Abilities
Enchanter
Healer
- Spirit of the Healer - Temporarily increases magic. From level 40, passively increases mana regeneration by 2.
- Better Healing Spells - Passive. Increases the effects of healing magic.
- Improved Support - Passive. Increases the effects of support spells.
- Sleep - Active. Temporarily incapacitates (puts to sleep) the target in combat.
- Swarm of Insects - Active. Releases an annoying swarm of insects on the target that poisons and disrupts spellcasting concentration for 1 minute.
- Shield of Spikes - Active. The healer conjures a magical shield for the target that absorbs 70 damage directed at the player.
- Mass Invisibility - Active. Makes all friendly creatures nearby invisible.
Forest guardian
- Heal Wound - Active. Instantly heals a bleeding wound.
- Spirit of the Bear - Active. Allows transformation into a bear.
- Stunning Blow - Paralyzes the target.
- Poisoned Claws - Active. Ability to poison the target (works only in transformed state).
- Spirit of the Panther - Active. Allows transformation into a panther.
- Disarm - Disarms the target if armed.
- Knockdown - Active. Ability to paralyze and knock the opponent off their horse (works only in transformed state).
Mage
Summoner
- Select Creature - Now gives the option to choose with the Summon Monster spell.
- Improved Stone Wall - Passive. Increases effects and duration of the Stone Wall spell.
- Summon Elemental Forces - Actively summons 2 spirit blades or water elementals without choice.
- Summon Medium Elementals - Passive. Allows summoning stronger minions.
- Masterful Control - Passive. Allows control of multiple minions.
- Summon Higher Elementals - Passive. Allows summoning the strongest minions.
- Elemental Control - Active. Charms and controls the targeted elemental.
Battle Mage
- Quick Teleport - Active. Ability to teleport very quickly to a target location.
- Fast Hands - Passive. Speeds up the mage’s recovery after casting a spell.
- Improved Reflection - Passive. Enhances the effect of the Reflection spell.
- Flash - Active. Blinds a human opponent.
- Ice Flame - Active. Hits the opponent with a powerful icy strike.
- Heat Weapon - Active. Heats the opponent’s weapon unbearably hot.
- Petrification - Active. Surrounds the caster with a stone barrier.
Ranger
Beastmaster
- Magic Tree - Active. Summons a tree that creates a sense of safety and heals all who touch it.
- Animal Relocation - Actively teleports all pets one tile away from the Lord of Beasts.
- Cat Agility - Actively increases the stamina of the beasts for a limited time.
- Bull Strength - Actively increases the health of the beasts for a limited time.
- Poison Protection - Actively grants the beasts immunity to all poisons.
- Berserk - Passive. Occasionally beasts launch reckless attacks. For a limited time beasts gain increased damage and hit chance.
- Beast Master - Passive. Allows the Lord of Beasts to tame special creatures.
Hunter
- Eagle Eye - Active. Temporarily improves the ranger’s vision to better aim at enemies.
- Signal Shot - Active. Illuminates the surroundings revealing all hidden things.
- Poisoned Arrow - Active. Allows the ranger to poison the arrow tip.
- Double Shot - Active. Skilled shooter fires two arrows simultaneously.
- Hard Shot - Active. The ranger aims precisely and releases a powerful shot.
- Psychic Arrow - Active. Fires an arrow that worsens the opponent’s mind.
- Snipe - Active. The ranger imbues the arrow with power so it flies farther than normal.
Necromancer
Deathlord
- Summon Undead - Active. Summons undead servants.
- Summon Dark Forces - Actively summons 2 skeleton knights or liches without choice.
- Masterful Control - Passive. Allows control of multiple servants.
- Empowered Undead Summoning - Passive. Allows summoning stronger servants.
- Empowered Lich Form - Passive. Enhances the lich form.
- Soul Storage - Active. The necromancer can cheat death as a lich.
- Undead Control - Actively charms and controls the targeted undead.
Soul Eater
- Attack to Defense - Active. Enchants weapon with a curse that destroys opponent’s armor.
- Better Curse - Passive. Extends the duration of enchantments.
- Dark Ritual - Active. Temporarily strengthens the necromancer; very tired afterward.
- Harm - Active. Enchants weapon with a dark spell.
- Curse of Power - Active. A mental strike that weakens the opponent.
- Better Embrace - Passive. Strengthens the vampire form.
- Souldrinker - Active. Enchants weapon with a curse that weakens the opponent and transfers their strength to the caster.
Thief
Bard
- Lucky Charm - Actively increases monsters’ chance for better loot.
- Song of Recovery - Active. Restores stamina to tired allies.
- Spiritual Song - Active. Helps allies better focus on mana flow.
- Song of First Aid - Active. Helps injured allies heal.
- Ballad of Knowledge - Actively increases the target’s skills.
- Song of Battle - Actively intimidates enemies around the caster.
- Song of Ages - Active. The bard enchants everyone nearby with music.
Shadow Hunter
- Bleeding - Passive. Grants the thief the bleeding weapon ability.
- Forbidden Maneuver - Active. Performs a sneaky attack on the target.
- Dodge - Active. The thief sidesteps.
- Stab - Active. The thief performs a sneaky strike on the target.
- Disappear - Active. The thief can instantly vanish from sight using body movements.
- Neurotic Poison - Stops the opponent who becomes unable to do anything.
- Backstab - Active. The thief strikes a unsuspecting opponent from behind with a devastating blow.
Warrior
Fierce Fighter
- Block - Active. The warrior temporarily defends better, making him much harder to hit.
- Stone Skin - Passive. The warrior’s skin has toughened over years of fighting.
- Provocation - Active. Provokes the opponent so they ignore everything else.
- Area Provocation - Actively attracts all monsters to the caster.
- Spell Reflection - Passive. Chance to reflect spells back to the opponent.
- Vitality - Passive. After years of training, the warrior’s body endures much more.
- Endure Pain - Active. The warrior focuses on the enemy and takes much less damage.
Sword Master
- Whip - Passive. Allows the warrior to use a whip.
- Devious Maneuver - Active. Blinds a human opponent.
- Stun - Active. Stuns the target with a strong blow.
- Crushing Blow - Active. The warrior swings a two-handed weapon and hits the target hard.
- Precise Strike - Active. The warrior focuses on the next strike to hit more easily.
- Leap - Active. Jumps to an unsuspecting opponent and strikes.
- Knockdown - Active. The warrior runs a short distance and attempts to knock down the opponent.
Monk
Cleric
- Healing Mantra - Actively increases Healing and Anatomy for a limited time. From level 40 adds 10 mana passively.
- Better Wound Healing - Passive. Improves magical healing, range up to 5 tiles (depending on level).
- Healing Wind - Active. Summons a magical breeze that heals the target.
- Improved Healing - Passive. Revives fallen adventurers with greater vitality, allows bandaging across one tile, speeds healing by 1/4 second.
- Infusion - Active. The cleric sacrifices own health for the target.
- Self Ress - Active. Divine power brings the cleric back to life but exacts a price...
- Angel - Active. Transforms the cleric into an angel; transformation is permanent, but if the player dies as an angel they are penalized.
Paladin
- Shield of Faith - Active. Strengthens the paladin’s defenses.
- Strike to the Shield - Active. Paladin strikes the opponent’s shield powerfully.
- Basic Weapon Skills - Passive. Allows use of special weapon strikes (concussion blow and mortal strike).
- Blind Faith - Passive. Paladin is immune to blindness.
- Advanced Weapon Skills - Passive. Allows use of special weapon strikes (crushing blow and paralyzing blow).
- Aura of Fury - Active. Paladin’s physical strength increases for a time but at a cost...
- Inquisition - Active. Weakens enemies’ aura and grants self resistance to magic.