THE GATES ARE STILL CLOSED — IN DEVELOPMENTFollow our progress Read the Journal ↗

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.

Antipaladin

abyssal ward

Passive: a demon may devour spell-stripping entropy.

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Cleric · Antipaladin

aerial servant

An invisible air servant does your bidding.

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Cleric · Paladin

aid

+10 hit points and +1 damroll.

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Cleric · Paladin · Antipaladin

animate dead

Raises a corpse as a zombie or wight.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

APPRAISE

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Mage

ARCANE

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Mage

arcane aegis

Give each nearby group member a separate damage-absorbing ward.

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Mage

arcane breach

Double damage against an eligible shield for six rounds.

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Mage

arcane nova

Strike an area with arcane force.

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Mage

arcane pulse

Damage a foe and extend your existing Arcane Exposure.

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Mage

arcane reclamation

Recover mana after eligible group victories.

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Mage · Cleric · Paladin · Antipaladin · Monk

armor

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Warrior

ATTRITION MASTERY

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Monk

avalanche

AVALANCHE <foe> (50 mana): a crushing palm, stronger with each Resolve; spends all Resolve.

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Thief

backstab

Ambush an unhurt foe from behind and open a deep bleeding wound.

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Monk

balance

BALANCE or MEDITATE: evens hit points, mana and moves (1-minute cooldown).

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Cleric · Paladin · Antipaladin

banishment

Sends demons, devils, elementals and spirits home.

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Druid

barkskin

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.

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Warrior

barrier breach

20% chance to bypass sanctuary on a hit.

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Warrior · Paladin · Antipaladin · Monk

bash

Knock a foe sitting and open it to more damage.

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Warrior

battle prowess

Passive: +4 hitroll and +4 damroll; +10% experience for damage dealt.

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Warrior

battle shout

+4 hitroll and damroll aura for the group (12 hours).

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Cleric

beacon of light

Marks a group member to share in your healing.

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Druid

BEAR

Read the complete player-help entry for this topic.

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Warrior · Antipaladin

berserk

Unleash strikes against every creature in the room.

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Ninja

blade flurry

(-100 SP) A 5-round escalating finisher.

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Ninja

BLADE SHEATH

Read the complete player-help entry for this topic.

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Thief · Ninja

BLEEDING

Read the complete player-help entry for this topic.

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Cleric · Paladin

bless

Better hitroll and saves.

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Mage · Cleric · Antipaladin · Monk

blindness

Read the full player-help entry.

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Warrior · Paladin · Antipaladin · Monk · Bard

block

Block a single incoming hit with a shield; opens Parry.

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Druid

bloodfrenzy

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.

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Bard

blur

Distorts a player's form, lowering their armor class.

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Druid

bramblehide

Passive: the part of any blow above 15% of your maximum hit points is halved, and monsters that hit you are stung by thorns.

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Cleric · Paladin · Antipaladin · Druid

call lightning

Lightning from a stormy sky.

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Cleric

calm

Ends the fighting in a room.

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Druid

CAT

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Cleric · Antipaladin

cause wounds

Wounds one target; grows stronger with level.

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Ninja

caustic ash

(-25 SP) +10% to any open wound (yours, or a thief's backstab or circle) and 8 more rounds.

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Mage

charm

Read the full player-help entry.

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Mage

chill touch

Chill a foe and hinder its defense.

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Thief

circle

Slip behind a foe engaged with an ally to strike and renew your bleed.

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Monk

cleansing palm

CLEANSINGPALM <ally> (35 mana): remove poison, blindness and curses.

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Warrior

cleave

Cleave other foes you are fighting for up to 20%.

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Bard

confusion

Disorients a monster, causing it to lash out at random or flee.

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Mage

conjure elemental

Read the full player-help entry.

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Cleric

control weather

Makes the weather better or worse.

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Bard

countermelody

Shields your group from hostile spells and interrupts enemy healing magic.

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Monk

crackling fist

CRACKLINGFIST <foe> (27 mana): melee and ki at once; takes whichever alternation bonus is primed.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

CRAFT

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Thief · Warrior

craftsmanship

Assemble useful gear and supplies from gathered components.

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Cleric · Paladin · Antipaladin

create food

Conjures a meal.

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Bard

create light

Conjures a glowing ball of light into your inventory.

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Cleric · Paladin · Antipaladin

create water

Fills a container with water.

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Ninja

crippling kassatsu

Passive: Level 24. Puncture opens physical resistance by 10%; Caustic Ash widens the breach to 20% for your entire party.

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Cleric · Paladin · Monk

cure wounds

Heals one target; grows stronger at 5 and 9.

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Mage

curse

Read the full player-help entry.

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Antipaladin

dark covenant

+4 hitroll and damroll for your group in the room.

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Ninja

dark focus

(free) Meditate in combat to restore 30 SP. Also: MEDITATE.

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Cleric · Paladin · Antipaladin

death's door

Brings a dying creature back to 0 hit points.

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Druid

deeproot

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.

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Warrior

defensive bastion

Passive: +25 max hit points, -25 armor class and tanking experience.

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Mage · Cleric · Paladin · Antipaladin · Monk

detect poison

Read the full player-help entry.

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Mage

directed teleport

Read the full player-help entry.

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Thief

dirt kick

Kick dirt into a foe's eyes to blind it briefly.

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Warrior

disarm

Knock the weapon from a foe's grip.

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Monk

DISCIPLINE

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Mage

disintegrate

Consume Arcane Exposure for a heavy strike.

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Cleric · Paladin · Monk · Druid

dispel magic

Cures blindness, poison and curses.

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Paladin

divine interception

Passive: shield your group from area attacks.

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Warrior

dual wield

Fight with an offhand weapon.

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Cleric · Antipaladin · Druid

earthquake

Shakes every foe in the room.

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Druid

earthshake bellow

BELLOW (32 mana, 2-minute wait): your group here takes 20% less damage for three rounds.

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Monk

ebb 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.

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Mage

enchant armor

Read the full player-help entry.

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Mage

enchant weapon

Read the full player-help entry.

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Antipaladin

energy drain

Drains experience, mana and moves; heals you.

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Mage

engulf

Consume Burning for a heavy strike.

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Thief

envenom

Coat your blade in lethal venom that poisons foes with your strikes.

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Thief

evasion

Passively twist aside to dodge incoming melee attacks.

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Mage

evocation

Channel three rounds to restore 60 percent mana while taking and dealing no damage.

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Thief

exploit weakness

Passively deal heavier damage to tripped, blinded, or poisoned foes.

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Thief

fast hands

Passively speed up trap and poison preparation and strike immediately when assisting.

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Thief

feint

Deceive a foe with a false strike, throwing off its attack accuracy.

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Mage

FIRE

Read the complete player-help entry for this topic.

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Mage

fire bolt

Ignite a nearby foe.

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Mage

fireball

Damage a foe and extend your existing Burning.

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Mage

fireblast

Blast an area with fire.

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Cleric · Antipaladin

flamestrike

A column of holy fire.

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Thief

flash trap

Set a blinding flash charge before battle to dazzle all enemies in the room.

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Monk

FLOW

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Bard

fly

Grants a player magical flight over water and rough terrain.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

FORGE

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Bard

FORGED

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Bard

forget

Erases a monster's memory so it forgets past hostilities.

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Druid

forked lightning

FORKEDLIGHTNING <foe> (36 mana): strikes your foe and arcs to two more. +1 Attunement.

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Bard

friends

Calms a monster and charms it into following you.

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Ninja

gale shuriken

(-15 SP) A razor star of shadow.

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Druid

gash

GASH <foe> (18 mana): a deep wound that keeps bleeding. +1 Ferocity.

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Cleric

gate

Opens a gate for a servant; stronger at 17 and 21.

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Druid

gnarlhide

GNARLHIDE (16 mana): spend all Rage: 6% less damage per point for four rounds.

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Bard

golden harmony

Unlocks the ability to play three harmonies at once through the Conservatory trial.

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Warrior · Antipaladin

grapple

Lock yourself and a foe together, reducing attacks for two rounds.

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Druid

greenwell

Passive: regain 2% of your maximum mana each round of a fight; no end-of-fight refund.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

GROUP

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Cleric · Paladin · Monk

group armor

Armor for your whole group.

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Cleric

group heal

Heals everyone in your group.

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Bard

group inspire

Rallies your group, raising everyone's hitroll and damroll when sung or played.

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Mage

group invisibility

Read the full player-help entry.

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Cleric · Monk

group recall

Returns your whole group to the temple.

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Cleric

group sanctuary

Sanctuary for your whole group.

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Cleric

group summon

Brings your group and their pets to you.

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Mage · Cleric · Paladin · Antipaladin · Monk

group true sight

Read the full player-help entry.

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Paladin

guardian angel

A celestial guardian; stronger orders at 10-26.

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Druid

gutting claw

GUTTINGCLAW <foe> (23 mana): spend all Ferocity on a bleed that grows with each point.

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Druid

hammerpaw

HAMMERPAW <foe> (15 mana): a heavy blow. +1 Rage.

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Cleric · Antipaladin

harm

Leaves the target barely alive.

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Bard

harmonic renewal

Restores hit points or mana to your group members each round.

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Bard

harmony

Unlocks the ability to play a combat harmony through the Conservatory trial.

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Cleric · Paladin

heal

Read the full player-help entry.

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Cleric

healing grace

Passive: experience for healing grouped players.

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Monk

healing hands

Passive: 15% of your blows' damage heals your most wounded group member each round.

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Druid

hearthfur

Passive: while you are a bear, your group here takes 6% less damage.

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Thief

hide

Conceal yourself in the shadows of a room.

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Druid

hobble

HOBBLE <foe> (20 mana): tear at its legs: slowed and unable to flee for three rounds. +1 Ferocity.

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Mage

hold

Read the full player-help entry.

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Bard

hopelessness

Demoralizes a foe in combat, lowering its hitroll and damroll.

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Thief · Monk · Druid

hunt

Actively pursue a quarry along its trail through the zone.

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Mage

ICE

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Mage

ice lance

Damage a foe and extend your existing Chill.

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Mage

ice storm

Strike an area with ice.

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Bard

illusion

Conjures a phantom double to strike your foe alongside you each round.

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Antipaladin

infernal pact

A bound demon; greater demons answer at 10-26.

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Bard

influence

Charms a shopkeeper into offering lower prices on goods.

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Mage

information

Read the full player-help entry.

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Mage

inner gateway

Read the full player-help entry.

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Monk

inner strength

Raises strength.

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Bard

inspire

Inspires a player before battle, raising their hitroll and damroll.

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Bard

INSTRUMENT

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Monk

interrupt

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.

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Mage · Monk

invisible

Read the full player-help entry.

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Druid

jugular

JUGULAR <foe> (27 mana): spend all Ferocity on one big strike that grows with each point.

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Ninja

katana expertise

Passive: +10% physical katana damage.

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Monk

ki barrier

KIBARRIER (30 mana): a monster's blows lash back at it for a few rounds.

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Monk

ki blast

A blast of ki that hurls a foe back.

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Monk

ki bolt

A bolt of ki that grows with your level.

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Monk

ki 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.

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Monk

ki wellspring

Passive: regain about 1% of your maximum mana each round of a fight, with rounding; no end-of-fight refund.

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Warrior · Paladin · Antipaladin · Monk

kick

A quick kick.

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Bard

know history

Recalls a monster's lore to reveal its forged equipment drops.

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Warrior

last stand

Spend half your hit points for 20% damage reduction.

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Druid

leap

LEAP <foe> (25 mana): from STALK, leap on a foe for heavy damage; it loses its next round. +2 Ferocity.

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Ninja

leg sweep

(-10 SP) Knock a foe down, causing brief lag.

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Druid

lick wounds

LICKWOUNDS (16 mana): spend all Rage to heal 2% of your maximum hit points per point, each round for three rounds.

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Monk

life's return

LIFESRETURN <ally> (17.5% base mana): a large emergency heal comparable to Restore, stronger with Current; also clears poison and blindness.

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Bard

lifesong

Steadily heals your own wounds each round of combat.

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Mage

LIGHTNING

Read the complete player-help entry for this topic.

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Mage

lightning bolt

Shock a foe with lightning.

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Mage

lightning spear

Damage a foe and extend your existing Electrified.

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Monk

living 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.

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Mage · Monk

locate object

Read the full player-help entry.

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Bard

lullaby

Soothes a creature into an enchanted sleep.

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Mage

magic missile

A reliable arcane bolt.

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Bard

magical dissonance

Weakens enemy magical defenses in the room, allowing spells to pierce resistance.

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Mage

magical script

Read the full player-help entry.

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Cleric

magical vestment

Invisible armor: 20 points of armor class.

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Bard

mass charm

Captivates the monsters in the room, charming them into following you.

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Monk

mending palm

MENDINGPALM [ally] (7.5% base mana): strike your foe; the damage heals the ally (or you).

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Bard

mirror image

Surrounds you with illusory doubles that absorb incoming attacks.

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Mage

monsum one

Read the full player-help entry.

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Mage

monsum three

Read the full player-help entry.

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Mage

monsum two

Read the full player-help entry.

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Monk

MOUNTAIN

Read the complete player-help entry for this topic.

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Monk

mountain call

MOUNTAINCALL (48 mana): every foe fighting your group turns on you.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

NEWBIEGUIDE

Read the complete player-help entry for this topic.

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Mage

overload

Consume Electrified; arcs to two engaged enemies.

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Warrior

parry

Counter after a block for 150% weapon damage.

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Monk

perfect 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.

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Bard

petrify

Blasts a monster with a sonic shockwave and turns it to stone.

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Ninja

phantom 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).

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Thief

pick lock

Pick locked doors and containers without a key.

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Bard

piercing symphony

Tears open a bleeding wound on a foe for as long as you play.

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Bard

PLAY

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Cleric · Antipaladin

poison

Poisons a creature, food or drink.

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Warrior · Paladin · Antipaladin · Monk

pound

Knock a foe sitting and open it to more damage.

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Cleric · Druid · Bard

PRACTICE

Read the complete player-help entry for this topic.

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Monk

PROMPT

Read the complete player-help entry for this topic.

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Cleric · Paladin

protection from evil

Wards off the attacks of evil creatures.

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Cleric · Antipaladin

protection from good

Wards off the attacks of good creatures.

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Warrior · Paladin · Monk

pummel

Knock a foe resting and open it to heavy damage; scales with strength.

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Ninja

puncture

(-20 SP) A katana thrust; 10% bleed for 6 rounds.

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Druid

quagmire

QUAGMIRE (40 mana): mud slows every foe fighting your group for three rounds. +1 Attunement.

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Monk

quiet palm

QUIETPALM <mob> (40 mana): for three rounds that mob deals 25% less damage and loses its extra attacks.

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Monk

radiant burst

A burst of radiant energy.

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Warrior

rallying cry

Restore 50% hit points and mana to the party (3-minute cooldown).

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Cleric · Antipaladin

reanimate

Raises a corpse as a wraith.

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Cleric · Paladin · Antipaladin

rebuke

Strikes a foe regardless of alignment.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

REFORGE

Read the complete player-help entry for this topic.

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Cleric

regenerate

The target regenerates hit points faster.

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Cleric · Paladin

rejuvenate

Restores movement points.

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Druid

rekindle

REKINDLE (60 mana, in a fight): bring a fallen companion back at half health.

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Druid · Bard

REMORT

Read the complete player-help entry for this topic.

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Cleric

remove paralysis

Ends hold or petrification.

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Druid

rend

REND <foe> (14 mana): raking claws. Half again as strong when your panther fights the same foe. +1 Ferocity.

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Warrior · Paladin · Monk · Druid

rescue

Take over the fight from a group member.

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Bard

resonance

Channels your remaining mana into a protective hit point barrier around a group member.

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Cleric · Paladin

restore

A full heal.

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Cleric

resurrect

Returns experience a dead player lost.

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Thief

retreat

Slip away safely from a fight while an ally holds the enemy's attention.

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Paladin

righteous conviction

Legacy skill; paladin alignment is always +1000.

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Druid

rockfall

ROCKFALL (40 mana): stones rain on every foe fighting your group. +1 Attunement.

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Monk

rolling thunder

ROLLINGTHUNDER <foe> (44 mana): three fast strikes that build Storm.

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Monk

rooted strikes

Passive: a landed kick, bash, pound or pummel adds a Resolve each round.

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Druid

rootgrip

ROOTGRIP <foe> (25 mana): roots hold a foe for three rounds: it is slowed and cannot flee.

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Paladin

sacred intervention

A blessing for your group in the room.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

SALVAGE

Read the complete player-help entry for this topic.

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Cleric · Paladin · Antipaladin

sanctuary

Halves the damage the target takes.

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Thief

sap

Knock an unengaged creature unconscious before battle begins.

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Druid

sapmend

SAPMEND [ally] (30 mana): heal an ally now and a little more for three rounds.

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Bard

scare

Terrifies a monster into fleeing from the room.

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Thief

scoundrel's fortune

Passively grant your group a second chance to uncover forged equipment on a kill.

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Warrior

second wind

Heal yourself mid-fight (5-minute cooldown).

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Monk

serenity

Ends the fighting in a room.

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Ninja

shadow anchor

(-40 SP) Resist a boss throwing you from the room.

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Thief

shadowstep

Step into the shadows behind a foe to empower your next Circle.

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Mage

shatter

Consume Chill for a heavy strike.

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Warrior

shield bash

Slam a foe prone: its attacks fail and it takes double damage.

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Druid

SHIFT

Read the complete player-help entry for this topic.

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Bard

silver harmony

Unlocks the ability to play two harmonies at once through the Conservatory trial.

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Bard

SING

Read the complete player-help entry for this topic.

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Druid

skybolt

SKYBOLT <foe> (16 mana): a bolt of lightning. +1 Attunement.

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Mage

sleep

Read the full player-help entry.

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Bard

slow

Slows a monster's tempo, reducing its attacks per round when sung or played.

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Ninja

smoke bomb

(-35 SP) Break the fight; dazes the monster 2 rounds.

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Thief

snare trap

Set a snare before battle and spring it to hamper a foe's attacks each round.

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Thief

sneak

Move silently from room to room without being noticed.

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Ninja

SP

Read the complete player-help entry for this topic.

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Druid

SPIRIT

Read the complete player-help entry for this topic.

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Druid

spirit 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.

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Monk

spring rain

SPRINGRAIN (12.5% base mana): heal the nearby group; stored Current makes it stronger.

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Thief

springblade trap

Set a concealed blade trap before battle and spring it on a foe for heavy damage.

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Druid

stalk

STALK (10 mana, outside a fight): move unseen and hidden for a short while.

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Druid

stampede 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.

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Warrior

stance

Choose the offensive or defensive stance.

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Monk

stand before

STANDBEFORE <ally> (40 mana): for five rounds intercept physical and magical damage aimed at one group member, up to a per-round limit.

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Mage

static field

Disrupt foes in an area.

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Monk

steady ground

STEADYGROUND (52 mana): improve the armor of nearby group members.

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Thief

steal

Slip gold or carried items from an unsuspecting creature.

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Ninja

stealth

(free) Meld into the shadows; aggressive monsters ignore you.

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Ninja

stealth strike

(+10 SP) A devastating katana ambush from stealth.

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Monk

stillwater 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.

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Monk

stone 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.

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Monk

stone echo

Passive: at 3+ Resolve your blows heal you for 10% of their damage (more with Dexterity).

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Cleric

stone skin

A brief, strong armor class bonus.

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Druid

stonespear

STONESPEAR <foe> (24 mana): a spear of stone; at 3+ Attunement it knocks the foe down. +1 Attunement.

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Bard

STOP

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Druid

STORM

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Monk

storm brand

STORMBRAND <foe> (31 mana, 12-second cooldown): for six rounds your ki strikes on it hit 20% harder and each adds a Storm.

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Monk

storm chain

STORMCHAIN <foe> (53 mana): strike one foe, then chain at half and a quarter strength to up to two more.

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Monk

storm lance

STORM LANCE: a lance of storm-charged ki through one foe.

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Druid

stormswarm

STORMSWARM (60 mana, in a fight): storm-crows strike every foe for three rounds.

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Mage

strength

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Bard

suggestion

Compels a monster to obey a single command.

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Cleric · Paladin · Antipaladin · Monk

summon

Brings a creature to you.

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Druid

sundering

SUNDERING <foe> (32 mana): spend all Attunement on one huge strike; 4 or more knocks the foe down.

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Druid

sweeping claw

SWEEPINGCLAW (30 mana): claw every foe fighting your group. +1 Rage.

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Mage · Monk

teleport

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Monk

TEMPEST

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Monk

tempest 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.

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Ninja

tempest shuriken

(-25 SP) A heavy storm star that dazes the foe.

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Mage

thaumaturgy

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Monk

throw

Throw an item or weapon at a target.

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Monk

thunderclap

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.

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Druid

thunderhead

THUNDERHEAD <foe> (28 mana): a storm cloud strikes the foe each round for four rounds. +1 Attunement.

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Mage

town portal

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Thief · Warrior · Monk · Druid

track

Sense the trail leading toward a quarry.

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Thief

TRAPS

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Thief

trip

Sweep a foe's legs out from under it, knocking it down and preventing flight.

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Mage · Cleric · Paladin · Antipaladin · Monk · Druid

true sight

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Druid

twin claws

Passive: a chance of a second claw attack each round, like Double Hit. The first one each round gives +1 Ferocity.

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Monk

unbreakable

Passive: the part of any blow above 15% of your maximum hit points is halved.

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Bard

unconscious

Stuns a monster out of combat, knocking it unconscious.

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Antipaladin

unholy conviction

Legacy skill; antipaladin alignment is always -1000.

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Monk

unmaking

Unmakes the target.

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Monk

unmoving

UNMOVING (32 mana, 2-minute cooldown): for three rounds take 25% less damage and rise at once when knocked down.

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Mage · Cleric · Thief · Warrior · Paladin · Antipaladin · Ninja · Monk · Druid · Bard

VAULT

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Ninja

veil of darkness

(-35 SP, tanking) Blind the foe; a sure disarm.

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Ninja

veil of mist

(-20 SP) Optical distortion: -25 armor class.

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Monk

venom touch

Poisons a creature, food or drink.

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Ninja

void shuriken

(-35 SP) An armor-piercing void disc.

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Mage

wand mastery

A wielded wand makes enemies less likely to save against your spells.

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Mage · Monk

waterwalk

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Warrior · Paladin · Antipaladin

weapons knowledge

50% chance to strike for double damage.

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Mage

web

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Druid

wild aspect

WILDASPECT (80 mana, 3-minute wait): your shape's great power for a few rounds: Elder Bear, Apex Predator or Skyfather's Wrath.

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Druid

wildpack

WILDPACK (60 mana, in a fight): spirit wolves tear at your foe for three rounds and make it bleed.

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Cleric

word of recall

Returns you to your temple.

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