%)
Dominance
Amazon Strike
Warrior Recharge 4 Melee 2 Yes Yes You claim one of your foes as yours for after the battle, slamming into them to deal X Crushing damage and leaving them Aroused. This ability generates high Threat. X = 55 (base) + Attack Power (%)
Used to be called Amazon Strike
Double Attack Warrior At-Will Weapon
Melee
8 Yes No You swing twice with your melee weapon, attacking the same target in quick succession.
Dragon's Breath 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 . X Fire damage, or half as much on a miss.
Driving Thrust Generic Recharge 2 Weapon
Melee
5 Yes No 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 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.
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.
Echoes of Life
EchoesLife
Geneirc 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.
Entropic Winds
EntroWinds
White Mage Recharge 4 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 X Frost damage and become Staggered for 2 turns. X = 15 (base) + Spellpower (%)
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.
Envenom Generic Encounter Weapon N/A No No Does normal damage and inflicts Poisoned for 3 turns. 1/encounter.
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.
Execute Generic Recharge 4 Weapon
Melee
TwoHand
2 No No Make a massive swing with a two-handed weapon, aiming to lay low a wounded foe with a single strike. This attack imparts +50 Attack Power, plus Attack Power equal to the percentage of the target's maximum Health already lost.
Fan of Blades
FanOfBlades
Generic Recharge 3 Ranged 4 No No You make a ranged attack against every enemy on the field using a brace of daggers.
Feather Dance
FeathDance
Generic Recharge 3 Tease 2 No No Deals a large amount of Tease damage but lowers Evasion for a turn.
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 X Fire damage on a hit, or half as much on a miss. X = 40 (base) + Spellpower (%)
Fire Bolt Generic At-Will Spell 1 Yes No You conjure a blast of raw magic, hurling it at a foe to deal X Fire damage. X = 30 (base) + Spellpower (%)
Fire Walk Charmer Recharge 1 Stance 3 No No You become engulfed in flames, granting you +15 Physical and Magical Resistance and dealing X Fire damage to all enemies. Enemies who hit you with physical attacks take Y Tease damage. Drains 8 Resolve per turn while active. X = 10 + Willpower * 2
Y = 3 + Willpower
Flight Generic At-Will Stance 1 No No Take flight and cause melee attacks from non-flying targets to miss more often.
Foxfire Generic At-Will Spell 1 No No Direct fire-based magic damage on a single target and also inflicts the burn condition for 3 rounds.
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%.
Frost Arrow Generic At-Will Ranged
Weapon
1 No Yes (requires Whitewood Bow) Enchant your attacks with winter's kiss, adding 10% of your spellpower as Frost damage. On a Critical Hit, the target becomes Frigid for a turn.
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.
Garrote Thief Encounter Melee 4 Yes Yes You slip behind an enemy and go for the throat with +50 Accuracy, inflicting X raw damage and Silencing for 2 turns on a hit. If the attack misses, the target is still Staggered for 2 turns. X = 100 (base) + Attack Power (%)
Giant's Reach
GiantReach
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.
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.
Groping Tentacles
GropeTentacles
Genetic At-Will Spell 3 No Yes Call forth tentacles from the void to grope and arouse the target. The tentacles target Mental Resistance, dealing X tease damage. Requires the Girthy Rod. X = 15 (base) + Spellpower (%)
Group Heal White Mage Recharge 4 Healing
Spell
Ally
2 No Yes 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 You use your body as a shield for your comrades. You gain X Shield HP, and while in the stance gain a +10 bonus to Evasion and Armor and generate 25% more Threat. X = Max HP * 0.1
Harpy Song Generic Encounter Multiturn
Interruptable
Performance
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 Healing
Spell
Ally
1 No Yes With a gentle prayer, you heal yourself or a targeted ally for 30% of their maximum Health and remove any Bleeding.
Heat Weapon Generic Recharge 2 Spell 1 No Yes (Tome of Heat Weapon) You turn a foe's weapon red-hot, dealing X Fire damage. If they fail a Physical Resistance check versus your Spellpower, they are Disarmed for one round. X = 10 (base) + Spellpower (%)
Hex Black Mage Recharge 4 Spell 1 No No You exacerbate an enemy's pain, dealing X Blight damage. For every debuff on the target, this spell gains Y additional Blight damage, up to 4 times. If there are 3 or more debuffs on the target, it must make a Magic Resistance check or be stunned for 1 round. X = 20 (base) + Spellpower (%)
Y = 10 (base) + Spellpower (%)
Honey Slather Generic At-Will N/A 1 No No Just a basic-type tease attack. Deals drug-type resolve damage.
Inspiration Charmer Ultimate Spell
Ally
5 N/A No Yes 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.
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 X Storm damage. On a critical hit, the target is Stunned. X = 30 (base) + Spellpower(%)
Kiaijutsu Generic Recharge 3 N/A 1 Yes Yes (Tome of Kiaijutsu) You gather your chi in a mighty shout, manipulating your energies to empower your blows and overwhelm your opponents. You gain +25 Attack Power for 2 rounds, while your target must make a Mental Resistance check or suffer X crushing damage and be knocked prone. X = 10 (base) + Attack Power (%)
Kitsunetsuki
Fox Possession
Generic Recharge 11 Spell 4 No Yes (requires Fox Jewel) 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.
Life-Bond
LifeBond
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.
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 X Storm damage before attacking its Magic Resistance. On a hit, all enemies suffer X Storm damage. X = 15 (base) + Spellpower(%)
Leech Generic Recharge 3 Spell 2 No Yes (Tome of Leech) You drain life-force from an enemy, dealing X 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. X = 30 (base) + Spellpower (%)
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 X Tease damage. X = 15 (base) + Presence
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.
Lusty Tentacles
LustTent
Generic At-Will Weapon N/A No No Basic attack. On a crit, knocks the target prone.
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.
Magic Missile Generic At-Will Multiturn
Interruptable
Spell
4 No No You launch several magic missiles at a target, dealing X base penetrating damage. The more times you use this power in succession, the more its damage ramps up, to a maximum of Y on the 5th and further uses. X = 15 (base) + Spellpower (%)
Y = 15 * 5 (base) + Spellpower (%)
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.
Mass Drain Black Mage Encounter Spell 4 No No You turn yourself into a void, draining life-force from all enemies on the field. X Blight damage is dealt and if the target is not undead or a construct, you regain health equal to damage dealt. Does not miss. X = 35 (base) + Spellpower (%)
Mega-Heal Generic Recharge 3 Healing
Spell
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.
Merc Reinforcements
MercReinf
Generic Encounter Summon
Spell
4 No No Summon Marked Merk Mercenaries to your aid.
Mind Snap Charmer Ultimate Tease 5 No No You snap your fingers, Stunning your foe and dealing X Resolve damage. X = 100 (base) + Presence
Mirror Image Generic Encounter Stance
Spell
Ally
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 of Mirrors) 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. Allows the learning of Stealable powers if stuck by it while stance is active
Mystic Call Generic Recharge 1 Spell
Summon
1 No No Summon a puppet to fight by your side! Summons at random a:
Nerves of Steel
NervesOfSteel
Generic Encounter Ranged
Weapon
Multiturn
Interruptable
2 Yes Yes 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.
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.
One-Two Generic Recharge 4 N/A 3 No No You conjure a venom-laced stinger, making two hits that each deal X Penetrating and Y Drug damage. A secondary attack against Mental Resistance leaves the target Aroused for 2 turns. X = 20 (base) + Attack Power
Y = 10 (base) + Attack Power
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.
Overcharge Charmer Recharge 3 Ally 1 No No You overcharge yourself, decreasing Armor and Ward by -10, but gaining X Storm damage and +20 Accuracy to your weapon, physical, and spell attacks for 3 rounds. X = Spellpower / 2
Overhand Smash Generic At-Will Weapon 4 No No Basic attack with +50 Attack Power. Staggers on Crit.
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.
Poison Edge Generic Encounter Weapon 4 No No Attack with +200 Attack Power, +25 Accuracy and poison target for 3 turns.
Pollen Spray
Pol.Spray
Generic Recharge 4 Spell 1 No No Spell attack that deals X Resolve (Pheromone) damage on a hit. A secondary attack against Lust Resistance inflicts Aroused for 2 turns. Recharge 4. X = 20 (base) + Spellpower (%)
Pollination Generic Encounter Multiturn
Interruptable
Performance
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.
Pocket Sand Generic At-Will N/A 1 No No Blinding attack vs. PhysRes. Lasts 1 round. Deals no damage.
Power Wave Black Mage Recharge 1 Spell
Weapon
Melee
4 Yes No You swing your weapon through the air, creating a shockwave of energy that adds X storm damage to your attack. This power is considered a ranged attack for the purpose of hitting flying enemies, triggering ripostes, and so forth. X = 40 * (1 + (Spellpower/100))
Prime Target Generic Encounter Weapon
Melee
2 Yes Yes 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.
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.
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.
Quake Generic Recharge 3 Melee 3 Yes No Conjure forth a pair of stone fists to slam the ground, dealing X Crushing damage to all non-flying enemies and knocking the primary target prone. X = 15 (base) + Attack Power (%)
Raging Thurible
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 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.
Ray of Frost
RayOfFrost
Black Mage Recharge 2 Spell 4 N/A Yes Yes You conjure a ray of chilling frost, targeting a single enemy. On a hit, the target takes X Frost damage and is left Frigid for 3 turns. X = 40 (base) + Spellpower (%)
Rend Warrior Recharge 3 Weapon 1 Yes Yes You cut deep, striking with a bonus +50 Attack Power. If you succeed a secondary attack against the target's Physical Resistance, you cause the target to Bleed for 2 turns.
Revive White Mage Ultimate Ally 5 N/A No Yes 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.
Rush Generic Recharge 3 Multiturn
Interruptable
Melee
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.
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 X Tease damage, and the target becomes Aroused for 2 turns. X = 20 (base) + Spellpower (%)
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.
Shatter Generic Recharge 3 Spell 4 N/A No Yes (Convocation of Mirrors) Channeling the magic of Tychris, you shatter the aether around you and launch a barrage of glass-like shards at all enemies for X Penetrating damage. X = 40 (base) + Spellpower (%)
Shatterstrike
S.Strike
Generic Recharge 2 Ranged
Weapon
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 Warrior Ultimate N/A 5 No No You surround yourself in a near-impenetrable magical barrier, gaining a X damage shield and generating massive Threat. X = 150 (base) + (Toughness * 5)
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.
Shield Bash Generic Recharge 3 Shield
Melee
2 No No Smash your enemy with your shield. On a hit, deal 30 Crushing damage and stagger the enemy for 2 rounds.
Shield of Light
ShieldLight
White Mage Recharge 4 Spell
Ally
4 No Yes You surround yourself or an ally in soothing light, granting X points of Shield HP and regenerating Y Health each round so long as the shield lasts — up to 3 turns. X = 50 (base) * (1 + (Spellpower / 100))
Y = 20 (base) * (1 + (Spellpower / 100))
Smite Evil White Mage Encounter Spell
Weapon
Melee
4 Yes Yes You infuse your weapon with radiance and make a single attack with +50 Accuracy, dealing an additional X base Holy damage and recovering 20 Resolve for yourself and all allies on a hit. X = 50 (base) * (1 + (Spellpower / 100))
Smoke Bomb Thief Encounter N/A 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
SongCourage
Charmer At-Will Stance
Performance
4 N/A No Yes You sing a song of valor, enhancing the Attack Power, Mental Resistance, and Focus of yourself and your allies by +X for the duration. You and all allies recover Y Health when you start singing. X = Presence
Y = 10 (base) + Presence
Song of Splendor
SongSplendor
Charmer Encounter Tease
Performance
4 Yes Yes You sing a song of splendor and desire, dealing X Mind damage to all enemies when first sung, and empowering the Sexiness of yourself and your companions for the next 5 turns. X = 25 (base) + (Spellpower / 2)
Song of Storms
SongStorms
Charmer Recharge 4 Ally 1 N/A 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 Storm damage equal to your Spellpower, lasting for 3 turns.
Soothing Dance Charmer At-Will Ally 4 No Yes Using your dances to de-escalate one ally's desires, you restore X Resolve and alleviate the Aroused condition. X = 20 (base)+ (Presence / 2)
Soul Arrow Black Mage Recharge 2 Spell 4 Yes Yes You conjure a blast of psychic force, dealing X Mind damage to an enemy's Resolve. On a hit, you recover half that amount of your own Resolve. X = 25 (base) + Spellpower (%)
Spider's Stride
SpidersStride
Generic Recharge 5 Tease
Chest
5 No No Make a tease attack against all enemies and staggers for 2 turns.
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 `You shape spiritual power into a physical barrier surrounding yourself or an ally. The target gains X Shield HP, +10 Evasion, and +15 Physical and Magic Resistance for the encounter. X = 10 (base) * (1 + (Spellpower / 100))
Steady Strike Warrior Recharge 4 Weapon
Melee
TwoHand
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 10 Resolve and 50 Health.
Stick and Move
Stick&Move
Generic At-Will Ranged
Weapon
1 N/A Yes Yes You vie for better positioning while attacking. Your attack suffers -25 attack power, but you gain +50 initiative on the next turn.';
Summon Effigy
Sum.Effigy
Generic Recharge 4 Summon
Spell
4 No No Summon an Alraune Effigy. Can be done by using the Effigy Seed item during combat.
Summon Flame Spirit
Sum. FSpirit
Black Mage Encounter Spell
Summon
1 N/A 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 a Flame Spirit
Summon Hornets Generic At-Will Summon 4 No No Summon Hornet Workers to your aid.
Summon Kiyoko
Sum.Kiyoko
Generic Encounter Summon
Spell
1 N/A No Yes (requires 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 Summon
Spell
1 N/A No Yes (requires Serpent Locket) Summon the salamander princess Phyria to fight by your side!
Summon Shadow Clone
S. Clone
Generic Encounter Summon
Spell
2 No No Summon a Shadow Clone.
Summon Stone Elemental
Sum. Golem
Generic Encounter Summon
Spell
2 No No Summon a Stone Elemental.
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 X Fire damage. Hit or miss, all enemies' Magic Resistance is targeted by a secondary attack that, if successful, blinds them for 1 turn. X = 30 (base) + Spellpower (%)
Suppressive Fire
SuppFire
Generic Encounter Ranged
Weapon
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 -35 Accuracy, drawing high threat, and grant +20 initiative, accuracy and evasion to all allies for 2 turns.
Sure Shot Generic Recharge 1 Ranged
Weapon
4 N/A Yes Yes You make an attack with +200 Accuracy, effectively guaranteeing that your shot lands and deals critical damage.
Tackle Generic Recharge 3 Melee 2 Yes No Lunge at your target and attempt to pin them, knocking them prone and inflicting X Crushing and Y Tease damage. X = 20 (base) + Attack Power (%)
Y = 10 (base) + Attack Power (%)
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.
Tail Whack Generic At-Will Melee 1 No Yes (requires a thick tail) Give your foe a thump with your tail, dealing X Crushing Damage and Y (Fire/Frost/Tease) Damage. Requires a thick tail. Damage type varies based on the owner's tail type.
Ice Tail = Ice Damage
Fire Tail = Fire Damage
Regular Tail = Tease Damage

X = 20 (base regular) or 30 (base special) + Attack Power (%)
Y = 10 (base) + Attack Power (%)
Tentacle Shield
T. Shield
Charmer Recharge 4 Ally 2 No No N/A Applies Shield HP of 60
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.
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.
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 hefty resolve damage instead. 35 Mental damage if no debuff
Trick Shot
T.Shot
Generic Recharge 3 Ranged
Weapon
1 Yes No You make a ranged attack and, if you hit, make a second attack at -40 Accuracy.
Triple Threat Generic Recharge 4 Ranged
Weapon
2 N/A 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.
Unbreakable Warrior Ultimate N/A 5 N/A 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 Shield
Ally
4 N/A 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.
Vile Miasma Generic Recharge 3 Spell 2 Yes No You weave a wicked spell around an enemy, dealing X Blight damage and Poisoning the target for Y for 3 turns. X = 15 (base) + Spellpower (%)
Y = 7 (base) + Willpower
Vine Restraints
VineRestraint
Generic Recharge 5 Multiturn
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 X, 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. X = 1d20 + Strength > 20
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 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 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 X Mind damage and inflict Terror for 5 turns. In addition, your allies shake off Terrified and Staggered. X = 25 (base) + (Presence / 2)
War Stomp Generic Encounter Melee 1 No No Rears up and stomps the ground, stunning one target.
White Fire White Mage Recharge 1 Spell 1 Yes Yes You hurl a ray of burning radiance at a foe. The bolt deals X Holy damage, and X Fire damage. A second attack against Magic Resistance causes the target to Burn for 1 turn as well. X = 18 (base) + Spellpower (%)
Will-o-Wisp
WillOWisp
Generic At-Will Spell 4 No No You shroud a foe in ghostly blue flame, dealing X Fire damage. The target must pass a Magic Resistance check or be set aflame for 2 turns. If the target is already burning, the flames wash out over all other enemies on the field, dealing Y Fire damage. X = 20 (base) + Spellpower (%)
Y = 10 (base) + Spellpower (%)
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 X Blight damage. The bolt explodes on contact, inflicting reduced damage to all other opponents. X = 20 (base) + Spellpower (%)
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.
Wyvern Sting Generic Recharge 3 Ranged
Weapon
1 Yes Yes You coat your ammo in wyvern venom, your attack deals X Penetrating and Y Drug damage. On a hit, its target makes a Physical Resistance check to become Poisoned and Aroused for 2 turns. X = Current Weapon Damage * 0.7
Y = Current Weapon Damage * 0.3