Abilities

Enchanter

Healer

  1. Spirit of the Healer - Temporarily increases magic. From level 40, passively increases mana regeneration by 2.
  2. Better Healing Spells - Passive. Increases the effects of healing magic.
  3. Improved Support - Passive. Increases the effects of support spells.
  4. Sleep - Active. Temporarily incapacitates (puts to sleep) the target in combat.
  5. Swarm of Insects - Active. Releases an annoying swarm of insects on the target that poisons and disrupts spellcasting concentration for 1 minute.
  6. Shield of Spikes - Active. The healer conjures a magical shield for the target that absorbs 70 damage directed at the player.
  7. Mass Invisibility - Active. Makes all friendly creatures nearby invisible.

Forest guardian

  1. Heal Wound - Active. Instantly heals a bleeding wound.
  2. Spirit of the Bear - Active. Allows transformation into a bear.
  3. Stunning Blow - Paralyzes the target.
  4. Poisoned Claws - Active. Ability to poison the target (works only in transformed state).
  5. Spirit of the Panther - Active. Allows transformation into a panther.
  6. Disarm - Disarms the target if armed.
  7. Knockdown - Active. Ability to paralyze and knock the opponent off their horse (works only in transformed state).

Mage

Summoner

  1. Select Creature - Now gives the option to choose with the Summon Monster spell.
  2. Improved Stone Wall - Passive. Increases effects and duration of the Stone Wall spell.
  3. Summon Elemental Forces - Actively summons 2 spirit blades or water elementals without choice.
  4. Summon Medium Elementals - Passive. Allows summoning stronger minions.
  5. Masterful Control - Passive. Allows control of multiple minions.
  6. Summon Higher Elementals - Passive. Allows summoning the strongest minions.
  7. Elemental Control - Active. Charms and controls the targeted elemental.

Battle Mage

  1. Quick Teleport - Active. Ability to teleport very quickly to a target location.
  2. Fast Hands - Passive. Speeds up the mage’s recovery after casting a spell.
  3. Improved Reflection - Passive. Enhances the effect of the Reflection spell.
  4. Flash - Active. Blinds a human opponent.
  5. Ice Flame - Active. Hits the opponent with a powerful icy strike.
  6. Heat Weapon - Active. Heats the opponent’s weapon unbearably hot.
  7. Petrification - Active. Surrounds the caster with a stone barrier.

Ranger

Beastmaster

  1. Magic Tree - Active. Summons a tree that creates a sense of safety and heals all who touch it.
  2. Animal Relocation - Actively teleports all pets one tile away from the Lord of Beasts.
  3. Cat Agility - Actively increases the stamina of the beasts for a limited time.
  4. Bull Strength - Actively increases the health of the beasts for a limited time.
  5. Poison Protection - Actively grants the beasts immunity to all poisons.
  6. Berserk - Passive. Occasionally beasts launch reckless attacks. For a limited time beasts gain increased damage and hit chance.
  7. Beast Master - Passive. Allows the Lord of Beasts to tame special creatures.

Hunter

  1. Eagle Eye - Active. Temporarily improves the ranger’s vision to better aim at enemies.
  2. Signal Shot - Active. Illuminates the surroundings revealing all hidden things.
  3. Poisoned Arrow - Active. Allows the ranger to poison the arrow tip.
  4. Double Shot - Active. Skilled shooter fires two arrows simultaneously.
  5. Hard Shot - Active. The ranger aims precisely and releases a powerful shot.
  6. Psychic Arrow - Active. Fires an arrow that worsens the opponent’s mind.
  7. Snipe - Active. The ranger imbues the arrow with power so it flies farther than normal.

Necromancer

Deathlord

  1. Summon Undead - Active. Summons undead servants.
  2. Summon Dark Forces - Actively summons 2 skeleton knights or liches without choice.
  3. Masterful Control - Passive. Allows control of multiple servants.
  4. Empowered Undead Summoning - Passive. Allows summoning stronger servants.
  5. Empowered Lich Form - Passive. Enhances the lich form.
  6. Soul Storage - Active. The necromancer can cheat death as a lich.
  7. Undead Control - Actively charms and controls the targeted undead.

Soul Eater

  1. Attack to Defense - Active. Enchants weapon with a curse that destroys opponent’s armor.
  2. Better Curse - Passive. Extends the duration of enchantments.
  3. Dark Ritual - Active. Temporarily strengthens the necromancer; very tired afterward.
  4. Harm - Active. Enchants weapon with a dark spell.
  5. Curse of Power - Active. A mental strike that weakens the opponent.
  6. Better Embrace - Passive. Strengthens the vampire form.
  7. Souldrinker - Active. Enchants weapon with a curse that weakens the opponent and transfers their strength to the caster.

Thief

Bard

  1. Lucky Charm - Actively increases monsters’ chance for better loot.
  2. Song of Recovery - Active. Restores stamina to tired allies.
  3. Spiritual Song - Active. Helps allies better focus on mana flow.
  4. Song of First Aid - Active. Helps injured allies heal.
  5. Ballad of Knowledge - Actively increases the target’s skills.
  6. Song of Battle - Actively intimidates enemies around the caster.
  7. Song of Ages - Active. The bard enchants everyone nearby with music.

Shadow Hunter

  1. Bleeding - Passive. Grants the thief the bleeding weapon ability.
  2. Forbidden Maneuver - Active. Performs a sneaky attack on the target.
  3. Dodge - Active. The thief sidesteps.
  4. Stab - Active. The thief performs a sneaky strike on the target.
  5. Disappear - Active. The thief can instantly vanish from sight using body movements.
  6. Neurotic Poison - Stops the opponent who becomes unable to do anything.
  7. Backstab - Active. The thief strikes a unsuspecting opponent from behind with a devastating blow.

Warrior

Fierce Fighter

  1. Block - Active. The warrior temporarily defends better, making him much harder to hit.
  2. Stone Skin - Passive. The warrior’s skin has toughened over years of fighting.
  3. Provocation - Active. Provokes the opponent so they ignore everything else.
  4. Area Provocation - Actively attracts all monsters to the caster.
  5. Spell Reflection - Passive. Chance to reflect spells back to the opponent.
  6. Vitality - Passive. After years of training, the warrior’s body endures much more.
  7. Endure Pain - Active. The warrior focuses on the enemy and takes much less damage.

Sword Master

  1. Whip - Passive. Allows the warrior to use a whip.
  2. Devious Maneuver - Active. Blinds a human opponent.
  3. Stun - Active. Stuns the target with a strong blow.
  4. Crushing Blow - Active. The warrior swings a two-handed weapon and hits the target hard.
  5. Precise Strike - Active. The warrior focuses on the next strike to hit more easily.
  6. Leap - Active. Jumps to an unsuspecting opponent and strikes.
  7. Knockdown - Active. The warrior runs a short distance and attempts to knock down the opponent.

Monk

Cleric

  1. Healing Mantra - Actively increases Healing and Anatomy for a limited time. From level 40 adds 10 mana passively.
  2. Better Wound Healing - Passive. Improves magical healing, range up to 5 tiles (depending on level).
  3. Healing Wind - Active. Summons a magical breeze that heals the target.
  4. Improved Healing - Passive. Revives fallen adventurers with greater vitality, allows bandaging across one tile, speeds healing by 1/4 second.
  5. Infusion - Active. The cleric sacrifices own health for the target.
  6. Self Ress - Active. Divine power brings the cleric back to life but exacts a price...
  7. Angel - Active. Transforms the cleric into an angel; transformation is permanent, but if the player dies as an angel they are penalized.

Paladin

  1. Shield of Faith - Active. Strengthens the paladin’s defenses.
  2. Strike to the Shield - Active. Paladin strikes the opponent’s shield powerfully.
  3. Basic Weapon Skills - Passive. Allows use of special weapon strikes (concussion blow and mortal strike).
  4. Blind Faith - Passive. Paladin is immune to blindness.
  5. Advanced Weapon Skills - Passive. Allows use of special weapon strikes (crushing blow and paralyzing blow).
  6. Aura of Fury - Active. Paladin’s physical strength increases for a time but at a cost...
  7. Inquisition - Active. Weakens enemies’ aura and grants self resistance to magic.