THE PLAYER’S REFERENCE
A little help
for the road ahead.
Search class skills, spells, and full player-help entries.
Or start with a class overview if you’re finding your feet.
abyssal ward
Passive: a demon may devour spell-stripping entropy.
Read help ↗Cleric · Antipaladinaerial servant
An invisible air servant does your bidding.
Read help ↗Cleric · Paladinaid
+10 hit points and +1 damroll.
Read help ↗Cleric · Paladin · Antipaladinanimate dead
Raises a corpse as a zombie or wight.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardAPPRAISE
Read the complete player-help entry for this topic.
Read help ↗MageARCANE
Read the complete player-help entry for this topic.
Read help ↗Magearcane aegis
Give each nearby group member a separate damage-absorbing ward.
Read help ↗Magearcane breach
Double damage against an eligible shield for six rounds.
Read help ↗Magearcane nova
Strike an area with arcane force.
Read help ↗Magearcane pulse
Damage a foe and extend your existing Arcane Exposure.
Read help ↗Magearcane reclamation
Recover mana after eligible group victories.
Read help ↗Mage · Cleric · Paladin · Antipaladin · Monkarmor
Read the full player-help entry.
Read help ↗WarriorATTRITION MASTERY
Read the complete player-help entry for this topic.
Read help ↗Monkavalanche
AVALANCHE <foe> (50 mana): a crushing palm, stronger with each Resolve; spends all Resolve.
Read help ↗Thiefbackstab
Ambush an unhurt foe from behind and open a deep bleeding wound.
Read help ↗Monkbalance
BALANCE or MEDITATE: evens hit points, mana and moves (1-minute cooldown).
Read help ↗Cleric · Paladin · Antipaladinbanishment
Sends demons, devils, elementals and spirits home.
Read help ↗Druidbarkskin
BARKSKIN (25 mana): your skin turns to bark: better armor and 8% less damage, as long as Sanctuary lasts. Yourself only; it stacks with Armor.
Read help ↗Warriorbarrier breach
20% chance to bypass sanctuary on a hit.
Read help ↗Warrior · Paladin · Antipaladin · Monkbash
Knock a foe sitting and open it to more damage.
Read help ↗Warriorbattle prowess
Passive: +4 hitroll and +4 damroll; +10% experience for damage dealt.
Read help ↗Warriorbattle shout
+4 hitroll and damroll aura for the group (12 hours).
Read help ↗Clericbeacon of light
Marks a group member to share in your healing.
Read help ↗DruidBEAR
Read the complete player-help entry for this topic.
Read help ↗Warrior · Antipaladinberserk
Unleash strikes against every creature in the room.
Read help ↗Ninjablade flurry
(-100 SP) A 5-round escalating finisher.
Read help ↗NinjaBLADE SHEATH
Read the complete player-help entry for this topic.
Read help ↗Thief · NinjaBLEEDING
Read the complete player-help entry for this topic.
Read help ↗Cleric · Paladinbless
Better hitroll and saves.
Read help ↗Mage · Cleric · Antipaladin · Monkblindness
Read the full player-help entry.
Read help ↗Warrior · Paladin · Antipaladin · Monk · Bardblock
Block a single incoming hit with a shield; opens Parry.
Read help ↗Druidbloodfrenzy
BLOODFRENZY (no mana, 2-minute wait, in a fight): for three rounds you hit 20% harder, Twin Claws always strikes, Ferocity builds twice as fast, and you regain 15% of your mana.
Read help ↗Bardblur
Distorts a player's form, lowering their armor class.
Read help ↗Druidbramblehide
Passive: the part of any blow above 15% of your maximum hit points is halved, and monsters that hit you are stung by thorns.
Read help ↗Cleric · Paladin · Antipaladin · Druidcall lightning
Lightning from a stormy sky.
Read help ↗Clericcalm
Ends the fighting in a room.
Read help ↗DruidCAT
Read the complete player-help entry for this topic.
Read help ↗Cleric · Antipaladincause wounds
Wounds one target; grows stronger with level.
Read help ↗Ninjacaustic ash
(-25 SP) +10% to any open wound (yours, or a thief's backstab or circle) and 8 more rounds.
Read help ↗Magecharm
Read the full player-help entry.
Read help ↗Magechill touch
Chill a foe and hinder its defense.
Read help ↗Thiefcircle
Slip behind a foe engaged with an ally to strike and renew your bleed.
Read help ↗Monkcleansing palm
CLEANSINGPALM <ally> (35 mana): remove poison, blindness and curses.
Read help ↗Warriorcleave
Cleave other foes you are fighting for up to 20%.
Read help ↗Bardconfusion
Disorients a monster, causing it to lash out at random or flee.
Read help ↗Mageconjure elemental
Read the full player-help entry.
Read help ↗Clericcontrol weather
Makes the weather better or worse.
Read help ↗Bardcountermelody
Shields your group from hostile spells and interrupts enemy healing magic.
Read help ↗Monkcrackling fist
CRACKLINGFIST <foe> (27 mana): melee and ki at once; takes whichever alternation bonus is primed.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardCRAFT
Read the complete player-help entry for this topic.
Read help ↗Thief · Warriorcraftsmanship
Assemble useful gear and supplies from gathered components.
Read help ↗Cleric · Paladin · Antipaladincreate food
Conjures a meal.
Read help ↗Bardcreate light
Conjures a glowing ball of light into your inventory.
Read help ↗Cleric · Paladin · Antipaladincreate water
Fills a container with water.
Read help ↗Ninjacrippling kassatsu
Passive: Level 24. Puncture opens physical resistance by 10%; Caustic Ash widens the breach to 20% for your entire party.
Read help ↗Cleric · Paladin · Monkcure wounds
Heals one target; grows stronger at 5 and 9.
Read help ↗Magecurse
Read the full player-help entry.
Read help ↗Antipaladindark covenant
+4 hitroll and damroll for your group in the room.
Read help ↗Ninjadark focus
(free) Meditate in combat to restore 30 SP. Also: MEDITATE.
Read help ↗Cleric · Paladin · Antipaladindeath's door
Brings a dying creature back to 0 hit points.
Read help ↗Druiddeeproot
Passive: a blow that would kill you leaves you at 1 hit point and you take half damage for three rounds. Once every 5 minutes.
Read help ↗Warriordefensive bastion
Passive: +25 max hit points, -25 armor class and tanking experience.
Read help ↗Mage · Cleric · Paladin · Antipaladin · Monkdetect poison
Read the full player-help entry.
Read help ↗Magedirected teleport
Read the full player-help entry.
Read help ↗Thiefdirt kick
Kick dirt into a foe's eyes to blind it briefly.
Read help ↗Warriordisarm
Knock the weapon from a foe's grip.
Read help ↗MonkDISCIPLINE
Read the complete player-help entry for this topic.
Read help ↗Magedisintegrate
Consume Arcane Exposure for a heavy strike.
Read help ↗Cleric · Paladin · Monk · Druiddispel magic
Cures blindness, poison and curses.
Read help ↗Paladindivine interception
Passive: shield your group from area attacks.
Read help ↗Warriordual wield
Fight with an offhand weapon.
Read help ↗Cleric · Antipaladin · Druidearthquake
Shakes every foe in the room.
Read help ↗Druidearthshake bellow
BELLOW (32 mana, 2-minute wait): your group here takes 20% less damage for three rounds.
Read help ↗Monkebb tide
EBBTIDE (27.5% base mana, 45-second cooldown): for three rounds 20% of your group's damage (+5% per Current spent) heals its most wounded member.
Read help ↗Mageenchant armor
Read the full player-help entry.
Read help ↗Mageenchant weapon
Read the full player-help entry.
Read help ↗Antipaladinenergy drain
Drains experience, mana and moves; heals you.
Read help ↗Mageengulf
Consume Burning for a heavy strike.
Read help ↗Thiefenvenom
Coat your blade in lethal venom that poisons foes with your strikes.
Read help ↗Thiefevasion
Passively twist aside to dodge incoming melee attacks.
Read help ↗Mageevocation
Channel three rounds to restore 60 percent mana while taking and dealing no damage.
Read help ↗Thiefexploit weakness
Passively deal heavier damage to tripped, blinded, or poisoned foes.
Read help ↗Thieffast hands
Passively speed up trap and poison preparation and strike immediately when assisting.
Read help ↗Thieffeint
Deceive a foe with a false strike, throwing off its attack accuracy.
Read help ↗MageFIRE
Read the complete player-help entry for this topic.
Read help ↗Magefire bolt
Ignite a nearby foe.
Read help ↗Magefireball
Damage a foe and extend your existing Burning.
Read help ↗Magefireblast
Blast an area with fire.
Read help ↗Cleric · Antipaladinflamestrike
A column of holy fire.
Read help ↗Thiefflash trap
Set a blinding flash charge before battle to dazzle all enemies in the room.
Read help ↗MonkFLOW
Read the complete player-help entry for this topic.
Read help ↗Bardfly
Grants a player magical flight over water and rough terrain.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardFORGE
Read the complete player-help entry for this topic.
Read help ↗BardFORGED
Read the complete player-help entry for this topic.
Read help ↗Bardforget
Erases a monster's memory so it forgets past hostilities.
Read help ↗Druidforked lightning
FORKEDLIGHTNING <foe> (36 mana): strikes your foe and arcs to two more. +1 Attunement.
Read help ↗Bardfriends
Calms a monster and charms it into following you.
Read help ↗Ninjagale shuriken
(-15 SP) A razor star of shadow.
Read help ↗Druidgash
GASH <foe> (18 mana): a deep wound that keeps bleeding. +1 Ferocity.
Read help ↗Clericgate
Opens a gate for a servant; stronger at 17 and 21.
Read help ↗Druidgnarlhide
GNARLHIDE (16 mana): spend all Rage: 6% less damage per point for four rounds.
Read help ↗Bardgolden harmony
Unlocks the ability to play three harmonies at once through the Conservatory trial.
Read help ↗Warrior · Antipaladingrapple
Lock yourself and a foe together, reducing attacks for two rounds.
Read help ↗Druidgreenwell
Passive: regain 2% of your maximum mana each round of a fight; no end-of-fight refund.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardGROUP
Read the complete player-help entry for this topic.
Read help ↗Cleric · Paladin · Monkgroup armor
Armor for your whole group.
Read help ↗Clericgroup heal
Heals everyone in your group.
Read help ↗Bardgroup inspire
Rallies your group, raising everyone's hitroll and damroll when sung or played.
Read help ↗Magegroup invisibility
Read the full player-help entry.
Read help ↗Cleric · Monkgroup recall
Returns your whole group to the temple.
Read help ↗Clericgroup sanctuary
Sanctuary for your whole group.
Read help ↗Clericgroup summon
Brings your group and their pets to you.
Read help ↗Mage · Cleric · Paladin · Antipaladin · Monkgroup true sight
Read the full player-help entry.
Read help ↗Paladinguardian angel
A celestial guardian; stronger orders at 10-26.
Read help ↗Druidgutting claw
GUTTINGCLAW <foe> (23 mana): spend all Ferocity on a bleed that grows with each point.
Read help ↗Druidhammerpaw
HAMMERPAW <foe> (15 mana): a heavy blow. +1 Rage.
Read help ↗Cleric · Antipaladinharm
Leaves the target barely alive.
Read help ↗Bardharmonic renewal
Restores hit points or mana to your group members each round.
Read help ↗Bardharmony
Unlocks the ability to play a combat harmony through the Conservatory trial.
Read help ↗Cleric · Paladinheal
Read the full player-help entry.
Read help ↗Clerichealing grace
Passive: experience for healing grouped players.
Read help ↗Monkhealing hands
Passive: 15% of your blows' damage heals your most wounded group member each round.
Read help ↗Druidhearthfur
Passive: while you are a bear, your group here takes 6% less damage.
Read help ↗Thiefhide
Conceal yourself in the shadows of a room.
Read help ↗Druidhobble
HOBBLE <foe> (20 mana): tear at its legs: slowed and unable to flee for three rounds. +1 Ferocity.
Read help ↗Magehold
Read the full player-help entry.
Read help ↗Bardhopelessness
Demoralizes a foe in combat, lowering its hitroll and damroll.
Read help ↗Thief · Monk · Druidhunt
Actively pursue a quarry along its trail through the zone.
Read help ↗MageICE
Read the complete player-help entry for this topic.
Read help ↗Mageice lance
Damage a foe and extend your existing Chill.
Read help ↗Mageice storm
Strike an area with ice.
Read help ↗Bardillusion
Conjures a phantom double to strike your foe alongside you each round.
Read help ↗Antipaladininfernal pact
A bound demon; greater demons answer at 10-26.
Read help ↗Bardinfluence
Charms a shopkeeper into offering lower prices on goods.
Read help ↗Mageinformation
Read the full player-help entry.
Read help ↗Mageinner gateway
Read the full player-help entry.
Read help ↗Monkinner strength
Raises strength.
Read help ↗Bardinspire
Inspires a player before battle, raising their hitroll and damroll.
Read help ↗BardINSTRUMENT
Read the complete player-help entry for this topic.
Read help ↗Monkinterrupt
INTERRUPT [mob] (40 mana): arm a guard against that mob's next spell or special proc. Three successful interrupts per fight; normal swings and scripted events are not blocked.
Read help ↗Mage · Monkinvisible
Read the full player-help entry.
Read help ↗Druidjugular
JUGULAR <foe> (27 mana): spend all Ferocity on one big strike that grows with each point.
Read help ↗Ninjakatana expertise
Passive: +10% physical katana damage.
Read help ↗Monkki barrier
KIBARRIER (30 mana): a monster's blows lash back at it for a few rounds.
Read help ↗Monkki blast
A blast of ki that hurls a foe back.
Read help ↗Monkki bolt
A bolt of ki that grows with your level.
Read help ↗Monkki dodge
KIDODGE (40 mana; 32 in Mountain): every melee swing misses for at least a round, about three on average; 12-second cooldown from successful activation.
Read help ↗Monkki wellspring
Passive: regain about 1% of your maximum mana each round of a fight, with rounding; no end-of-fight refund.
Read help ↗Warrior · Paladin · Antipaladin · Monkkick
A quick kick.
Read help ↗Bardknow history
Recalls a monster's lore to reveal its forged equipment drops.
Read help ↗Warriorlast stand
Spend half your hit points for 20% damage reduction.
Read help ↗Druidleap
LEAP <foe> (25 mana): from STALK, leap on a foe for heavy damage; it loses its next round. +2 Ferocity.
Read help ↗Ninjaleg sweep
(-10 SP) Knock a foe down, causing brief lag.
Read help ↗Druidlick wounds
LICKWOUNDS (16 mana): spend all Rage to heal 2% of your maximum hit points per point, each round for three rounds.
Read help ↗Monklife's return
LIFESRETURN <ally> (17.5% base mana): a large emergency heal comparable to Restore, stronger with Current; also clears poison and blindness.
Read help ↗Bardlifesong
Steadily heals your own wounds each round of combat.
Read help ↗MageLIGHTNING
Read the complete player-help entry for this topic.
Read help ↗Magelightning bolt
Shock a foe with lightning.
Read help ↗Magelightning spear
Damage a foe and extend your existing Electrified.
Read help ↗Monkliving current
LIVINGCURRENT <ally> (12.5% base mana): immediate healing and a four-round heal-over-time. Attacks build Current twice as fast as healing does.
Read help ↗Mage · Monklocate object
Read the full player-help entry.
Read help ↗Bardlullaby
Soothes a creature into an enchanted sleep.
Read help ↗Magemagic missile
A reliable arcane bolt.
Read help ↗Bardmagical dissonance
Weakens enemy magical defenses in the room, allowing spells to pierce resistance.
Read help ↗Magemagical script
Read the full player-help entry.
Read help ↗Clericmagical vestment
Invisible armor: 20 points of armor class.
Read help ↗Bardmass charm
Captivates the monsters in the room, charming them into following you.
Read help ↗Monkmending palm
MENDINGPALM [ally] (7.5% base mana): strike your foe; the damage heals the ally (or you).
Read help ↗Bardmirror image
Surrounds you with illusory doubles that absorb incoming attacks.
Read help ↗Magemonsum one
Read the full player-help entry.
Read help ↗Magemonsum three
Read the full player-help entry.
Read help ↗Magemonsum two
Read the full player-help entry.
Read help ↗MonkMOUNTAIN
Read the complete player-help entry for this topic.
Read help ↗Monkmountain call
MOUNTAINCALL (48 mana): every foe fighting your group turns on you.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardNEWBIEGUIDE
Read the complete player-help entry for this topic.
Read help ↗Mageoverload
Consume Electrified; arcs to two engaged enemies.
Read help ↗Warriorparry
Counter after a block for 150% weapon damage.
Read help ↗Monkperfect form
PERFECTFORM (100 mana, or 37.5% base mana in Flow; 90-second cooldown): Mountain guards the group; Flow gives a group healing current; Tempest empowers alternating hits and spells. Stronger at level 30.
Read help ↗Bardpetrify
Blasts a monster with a sonic shockwave and turns it to stone.
Read help ↗Ninjaphantom clone
(-40 SP) Manifest a shadow clone for the entire fight that mirrors all attacks and bleeds for 30% damage (+1 SP per hit with katana).
Read help ↗Thiefpick lock
Pick locked doors and containers without a key.
Read help ↗Bardpiercing symphony
Tears open a bleeding wound on a foe for as long as you play.
Read help ↗BardPLAY
Read the complete player-help entry for this topic.
Read help ↗Cleric · Antipaladinpoison
Poisons a creature, food or drink.
Read help ↗Warrior · Paladin · Antipaladin · Monkpound
Knock a foe sitting and open it to more damage.
Read help ↗Cleric · Druid · BardPRACTICE
Read the complete player-help entry for this topic.
Read help ↗MonkPROMPT
Read the complete player-help entry for this topic.
Read help ↗Cleric · Paladinprotection from evil
Wards off the attacks of evil creatures.
Read help ↗Cleric · Antipaladinprotection from good
Wards off the attacks of good creatures.
Read help ↗Warrior · Paladin · Monkpummel
Knock a foe resting and open it to heavy damage; scales with strength.
Read help ↗Ninjapuncture
(-20 SP) A katana thrust; 10% bleed for 6 rounds.
Read help ↗Druidquagmire
QUAGMIRE (40 mana): mud slows every foe fighting your group for three rounds. +1 Attunement.
Read help ↗Monkquiet palm
QUIETPALM <mob> (40 mana): for three rounds that mob deals 25% less damage and loses its extra attacks.
Read help ↗Monkradiant burst
A burst of radiant energy.
Read help ↗Warriorrallying cry
Restore 50% hit points and mana to the party (3-minute cooldown).
Read help ↗Cleric · Antipaladinreanimate
Raises a corpse as a wraith.
Read help ↗Cleric · Paladin · Antipaladinrebuke
Strikes a foe regardless of alignment.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardREFORGE
Read the complete player-help entry for this topic.
Read help ↗Clericregenerate
The target regenerates hit points faster.
Read help ↗Cleric · Paladinrejuvenate
Restores movement points.
Read help ↗Druidrekindle
REKINDLE (60 mana, in a fight): bring a fallen companion back at half health.
Read help ↗Druid · BardREMORT
Read the complete player-help entry for this topic.
Read help ↗Clericremove paralysis
Ends hold or petrification.
Read help ↗Druidrend
REND <foe> (14 mana): raking claws. Half again as strong when your panther fights the same foe. +1 Ferocity.
Read help ↗Warrior · Paladin · Monk · Druidrescue
Take over the fight from a group member.
Read help ↗Bardresonance
Channels your remaining mana into a protective hit point barrier around a group member.
Read help ↗Cleric · Paladinrestore
A full heal.
Read help ↗Clericresurrect
Returns experience a dead player lost.
Read help ↗Thiefretreat
Slip away safely from a fight while an ally holds the enemy's attention.
Read help ↗Paladinrighteous conviction
Legacy skill; paladin alignment is always +1000.
Read help ↗Druidrockfall
ROCKFALL (40 mana): stones rain on every foe fighting your group. +1 Attunement.
Read help ↗Monkrolling thunder
ROLLINGTHUNDER <foe> (44 mana): three fast strikes that build Storm.
Read help ↗Monkrooted strikes
Passive: a landed kick, bash, pound or pummel adds a Resolve each round.
Read help ↗Druidrootgrip
ROOTGRIP <foe> (25 mana): roots hold a foe for three rounds: it is slowed and cannot flee.
Read help ↗Paladinsacred intervention
A blessing for your group in the room.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardSALVAGE
Read the complete player-help entry for this topic.
Read help ↗Cleric · Paladin · Antipaladinsanctuary
Halves the damage the target takes.
Read help ↗Thiefsap
Knock an unengaged creature unconscious before battle begins.
Read help ↗Druidsapmend
SAPMEND [ally] (30 mana): heal an ally now and a little more for three rounds.
Read help ↗Bardscare
Terrifies a monster into fleeing from the room.
Read help ↗Thiefscoundrel's fortune
Passively grant your group a second chance to uncover forged equipment on a kill.
Read help ↗Warriorsecond wind
Heal yourself mid-fight (5-minute cooldown).
Read help ↗Monkserenity
Ends the fighting in a room.
Read help ↗Ninjashadow anchor
(-40 SP) Resist a boss throwing you from the room.
Read help ↗Thiefshadowstep
Step into the shadows behind a foe to empower your next Circle.
Read help ↗Mageshatter
Consume Chill for a heavy strike.
Read help ↗Warriorshield bash
Slam a foe prone: its attacks fail and it takes double damage.
Read help ↗DruidSHIFT
Read the complete player-help entry for this topic.
Read help ↗Bardsilver harmony
Unlocks the ability to play two harmonies at once through the Conservatory trial.
Read help ↗BardSING
Read the complete player-help entry for this topic.
Read help ↗Druidskybolt
SKYBOLT <foe> (16 mana): a bolt of lightning. +1 Attunement.
Read help ↗Magesleep
Read the full player-help entry.
Read help ↗Bardslow
Slows a monster's tempo, reducing its attacks per round when sung or played.
Read help ↗Ninjasmoke bomb
(-35 SP) Break the fight; dazes the monster 2 rounds.
Read help ↗Thiefsnare trap
Set a snare before battle and spring it to hamper a foe's attacks each round.
Read help ↗Thiefsneak
Move silently from room to room without being noticed.
Read help ↗NinjaSP
Read the complete player-help entry for this topic.
Read help ↗DruidSPIRIT
Read the complete player-help entry for this topic.
Read help ↗Druidspirit bond
SPIRITBOND (40 mana, outside a fight): call your spirit companion. It takes your shape: a bear spirit, a shadow panther or a storm hawk.
Read help ↗Monkspring rain
SPRINGRAIN (12.5% base mana): heal the nearby group; stored Current makes it stronger.
Read help ↗Thiefspringblade trap
Set a concealed blade trap before battle and spring it on a foe for heavy damage.
Read help ↗Druidstalk
STALK (10 mana, outside a fight): move unseen and hidden for a short while.
Read help ↗Druidstampede call
STAMPEDE (60 mana, in a fight): a stampede tramples every foe for three rounds and knocks them down. The level 30 calls share one 5-minute wait.
Read help ↗Warriorstance
Choose the offensive or defensive stance.
Read help ↗Monkstand before
STANDBEFORE <ally> (40 mana): for five rounds intercept physical and magical damage aimed at one group member, up to a per-round limit.
Read help ↗Magestatic field
Disrupt foes in an area.
Read help ↗Monksteady ground
STEADYGROUND (52 mana): improve the armor of nearby group members.
Read help ↗Thiefsteal
Slip gold or carried items from an unsuspecting creature.
Read help ↗Ninjastealth
(free) Meld into the shadows; aggressive monsters ignore you.
Read help ↗Ninjastealth strike
(+10 SP) A devastating katana ambush from stealth.
Read help ↗Monkstillwater veil
STILLWATER <ally> (90 mana): single-target sanctuary-like protection for as long as Sanctuary lasts. It shares Sanctuary's protection slot and cannot stack.
Read help ↗Monkstone body
STONEBODY (44 mana): sanctuary-like protection, armor, and 20% more maximum hit points for as long as Sanctuary lasts (8+ game hours); does not stack with Sanctuary.
Read help ↗Monkstone echo
Passive: at 3+ Resolve your blows heal you for 10% of their damage (more with Dexterity).
Read help ↗Clericstone skin
A brief, strong armor class bonus.
Read help ↗Druidstonespear
STONESPEAR <foe> (24 mana): a spear of stone; at 3+ Attunement it knocks the foe down. +1 Attunement.
Read help ↗BardSTOP
Read the complete player-help entry for this topic.
Read help ↗DruidSTORM
Read the complete player-help entry for this topic.
Read help ↗Monkstorm brand
STORMBRAND <foe> (31 mana, 12-second cooldown): for six rounds your ki strikes on it hit 20% harder and each adds a Storm.
Read help ↗Monkstorm chain
STORMCHAIN <foe> (53 mana): strike one foe, then chain at half and a quarter strength to up to two more.
Read help ↗Monkstorm lance
STORM LANCE: a lance of storm-charged ki through one foe.
Read help ↗Druidstormswarm
STORMSWARM (60 mana, in a fight): storm-crows strike every foe for three rounds.
Read help ↗Magestrength
Read the full player-help entry.
Read help ↗Bardsuggestion
Compels a monster to obey a single command.
Read help ↗Cleric · Paladin · Antipaladin · Monksummon
Brings a creature to you.
Read help ↗Druidsundering
SUNDERING <foe> (32 mana): spend all Attunement on one huge strike; 4 or more knocks the foe down.
Read help ↗Druidsweeping claw
SWEEPINGCLAW (30 mana): claw every foe fighting your group. +1 Rage.
Read help ↗Mage · Monkteleport
Read the full player-help entry.
Read help ↗MonkTEMPEST
Read the complete player-help entry for this topic.
Read help ↗Monktempest palm
TEMPESTPALM <foe> (no mana): a charged melee filler. Melee primes the next ki spell; a ki spell primes the next melee hit, and alternating returns 2% of your mana once a round. Storm gains share a two-point round limit. Before Thunderclap, a full Storm makes the next palm 50% stronger.
Read help ↗Ninjatempest shuriken
(-25 SP) A heavy storm star that dazes the foe.
Read help ↗Magethaumaturgy
Read the full player-help entry.
Read help ↗Monkthrow
Throw an item or weapon at a target.
Read help ↗Monkthunderclap
THUNDERCLAP <foe> (22 mana): spend all Storm for heavy damage; 4+ Storm knocks the foe down. A full Storm left a round breaks on its own for a third. Neither finisher refills Storm or refunds weaving mana; Brand and weaving do not multiply together on them.
Read help ↗Druidthunderhead
THUNDERHEAD <foe> (28 mana): a storm cloud strikes the foe each round for four rounds. +1 Attunement.
Read help ↗Magetown portal
Read the full player-help entry.
Read help ↗Thief · Warrior · Monk · Druidtrack
Sense the trail leading toward a quarry.
Read help ↗ThiefTRAPS
Read the complete player-help entry for this topic.
Read help ↗Thieftrip
Sweep a foe's legs out from under it, knocking it down and preventing flight.
Read help ↗Mage · Cleric · Paladin · Antipaladin · Monk · Druidtrue sight
Read the full player-help entry.
Read help ↗Druidtwin claws
Passive: a chance of a second claw attack each round, like Double Hit. The first one each round gives +1 Ferocity.
Read help ↗Monkunbreakable
Passive: the part of any blow above 15% of your maximum hit points is halved.
Read help ↗Bardunconscious
Stuns a monster out of combat, knocking it unconscious.
Read help ↗Antipaladinunholy conviction
Legacy skill; antipaladin alignment is always -1000.
Read help ↗Monkunmaking
Unmakes the target.
Read help ↗Monkunmoving
UNMOVING (32 mana, 2-minute cooldown): for three rounds take 25% less damage and rise at once when knocked down.
Read help ↗Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · BardVAULT
Read the complete player-help entry for this topic.
Read help ↗Ninjaveil of darkness
(-35 SP, tanking) Blind the foe; a sure disarm.
Read help ↗Ninjaveil of mist
(-20 SP) Optical distortion: -25 armor class.
Read help ↗Monkvenom touch
Poisons a creature, food or drink.
Read help ↗Ninjavoid shuriken
(-35 SP) An armor-piercing void disc.
Read help ↗Magewand mastery
A wielded wand makes enemies less likely to save against your spells.
Read help ↗Mage · Monkwaterwalk
Read the full player-help entry.
Read help ↗Warrior · Paladin · Antipaladinweapons knowledge
50% chance to strike for double damage.
Read help ↗Mageweb
Read the full player-help entry.
Read help ↗Druidwild aspect
WILDASPECT (80 mana, 3-minute wait): your shape's great power for a few rounds: Elder Bear, Apex Predator or Skyfather's Wrath.
Read help ↗Druidwildpack
WILDPACK (60 mana, in a fight): spirit wolves tear at your foe for three rounds and make it bleed.
Read help ↗Clericword of recall
Returns you to your temple.
Read help ↗No help entries match. Try a different phrase or class.