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Classes

Pick a class to see everything it learns, level by level, and the talents it spends its points on once it is promoted. The figures are the base ones: in the game, a tooltip shows your own.

Tank and Striker · Melee · Rage · Easy to learn

Warrior

Stands in front and grinds it down: shield, parry and extra attacks.

Every race · Promotes to a Champion at 25 · Talents

Abilities, level by level

  1. 1

    Shield Block Passive

    Chance to block a melee hit with your shield. A block stops the shield's Block Value in damage, and each point of Strength adds 1% to it. Agility raises the chance. Needs a shield.

  2. Steady Strike

    A hard swing of your weapon that builds Rage.

    Your builder: 1.72–2.76× weapon damage, growing with the skill, and 15 rage on a hit · instant · free · 5s cooldown

  3. Mighty Blow

    A heavy blow that spends Rage, off the global cooldown so it lands between your other attacks.

    A heavy blow for Rage you have to spend: 3.66–6.6× weapon damage — off the global cooldown, so it goes between your other presses and again every second while the Rage lasts · instant · 30 rage · 1s cooldown

  4. 2

    Simmer Passive

    Your Rage holds for 15s after a fight before it starts to drain. Without this it holds for 5s

  5. 3

    Shield Bash

    Slam an enemy with your shield: it is stunned, and a spell it was casting is broken.

    Slam them with your shield: 0.9–1.68× weapon damage, stuns 2–3.5s and interrupts a cast (full cooldown reset), and for 8s after it lands your chance to block is 20 points higher · needs a shield: without one this button is Pommel Strike, 1.03–1.72× weapon damage and a 1–1.5s stun · 10 rage · 15s cooldown

  6. 4

    Overpower Passive

    When an enemy dodges one of your attacks, Steady Strike is ready at once, and your next Steady Strike within 6s cannot miss or be dodged

  7. 5

    Charge

    Hurl yourself at an enemy to open the fight: a hit stuns it and fills you with Rage.

    Hurl yourself at them: 1.29–2.15× weapon damage, and on a hit a 2–3.5s stun and 25 rage — the opener. Out of a fight, 'charge <direction>' runs down the line into the first foe on it, and with nothing here to hit a bare charge takes a line with a foe you can see on it · no shield needed · free · 20s cooldown

  8. 6

    Fighting Style Passive

    What you hold changes Mighty Blow. With a shield, Counterblow: after you block, your next Mighty Blow within 6s costs half its Rage. With a two-handed weapon, Heavy Hand: it costs 40 Rage and deals 3.28–5.86× weapon damage. With a weapon in each hand, Quick Hands: it costs 30 Rage and strikes with both, 1.31–2.34× the damage of each

  9. 7

    Press On Passive

    After a kill that earns experience, you press on: your next hit deals extra damage and heals you.

  10. 8

    Sunder Armor

    Break their guard: 0.69–1.03× weapon damage, and the target has 8% less armor for 20s, stacking three times (24%), for everyone who hits it. Worth three times its damage in threat · instant · 15 rage · 6s cooldown

  11. 9

    Double Attack Passive

    Chance to strike again on an autoattack. Improves with Dexterity.

  12. 10

    Dual Wield Passive

    Wield a one-handed weapon in your off hand as well as your main. Each hand swings and rolls Double/Triple on its own.

  13. 11

    Parry Passive

    Chance to deflect a melee attack outright. Improves with Agility.

  14. 12

    Taunt

    Call it out: the target turns on you and cannot turn away for 6s, and your threat on it rises past everyone's · no damage · off the global cooldown · instant · free · 20s cooldown

  15. 13

    Battle Craft Passive

    What you hold gives you one of three. With a shield, Reprisal: when you block, you strike back at once for 0.43–0.69× weapon damage, at most once every 3s. With a two-handed weapon, Sweeping Blows: a Mighty Blow that lands also strikes one other enemy already fighting you, for half its damage. With a weapon in each hand, Flurry: each off-hand swing that lands takes 0.5s off Steady Strike's cooldown

  16. 14

    Cleave

    Sweep your weapon through everything in the room: 1.03–1.72× weapon damage each, every target rolls its own hit · 25 rage · 8s cooldown

  17. 15

    Second Wind Passive

    When your health falls under 30%, you recover 8% of your health over 6s. Once each time you enter combat: it is ready again when the fight is over

  18. 16

    Execute

    Finish it — only on a target under 25% health: spends all your Rage, at least 20, for 2.67–4.66× weapon damage per 20 spent. A miss or dodge costs only 20 · instant · 6s cooldown

  19. 17

    Bring Low Passive

    A Mighty Blow that lands has a 15% chance to make Execute usable at any health for 8s, for one Execute

  20. 18

    Rend

    Open a wound: 0.69–1.03× weapon damage, then it bleeds for 4 ticks of 0.43–0.78× every 3s · 25 rage · 12s cooldown

  21. 19

    War Cry

    Shout them down: every enemy here that is already fighting you or your party turns on you, and cannot turn away for 4s · never starts a fight · no damage · off the global cooldown · instant · free · 30s cooldown

  22. 20

    Mastery of Arms Passive

    What you hold gives you one of three. With a shield, Bulwark: while you hold 50 Rage or more, your shield blocks stop 50% more damage. With a two-handed weapon, Deathblow: Execute is usable on a target under 35% health, in place of 25%. With a weapon in each hand, Rampage: each Mighty Blow that lands within 4s of the last one makes your next Mighty Blow deal 10% more, up to 30%

  23. 21

    Bloodletting Passive

    Each time your Rend's bleed ticks, you gain 4 Rage

  24. 22

    Triple Attack Passive

    Chance to strike a third time after a successful Double Attack. Improves with Dexterity.

  25. 23

    Unrelenting Passive

    When an enemy you were fighting dies and earns you experience, Charge is ready at once

  26. 24

    Whirlwind Passive

    Cleave gives back 5 Rage for each enemy it hits

Promotion and talents

At level 25, bearing the Blue Rune, a Warrior kneels before the Priest of the Dawn and rises a Champion. Promotion brings five talent points, and each Champion level after it one more: a Champion 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 312 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Warden Class

The shield: holding many enemies on you, and outlasting big hits.

  • Answer Every Blow With a shield

    can strike once every 2.5 s / 2 s / 1.5 s.

    Without it: Reprisal can strike once every 3 s.

    3 ranks · 2, 3 and 4 points

  • Wear Them Down With a shield

    Each that lands lays a stack of .

    1 rank · 2 points · Needs Answer Every Blow at full rank

  • Bite Down With a shield

    Each block gives 2 / 4 / 6 more Rage.

    3 ranks · 1, 2 and 3 points

  • Cover New button

    20 s cooldown: for 6 s, half the melee damage a party member takes lands on you instead.

    1 rank · 3 points

  • Dig In

    starts under 50% health and recovers 16%.

    Earlier ranks: 40% health and recovers 12%; 45% health and recovers 14%.

    Without it: Second Wind starts under 30% health and recovers 8%.

    3 ranks · 2, 3 and 4 points

  • Heavy Guard With a shield

    A block stops 10% / 20% / 30% more of the hit.

    3 ranks · 1, 2 and 3 points

  • Hold Them All

    You take 5% less damage for each enemy fighting you past the first, up to 20%, and needs 30 Rage, not 50.

    1 rank · 4 points

  • Keep Your Feet

    Stuns and other holds on you last 20% / 40% / 60% less.

    3 ranks · 2, 3 and 4 points

  • Lock Eyes

    holds for 8 s / 10 s.

    Without it: Taunt holds for 6 s.

    2 ranks · 1 and 2 points

  • Press the Opening With a shield

    A made cheaper by hits 10% / 20% / 30% harder.

    3 ranks · 2, 3 and 4 points

  • Quick Bash With a shield

    cools in 12 s / 10 s.

    Without it: Shield Bash cools in 15 s.

    2 ranks · 1 and 2 points

  • Roar Them In

    cools in 20 s and holds 6 s.

    Earlier ranks: 26 s and holds 5 s; 23 s and holds 5 s.

    Without it: War Cry cools in 30 s and holds 4 s.

    3 ranks · 1, 2 and 3 points

  • Set Your Feet

    You take 2% / 4% / 6% / 8% / 10% less physical damage.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Split Their Guard

    lays a stack of on every enemy it hits.

    1 rank · 2 points

  • Take the Blow

    A single hit over 15% of your max health does 10% / 20% / 30% less.

    3 ranks · 1, 2 and 3 points

  • Brace New button

    45 s cooldown, off the global cooldown: for 8 s you take 35% less damage.

    1 rank · 3 points · Needs Take the Blow at full rank

Juggernaut Class

Many enemies at once: Sweeping Blows carried further, Cleave, Whirlwind, Berserk.

  • Broad Strokes

    deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Carry Through

    cools in 7 s / 6 s / 5 s.

    Without it: Cleave cools in 8 s.

    3 ranks · 1, 2 and 3 points

  • Berserk New button

    2 min cooldown: for 10 s, every strikes every enemy fighting you.

    1 rank · 3 points · Needs Carry Through at full rank

  • Chase Down

    cools in 16 s / 12 s.

    Without it: Charge cools in 20 s.

    2 ranks · 1 and 2 points

  • Feed the Swing

    gives back 7 / 9 / 11 Rage for each enemy hits.

    Without it: Whirlwind gives back 5 Rage for each enemy Cleave hits.

    3 ranks · 1, 2 and 3 points

  • Full Swing With a two-handed weapon

    A two-hander's deals 4% / 8% / 12% / 16% / 20% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Keep Pressing

    heals 5% / 10% more of your max health.

    2 ranks · 2 and 3 points

  • Next in Line

    When an enemy you were fighting dies, Cleave is ready at once, and the next within 6 s costs no Rage.

    Earlier ranks: Cleave is ready at once.

    2 ranks · 2 and 3 points

  • Open the Wound

    bleeds for 5 ticks / 6 ticks / 7 ticks.

    Without it: Rend bleeds for 4 ticks.

    3 ranks · 2, 3 and 4 points

  • Open Them Up

    leaves a bleed on every enemy it hits: 2 ticks of 0.4–0.6× weapon damage, 3 s apart.

    1 rank · 2 points

  • Reaping Arc With a two-handed weapon

    strikes every enemy in the fight.

    1 rank · 4 points

  • Wade In

    and deal 2% / 4% / 6% more for each enemy fighting you past the first, up to four.

    3 ranks · 2, 3 and 4 points

  • Waste Nothing

    costs 3 / 6 / 10 less Rage.

    3 ranks · 1, 2 and 3 points

  • Wide Arc With a two-handed weapon

    Sweeping Blows' second hit deals 60% / 70% / 80% of the first.

    Without it: Sweeping Blows' second hit deals 50% of the first.

    3 ranks · 1, 2 and 3 points

  • Carry Further With a two-handed weapon

    reaches three other enemies.

    Earlier ranks: two other enemies.

    Without it: Sweeping Blows reaches one other enemy.

    2 ranks · 1 and 2 points · Needs Wide Arc at full rank

Slayer Class

One enemy: Pressure that builds with each blow, Execute, Overpower, the off-hand's swings.

  • Bear Down

    has a 20% / 25% / 30% chance.

    Without it: Bring Low has a 15% chance.

    3 ranks · 1, 2 and 3 points

  • Blade Wall New button

    1 min cooldown: for 5 s your chance to parry is 40 points higher, and each parry strikes back once.

    1 rank · 3 points

  • Catch the Edge

    Each parry gives 3 / 6 / 9 more Rage.

    3 ranks · 1, 2 and 3 points

  • Ceaseless

    Pressure lasts a full minute after your last blow, not 6 s, and costs a tenth less Rage.

    1 rank · 4 points

  • Even Hands With two weapons

    An off-hand swing builds 60% / 70% / 80% of a main-hand swing's Rage.

    Without it: An off-hand swing builds 50% of a main-hand swing's Rage.

    3 ranks · 1, 2 and 3 points

  • Find the Rhythm

    Each or that lands on the enemy you struck last builds Pressure on it, up to 3 stacks, each 1% / 2% / 3% more damage to it. It fades 6 s after your last blow, or when you strike another.

    3 ranks · 1, 2 and 3 points

  • Finish It

    An that kills gives back 5 / 10 / 15 Rage.

    3 ranks · 2, 3 and 4 points

  • Topple

    An that kills makes your next within 6 s free.

    1 rank · 2 points · Needs Finish It at full rank

  • Light Grip

    cools in 4.75 s / 4.5 s / 4.25 s.

    Without it: Steady Strike cools in 5 s.

    3 ranks · 1, 2 and 3 points

  • Overwhelm

    can't be dodged, parried or blocked, and a critical one gives back a quarter of its Rage.

    1 rank · 4 points

  • Pile On

    Pressure stacks up to 4 / 5 times.

    Without it: Pressure stacks up to 3 times.

    2 ranks · 1 and 2 points

  • Never Stop

    At full Pressure, each extra attack gives 3 Rage.

    1 rank · 2 points · Needs Pile On at full rank

  • Quicker Still With two weapons

    Each hit takes 0.6 s / 0.7 s / 0.8 s off .

    Without it: Each Flurry hit takes 0.5 s off Steady Strike.

    3 ranks · 1, 2 and 3 points

  • Cross Cut New button With two weapons

    15 Rage, 10 s cooldown: strikes with both weapons at once, and each hit that lands bleeds.

    1 rank · 3 points · Needs Quicker Still at full rank

  • Seize the Gap

    Overpower's deals 15% / 30% / 45% more.

    3 ranks · 2, 3 and 4 points

  • Strike Back

    After a parry, your next within 4 s deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Twin Rend With two weapons

    Rend's opening strike uses both weapons, and it bleeds for 5 ticks / 6 ticks / 7 ticks.

    Without it: Rend's opening strike uses both weapons, and it bleeds for 4 ticks.

    3 ranks · 2, 3 and 4 points

Tank Role

Threat, armor and health, as any tank's.

  • Hard to Kill

    Your health is 3% / 6% / 9% greater.

    3 ranks · 1, 2 and 3 points

  • Hold Their Eyes

    The threat you cause is 10% / 20% / 30% higher.

    3 ranks · 1, 2 and 3 points

  • Iron Hide

    Your armor is 5% / 10% / 15% thicker.

    3 ranks · 1, 2 and 3 points

Striker Role

Damage and critical hits, as any striker's.

  • Honed Edge

    Your damage is 2% / 4% / 6% / 8% / 10% higher.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Keen Eye

    Your chance of a critical hit is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

  • Telling Blows

    Your critical hits deal 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Striker · Melee · Energy · Moderate to learn

Rogue

Decides when the fight starts: sneak, hide, and open with a hit nothing else can match.

Wood Elves, Dark Elves, Dwarves, Gnomes, Tidefolk, Skyrooks and Halflings · Promotes to a Shadowblade at 25 · Talents

Abilities, level by level

  1. 1

    Stab

    A quick stab that builds combo points. With a dagger it hits far harder on an enemy that isn't fighting you, and hardest from hiding.

    Stab them: 3.64–4.72× weapon damage face to face, and with a dagger 7.04–11.61× as a Backstab when they're not on you, 8.13–12× as a Shadowstab from hide · one combo point, two for a Backstab or a Shadowstab · instant · 25 energy, 60 for a Backstab or a Shadowstab · no cooldown of its own: Energy is the limit

  2. 2

    Sneak

    Move between rooms unseen. Improves with Agility.

  3. 3

    Vital Strike

    Spends your combo points on one strike: the more points, the harder it lands.

    Spend your combo points on one strike: 0.7–1.04× weapon damage, plus 0.546× per combo point squared, so one or two points barely beat a Stab and five land about five Stabs' worth · spent on a hit — a miss keeps them · needs at least one combo point · off the global cooldown, so it goes right after a Stab · instant · 20 energy · 1.5s cooldown

  4. 4

    Recover Passive

    A Stab that misses or is dodged gives back half its Energy: 13 of a Stab's 25, 30 of a Backstab's 60

  5. 5

    Hide

    Out of a fight, vanish where you stand: nothing sees or attacks you while you hold still.

    Vanish where you stand: unseen and un-aggroable while you hold still · certain with nothing watching, or in the dark · not in combat · instant · no cost · 6s cooldown

  6. 6

    Unseen Strike Passive

    A Shadowstab cannot miss or be dodged

  7. 7

    Double Attack Passive

    Chance to strike again on an autoattack. Improves with Dexterity.

  8. 8

    Stinging Poison

    Coat your weapon: a hit can sting for 0.31–0.62× weapon damage more, and that can crit · procs on 20% of hits, rising to 35% with your Poison skill · 'poison stinging' to coat, 'poison' to wipe it off · one poison at a time · costs nothing

  9. 9

    Parry Passive

    Chance to deflect a melee attack outright. Improves with Agility.

  10. 10

    Dual Wield Passive

    Wield a one-handed weapon in your off hand as well as your main. Each hand swings and rolls Double/Triple on its own.

  11. 11

    Riposte Passive

    After a successful Parry, a chance at a free counter-swing.

  12. 12

    Distract

    Toss a stone into the next room: one creature there comes to look, away from the rest.

    Toss a stone into the next room — 'distract <dir>', or with no direction toward a next room with something in it: one creature there comes to your room to look, lingers 6–24s (each on its own clock), and goes back. A clumsy throw brings everything there — 40% falling to 5% with skill — and a crowd can find you in Hide. If it can see you or your companion when it arrives, it attacks; attack a searcher and every searcher joins in · doesn't break Hide · not in combat · instant · no cost · 20s cooldown

  13. 13

    Pick Pocket

    From Hide, lift coin from a creature that is not in a fight: about half of what it would drop, once from each creature · 'pickpocket <creature>', or 'pickpocket' alone for your target or one here · succeeds 50–100% of the time, less against a creature above your level · a success keeps you hidden; a failure shows you to it, and it attacks · creatures only · not in combat · instant · no cost · 10s cooldown

  14. 14

    Fling Dirt

    Fling dirt in their eyes: 0.39–0.77× weapon damage, stuns 1.5–3s and interrupts a cast (full cooldown reset) · no gear needed · costs nothing · off the global cooldown · 15s cooldown

  15. 15

    Seize the Opening Passive

    While a creature is stunned, by you or by anyone, your Stab on it is a Backstab even though it is fighting you (60 Energy, two combo points, and it needs a dagger). With less than 60 Energy it is a Stab, as ever. Without a dagger, your Stab on a stunned creature costs no Energy

  16. 16

    Triple Attack Passive

    Chance to strike a third time after a successful Double Attack. Improves with Dexterity.

  17. 17

    Feint

    Ready a parry: the next melee attack made on you within 4s is parried for certain, and your Riposte follows it for certain. Your threat on the target is halved, so one with someone else to turn on may turn · no damage · off the global cooldown · instant · 15 energy · 15s cooldown

  18. 18

    Dulling Poison

    Coat your weapon: a hit can numb the creature, so its melee attacks deal 10% less damage for 8s · does not stack; a new proc renews it · procs on 20% of hits, rising to 35% with your Poison skill · 'poison dulling' to coat, 'poison' to wipe it off · one poison at a time · costs nothing

  19. 19

    Rapid Strikes

    Spend your combo points on a strike for each one: 0.93–1.47× weapon damage a strike, your hands taking turns, and every strike that lands can set off your poison as any hit can · all your points are spent at the press, and each strike rolls its own hit · needs at least one combo point · off the global cooldown · instant · 18 energy · 1.5s cooldown

  20. 20

    Follow Through Passive

    Vital Strike and Rapid Strikes give back 3 Energy for each combo point they spend: 15 at five points

  21. 21

    Aimed Distract Passive

    'distract <direction> <creature>' chooses which creature comes, among those in a next room you have seen into: noticed by your Perception, or lately looked at. With no creature named, one comes at random, as before. A clumsy throw still brings everything

  22. 22

    Creeping Poison

    Coat your weapon: a hit can sink in a poison that bleeds for 0.23–0.46× weapon damage every 3s, three times · stacks to 5, and each new stack refreshes the bleed · procs on 20% of hits, rising to 35% with your Poison skill · 'poison creeping' to coat, 'poison' to wipe it off · one poison at a time · 6 energy per proc · an empty pool just stops the procs

  23. 23

    Turn the Blade Passive

    A Riposte that lands gives you 15 Energy and one combo point

  24. 24

    Twist the Knife Passive

    For 4s after your Shadowstab lands, one Stab on that creature is a Backstab even though it is now fighting you (60 Energy, two combo points). With less than 60 Energy a press is a Stab, and the Backstab waits out its 4s

Promotion and talents

At level 25, bearing the Blue Rune, a Rogue kneels before the Priest of the Dawn and rises a Shadowblade. Promotion brings five talent points, and each Shadowblade level after it one more: a Shadowblade 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 210 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Infiltrator Class

The shadows and the opener: Hide, Sneak, Shadowstab, Twist the Knife, Distract, Pick Pocket, Bide, Vanish.

  • Bide

    While hidden, your Energy fills to 130, and what is over 100 stays until it is spent.

    1 rank · 2 points

  • Clean Throw

    Distract's clumsy throw comes never.

    Earlier ranks: half as often.

    Without it: Distract's clumsy throw comes at your skill's odds.

    2 ranks · 1 and 2 points

  • From the Dark

    deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Gone Again

    After a kill, with nothing else fighting you, you slip back into hiding at once, whatever Hide's cooldown. While hidden, harm not aimed at you (a room-wide attack, a burn or bleed already on you) still hurts, but no longer brings you out.

    1 rank · 4 points

  • Leave No Trace

    Sneak's ceiling is 90% / 100%.

    Without it: Sneak's ceiling is 80%.

    2 ranks · 1 and 2 points

  • Light Fingers

    lifts 65% / 80% / 100% of a kill's coin.

    Without it: Pick Pocket lifts 50% of a kill's coin.

    3 ranks · 1, 2 and 3 points

  • Lingering Knife

    Twist the Knife's window holds 6 s / 8 s.

    Without it: Twist the Knife's window holds 4 s.

    2 ranks · 1 and 2 points

  • Twist Again

    gives two Backstabs in its window, not one.

    1 rank · 2 points · Needs Lingering Knife at full rank

  • Out of Nowhere

    A that lands stuns for 2 s.

    1 rank · 2 points

  • Patient Hunter

    While hidden, your Energy returns 20% / 40% / 60% faster.

    3 ranks · 1, 2 and 3 points

  • Quiet Throw

    cools in 15 s / 10 s.

    Without it: Distract cools in 20 s.

    2 ranks · 1 and 2 points

  • Still as Stone

    succeeds 20% / 40% / 60% more often when something watches.

    3 ranks · 1, 2 and 3 points

  • Vanish New button

    3 min cooldown, off the global cooldown, in a fight or out: you hide where you stand, and everything fighting you loses you.

    1 rank · 3 points

  • Fade Quickly

    cools in 1 min 30 s.

    Earlier ranks: 2 min 15 s.

    Without it: Vanish cools in 3 min.

    2 ranks · 2 and 3 points · Needs Vanish at full rank

Duelist Class

Face to face: Stab and Backstab, Vital Strike, Follow Through, Feint, Riposte, Fling Dirt, Evasion.

  • Blind Them

    A that lands also makes the creature miss a quarter of its swings for 6 s.

    1 rank · 2 points

  • Dirty Fighting

    cools in 12 s / 9 s.

    Without it: Fling Dirt cools in 15 s.

    2 ranks · 1 and 2 points

  • Evasion New button

    2 min cooldown, off the global cooldown: for 10 s your chance to dodge is 50 points higher.

    1 rank · 3 points

  • Read Every Blow

    Each blow you dodge while holds gives 5 Energy.

    1 rank · 2 points · Needs Evasion at full rank

  • Hit Them Low

    A on a stunned creature deals 10% / 20% / 30% more.

    3 ranks · 2, 3 and 4 points

  • Inside the Guard

    A that lands makes your next on that creature within 6 s a , as does.

    1 rank · 4 points

  • Keen Riposte

    deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Keep Moving

    gives back 4 Energy for each combo point.

    Without it: Follow Through gives back 3 Energy for each combo point.

    1 rank · 1 point

  • Lean Stab

    costs 24 / 23 / 22 Energy.

    Without it: Stab costs 25 Energy.

    3 ranks · 1, 2 and 3 points

  • Lose Their Eye

    cuts your threat by two thirds / three quarters.

    Without it: Feint cuts your threat by half.

    2 ranks · 1 and 2 points

  • Quick Feint

    cools in 12 s / 9 s.

    Without it: Feint cools in 15 s.

    2 ranks · 1 and 2 points

  • Ready Blade

    After a parry, is 10 points / 20 points / 30 points likelier.

    3 ranks · 1, 2 and 3 points

  • Ruthless

    A that lands has a 20% / 40% chance to leave you one combo point.

    2 ranks · 1 and 2 points

  • Sharp Point

    and deal 3% / 6% / 9% / 12% / 15% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Vital Point

    deals 7% / 14% / 21% more.

    3 ranks · 1, 2 and 3 points

Poisoner Class

Your three poisons, their bleed, Rapid Strikes, Drench, Bleed Them Dry, and a second coat.

  • Bleed Them Dry New button

    15 Energy, 10 s cooldown: every bleed of yours on the target lands all its remaining ticks at once.

    1 rank · 3 points

  • Cheap Venom

    costs 4 / 2 Energy a proc.

    Without it: Creeping Poison costs 6 Energy a proc.

    2 ranks · 1 and 2 points

  • Drench New button

    1 min cooldown, off the global cooldown: for 8 s every hit that lands sets off your poison.

    1 rank · 3 points

  • Long Bleed

    bleeds for 4 ticks / 5 ticks.

    Without it: Creeping Poison bleeds for 3 ticks.

    2 ranks · 1 and 2 points

  • Many Cuts

    Rapid Strikes' strikes deal 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Nimble Fingers

    costs 15 / 12 Energy.

    Without it: Rapid Strikes costs 18 Energy.

    2 ranks · 1 and 2 points

  • Numb Limbs

    takes 15% / 20% off the creature's blows.

    Without it: Dulling Poison takes 10% off the creature's blows.

    2 ranks · 1 and 2 points

  • Leaden Arms

    also slows the creature's swings by 10%.

    1 rank · 2 points · Needs Numb Limbs at full rank

  • Open Veins

    Creeping Poison's bleed ticks 15% / 30% / 45% harder.

    3 ranks · 1, 2 and 3 points

  • Potent Venom

    stings 15% / 30% / 45% harder.

    3 ranks · 1, 2 and 3 points

  • Second Coat

    Your weapon holds two poisons at once: coating it with a second keeps the first.

    1 rank · 4 points

  • Sickened

    Your blows deal 4% / 8% / 12% more to a creature carrying your Creeping or .

    3 ranks · 2, 3 and 4 points

  • Steady Coating

    Your poison takes on 3 points / 6 points / 9 points more of your hits, past its 35% cap.

    3 ranks · 1, 2 and 3 points

Striker Role

Your damage, your critical hits and how hard they land, as any striker's.

  • Honed Edge

    Your damage is 2% / 4% / 6% / 8% / 10% higher.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Keen Eye

    Your chance of a critical hit is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

  • Telling Blows

    Your critical hits deal 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Healer · Caster · Mana · Easy to learn

Acolyte

The healer that can still go it alone, and whose heals burn the undead.

Every race · Promotes to a Cleric at 25 · Talents

Abilities, level by level

  1. 1

    Smite

    A lance of brilliant light damages one enemy.

    A lance of brilliant light: 16–27 dmg · trolls, stiff in daylight, take 50% more and stiffen, their swings slowed · the filler, affordable on regen alone · a Smite that lands can arm Fervor · 2.0s cast · 11 mana

  2. Heal

    Slowly restores a great deal of health to you or a friend. Cast on the undead, it burns them instead.

    Restores 52–84 HP · the workhorse: slow, and the cheapest healing you have per point of mana · against the undead it burns them for 104–168 instead · 4.5s cast · 14 mana

  3. 2

    Fervor Passive

    Chance that a landed Smite leaves your next spell instant.

  4. 3

    Shield of Faith

    A long-lasting blessing that raises your armor, or a friend's.

    30 min: +40–120 armor · 1.5s cast · 12 mana

  5. 4

    Mercy Passive

    Your heals land harder the more hurt the one they reach: up to 15% more, on someone with nothing left · for the living only

  6. 5

    Cure Affliction

    Strips one affliction from you or a friend.

    Draws one magic or disease affliction out of a friendly target: a curse, a slow, a rot, the one with the most time left · 1.5s cast · 12 mana

  7. 6

    Searing Light

    14–23 dmg, then sears for 6–11 dmg × 3 ticks · it goes on searing while you cast something else · 1.0s cast · 14 mana

  8. 7

    Blessing of Vigor

    30 min: +60–140 maximum health · 1.5s cast · 14 mana

  9. 8

    Grace Passive

    Every heal you cast lingers, healing a little more over time. On the undead it festers instead.

  10. 9

    Divine Sight

    10 min: you see hidden creatures and players — a Rogue in the shadows · invisible ones stay unseen; that is Arcane Sight's sense, not this one · 2.0s cast · 12 mana

  11. 10

    Sudden Light

    Restores 54–91 HP in a moment — roughly three times Heal's throughput for twice the mana per point · against the undead it sears them for 108–182 instead · 1.5s cast · 26 mana

  12. 11

    Afterglow Passive

    A Sudden Light leaves your next Heal 2s quicker to cast, if you begin it within 10s

  13. 12

    Blessing of Surety

    30 min: their melee swings miss 3–6 percentage points less often · for whoever fights beside you · 1.5s cast · 16 mana

  14. 13

    Litany Passive

    Casting any one of your blessings lays every blessing you know on the same target, each for its own mana · only the one you cast needs a place on your bar

  15. 14

    Redress

    Gives back 19–32% of the damage the target took in the last 6s · sized by the wound, not by your power · it finds nothing to do for someone unhurt in that time · 1.5s cast · 16 mana · 30s cooldown

  16. 15

    Kindle Passive

    Each tick of your Searing Light can arm Fervor, at Fervor's own chance

  17. 16

    Sanctuary

    1 min, or until it breaks: soaks the next 104–188 damage entirely · 1.5s cast · 16 mana · 30s cooldown

  18. 17

    Purity Passive

    Cure Affliction also restores 5% of the target's health, and the affliction it removed can't be put back on them for 8s

  19. 18

    Deep Fervor Passive

    Fervor holds two charges: two instant spells in a row

  20. 19

    Unbroken Passive

    When your Sanctuary breaks under a blow, it restores 10% of what it soaked to the one it guarded

  21. 20

    Reprieve Passive

    A foe that dies by your hand gives back 5% of your mana · nothing from a creature too low to give you experience

  22. 21

    Steady Hands Passive

    Heal never lands for less than 80% of its full strength · every other heal can fall to 70%

  23. 22

    Contrition

    16–27 dmg, and marks it for 15s: every hit anyone lands on a marked target heals whoever landed it for 10–16% of the damage dealt · one mark per enemy, and a recast refreshes it · 2.0s cast · 15 mana

  24. 23

    Penitent Passive

    A Smite that lands on a foe carrying your Contrition renews the mark for its full 15s

  25. 24

    Exultation Passive

    A heal of yours that lands critically banks a charge of Fervor

Promotion and talents

At level 25, bearing the Blue Rune, an Acolyte kneels before the Priest of the Dawn and rises a Cleric. Promotion brings five talent points, and each Cleric level after it one more: a Cleric 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 214 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Mender Class

Heals, one and many: Heal, Sudden Light, Grace, Mercy, Redress, Mending Circle, Lifeline.

  • Abiding Grace

    Grace's ticks heal 15% / 30% / 45% more.

    3 ranks · 2, 3 and 4 points

  • Deeper Mercy

    reaches +22% / +30%.

    Without it: Mercy reaches +15%.

    2 ranks · 1 and 2 points

  • Easy Light

    costs 22 / 18 / 14 mana.

    Without it: Sudden Light costs 26 mana.

    3 ranks · 1, 2 and 3 points

  • Echoing Light

    Every heal you cast also heals the most hurt other party member in the room for a third as much.

    1 rank · 4 points

  • Lasting Grace

    runs 4 ticks / 5 ticks / 6 ticks.

    Without it: Grace runs 3 ticks.

    3 ranks · 1, 2 and 3 points

  • Lifeline New button

    Instant, off the global cooldown, 2 min cooldown: heals someone for 40% of their max health.

    1 rank · 3 points

  • Mend the Wound

    gives back 10 points / 20 points more of the wound.

    2 ranks · 1 and 2 points

  • Mending Circle New button

    3 s cast: heals you and every party member in the room for half a .

    1 rank · 3 points

  • Shared Grace

    leaves on each one it heals.

    1 rank · 2 points · Needs Mending Circle at full rank

  • Overflow

    20% / 40% / 60% of your overhealing spills onto the most hurt party member in the room.

    3 ranks · 2, 3 and 4 points

  • Quick Redress

    cools in 24 s / 18 s.

    Without it: Redress cools in 30 s.

    2 ranks · 1 and 2 points

  • Sure Light

    lands for 80–100% of its strength, as does with .

    1 rank · 2 points

  • Swift Mending

    casts in 4 s / 3.75 s / 3.5 s.

    Without it: Heal casts in 4.5 s.

    3 ranks · 1, 2 and 3 points

  • Warm Afterglow

    takes 2.5 s / 3 s off .

    Without it: Afterglow takes 2 s off Heal.

    2 ranks · 1 and 2 points

Sanctifier Class

Blessings, wards, cures and raising the dead: Litany, Sanctuary, Cure Affliction, Resurrection, Hallowed Ground.

  • Deep Sanctuary

    absorbs 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Gathered Blessings

    lays your blessings on every party member in the room, each for its own mana.

    1 rank · 2 points

  • Hale Blessing

    gives 15% / 30% / 45% more health.

    3 ranks · 1, 2 and 3 points

  • Hallowed Ground New button

    2 min cooldown: for 10 s, you and every party member in the room take 20% less damage.

    1 rank · 3 points

  • Lasting Purity

    holds 16 s, and restores 10%.

    Earlier ranks: 12 s, and restores 8%.

    Without it: Purity holds 8 s, and restores 5%.

    2 ranks · 2 and 3 points

  • Mended Walls

    restores 20% / 30% of what the ward soaked.

    Without it: Unbroken restores 10% of what the ward soaked.

    2 ranks · 2 and 3 points

  • Patient Blessings

    Your blessings last 1 hour, not 30 min.

    1 rank · 1 point

  • Quick Sanctuary

    cools in 25 s / 20 s.

    Without it: Sanctuary cools in 30 s.

    2 ranks · 1 and 2 points

  • Resistance New button

    A new button, a blessing. 1.5 s cast: for 30 min, anyone friendly has 15–30 more Magic, Fire, Cold, Poison and Disease resist, by your Abjuration.

    1 rank · 3 points

  • Resurrection New button

    10 s cast, out of a fight: a party member's corpse here may rise. They are asked, and if they agree they come back to it with a quarter of their health, and 90% of the experience the death cost them.

    1 rank · 3 points

  • Gentle Waking

    casts in 5 s, and raises with half health and half mana.

    1 rank · 2 points · Needs Resurrection at full rank

  • Stout Shield

    gives 15% / 30% / 45% more armor.

    3 ranks · 1, 2 and 3 points

  • Thorough Cure

    draws out two afflictions / every affliction.

    Without it: Cure Affliction draws out one affliction.

    2 ranks · 1 and 2 points

  • Wide Sanctuary

    also wards every other party member in the room, for half as much.

    1 rank · 4 points

Dawnbringer Class

Holy damage: Smite, Searing Light, Fervor, Contrition, the undead, Daybreak, Dawnstrike.

  • Dawnstrike New button

    3 s cast, 30 s cooldown: one great holy strike, three Smites' worth.

    1 rank · 3 points

  • Daybreak New button

    2.5 s cast, 20 s cooldown: holy light strikes every enemy in the room, and the undead take double.

    1 rank · 3 points

  • Kindled Dawn

    leaves Searing Light's burn on each enemy it strikes.

    1 rank · 2 points · Needs Daybreak at full rank

  • Deep Contrition

    Contrition's mark heals 5 points / 10 points more of the damage.

    2 ranks · 2 and 3 points

  • Eager Fervor

    Fervor's chance is 3 points / 6 points / 9 points higher, past its 25% cap.

    3 ranks · 1, 2 and 3 points

  • Burning Zeal

    holds three charges.

    1 rank · 2 points · Needs Eager Fervor at full rank

  • Fervent

    A spell carries deals or heals 10% / 20% / 30% more.

    3 ranks · 2, 3 and 4 points

  • Fiercer Light

    hits and burns 10% / 20% / 30% harder.

    3 ranks · 1, 2 and 3 points

  • Hard Light

    deals 4% / 8% / 12% / 16% / 20% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Lay to Rest

    Your spells deal 10% / 20% / 30% more to the undead, heals turned on them included.

    3 ranks · 1, 2 and 3 points

  • Light Returned

    15% of the holy damage you deal heals the most hurt party member in the room (you, when alone).

    1 rank · 4 points

  • Lingering Light

    burns for 4 ticks / 5 ticks / 6 ticks.

    Without it: Searing Light burns for 3 ticks.

    3 ranks · 1, 2 and 3 points

  • Quick Light

    casts in 1.8 s / 1.6 s / 1.4 s.

    Without it: Smite casts in 2 s.

    3 ranks · 1, 2 and 3 points

Healer Role

How much your heals restore, how often they land critically, and your mana, as any healer's.

  • Calm Spirit

    Your mana returns 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

  • Gentle Hands

    Your heals restore 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Sure Touch

    Your chance of a critical heal is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Caster · Mana · Easy to learn

Sorcerer

No swing timer and no second resource: arcane and fire, and which spell is worth its cast.

High Elves, Dark Elves, Gnomes and Skyrooks · Promotes to an Archmage at 25 · Talents

Abilities, level by level

  1. 1

    Arcane Lance

    A quick, cheap bolt of arcane force damages one enemy.

    15–26 dmg · the cheap filler, affordable on regen alone · 1.5s cast · 7 mana

  2. 2

    Magic Missiles

    A stream of magic missiles, loosed one after another for as long as you hold the cast.

    2 missiles of 12–22 dmg, one per second as the bar drains · 7 mana per missile, paid as each one leaves, so clipping early costs you less · 1.5s channel · 12s cooldown, counted from when the channel ends · more missiles come as you level

  3. 3

    Fireball

    A slow, heavy ball of fire damages an enemy and leaves it burning.

    28–46 dmg, then burns for 7–12 dmg × 3 ticks · the burn is what Conflagrate is for · 3.0s cast · 13 mana

  4. 4

    Meditation Passive

    While you rest, your mana regenerates 50% faster

  5. 5

    Sudden Boon Passive

    Chance that a cast leaves your next spell free.

  6. 6

    Lightning Bolt

    An instant bolt damages an enemy, breaks the spell it was casting and silences it for a moment.

    26–42 dmg, instant, interrupts + silences enemy casts for 4s · 10 mana · 18s cooldown

  7. 7

    Third Missile Passive

    Magic Missiles fires a third missile, and its channel is a second longer to hold it

  8. 8

    Mana Shield

    10 min: 28–42% of the physical damage you take (weapons, claws, bleeds) drains mana instead of health, at half a mana per point · a spell passes through it · drops when the pool can't pay · 1.5s cast · 10 mana

  9. 9

    Cascade Passive

    An Arcane Lance that lands has a 10% chance to call a free volley: your next Magic Missiles, begun within 10s, costs no mana and neither waits for its cooldown nor starts it

  10. 10

    Polymorph

    Turns it into a sheep for 8–14s: no swings, no casts · any damage breaks it · hold one while you kill another · 1.5s cast · 14 mana · 25s cooldown

  11. 11

    Countercharge Passive

    A Lightning Bolt that breaks a cast gives back the mana it cost and is ready again in half the time

  12. 12

    Arcane Storm

    16–28 dmg to everything in the room, provokes passives · 2.5s cast · 14 mana

  13. 13

    Fourth Missile Passive

    Magic Missiles fires a fourth missile, and its channel is a second longer to hold it

  14. 14

    Arcane Sight

    10 min: you see invisible creatures and players · hidden ones — a Rogue in the shadows — stay hidden; that is a different sense · 2.0s cast · 15 mana

  15. 15

    Far Sight Passive

    While Arcane Sight is on you, you take in one room further down every line of sight, looking or not

  16. 16

    Invisibility

    3 min unseen and un-aggroable — and unlike Hide it survives moving between rooms · breaks on attacking, casting at anything, or taking damage · 2.0s cast · 20 mana

  17. 17

    Brim and Ebb Passive

    With more than 75% of your mana, your damage spells hit 6% harder · with less than 25%, Arcane Lance costs no mana

  18. 18

    Fire Storm

    26–44 dmg to everything in the room, provokes passives · 2.5s cast · 17 mana

  19. 19

    Wildfire Passive

    Fire Storm leaves a short burn of yours on everything it hits that isn't already burning by your hand: 2 ticks, each half a Fireball burn's · a burn is what Conflagrate is for

  20. 20

    Conflagrate

    19–33 dmg on its own — worse than a Fireball — but 32–54 against a target carrying your burn, and it does NOT consume the burn · 2.0s cast · 16 mana

  21. 21

    Flashpoint Passive

    Each tick of a burn of yours has a 16% chance to make your next Conflagrate instant, if you cast it within 10s

  22. 22

    Mana Rift

    Tears the pool itself into force: spends 35% of your current mana (10–120) and deals 1.8–2.8 damage per point spent · Brim adds nothing to it: it is the pool itself · no cooldown, because the shrinking pool is one · 2.5s cast

  23. 23

    Unseen Hand Passive

    The spell that brings you out of Invisibility is instant, whatever its cast time · a channel is not shortened

  24. 24

    Fifth Missile Passive

    Magic Missiles fires a fifth missile, and the last missile of a channel you see through hits for 50% more

Promotion and talents

At level 25, bearing the Blue Rune, a Sorcerer kneels before the Priest of the Dawn and rises an Archmage. Promotion brings five talent points, and each Archmage level after it one more: an Archmage 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 265 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Pyromancer Class

Fire on one enemy, burned down over time: Fireball, its burn, Conflagrate, Flashpoint, Pyre, Quickfire.

  • Burning Mind

    Each tick of a burn of yours gives back 1 / 2 / 3 mana.

    3 ranks · 1, 2 and 3 points

  • Fan the Flames

    A that lands on your burn adds a tick to it, up to 3 added to one burn.

    1 rank · 2 points

  • Flare Up

    A critical fire spell makes your burn on its target tick 20% / 40% / 60% harder for the rest of that burn.

    3 ranks · 2, 3 and 4 points

  • Flash Over

    Flashpoint's chance is 19% / 22%.

    Without it: Flashpoint's chance is 16%.

    2 ranks · 1 and 2 points

  • Blaze Through

    A made instant by costs no mana.

    1 rank · 2 points · Needs Flash Over at full rank

  • Keep It Burning

    Each fire spell you land on a target adds a tick to your burn on it, up to its full length.

    1 rank · 4 points

  • Kindle

    Your fire spells deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Long Burn

    Fireball's burn runs 4 ticks / 5 ticks / 6 ticks.

    Without it: Fireball's burn runs 3 ticks.

    3 ranks · 1, 2 and 3 points

  • Pyre New button

    4.5 s cast, 30 s cooldown: a great fire that strikes hard and burns twice as hot as a Fireball's.

    1 rank · 3 points · Needs Long Burn at full rank

  • Quick Kindling

    casts in 2.75 s / 2.5 s / 2.25 s.

    Without it: Fireball casts in 3 s.

    3 ranks · 1, 2 and 3 points

  • Quickfire New button

    2 min cooldown, off the global cooldown: your next or within 30 s is instant.

    1 rank · 3 points

  • Searing Heat

    Your burns tick 10% / 20% / 30% harder.

    3 ranks · 1, 2 and 3 points

  • Searing Will

    Your fire spells ignore 10 points / 20 points / 30 points of a target's Fire resist (never past none).

    3 ranks · 1, 2 and 3 points

  • Stoke

    deals 4% / 8% / 12% more to a target carrying your burn.

    3 ranks · 1, 2 and 3 points

  • White Heat

    Your chance of a critical hit with fire spells is 2 points / 4 points / 6 points higher.

    3 ranks · 2, 3 and 4 points

Arcanist Class

Arcane burst and the pool: Arcane Lance, Magic Missiles, Lightning Bolt, Mana Rift; wards; and every teleport.

  • Brimful

    Brim holds above 65% / 55% / 45% mana.

    Without it: Brim holds above 75% mana.

    3 ranks · 1, 2 and 3 points

  • Cut Through

    Your arcane spells ignore 10 points / 20 points / 30 points of a target's Magic resist (never past none).

    3 ranks · 1, 2 and 3 points

  • Gate New button

    10 s cast, 10 min cooldown: opens a gate to your respawn point (where you bind). Moving or taking a hit breaks it off; unlike a Scroll of Recall it never collapses.

    1 rank · 3 points

  • Anchor New button

    A new button: marks the room you stand in, out of a fight and where an anchor may be set, and 'cast gate anchor' takes you there instead of your respawn point. One anchor; marking again moves it.

    1 rank · 3 points · Needs Gate at full rank

  • Open the Way New button

    Gate's cast and cooldown: a gate your party in the room steps through with you, to your respawn point or your anchor.

    1 rank · 3 points · Needs Anchor at full rank

  • Second Anchor

    You keep two anchors, and a new one replaces the older: 'cast gate anchor' takes you to the first, 'cast gate 2' to the second.

    1 rank · 2 points · Needs Anchor at full rank

  • Swift Gate

    casts in 3 s, and cools in 3 min.

    Earlier ranks: 6 s, and cools in 6 min.

    Without it: Gate casts in 10 s, and cools in 10 min.

    2 ranks · 1 and 2 points · Needs Gate at full rank

  • Group Invisibility New button

    A new button: on you and every member of your party in the room.

    1 rank · 3 points

  • More Volleys

    Cascade's chance is 15% / 20%.

    Without it: Cascade's chance is 10%.

    2 ranks · 1 and 2 points

  • Overcharge

    deals 25% / 50% / 75% more.

    3 ranks · 1, 2 and 3 points

  • Rune Ward New button

    1.5 s cast, 30 s cooldown: a ward that soaks damage of any kind for 15 s.

    1 rank · 3 points

  • Deep Ward

    soaks 25% / 50% more.

    2 ranks · 2 and 3 points · Needs Rune Ward at full rank

  • Sharper Lance

    deals 25% / 50% / 75% more.

    3 ranks · 1, 2 and 3 points

  • Steady Volley

    cools in 10 s / 8 s / 6 s.

    Without it: Magic Missiles cools in 12 s.

    3 ranks · 1, 2 and 3 points

  • Tear Deeper

    deals 2.2–3.4 / 2.5–3.9 / 2.9–4.5 damage per point spent.

    Without it: Mana Rift deals 1.8–2.8 damage per point spent.

    3 ranks · 2, 3 and 4 points

  • Thick Shield

    turns 8 points / 16 points / 24 points more of the physical damage you take.

    3 ranks · 1, 2 and 3 points

  • Well of Power

    deals 40% more, and a critical Mana Rift gives back half the mana it spent.

    1 rank · 4 points

Battlemage Class

Many enemies at once, in either element: Arcane Storm, Fire Storm, Wildfire, Polymorph, Force Wave, Cinderfall.

  • Cinderfall New button

    3 s cast, 2 min cooldown: fire falls on every enemy in the room, twice as hard as a , and lays a full burn on each.

    1 rank · 3 points

  • Draw From Many

    Each enemy past the first that a room spell of yours hits gives back 2 / 4 / 6 mana.

    3 ranks · 1, 2 and 3 points

  • Dry Tinder

    Wildfire's burn runs 3 ticks / 4 ticks / 5 ticks.

    Without it: Wildfire's burn runs 2 ticks.

    3 ranks · 1, 2 and 3 points

  • Scorched Ground

    reaches enemies already burning by your hand too, adding 2 ticks to their burn.

    1 rank · 2 points · Needs Dry Tinder at full rank

  • Eye of the Storm

    With three or more enemies fighting you, you take 5% / 10% / 15% less damage.

    3 ranks · 1, 2 and 3 points

  • Feed the Storm

    Room spells deal 2% / 4% / 6% more for each enemy they hit past the first, up to four.

    3 ranks · 2, 3 and 4 points

  • Chain Reaction

    When a room spell of yours kills an enemy, your next room spell within 6 s is instant.

    1 rank · 2 points · Needs Feed the Storm at full rank

  • Force Wave New button

    30 s cooldown, instant: arcane force strikes every enemy in the room, and stuns each for 2 s.

    1 rank · 3 points

  • Gathering Storm

    deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Lingering Storm

    leaves a crackle in every enemy it hits: arcane damage each second for 4 s / 6 s.

    2 ranks · 2 and 3 points

  • Quick Change

    cools in 20 s / 15 s.

    Without it: Polymorph cools in 25 s.

    2 ranks · 1 and 2 points

  • Quick Storms

    and cast in 2.4 s / 2.3 s / 2.2 s.

    Without it: Arcane Storm and Fire Storm cast in 2.5 s.

    3 ranks · 1, 2 and 3 points

  • Rolling Fire

    deals 7% / 14% / 21% more.

    3 ranks · 1, 2 and 3 points

  • Second Wave

    and strike twice, the second strike at a third.

    1 rank · 4 points

  • Thick Wool

    holds 10–16 s / 12–18 s.

    Without it: Polymorph holds 8–14 s.

    2 ranks · 1 and 2 points

  • Flock

    can hold two enemies at once: casting it on a second leaves the first a sheep.

    1 rank · 2 points · Needs Thick Wool at full rank

Caster Role

Spell damage, critical hits with spells and mana, as any caster's.

  • Deep Well

    Your mana is 4% / 8% / 12% greater.

    3 ranks · 1, 2 and 3 points

  • Focused Will

    Your spells deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Spell Sense

    Your chance of a critical hit with spells is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Striker and Pets · Ranged · Focus · Moderate to learn

Hunter

Starts the fight three rooms away: a bow down the corridor, a pet at its side, and a hatchet for whatever gets through.

Wood Elves, High Elves, Dark Elves, Dwarves, Gnomes, Ogres and Halflings · Promotes to a Ranger at 25 · Talents

Abilities, level by level

  1. 1

    Quick Shot

    A fast arrow from range that builds Focus. Up close it becomes a chop of your hatchet.

    The bow's basic attack. At range, an arrow: 2.0s to draw, 2.26–3.15× bow damage; Double and Triple Attack nock a second and a third. In the room, Hack: instant, a hatchet chop for 2.43–3.53× weapon damage · builds focus: 12 from Quick Shot, 6 from Hack

  2. Call Pet

    Calls your pet to fight at your side. Which animal it is depends on your race.

    Calls your pet to your side — a black widow, a bear, a white hound, a ram, a sandhorn or a clockwork bear, by your race — at your level · it can't be called while it lies dead: revive it · instant · while your pet is out, this key is Pet Attack

  3. Tend Pet

    A poultice thrown to your pet: heals it 4–9% of its health every 2s for 10s · it must be with you or in sight · instant · 12 focus · 10s cooldown

  4. Rouse Pet

    Brings your fallen pet back at half its health, beside you · works in a fight, if you can stand still for it · 6.0s cast · 20 focus

  5. 2

    Fetch Passive

    With autoloot on, your pet does the looting: on the spot when it is beside the corpse, or a dash to one down the corridor and back to you

  6. 3

    Mark Quarry

    Marks an enemy without starting the fight: you and your pet hurt it more, and you can track where it goes.

    Marks your target, here or down a line, without starting the fight · the first arrow you loose at it cannot miss and is a critical hit, once a creature · you can track it anywhere on your level · one mark at a time · lasts 2 minutes · instant · 5 focus

  7. 4

    Meet the Charge Passive

    When a creature reaches your room off a charge, your next Hack at it within 3s deals 1.5× its damage and builds 12 Focus, as a Quick Shot does

  8. 5

    Heavy Shot

    A slow, careful shot from range that spends Focus for heavy damage. Up close, you and your pet strike together.

    The payoff. At range, Heavy Shot: 2.5s to draw, 3–6× bow damage. In the room, Pack Strike: instant, 3.53–5.08× weapon damage, and your pet strikes beside you at double — if it is on the same target. On a mob that isn't fighting yet, Deadeye: 3.97–5.85× bow damage · 35 focus · no cooldown

  9. 6

    Mark Anew Passive

    When the creature marked by your Mark Quarry dies, the mark moves at no cost to another that is fighting you or your pet, for a full 2 minutes

  10. 7

    Double Attack Passive

    Chance to strike again on an autoattack. Improves with Dexterity.

  11. 8

    Pinning Shot

    Pins the target where it stands for 4–7s: it can't leave the room. If it's in the room with you, you vault out an exit as you shoot — 'pin <dir>', or a random one — and stay in the fight. From a room away or more, you fall back one room along the line, where there is one and the target stays in sight · 0.55–0.83× bow damage · instant · 15 focus · 20s cooldown

  12. 9

    Deepened Mark Passive

    You and your pet deal 10% more damage to the creature marked by your Mark Quarry

  13. 10

    Long Shot Passive

    Every arrow deals 8% more damage for each room it crosses: 8% from one room away, 16% from two, 24% from three

  14. 11

    Still Target Passive

    Heavy Shot at a creature that cannot leave its room (Pinning Shot, a web, an Entangle) draws in 1.5s in place of 2.5s

  15. 12

    Step In Passive

    When you drop below 35% health, your pet comes to you and takes the attention of every creature in the room that is on you · at most once a minute

  16. 13

    Scout Passive

    'pet scout <direction>': your pet runs the line and you are told what it saw, 3 rooms past your own sight, marked on your map as a look marks it · out of a fight, with your pet at your side · at most once every 10s

  17. 14

    Venomed Arrows

    Fill your quiver with venomed arrows: every arrow that lands poisons the creature for 0.07–0.13× bow damage every 3s, three times · stacks to 5, and every arrow that lands renews the poison · the poison bites deeper as your Fletching skill rises · 'quiver serpent' to fill your quiver, 'quiver' to go back to plain arrows · one kind of arrow at a time · bow only: your melee weapon carries nothing · costs nothing

  18. 15

    Flanking Shot Passive

    Your arrows at a creature that is fighting your pet are 10% more likely to be critical hits

  19. 16

    Volley

    Arrows fall on everything in your target's room: 0.77–1.1× bow damage each — and all of them come for you · 2.0s cast · 25 focus · 30s cooldown

  20. 17

    Barbed Arrows

    Fill your quiver with barbed arrows: every arrow that lands leaves barbs in the creature, and for 4s its movement is slowed: leaving the room it stands in takes it 1.5–2.5× as long · every arrow that lands starts the 4s again · the slow grows stronger as your Fletching skill rises · deals no extra damage · 'quiver barbed' to fill your quiver, 'quiver' to go back to plain arrows · one kind of arrow at a time · bow only: your melee weapon carries nothing · costs nothing

  21. 18

    Triple Attack Passive

    Chance to strike a third time after a successful Double Attack. Improves with Dexterity.

  22. 19

    Disrupting Shot Passive

    A Pinning Shot that lands also stops a cast in progress, and that spell waits out its full cooldown

  23. 20

    Feign Death

    You drop, and everything fighting or chasing you loses you: chasers give up and go home, and anything that was on your pet stays on it · the fight is over for you · instant · 60s cooldown

  24. 21

    Bodkin Arrows

    Fill your quiver with bodkin arrows: every arrow you shoot ignores 40–60% of the creature's armor · ignores more as your Fletching skill rises · 'quiver bodkin' to fill your quiver, 'quiver' to go back to plain arrows · one kind of arrow at a time · bow only: your melee weapon carries nothing · costs nothing

  25. 22

    Finishing Shot

    Only on a target below 20% health: 2.98–5.52× bow damage, at range or point-blank · 1.0s cast · 20 focus · 10s cooldown

  26. 23

    Mark for the Kill Passive

    Finishing Shot is usable below 35% health, in place of 20%, on the creature marked by your Mark Quarry

  27. 24

    Nock Again Passive

    After a Finishing Shot kills, your next Heavy Shot or Deadeye within 6s has no draw: it is instant

Promotion and talents

At level 25, bearing the Blue Rune, a Hunter kneels before the Priest of the Dawn and rises a Ranger. Promotion brings five talent points, and each Ranger level after it one more: a Ranger 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 255 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Sharpshooter Class

The bow at range, one enemy: the draws, the mark, Long Shot, Finishing Shot, Heartseeker, Rapid Fire.

  • Ambush

    deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Clean Kill

    deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Close Study

    The creature carrying your mark takes 12% / 14% / 16% more from you and your pet.

    Without it: The creature carrying your mark takes 10% more from you and your pet.

    3 ranks · 1, 2 and 3 points

  • Dead Center

    , and can't miss or be dodged, and a critical one gives back half its Focus.

    1 rank · 4 points

  • Eagle Eye

    Your sight down a line, and your arrows, reach one room further.

    1 rank · 2 points

  • Long Sight

    adds 10% / 12% / 14% for each room an arrow crosses.

    Without it: Long Shot adds 8% for each room an arrow crosses.

    3 ranks · 1, 2 and 3 points

  • Open Twice

    A mark makes two openings on a creature, not one: the first two arrows you loose at it cannot miss, and are critical hits.

    1 rank · 4 points

  • Quick Draw

    draws in 1.9 s / 1.8 s / 1.7 s.

    Without it: Quick Shot draws in 2 s.

    3 ranks · 1, 2 and 3 points

  • Rapid Fire New button

    2 min cooldown, off the global cooldown: your next two Quick Shots, Heavy Shots or Deadeyes within 20 s have no draw.

    1 rank · 3 points

  • Sitting Target

    draws in 1 s / 0.5 s.

    Without it: Still Target draws Heavy Shot in 1.5 s.

    2 ranks · 2 and 3 points

  • Smooth Draw

    and draw in 2.25 s / 2 s / 1.75 s.

    Without it: Heavy Shot and Deadeye draw in 2.5 s.

    3 ranks · 1, 2 and 3 points

  • Heartseeker New button

    40 Focus, 3.5 s draw, 30 s cooldown: one arrow for 5 to 7 times your bow's damage.

    1 rank · 3 points · Needs Smooth Draw at full rank

  • Steady Aim

    Your arrows deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Steady Breath

    , and cost 31 / 27 / 23 Focus.

    Without it: Heavy Shot, Deadeye and Pack Strike cost 35 Focus.

    3 ranks · 1, 2 and 3 points

Beastmaster Class

Your pet: one, made stronger: Pet Attack, Pack Strike, Tend and Rouse Pet, Step In, Stand Guard, Unleash.

  • Eager

    strikes once every 16 s / 12 s.

    Without it: Pet Attack strikes once every 20 s.

    2 ranks · 1 and 2 points

  • Ever Watchful

    answers below 50% health, once every 30 s.

    Earlier ranks: 45% health, once every 45 s.

    Without it: Step In answers below 35% health, once a minute.

    2 ranks · 1 and 2 points

  • Far Ranging

    runs 4 rooms / 5 rooms past your own sight.

    Without it: Scout runs 3 rooms past your own sight.

    2 ranks · 1 and 2 points

  • Good Poultice

    heals 20% / 40% / 60% more.

    3 ranks · 1, 2 and 3 points

  • Hunt as One

    Each or that lands readies Pet Attack's strike at once, and your pet deals 10% more.

    1 rank · 4 points

  • Hunt Together

    Pack Strike's companion strike lands for 2.4 times / 2.8 times / 3.2 times its bite.

    Without it: Pack Strike's companion strike lands for twice its bite.

    3 ranks · 1, 2 and 3 points

  • Kindred

    Your pet stands with 10% / 20% / 30% more health.

    3 ranks · 1, 2 and 3 points

  • Pincer

    makes a critical hit 13 points / 16 points / 20 points more likely.

    Without it: Flanking Shot makes a critical hit 10 points more likely.

    3 ranks · 1, 2 and 3 points

  • Quick Rouse

    takes 2 s, and brings it back whole.

    Earlier ranks: 4 s, and brings it back at three quarters.

    Without it: Rouse Pet takes 6 s, and brings your pet back at half health.

    2 ranks · 1 and 2 points

  • Savage Lunge

    Pet Attack's strike deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Shared Blood

    Each blow your pet lands mends you for 5% / 10% / 15% of its damage.

    3 ranks · 1, 2 and 3 points

  • Stand Guard New button

    1 min cooldown, off the global cooldown: for 8 s, half the damage you take lands on your pet instead, while it stands beside you.

    1 rank · 3 points

  • True to Its Kind

    Your pet's own way of fighting comes 25% / 50% stronger: a widow's web holds longer, a bear mauls more often, a ram's stun lasts longer, a sandhorn tramples more often, a hound harries more often, a terrier pesters more often, a clockwork bear's plates are thicker.

    2 ranks · 2 and 3 points

  • Unleash New button

    1 min cooldown, off the global cooldown: for 10 s your pet swings 50% faster and its blows deal 25% more.

    1 rank · 3 points

Survivalist Class

Close quarters: the hatchet, Pinning Shot's vault, Feign Death, the quiver, Volley, Hatchet Sweep, Field Dressing.

  • Bitter Venom

    Venomed Arrows' poison bites 15% / 30% / 45% harder.

    3 ranks · 1, 2 and 3 points

  • Busy Hands

    builds 8 / 10 Focus.

    Without it: Hack builds 6 Focus.

    2 ranks · 1 and 2 points

  • Field Dressing New button

    2 min cooldown: you bind your wounds, and mend 30% of your health over 10 s.

    1 rank · 3 points

  • Hatchet Sweep New button

    20 Focus, 15 s cooldown: your hatchet sweeps through every creature in the room, 1.2 to 1.8 times your weapon's damage to each.

    1 rank · 3 points

  • Hatchet Work

    , and deal 3% / 6% / 9% / 12% / 15% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Heavy Bodkins

    ignore 5 points / 10 points / 15 points more of a creature's armor.

    3 ranks · 1, 2 and 3 points

  • Hold Them There

    holds 1 s / 2 s / 3 s longer.

    3 ranks · 1, 2 and 3 points

  • Last Trick

    Once every 10 min, a blow that would kill you leaves you at 1 health, and you feign death at once.

    1 rank · 4 points

  • Play Dead

    cools in 45 s / 30 s.

    Without it: Feign Death cools in 60 s.

    2 ranks · 1 and 2 points

  • Not Dead Yet

    After , your next or within 10 s has no draw.

    1 rank · 2 points · Needs Play Dead at full rank

  • Quick Vault

    cools in 16 s / 12 s.

    Without it: Pinning Shot cools in 20 s.

    2 ranks · 1 and 2 points

  • Quick Volley

    cools in 24 s / 18 s.

    Without it: Volley cools in 30 s.

    2 ranks · 1 and 2 points

  • Rain of Arrows

    deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Ready for It

    Meet the Charge's deals 1.75 times / 2 times / 2.25 times its damage.

    Without it: Meet the Charge's Hack deals 1.5 times its damage.

    3 ranks · 1, 2 and 3 points

  • Weathered

    You take 3% / 6% / 9% less physical damage.

    3 ranks · 1, 2 and 3 points

Striker Role

Damage and critical hits, as any striker's.

  • Honed Edge

    Your damage is 2% / 4% / 6% / 8% / 10% higher.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Keen Eye

    Your chance of a critical hit is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

  • Telling Blows

    Your critical hits deal 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

Pets Role

What your pet takes, deals and how fast it swings, as any pet owner's.

  • Fierce

    Your pet deals 3% / 6% / 9% more damage.

    3 ranks · 1, 2 and 3 points

  • Hardy

    Your pet takes 3% / 6% / 9% less damage.

    3 ranks · 1, 2 and 3 points

  • Tireless

    Your pet swings 3% / 6% / 9% faster.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Caster and Pets · Mana · Hard to learn

Necrolyte

Kills slowly and on purpose: curses, rot that gets worse the longer you leave it, and at 10 a corpse that gets up to fight for you.

Dark Elves, Gnomes and Skyrooks · Promotes to a Necromancer at 25 · Talents

Abilities, level by level

  1. 1

    Blight

    Rot that does no harm as it lands, then eats at an enemy for a long while.

    No damage at all when it lands: 11–18 dmg × 6 ticks over 18s · the best mana-per-point in the game, paid for in patience · 2.0s cast · 16 mana

  2. Bone Chill

    A quick, cheap touch of cold damages one enemy while your rot works.

    5–10 cold dmg · the filler, cheap enough to cast for as long as the rot works · 1.5s cast · 3 mana

  3. 2

    Fresh Rot Passive

    When a creature dies carrying a rot of yours, your next Blight is instant, if you cast it within 15s

  4. 3

    Killing Frost

    An instant burst of cold that deals double to an enemy close to death.

    15–26 cold dmg, at once · deals double to a creature under 25% health · instant · 14 mana · 20s cooldown

  5. 4

    Rest Among the Dead Passive

    While you rest in a room with the corpse of a creature you may loot, your mana regenerates 50% faster

  6. 5

    Leeching Rot

    Rot that feeds you: as it eats at an enemy, much of the harm comes back to you as health.

    Rot that feeds you: 12–19 dmg × 4 ticks over 12s, and 55–91% of every tick comes back as health · the class has no heal, and this is it · 2.0s cast · 11 mana

  7. 6

    Curse of Wasting

    A curse that weakens an enemy's melee hits.

    60s: its melee hits for 15–30% less · one curse at a time per target, and this is the one that keeps a thin pet alive · 1.5s cast · 12 mana

  8. 7

    Cold in the Wound Passive

    Bone Chill hits 10% harder for each rot of yours in its target

  9. 8

    Ill Omen Passive

    A Blight that lands on a creature carrying no curse also lays the curse you last cast, for no mana · cast a curse yourself to choose it, or to change it

  10. 9

    Gather Shadows

    Hidden where you stand: unseen and un-aggroable · out of combat only, and you have no Sneak — moving, `vis` or any cast ends it · 2.0s cast · 10 mana

  11. 10

    Raise Dead

    Raises a corpse you may loot as your pet: it follows you, fights for you, and draws what it fights onto itself ('pet taunt off' stops that) · the corpse is consumed, and must be empty · one pet at a time · 3.0s cast · 25 mana

  12. 11

    The Long Dead Passive

    You sense the long dead buried under a room, where nobody else sees anything, and Raise Dead brings one up with no corpse: 'raise dead grave' · it stands at its full strength, whatever your Conjuration · each wild place holds two or three a day, or on some days one far stronger · a grave answers once

  13. 12

    Curse of Frailty

    60s: it takes 10–20% more damage from everything — your pet, your rot, and anyone else in the room · replaces any other curse on it, which is the choice · 1.5s cast · 16 mana

  14. 13

    Brittle Passive

    Killing Frost leaves what it strikes brittle for 6s: your next Bone Chill on it deals double

  15. 14

    Grim Harvest Passive

    When something you were fighting dies, you get back some of your maximum health and mana.

  16. 15

    Curse of the Grave

    60s: it does nothing to the creature while it lives · if it dies under this curse, the corpse you raise from it stands with 15–30% more health and a harder bite · replaces any other curse on it, which is the choice · 1.5s cast · 14 mana

  17. 16

    Dread

    Rot that gets worse: 8–14 dmg × 5 ticks over 15s, and each tick hits 12% of the first harder than the one before — the last hits about 50% harder than the first · recasting starts the climb over, so the decision is to leave it alone · 2.0s cast · 24 mana

  18. 17

    Borrowed Life Passive

    Overhealing from Leeching Rot becomes a ward that absorbs damage: up to 10% of your health, for 15s after the last of it

  19. 18

    Shadow Mastery Passive

    Your rots (damage over time) tick harder.

  20. 19

    Sudden Chill Passive

    Each tick of a rot of yours has a 10% chance to make your next Bone Chill instant, if you cast it within 10s

  21. 20

    Fear

    It bolts from the room for 10–18s · it comes back when the fear breaks and goes straight for you — unless something in the room it fled to has picked a fight with it, in which case it stays there · 2.0s cast · 16 mana · 30s cooldown

  22. 21

    Thrall's End Passive

    When the dead you raised falls for good, it bursts: 26–44 cold dmg, by your Conjuration, to every creature that was attacking it

  23. 22

    Soul Rend

    Tears out every rot of YOURS in the target and deals 33–53% of what it had already done · a rot you just cast has done nothing, so this is worth what you waited for · half a second to cast, so you can catch a rot before its last tick · no cooldown, because the rot you spend IS the cooldown · 19 mana

  24. 23

    Last Breath Passive

    A Killing Frost that kills is ready again at once

  25. 24

    Rise Again Passive

    The first time the dead you raised falls, it stands back up with 30% of its health · once for each one you raise

Promotion and talents

At level 25, bearing the Blue Rune, a Necrolyte kneels before the Priest of the Dawn and rises a Necromancer. Promotion brings five talent points, and each Necromancer level after it one more: a Necromancer 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 246 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Blightcaller Class

Rot and curses: Blight, Leeching Rot, Dread, Soul Rend, Ill Omen, Curse the Gathered, Pestilence.

  • Contagion

    When a creature dies carrying your , the Blight moves on to another creature fighting you, with the ticks it had left.

    1 rank · 2 points

  • Curse of the Elements New button

    A new button, a curse. 1.5 s cast: for 60 s, a creature's Fire and Cold resist drop by 15–30 against everyone's spells, by your Alteration. Never resisted itself.

    1 rank · 3 points

  • Curse the Gathered New button

    2.5 s cast, 30 s cooldown: lays the curse you last cast on every creature fighting you, your party or your thrall.

    1 rank · 3 points

  • Deep Rot

    Your rots tick 2% / 4% / 6% / 8% / 10% harder.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Ill Wind

    A on a creature carrying a curse of yours renews that curse.

    1 rank · 1 point

  • Long Blight

    runs 7 ticks / 8 ticks / 9 ticks.

    Without it: Blight runs 6 ticks.

    3 ranks · 1, 2 and 3 points

  • Mounting Dread

    Each tick climbs 14% / 16% / 18% of the first.

    Without it: Each Dread tick climbs 12% of the first.

    3 ranks · 1, 2 and 3 points

  • Long Dread

    runs 6 ticks / 7 ticks.

    Without it: Dread runs 5 ticks.

    2 ranks · 2 and 3 points · Needs Mounting Dread at full rank

  • Pestilence New button

    3 s cast, 1 min cooldown: lays your on every creature fighting you, your party or your thrall.

    1 rank · 3 points

  • Quick Rot

    and cast in 1.75 s / 1.5 s / 1.25 s.

    Without it: Blight and Leeching Rot cast in 2 s.

    3 ranks · 1, 2 and 3 points

  • Rend Deeper

    pays 7 points / 14 points / 22 points more of what the rots had dealt.

    3 ranks · 1, 2 and 3 points

  • Let It Climb

    leaves your in place, still climbing. It still pays for what Dread had dealt, and that count starts over.

    1 rank · 2 points · Needs Rend Deeper at full rank

  • Ripe

    lasts 30 s, and that Blight costs no mana.

    Earlier ranks: 30 s.

    Without it: Fresh Rot lasts 15 s.

    2 ranks · 1 and 2 points

  • Twofold Curse

    A creature can carry two curses of yours at once, if they are different, and lays the last two you cast.

    1 rank · 4 points

  • Withering Word

    adds 2 points / 4 points / 6 points to the damage a creature under it takes.

    3 ranks · 1, 2 and 3 points

Gravecaller Class

The dead: one thrall, raised with no corpse (Summon Bones), mended (Mend Thrall), made stronger.

  • Bound in Malice

    Each creature your thrall strikes that carries no curse takes the curse you last cast, for no mana.

    1 rank · 4 points

  • Cold Remains

    deals 20% / 40% / 60% more.

    3 ranks · 1, 2 and 3 points

  • Deep Graves

    You sense one more of the long dead in each wild area each day.

    1 rank · 2 points

  • Goad New button

    1 min cooldown, off the global cooldown: your thrall swings 50% faster for 10 s.

    1 rank · 3 points

  • Grave Hunger

    Each blow your thrall lands mends it for 5% / 10% / 15% of the damage.

    3 ranks · 1, 2 and 3 points

  • Hold Fast

    takes 4 points / 8 points / 12 points more off a creature's melee hits.

    3 ranks · 1, 2 and 3 points

  • Mend Thrall New button

    2.5 s cast, 12 s cooldown: mends your thrall for 30% of its health.

    1 rank · 3 points

  • Tend the Dead

    mends 40% / 50% / 60% of your thrall's health.

    Without it: Mend Thrall mends 30% of your thrall's health.

    3 ranks · 1, 2 and 3 points · Needs Mend Thrall at full rank

  • Quick Word

    casts in 2 s / 1 s.

    Without it: Raise Dead casts in 3 s.

    2 ranks · 1 and 2 points

  • Rotting Bite

    Each blow your thrall lands adds a tick to your on that creature, up to 3 added to one Blight.

    1 rank · 2 points

  • Sharp Teeth

    Your thrall's blows deal 20% / 40% / 60% more.

    3 ranks · 1, 2 and 3 points

  • Stand Again

    stands your thrall back up with 45% / 60% of its health.

    Without it: Rise Again stands your thrall back up with 30% of its health.

    2 ranks · 1 and 2 points

  • Stand Once More

    stands your thrall up twice for each raising, not once.

    1 rank · 2 points · Needs Stand Again at full rank

  • Strong Bones

    The dead you raise stand with 20% / 40% / 60% more health.

    3 ranks · 1, 2 and 3 points

  • Summon Bones New button

    6 s cast, 10 min cooldown, out of a fight: bones climb out of the ground and stand as your thrall, with no corpse or grave, as strong as a core creature of your level would rise.

    1 rank · 3 points

  • Ready Bones

    cools in 6 min / 3 min.

    Without it: Summon Bones cools in 10 min.

    2 ranks · 1 and 2 points · Needs Summon Bones at full rank

Lich Class

Cold, and staying alive: Drain Soul, Bone Chill, Killing Frost, the drains, Bone Armor, Lich Form.

  • Bitter Cold

    casts in 1.25 s / 1 s / 0.75 s.

    Without it: Bone Chill casts in 1.5 s.

    3 ranks · 1, 2 and 3 points

  • Bone Armor New button

    2 s cast: for 10 min, bone armors you and your thrall, each 15–35 more armor by your Conjuration, more at higher levels.

    1 rank · 3 points

  • Borrowed Time

    Borrowed Life's ward holds up to 15% / 20% / 25% of your health.

    Without it: Borrowed Life's ward holds up to 10% of your health.

    3 ranks · 1, 2 and 3 points

  • Deathless

    Once every 10 min, a blow that would kill you leaves you at 1 health, under a ward of a tenth of your health for 10 s.

    1 rank · 4 points

  • Deep Cold

    Your cold spells deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Deep Leech

    pays back 10 points / 20 points / 30 points more of each tick as health.

    3 ranks · 1, 2 and 3 points

  • Drain Soul New button

    A new button, a channel: 16–28 shadow damage a tick, 6 ticks over 15.5 s, each paid for as it leaves, and no cooldown. Casting anything else lets it go.

    1 rank · 3 points

  • Soul Siphon

    Each tick mends you for 25% / 50% of its damage.

    2 ranks · 1 and 2 points · Needs Drain Soul at full rank

  • Grave Chill New button

    2 s cast, 30 s cooldown: cold strikes every creature in the room, and their blows come 15% slower for 8 s.

    1 rank · 3 points

  • Grim Feast

    gives back 1 point / 2 points / 3 points more of your health and mana.

    3 ranks · 1, 2 and 3 points

  • Hard Frost

    cools in 16 s / 12 s.

    Without it: Killing Frost cools in 20 s.

    2 ranks · 1 and 2 points

  • Killing Cold

    deals double to a creature under 30% / 35% / 40% health.

    Without it: Killing Frost deals double to a creature under 25% health.

    3 ranks · 1, 2 and 3 points

  • Lich Form New button

    A new button, on or off: while you hold it, your health does not regenerate and your mana regenerates twice as fast.

    1 rank · 3 points

  • Shatter

    makes your next deal three times as much.

    Earlier ranks: two and a half times as much.

    Without it: Brittle makes your next Bone Chill deal double.

    2 ranks · 2 and 3 points

Caster Role

Spell damage, critical hits with spells and mana, as any caster's.

  • Deep Well

    Your mana is 4% / 8% / 12% greater.

    3 ranks · 1, 2 and 3 points

  • Focused Will

    Your spells deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Spell Sense

    Your chance of a critical hit with spells is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

Pets Role

What your pet takes, deals and how fast it swings, as any pet owner's.

  • Fierce

    Your pet deals 3% / 6% / 9% more damage.

    3 ranks · 1, 2 and 3 points

  • Hardy

    Your pet takes 3% / 6% / 9% less damage.

    3 ranks · 1, 2 and 3 points

  • Tireless

    Your pet swings 3% / 6% / 9% faster.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Healer and Caster · Mana · Hard to learn

Druid

Shapes the place it fights in: seeds that sprout late, heals that bloom, and the weather feeding both.

Wood Elves, Tidefolk and Halflings · Promotes to an Archdruid at 25 · Talents

Abilities, level by level

  1. 1

    Bramble Lash

    A whip of thorns damages an enemy and feeds a Thornseed planted in it.

    12–21 dmg · grows your Thornseed in its target by a quarter, up to double · a 15% chance your next Lash casts twice · 2.0s cast · 7 mana

  2. Seedling

    A seed of healing on you or a friend: it mends a little at a time, then blooms for more.

    Heals 9–15 every 3s for 15s, then blooms for 26–43 on its last tick — or at once, if they drop below 35% health · one of yours per target · the cheapest healing there is, and the slowest · 1.5s cast · 14 mana

  3. 2

    Rising Sap Passive

    Each Bramble Lash that hits makes your next Seedling tick heal 50% more · it does not stack: two Lashes before a tick still make one tick larger

  4. 3

    Thornseed

    A seed planted in an enemy that does nothing at first, then sprouts for heavy damage.

    Nothing when it lands: sprouts after 18s for 27–49 dmg · every Lash that hits it grows it by a quarter, up to double · one of yours per target: a new one replaces the old · 1.5s cast · 16 mana

  5. 4

    Barkskin

    Bark hardens over you or a friend, who takes less damage for a short while.

    You or anyone friendly take 25% less damage for 12s, and carry your Seedling at no cost · off the global cooldown, so it goes out between your other presses · instant · 20 mana · 60s cooldown

  6. 5

    Windfall Passive

    When a creature dies carrying your Thornseed, your next Thornseed within 10s has no cast time, costs no mana, and starts at the growth the dead seed had

  7. 6

    Briar Ward

    10 min on anyone: every melee hit they take bites the attacker for 6–12, and a tenth more for every hit already taken · breaks after 20 · 1.5s cast · 14 mana

  8. 7

    Cure Sickness

    Draws one poison or disease out of a friendly target: a venom, a sting, a rot, the one with the most time left · 1.5s cast · 12 mana

  9. 8

    Ripen

    What you planted comes due now · on an enemy: your Thornseed in it sprouts at once, at the growth it has · on a friend, or yourself: your Seedling on them blooms at once, and its remaining ticks are given up · with no name, your target · instant · 10 mana · 30s cooldown

  10. 9

    Overgrowth

    Growth floods the room: 8–13 dmg to every enemy · your Thornseed here with the most time left takes root in every enemy not carrying one of yours, its growth and time with it, at half its base · you and your party here heal 6–11 every 3s for 40s · needs no target, and works in town · 1.5s cast · 20 mana · 40s cooldown

  11. 10

    Wild Surge

    Restores 48–83 at once, then 9–15 every 3s for 9s — and a tick that would land on a full target hops to the most injured party member in the room · the fast one, and the expensive one · 1.5s cast · 40 mana

  12. 11

    Pollen Drift Passive

    When your Thornseed sprouts, whoever of you and your party in the room is hurt worst is healed for 30% of the damage it dealt

  13. 12

    Thornbloom Passive

    When your Seedling blooms while you are in a fight, thorns strike your target for 50% of the bloom's healing

  14. 13

    Entangle

    Rooted for 6–10s: it cannot leave the room by any means — no charge, no running home, no fleeing in fear, no being thrown or driven out · it still fights, and damage does not free it · 2.0s cast · 14 mana · 25s cooldown

  15. 14

    Taproot Passive

    Bramble Lash grows your Thornseed in an Entangled creature by a half, in place of a quarter

  16. 15

    Reseed Passive

    A Thornseed that sprouts in a creature that lives through it leaves a new Thornseed in it, ungrown, at no cost

  17. 16

    Briar Graft Passive

    Each time your Briar Ward bites an attacker, your Thornseed in that attacker grows by a quarter

  18. 17

    Calm Beast

    A wild animal that is not fighting stops being aggressive for 5 minutes · attacking it ends the calm · 2.0s cast · 18 mana

  19. 18

    Rootstock Passive

    Wild Surge's instant heal is 30% larger on a target carrying your Seedling

  20. 19

    Fertile Ground Passive

    Each of your Thornseeds that sprouts, and each of your Seedlings that blooms, takes 5s off Overgrowth's cooldown

  21. 20

    Drifting Petals Passive

    A bloom's overhealing goes to whoever else of you and your party in the room is hurt worst

  22. 21

    Bristling Seed Passive

    A Bramble Lash that hits a creature carrying your fully grown Thornseed has a 30% chance, in place of 15%, to make your next Lash cast twice

  23. 22

    Second Growth Passive

    A Thornseed grown to double that sprouts when its 18s are up sprouts again 3s later for half as much · a Seedling that runs all of its 15s blooms again 3s later for half as much · Ripen brings neither

  24. 23

    Long Season Passive

    Ripen holds two charges: each comes back on its own 30s, one after the other

  25. 24

    Sudden Spring Passive

    After Ripen, your next Bramble Lash or Wild Surge within 6s has no cast time

Promotion and talents

At level 25, bearing the Blue Rune, a Druid kneels before the Priest of the Dawn and rises an Archdruid. Promotion brings five talent points, and each Archdruid level after it one more: an Archdruid 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 219 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Thornweaver Class

Seeds and thorns: Bramble Lash, Thornseed, Ripen on a creature, Windfall, Entangle, Bramble Thicket, Verdant Eruption.

  • Barbed Lash

    deals 8% / 16% / 24% more.

    3 ranks · 1, 2 and 3 points

  • Bramble Thicket New button

    1 min cooldown: a thicket grows over the room for 30 s; every enemy in it swings 20% slower, and tears itself on the thorns each time it strikes.

    1 rank · 3 points

  • Choking Vines

    A creature you deals 10% / 20% less with its blows while it holds.

    2 ranks · 1 and 2 points

  • Clinging Vines

    cools in 20 s / 15 s.

    Without it: Entangle cools in 25 s.

    2 ranks · 1 and 2 points

  • Deep Roots

    Thornseed's sprout deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Overripe

    Your grows up to x2.25 / x2.5.

    Without it: Your Thornseed grows up to x2.

    2 ranks · 2 and 3 points · Needs Deep Roots at full rank

  • Quick Lash

    casts in 1.85 s / 1.7 s / 1.55 s.

    Without it: Bramble Lash casts in 2 s.

    3 ranks · 1, 2 and 3 points

  • Quick Sprout

    sprouts after 16 s / 14 s / 12 s.

    Without it: Thornseed sprouts after 18 s.

    3 ranks · 1, 2 and 3 points

  • Ripe Harvest

    A you deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Scattered Windfall

    Windfall's free also takes root in up to two more enemies fighting you that carry none of yours.

    1 rank · 2 points

  • Spreading Briar

    When your sprouts, a new one takes root in another enemy fighting you that carries none of yours.

    1 rank · 4 points

  • Twin Thorns

    A Lash that feeds your seed has a 20% / 25% chance your next Lash casts twice.

    Without it: A Lash that feeds your seed has a 15% chance your next Lash casts twice.

    2 ranks · 1 and 2 points

  • Verdant Eruption New button

    1 min cooldown: every of yours in the room sprouts at once, at the growth it has.

    1 rank · 3 points

Grovekeeper Class

Seedling, its bloom, Wild Surge, Barkskin, Briar Ward, Pollen Drift, Spring Rain, Healing Grove.

  • Early Bloom

    blooms at once below 45% / 55% health.

    Without it: Seedling blooms at once below 35% health.

    2 ranks · 1 and 2 points

  • Easy Surge

    costs 34 / 28 / 22 mana.

    Without it: Wild Surge costs 40 mana.

    3 ranks · 1, 2 and 3 points

  • Full Bloom

    Seedling's bloom heals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Hard Briar

    bites 20% / 40% / 60% harder.

    3 ranks · 1, 2 and 3 points

  • Healing Grove New button

    2 min cooldown: a grove grows over the room for 1 min, healing you and every party member in it every 3 s; leave the room and its healing stops for you.

    1 rank · 3 points

  • Lingering Surge

    Wild Surge's heal over time runs 5 ticks, not 3.

    1 rank · 2 points

  • Old Bark

    cools in 45 s / 30 s.

    Without it: Barkskin cools in 60 s.

    2 ranks · 1 and 2 points

  • Perennial

    A you cast that blooms on someone still fighting leaves a second one on them, at no cost; that one doesn't renew.

    1 rank · 4 points

  • Resistance New button

    1.5 s cast: for 30 min, anyone friendly has 15–30 more Magic, Fire, Cold, Poison and Disease resist, by your Abjuration.

    1 rank · 3 points

  • Rich Sap

    Seedling's ticks heal 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Spring Rain New button

    Instant, 2 min cooldown: your takes root in you and every party member in the room.

    1 rank · 3 points

  • Thick Bark

    cuts the damage taken by 30% / 35% / 40%.

    Without it: Barkskin cuts the damage taken by 25%.

    3 ranks · 1, 2 and 3 points

  • Shared Bark

    cast on someone else covers you too, for half as long.

    1 rank · 2 points · Needs Thick Bark at full rank

  • Thick Pollen

    heals 40% / 50% of the sprout's damage.

    Without it: Pollen Drift heals 30% of the sprout's damage.

    2 ranks · 1 and 2 points

Stormcaller Class

The weather: Turn the Sky, a storm, what rain, fog and open sky make of what you plant, Overgrowth, Call the Storm.

  • Bright Sky

    Under open sky, your sprout is x1.25 / x1.35 / x1.45.

    Without it: Under open sky, your sprout is x1.15.

    3 ranks · 1, 2 and 3 points

  • Call the Storm New button

    1 min cooldown, under open sky: a storm gathers over the room for 20 s, then lightning strikes every enemy there three times, and it clears. The storm is the room's: it breaks whether you stay or not.

    1 rank · 3 points

  • Carry the Sky

    Wherever you are, even indoors, your Thornseeds sprout as under open sky and your Seedlings heal as in light rain, unless the air there does that or more.

    1 rank · 4 points

  • Hidden in Fog

    Standing in fog, the threat you cause is 20% / 40% lower.

    2 ranks · 1 and 2 points

  • Quick Growth

    cools in 32 s / 24 s.

    Without it: Overgrowth cools in 40 s.

    2 ranks · 1 and 2 points

  • Rampant Growth

    deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Soaking Rain

    Rain feeds your Seedlings 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Thick Mist

    The mist your sprout leaves in fog makes a creature 15% / 20% / 25% likelier to miss, before the fog's own strength.

    Without it: The mist your sprout leaves in fog makes a creature 10% likelier to miss, before the fog's own strength.

    3 ranks · 1, 2 and 3 points

  • Turn the Sky New button

    3 s cast, 30 min cooldown, outdoors: 'cast turn the sky rain', or fog, or clear, and the whole area's weather turns for 10 min, for everyone in it at once. Not where the weather follows the story, and not where the sky is already turned.

    1 rank · 3 points

  • Brewing Storm

    can call a storm ('cast turn the sky storm'): heavy rain, and lightning. What you plant in a storm takes both the rain and the open sky.

    1 rank · 2 points · Needs Turn the Sky at full rank

  • Struck Seed

    A planted in a storm strikes every other enemy fighting you for 20% / 40% of its sprout.

    2 ranks · 2 and 3 points · Needs Brewing Storm at full rank

  • Long Weather

    The weather you turn lasts 15 min / 20 min.

    Without it: The weather you turn lasts 10 min.

    2 ranks · 1 and 2 points · Needs Turn the Sky at full rank

  • Restless Sky

    cools in 20 min / 10 min.

    Without it: Turn the Sky cools in 30 min.

    2 ranks · 1 and 2 points · Needs Turn the Sky at full rank

Healer Role

How much your heals restore, how often they land critically, and your mana, as any healer's.

  • Calm Spirit

    Your mana returns 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

  • Gentle Hands

    Your heals restore 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Sure Touch

    Your chance of a critical heal is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

Caster Role

How hard your spells strike, how often critically, and your mana, as any caster's.

  • Deep Well

    Your mana is 4% / 8% / 12% greater.

    3 ranks · 1, 2 and 3 points

  • Focused Will

    Your spells deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Spell Sense

    Your chance of a critical hit with spells is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Support and Caster · Mana · Hard to learn

Enchanter

Wins by what it does to the fight: mesmerizes the extra ones, slows the rest, hastes its friends, and at 10 charms a foe to fight for it.

High Elves, Dark Elves, Gnomes, Tidefolk and Skyrooks · Promotes to an Illusionist at 25 · Talents

Abilities, level by level

  1. 1

    Mind Warp

    Warps one enemy's thoughts, damaging it lightly.

    22–38 dmg · the filler: light, because the Enchanter's real damage is what it does to the fight · 2.0s cast · 10 mana

  2. Sigil

    A ward on yourself that soaks up damage until it breaks.

    On you alone: soaks the next 38–128 damage · 10 min, or until it breaks · 2.0s cast · 16 mana · 20s cooldown

  3. 2

    Siphon Thought

    Slowly drains an enemy's mind: it is harmed over time, and you gain mana from it.

    Nothing when it lands: 6–11 dmg × 6 ticks over 18s, and 40% of every tick comes back to you as mana · 1.5s cast · 12 mana

  4. 3

    Languor

    A heaviness laid on an enemy's mind that slows its swings.

    60s: its swings come 25–45% slower (a boss, half that) · a mind spell: it can be resisted, and a resist turns it on you · 2.0s cast · 14 mana

  5. 4

    Mesmerize

    Mesmerized for 12–24s: no swings, no casts, no moving · any damage wakes it · hold as many as you can keep cast · up to three levels above you, never a boss · 2.5s cast · 18 mana

  6. 5

    Clarity

    20 min: 1–2% more of your mana back every 2s, standing or resting — a third to two thirds faster on your feet · anyone · 3.0s cast · 20 mana

  7. 6

    Unravel Magic

    2 min: its Magic resist drops by 15–30 against everyone's Magic spells, so they land more often and lose less to it (never below none), what's left past it eases a boss's will against your mind spells, and a charm on it breaks less · never resisted itself · 1.5s cast · 12 mana

  8. 7

    Alacrity

    10 min: attacks come 15–30% faster, melee and bow · anyone, a pet or a companion too · not spells or abilities · takes the place of Quicken on the same target · 3.0s cast · 24 mana

  9. 8

    Visage

    'cast visage <race>': look like one of another race for 30 min · from 16, 'cast visage <people>' makes you one of a people's own, and they leave you be · 'cast visage off' drops it · 3.0s cast · 10 mana

  10. 9

    Quicken

    10 min: spells take 5–10% less time to cast · anyone, and a charmed creature that casts · not attacks or abilities · takes the place of Alacrity on the same target · 3.0s cast · 24 mana

  11. 10

    Charm

    It fights for you, spells and all, until the charm breaks — and then it turns on you · your level or below, never a rare, a boss or the dead · 3.0s cast · 30 mana · 15s cooldown

  12. 11

    Befuddle

    60s: its spells take 50–100% longer to cast (a boss, half that) · a wider window to interrupt · 2.0s cast · 14 mana

  13. 12

    Minor Illusion

    'cast minor illusion <item>': become something lying here, or a rock, a bucket, a barrel, a sack or a crate · with no word, something lying here if there is anything, else one of those — nothing sees you but those who see through magic · moving, speaking, casting or being hurt ends it · out of a fight only · 2.0s cast · 8 mana

  14. 13

    Startle Passive

    Mind Warp deals double damage to a creature mesmerized by your Mesmerize or Reverie · that wakes it, as any damage does

  15. 14

    Lapse

    It drops out of combat, its threat on everyone wiped, and stands calm for 12–20s, keeping its wounds · attacking it ends that · never a boss · 1.5s cast · 20 mana · 30s cooldown

  16. 15

    Deep Trance Passive

    Casting Mesmerize on a creature already held by your Mesmerize or Reverie is never resisted

  17. 16

    Kin Visage Passive

    Visage can make you one of a people's own ('cast visage <people>'), where that people can be fooled · they leave you alone until you attack, cast a spell or are struck

  18. 17

    Gentle Release Passive

    'pet release' on a charmed creature leaves it calm for 12s, and then it goes home · it does not turn on you · attacking it ends the calm

  19. 18

    Reverie

    Every enemy here is mesmerized for 6–10s, each rolling its own chance to resist · any damage wakes the one it touches · for the pull that went wrong · 3.0s cast · 40 mana · 60s cooldown

  20. 19

    Lucid Thought Passive

    Each tick of your Siphon Thought has a 10% chance to make your next Mesmerize within 10s instant

  21. 20

    Dazzle

    A burst of false color: stunned for 2–3s, and a spell it was casting is stopped · an illusion, so it is never resisted · a boss is not stunned, only stopped · instant · 16 mana · 30s cooldown

  22. 21

    Sudden Illusion Passive

    Minor Illusion can be cast in a fight, once every 2 minutes · creatures fighting you lose you: each turns on someone else in the fight, or goes home · creatures fighting your pet stay on it

  23. 22

    Beguile Passive

    When your charm breaks with you standing there, the freed creature is mesmerized a moment, and Charm is ready again.

  24. 23

    Shared Sigil Passive

    Casting Sigil also puts a ward of the same size on your charmed pet, if it is in the room with you

  25. 24

    Wandering Thought Passive

    When a creature dies carrying your Siphon Thought, its remaining ticks move to another creature in the room that is fighting you, is not held, and carries no Siphon Thought of yours

Promotion and talents

At level 25, bearing the Blue Rune, an Enchanter kneels before the Priest of the Dawn and rises an Illusionist. Promotion brings five talent points, and each Illusionist level after it one more: an Illusionist 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 208 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Mesmerist Class

Against foes: Mesmerize, Reverie, Languor, Befuddle, Lapse, your own damage around a hold; Strife, Illusory Wall, and Twin Dream.

  • Clear Head

    Lucid Thought's chance is 15% / 20%.

    Without it: Lucid Thought's chance is 10%.

    2 ranks · 1 and 2 points

  • Deep Siphon

    ticks 10% / 20% / 30% harder.

    3 ranks · 1, 2 and 3 points

  • Forgetful

    calms 4 s / 8 s longer.

    2 ranks · 1 and 2 points

  • Illusory Wall New button

    2 min cooldown: 'cast illusory wall <direction>' hides that way out from creatures for 1 min. Nothing charges, flees or is driven through it. Players see it, marked (illusory), and walk through, unless they are fighting you.

    1 rank · 3 points

  • Leaden Limbs

    slows swings 5 points / 10 points / 15 points more.

    3 ranks · 1, 2 and 3 points

  • Lingering Dream

    holds 2 s / 4 s / 6 s longer.

    3 ranks · 2, 3 and 4 points

  • Dream Again

    cools in 45 s / 30 s.

    Without it: Reverie cools in 60 s.

    2 ranks · 1 and 2 points · Needs Lingering Dream at full rank

  • Long Trance

    holds 3 s / 6 s / 9 s longer.

    3 ranks · 1, 2 and 3 points

  • Lost Words

    stretches casts 15 points / 30 points / 45 points more.

    3 ranks · 1, 2 and 3 points

  • Rude Awakening

    Startle's deals triple damage to a held creature.

    Earlier ranks: two and a half times.

    Without it: Startle's Mind Warp deals double damage to a held creature.

    2 ranks · 1 and 2 points

  • Steady Gaze

    Your mind spells are 3 points / 6 points / 9 points likelier to land.

    3 ranks · 1, 2 and 3 points

  • Strife New button

    A mind spell, 30 s cooldown: a creature turns on another creature fighting you or your party, and attacks it for 10 s. Not a boss.

    1 rank · 3 points

  • Twin Dream

    also holds a second creature fighting you or your party, which rolls its own chance to resist.

    1 rank · 4 points

Beguiler Class

Charm and deceit: the pet, Beguile, Visage and Minor Illusion; Dominate, Phantasm, and Kept Mind.

  • Creature Visage

    can make you a beast ('cast visage beast') or one of the dead ('cast visage dead'), and they let you by as a people lets its own kin.

    1 rank · 2 points

  • Dominate New button

    3 s cast, 1 min cooldown: a charm that cannot break for its first 30 s, and reaches a creature 1 level above you.

    1 rank · 3 points

  • Higher Mind

    reaches a creature 2 levels / 3 levels above you.

    Without it: Dominate reaches a creature 1 level above you.

    2 ranks · 2 and 3 points · Needs Dominate at full rank

  • Fond Servant

    Your charmed pet's blows deal 5% / 10% / 15% more.

    3 ranks · 1, 2 and 3 points

  • Kept Mind

    The first time each charm of yours would break, it holds instead.

    1 rank · 4 points

  • Phantasm New button

    2 min cooldown: a phantasm of you stands in your place, and the next 3 blows aimed at you within 30 s strike it instead.

    1 rank · 3 points

  • Quick Charm

    casts in 2.5 s / 2 s.

    Without it: Charm casts in 3 s.

    2 ranks · 1 and 2 points

  • Second Glance

    Beguile's daze holds 6 s / 8 s.

    Without it: Beguile's daze holds 4 s.

    2 ranks · 1 and 2 points

  • Second Skin

    can be used once every 90 s / 60 s.

    Without it: Sudden Illusion can be used once every 2 min.

    2 ranks · 1 and 2 points

  • Shared Visage

    can be cast on a party member here, a race only: 'cast visage <race> <name>'.

    1 rank · 1 point

  • Silver Tongue

    Your charm is 10% / 20% / 30% less likely to break each time it rolls.

    3 ranks · 1, 2 and 3 points

  • Steady Mask

    A creature that gets one look at your kin illusion sees through it 35% / 20% of the time.

    Without it: A creature that gets one look at your kin illusion sees through it 50% of the time.

    2 ranks · 1 and 2 points

  • Still Life

    While holds, you regain health and mana 25% / 50% faster.

    2 ranks · 1 and 2 points

Muse Class

For friends: Alacrity, Quicken, Clarity and Sigil; Gathered Gifts, Sigil Circle, and Wellspring.

  • Barbed Sigil

    When a creature's blow breaks a of yours, it is stunned for 1 s / 2 s.

    2 ranks · 1 and 2 points

  • Bright Clarity

    gives 0.5 points / 1 point / 1.5 points more mana regeneration.

    3 ranks · 1, 2 and 3 points

  • Brisk Alacrity

    makes attacks 3 points / 6 points / 9 points faster.

    3 ranks · 1, 2 and 3 points

  • Gathered Gifts

    'cast alacrity party', 'cast quicken party' or 'cast clarity party' lays it on every party member here, you included, for twice the mana.

    1 rank · 3 points

  • Lend a Sigil

    can be cast on anyone friendly, a pet or a companion too.

    1 rank · 2 points

  • Sigil Circle New button

    2 min cooldown: a on you and every party member here.

    1 rank · 3 points · Needs Lend a Sigil at full rank

  • Long Gifts

    , and last 50% / 100% longer.

    2 ranks · 1 and 2 points

  • Quick Sigil

    cools in 15 s / 10 s.

    Without it: Sigil cools in 20 s.

    2 ranks · 1 and 2 points

  • Resist Magic New button

    1.5 s cast: for 30 min, anyone friendly has 20–40 more Magic resist, by your Abjuration.

    1 rank · 3 points

  • Sharper Quicken

    takes 2 points / 4 points / 6 points more off a cast.

    3 ranks · 1, 2 and 3 points

  • Thick Sigil

    Your absorbs 15% / 30% / 45% more, on whoever it is cast.

    3 ranks · 1, 2 and 3 points

  • Wellspring

    Your also gives its target 10% of their mana at once, once a minute for each of them (you too).

    1 rank · 4 points

Support Role

What your buffs give, what your debuffs take, and the damage your party takes beside you, as any supporter's.

  • Lend Strength

    What your buffs give is 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Sap Their Will

    What your debuffs take from an enemy is 5% / 10% / 15% more.

    3 ranks · 1, 2 and 3 points

  • Stand Together

    You and your party members in the room with you take 2% / 4% / 6% less damage.

    3 ranks · 1, 2 and 3 points

Caster Role

Your spells' damage, their critical hits, and your mana, as any caster's.

  • Deep Well

    Your mana is 4% / 8% / 12% greater.

    3 ranks · 1, 2 and 3 points

  • Focused Will

    Your spells deal 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Spell Sense

    Your chance of a critical hit with spells is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Support and Striker · Melee · Verve · Moderate to learn

Bard

Fights in the front row in plate and plays while it does: songs that lift the party or the whole room, and songs that turn on the foe.

Wood Elves, High Elves, Dwarves, Tidefolk and Halflings · Promotes to a Virtuoso at 25 · Talents

Abilities, level by level

  1. 1

    Dual Wield Passive

    Wield a one-handed weapon in your off hand as well as your main. Each hand swings and rolls Double/Triple on its own.

  2. Keen Strike

    A clean blow with your weapon that builds Verve.

    A clean blow with your weapon: 2.9–4.44× weapon damage and 15 Verve · the opener and the filler · instant · free · 5s cooldown

  3. Flourishing Strike

    Spends Verve on a heavy strike, and every song you are playing pulses at once, stronger.

    The spender: 2.99–4.64× weapon damage, and every song you have sounding pulses at once, 30% stronger, the beat starting over; the buffs and debuffs that pulse puts on anyone stay 30% stronger for 12s · instant · 40 Verve

  4. Ballad of Mending

    A song that heals your party in the room, a little with every beat, for as long as you play it.

    Song · your party here: heals 6–12 every pulse (3s) · stronger with a stringed instrument held · 3s to strike up · free

  5. 2

    Deft Strike

    A quick second blow with your weapon that builds Verve, to weave between Keen Strikes.

    A quick second blow with your weapon: 2.8–4.25× weapon damage and 10 Verve · a second builder, to weave with Keen Strike · instant · free · 8s cooldown

  6. 3

    War Cadence

    Song · your party here: Rage, Energy, Focus and Verve +2–4 every 2s in a fight · stronger with a drum held · 3s to strike up · free

  7. 4

    Lament

    Song · your target: it deals 8–15% less damage (a boss, half that) · a solo: it sounds over whatever else you're playing · starts a fight · instant · free

  8. 5

    Cleansing Air

    Song · your party here: each pulse (3s) draws one magic or poison affliction (a curse, a slow, a venom) out of whichever of you carries the one with the most time left · 3s to strike up · free

  9. 6

    Traveler's Air

    Song · everyone here: Move Speed +20–40%, while they aren't fighting · stronger with a flute held · 3s to strike up · free

  10. 7

    Piercing Note

    A note thrown like a stone: 1.26–1.93× weapon damage as song damage, at a target here or in the next room · what it strikes comes for you · stronger with a flute held · instant · free · 10s cooldown

  11. 8

    Rallying Call

    Song · your party here: armor +10–20% · stronger with a horn held · 3s to strike up · free

  12. 9

    Lullaby

    Song · your target sleeps while you play it, and 8–16s after · a solo, and only ever a solo · any damage wakes it · one at a time · up to three levels above you, never a boss · can be resisted · instant · free · 20s cooldown

  13. 10

    Second Voice Passive

    Two songs at once, and a songbook to keep them in: 'compose' writes a composition of your own, with a name the room will hear; on your action bar, its key strikes it up · the songbook holds three compositions

  14. 11

    Warbeat

    Song · 4–6 damage every pulse to every enemy already fighting you or your party · never starts a fight · 3s to strike up · free

  15. 12

    Battle Hymn

    Song · your party here: 3–6% more damage dealt, melee, bow and spell · 3s to strike up · free

  16. 13

    Thunder Roll

    A rolling drum-strike: 0.77–1.26× weapon damage, stuns 1.5–2.5s and interrupts a cast · stronger with a drum held · instant · 25 Verve · 15s cooldown

  17. 14

    Double Attack Passive

    Chance to strike again on an autoattack. Improves with Dexterity.

  18. 15

    Piper's Snare

    Song · your target is rooted while you play it: no charge, no flee, no Hurl · a solo, and only ever a solo · never a boss · starts a fight · instant · free

  19. 16

    The Lead Passive

    The first song you name in a composition leads it, and its family colors Keen Strike and Flourishing Strike · Singing: more Verve, and Flourishing Strike's boost is 50% in place of 30% · Percussion: the blow cleaves into other enemies in the fight · Stringed: part of the blow mends your party · Brass: it cuts the target's armor · Wind: it slows the target's movement, and Flourishing Strike raises your dodge · the matching instrument makes it stronger

  20. 17

    Third Voice Passive

    Three songs at once, and a fourth composition in your songbook

  21. 18

    Dissonance

    A chord struck wrong on purpose: 1.26–1.84× weapon damage as song damage, and for 12s your music hurts the target 5–10% more · stronger with a stringed instrument held · instant · 25 Verve · 12s cooldown

  22. 19

    Screech

    A shriek from the brass: your target flees in terror for 6–10s · can be resisted · instant · 30 Verve · 20s cooldown

  23. 20

    Blare

    A blast for the whole fight: 1.74–2.51× weapon damage as song damage to every enemy already fighting you or your party · never starts a fight, and leaves a sleeper sleeping · stronger with a horn held · instant · 40 Verve

  24. 21

    Encore Passive

    A Flourishing Strike that lands makes Keen Strike ready at once · that Keen Strike builds no Verve

  25. 22

    Refrain Passive

    A composition that has sounded unbroken for 30s is 10% stronger until it stops · the reward for not swapping

  26. 23

    A Fuller Songbook Passive

    A fifth composition in your songbook

  27. 24

    Crescendo

    Spend all your Verve (60 at least): for 10s every song you have sounding is twice as strong · instant · 60s cooldown

Promotion and talents

At level 25, bearing the Blue Rune, a Bard kneels before the Priest of the Dawn and rises a Virtuoso. Promotion brings five talent points, and each Virtuoso level after it one more: a Virtuoso 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 222 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Warchanter Class

The blows and the harm: Keen, Deft and Flourishing Strike, Verve, the Lead, Warbeat, Dissonance, Blare, Piercing Note, Coda.

  • Cheap Flourish

    costs 36 / 32 Verve.

    Without it: Flourishing Strike costs 40 Verve.

    2 ranks · 1 and 2 points

  • Coda New button

    45 s cooldown: your composition ends on its last note, a blow at your target for each of its songs that was sounding. Nothing plays after, until you strike up again.

    1 rank · 3 points

  • Da Capo

    no longer ends your composition: it plays on from the top, with no strike-up.

    1 rank · 4 points · Needs Coda at full rank

  • Long Coda

    Coda's blows deal 15% / 30% more.

    2 ranks · 2 and 3 points · Needs Coda at full rank

  • Far Note

    cools in 8 s / 6 s.

    Without it: Piercing Note cools in 10 s.

    2 ranks · 1 and 2 points

  • Grand Flourish

    swells your songs 10 points / 20 points / 30 points more.

    3 ranks · 1, 2 and 3 points

  • Heavy Beat

    deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Leading Voice

    The Lead's riders are 25% / 50% stronger.

    2 ranks · 1 and 2 points

  • Loud Blare

    deals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Ringing Blows

    Each swing that lands builds 5 Verve.

    Without it: Each swing that lands builds 4 Verve.

    1 rank · 1 point

  • Sour Note

    Dissonance's mark makes your music hurt 5 points / 10 points more.

    2 ranks · 1 and 2 points

  • Standing Encore

    The an readies builds Verve as any other does.

    1 rank · 4 points

  • True Edge

    and deal 7% / 14% / 21% more.

    3 ranks · 1, 2 and 3 points

Balladeer Class

Songs for friends, the strike-up, Refrain, Crescendo and your instrument; Zephyr, Chorus of Resolve, Clarion, Dirge of the Fallen and a Fourth Voice.

  • Chorus of Resolve New button

    A new song (Singing): everyone here has more maximum health while it sounds.

    1 rank · 3 points

  • Clarion New button

    A new song (Brass): everyone here has a 3–6 points higher chance of a critical hit, melee and spell, while it sounds.

    1 rank · 3 points

  • Count Them In

    Striking up takes 2.5 s / 2 s / 1.5 s.

    Without it: Striking up takes 3 s.

    3 ranks · 1, 2 and 3 points

  • Dirge of the Fallen New button

    A new song (Singing): while it sounds, a blow that would kill a party member here leaves them 1 health instead, once every 5 min for each of them.

    1 rank · 3 points

  • Duet

    Where another Bard here plays a song for friends that you are playing too, yours holds 20% stronger on whoever hears both.

    1 rank · 1 point

  • Early Refrain

    comes after 20 s / 10 s unbroken.

    Without it: Refrain comes after 30 s unbroken.

    2 ranks · 1 and 2 points

  • Fine Tuning

    The instrument you hold makes its family's songs and strikes 5 points / 10 points / 15 points stronger than it would.

    3 ranks · 1, 2 and 3 points

  • Fourth Voice

    Four songs at once, and a sixth composition in your songbook.

    1 rank · 4 points

  • Hale Chorus New button

    A new song (Singing): your party here has 15–30 more Poison and Disease resist while it sounds.

    1 rank · 2 points

  • Hearthsong New button

    A new song (Wind): your party here has 15–30 more Fire and Cold resist while it sounds.

    1 rank · 2 points

  • Iron Call

    gives 15% / 30% / 45% more armor.

    3 ranks · 1, 2 and 3 points

  • Long Crescendo

    holds 12 s / 14 s.

    Without it: Crescendo holds 10 s.

    2 ranks · 2 and 3 points

  • Mending Strings

    heals 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

  • Rousing Hymn

    lifts damage dealt 1 point / 2 points / 3 points more.

    3 ranks · 1, 2 and 3 points

  • Steady Cadence

    gives 1 / 2 more each tick.

    2 ranks · 1 and 2 points

  • Steady Strings New button

    A new song (Stringed): your party here has 15–30 more Magic resist while it sounds.

    1 rank · 2 points

  • Swelling Refrain

    makes a composition 15% / 20% stronger.

    Without it: Refrain makes a composition 10% stronger.

    2 ranks · 1 and 2 points

  • Zephyr New button

    A new song (Wind): your chance to dodge is 3–6 points higher while it sounds.

    1 rank · 3 points

Piper Class

Songs against foes and the solo: Lament, Lullaby, Piper's Snare, Thunder Roll, Screech, Threnody.

  • Deafening Roll

    stuns 0.5 s / 1 s longer.

    2 ranks · 1 and 2 points

  • Deep Lament

    takes 3 points / 6 points / 9 points more off the target's damage.

    3 ranks · 1, 2 and 3 points

  • Dread Screech

    Screech's fear lasts 2 s / 4 s longer.

    2 ranks · 1 and 2 points

  • Echo

    A or you play as your solo reaches every enemy already fighting you or your party, not only its target. It is still one solo.

    1 rank · 4 points

  • Heavy Lullaby

    Lullaby's sleeper sleeps 4 s / 8 s longer after the song stops.

    2 ranks · 1 and 2 points

  • Quick Screech

    cools in 15 s / 10 s.

    Without it: Screech cools in 20 s.

    2 ranks · 1 and 2 points

  • Rolling Thunder

    cools in 12 s / 9 s.

    Without it: Thunder Roll cools in 15 s.

    2 ranks · 1 and 2 points

  • Sapping Lament

    A creature under your casts 10% / 20% slower.

    2 ranks · 1 and 2 points

  • Soft Lullaby

    takes hold of a creature up to 4 levels / 5 levels above you.

    Without it: Lullaby takes hold of a creature up to 3 levels above you.

    2 ranks · 1 and 2 points

  • Sure Note

    and are 5 points / 10 points / 15 points likelier to take hold.

    3 ranks · 1, 2 and 3 points

  • Tangling Reed

    also slows the creature's swings by 10% / 20%.

    2 ranks · 1 and 2 points

  • Threnody New button

    A new song (Stringed), a solo: damage to your target every pulse, and if it dies with the Threnody on it, your party here gets back some of its health.

    1 rank · 3 points

  • Mournful Close

    Threnody's last note gives back 10% / 15% of your party's health.

    Without it: Threnody's last note gives back 5% of your party's health.

    2 ranks · 2 and 3 points · Needs Threnody at full rank

Support Role

What your buffs give, what your debuffs take, and the damage your party takes beside you, as any supporter's.

  • Lend Strength

    What your buffs give is 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Sap Their Will

    What your debuffs take from an enemy is 5% / 10% / 15% more.

    3 ranks · 1, 2 and 3 points

  • Stand Together

    You and your party members in the room with you take 2% / 4% / 6% less damage.

    3 ranks · 1, 2 and 3 points

Striker Role

Your damage, your critical hits and how hard they land, as any striker's.

  • Honed Edge

    Your damage is 2% / 4% / 6% / 8% / 10% higher.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Keen Eye

    Your chance of a critical hit is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

  • Telling Blows

    Your critical hits deal 10% / 20% / 30% more.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Healer and Support · Caster · Mana · Moderate to learn

Shaman

Heals and fights in mail with an axe or a mace: binds spirits into its friends' weapons, lays poison and fever on its foes, and turns its own blood into mana.

Dwarves and Ogres · Promotes to a Mystic at 25 · Talents

Abilities, level by level

  1. 1

    Fang

    A venomous bite that hurts an enemy at once, then eats at it for a while.

    26–40 dmg, then venom for 5–9 dmg × 6 ticks over 18s · poison · 1.5s cast · 12 mana

  2. Mend

    Restores health to you or a friend, quicker and smaller than a priest's heal.

    Restores 44–72 HP · the workhorse: quicker and smaller than a priest's Heal · 3.0s cast · 14 mana

  3. Ancestral Might Passive

    Each point of your attack power also gives you a point of spell power, on top of any spell power from gear: your spells and heals ride your swing

  4. 2

    Sting

    20–28 dmg at once, twice that on a creature already poisoned (your Fang, anyone's venom) · poison · instant · 10 mana · 6s cooldown

  5. 3

    Wolf Spirit

    Binds a wolf's spirit into a friend's weapon, or your own: now and then it strikes an extra time.

    Binds a wolf's spirit into a weapon for 20 min: each swing has an 8–15% chance of an extra swing · one spirit to a weapon · anyone friendly · 'invoke wolf [who] [off]': no bar needed · 3.0s cast · 20 mana

  6. 4

    Cannibalize

    Turns some of your own health into mana, at once and between anything else you do.

    Turns 10% of your max health into 9% of your max mana · refused under 25% health, so it never kills you · instant · off the global cooldown · 2s cooldown

  7. 5

    Fever

    60s: its swings come 20–40% slower (a boss, half that) · disease, no damage, so it wakes no hold · one slow holds a creature at a time, the stronger · 2.0s cast · 14 mana

  8. 6

    Owl Spirit

    Binds an owl's spirit into a weapon for 20 min: each spell its bearer finishes has a 10–18% chance to give back its mana · for casters and healers · one spirit to a weapon · 'invoke owl [who]': no bar needed · 3.0s cast · 20 mana

  9. 7

    Antivenom Passive

    Your Mend also draws one poison or disease out of whoever it heals, the one with the most time left

  10. 8

    Renewal

    Heals 8–14 every 3s for 18s · one of yours per target · 1.5s cast · 16 mana

  11. 9

    Adder Spirit

    Binds an adder's spirit into a weapon for 20 min: each hit, swing or arrow, has a 20% chance to sting for 0.25–0.5× weapon damage more, poison · one spirit to a weapon · 'invoke adder [who] [off]': no bar needed · 3.0s cast · 20 mana

  12. 10

    Chain Heal

    Restores 40–66, then leaps to the most wounded party member here it hasn't healed, twice, each leap 60% of the last · 2.5s cast · 24 mana

  13. 11

    Quickened Blood

    10 min: attacks come 10–20% faster, melee and bow · anyone, a pet or a companion too · one haste holds at a time, the stronger (an Enchanter's Alacrity is) · 3.0s cast · 20 mana

  14. 12

    Plague

    Sickness on everything here: 4–7 dmg × 6 ticks over 18s each, nothing when it lands · disease · skips what's held unless cast with 'all' · 2.5s cast · 30 mana · 20s cooldown

  15. 13

    Dual Wield Passive

    Wield a one-handed weapon in your off hand as well as your main. Each hand swings and rolls Double/Triple on its own.

  16. 14

    Stone Spirit

    Binds a stone's spirit into a weapon for 20 min: a blow on its bearer has a 15% chance to raise a ward of 20–50 for 10s, once every 10s · for tanks · one spirit to a weapon · 'invoke stone [who]': no bar needed · 3.0s cast · 20 mana

  17. 15

    Double Attack Passive

    Chance to strike again on an autoattack. Improves with Dexterity.

  18. 16

    Malaise

    60s: its Poison and Disease resist drop by 15–30, against everyone's spells (never below none) · never resisted itself · 2.0s cast · 14 mana

  19. 17

    Kindred Spirit Passive

    Each time a spirit you bound gives its gift, you get back 1% of your mana

  20. 18

    Torpor

    Heals 16–28 every 3s for 24s, and the one it heals swings 25% slower while it lasts · 3.0s cast · 30 mana · 30s cooldown

  21. 19

    Spirit Swiftness Passive

    Each time a spirit you bound gives its gift, a 5% chance your next heal within 12s is instant

  22. 20

    Twin Hex Passive

    Casting Fever also lays your Malaise on the same creature, for its own mana · only Fever needs a place on your bar

  23. 21

    Venom Shock Passive

    Sting deals two and a half times its damage on a poisoned creature, not twice, and renews your Fang on it for its full length

  24. 22

    Bound Twice Passive

    A weapon held alone (a two-hander, or a one-hander with a shield or nothing beside it) can carry two of your spirits, never the same one twice · on anyone's weapon

  25. 23

    Blood to Balm Passive

    Health you spent on Cannibalize in the last 10s adds half its amount to your next heal, on anyone

  26. 24

    Spirit's Answer Passive

    When someone carrying your spirit falls under 30% health, the spirit heals them for 15% of their health, once every 60s for each of them

Promotion and talents

At level 25, bearing the Blue Rune, a Shaman kneels before the Priest of the Dawn and rises a Mystic. Promotion brings five talent points, and each Mystic level after it one more: a Mystic 15, as far as the runes reach for now, has 19.

Spend them in any section, in any order. Each rank costs more than the last, and a few talents need another at full rank first. Buying every talent here would take 236 points, so what you buy is a direction. The priest gives every point back whenever you want to choose again.

Class Role Any class

Spiritcaller Class

The spirits, on your weapons and everyone's, and Ancestral Might; the Elder Spirit, Howl of the Pack, Spirit Circle and Owl's Echo.

  • Deeper Ancestry

    gives 1.1 / 1.2 / 1.3 spell power for each point of attack power.

    Without it: Ancestral Might gives 1 spell power for each point of attack power.

    3 ranks · 2, 3 and 4 points

  • Elder Spirit New button

    A new spirit ('invoke elder [who]'): its bearer's weapon hits deal 12% more. It takes hold beside whatever spirits a weapon carries, never in their place, one to a bearer.

    1 rank · 3 points

  • Fierce Wolf

    The Wolf's chance of an extra swing is 3 points / 6 points / 9 points higher.

    3 ranks · 1, 2 and 3 points

  • Howl of the Pack New button

    Instant, 5 min cooldown: for 20 s, you and every party member here swing and cast 20% faster, on top of any other haste.

    1 rank · 3 points

  • Long Howl

    lasts 30 s.

    1 rank · 2 points · Needs Howl of the Pack at full rank

  • Kindred Bond

    gives back 2% / 3% of your mana.

    Without it: Kindred Spirit gives back 1% of your mana.

    2 ranks · 1 and 2 points

  • Owl's Echo

    When the Owl gives back a spell's mana, the spell also lands again at half strength.

    1 rank · 4 points

  • Patient Spirits

    Your spirits last 1 hour, not 20 min.

    1 rank · 1 point

  • Spirit Circle

    'invoke <spirit> party' binds it on every party member here, each for its own mana.

    1 rank · 2 points

  • Swift Spirits

    has a 8% / 11% / 14% chance.

    Without it: Spirit Swiftness has a 5% chance.

    3 ranks · 1, 2 and 3 points

  • Thick Stone

    The Stone's ward absorbs 20% / 40% / 60% more.

    3 ranks · 1, 2 and 3 points

  • Venomous Adder

    The Adder stings 20% / 40% / 60% harder.

    3 ranks · 1, 2 and 3 points

  • Wise Owl

    The Owl's chance to give back a spell's mana is 3 points / 6 points / 9 points higher.

    3 ranks · 1, 2 and 3 points

  • Wolf's Pace

    Out of a fight, whoever carries your Wolf moves 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

Venomkin Class

Poison, disease and the hexes: Fang, Sting, Plague, Fever and Malaise; Numbing Venom, and Plague Fever.

  • Deep Malaise

    lowers Poison and Disease resist 5 points / 10 points / 15 points more.

    3 ranks · 2, 3 and 4 points

  • Deep Venom

    Fang's ticks deal 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Lasting Fever

    holds 90 s / 2 min.

    Without it: Fever holds 60 s.

    2 ranks · 1 and 2 points

  • Lasting Malaise

    holds 2 min.

    1 rank · 1 point

  • Lasting Venom

    runs 7 ticks / 8 ticks / 9 ticks.

    Without it: Fang runs 6 ticks.

    3 ranks · 1, 2 and 3 points

  • Numbing Venom New button

    Instant, 15 s cooldown: 20–34 poison, and the creature cannot leave the room for 4 s.

    1 rank · 3 points

  • Deep Numbness

    holds 6 s / 8 s.

    Without it: Numbing Venom holds 4 s.

    2 ranks · 1 and 2 points · Needs Numbing Venom at full rank

  • Plague Fever

    also lays your on every creature it reaches, each rolling for it.

    1 rank · 4 points

  • Quick Plague

    cools in 16 s / 12 s.

    Without it: Plague cools in 20 s.

    2 ranks · 1 and 2 points

  • Quick Sting

    cools in 5 s / 4 s / 3 s.

    Without it: Sting cools in 6 s.

    3 ranks · 1, 2 and 3 points

  • Sharp Sting

    deals 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Venom Kinship

    A creature carrying your takes 10% / 20% / 30% more from Adder stings, whoever's weapon carries the Adder.

    3 ranks · 1, 2 and 3 points

  • Virulent Plague

    Plague's ticks deal 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

Lifebinder Class

Heals, the blood you spend, cures and rising again: Mend, Renewal, Chain Heal, Torpor, Cannibalize; Blood Bond, Resist Poison and Resist Disease, Reincarnation.

  • Blood Bond New button

    Instant, 2 min cooldown: for 8 s, every 2 s the health of you and every party member here evens out toward the group's share, by up to 10% of each one's max health.

    1 rank · 3 points

  • Deep Renewal

    Renewal's ticks heal 15% / 30% / 45% more.

    3 ranks · 1, 2 and 3 points

  • Full Measure

    adds three quarters / all of the health spent.

    Without it: Blood to Balm adds half of the health spent.

    2 ranks · 2 and 3 points

  • Gentle Torpor

    The one heals swings 15% / no slower.

    Without it: The one Torpor heals swings 25% slower.

    2 ranks · 1 and 2 points

  • Lasting Renewal

    runs 7 ticks / 8 ticks / 9 ticks.

    Without it: Renewal runs 6 ticks.

    3 ranks · 1, 2 and 3 points

  • Long Chain

    leaps three times, not twice.

    1 rank · 2 points

  • Reincarnation

    Once an hour, when you die, you are asked whether to rise where you fell, with a third of your health and mana and 90% of the experience the death cost you.

    1 rank · 4 points

  • Renewing Chain

    leaves on every one it heals, for half its ticks.

    1 rank · 4 points

  • Resist Disease New button

    1.5 s cast: for 30 min, anyone friendly has 20–40 more Disease resist, by your Abjuration.

    1 rank · 2 points

  • Resist Poison New button

    1.5 s cast: for 30 min, anyone friendly has 20–40 more Poison resist, by your Abjuration.

    1 rank · 2 points

  • Strong Chain

    Each leap heals 70% / 80% of the last.

    Without it: Each Chain Heal leap heals 60% of the last.

    2 ranks · 2 and 3 points

  • Swift Mend

    casts in 2.75 s / 2.5 s / 2.25 s.

    Without it: Mend casts in 3 s.

    3 ranks · 1, 2 and 3 points

  • Thorough Antivenom

    draws out every Poison and Disease affliction.

    Earlier ranks: two afflictions.

    Without it: Antivenom draws out one affliction.

    2 ranks · 1 and 2 points

  • Willing Blood

    costs 9% / 8% / 7% of your health, for the same mana.

    Without it: Cannibalize costs 10% of your health, for the same mana.

    3 ranks · 1, 2 and 3 points

Healer Role

Your heals, their critical heals, and your mana, as any healer's.

  • Calm Spirit

    Your mana returns 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points

  • Gentle Hands

    Your heals restore 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Sure Touch

    Your chance of a critical heal is 2 points / 4 points / 6 points higher.

    3 ranks · 1, 2 and 3 points

Support Role

What your buffs and spirits give, what your hexes take, and the damage your party takes beside you, as any supporter's.

  • Lend Strength

    What your buffs give is 2% / 4% / 6% / 8% / 10% more.

    5 ranks · 1, 1, 2, 2 and 3 points

  • Sap Their Will

    What your debuffs take from an enemy is 5% / 10% / 15% more.

    3 ranks · 1, 2 and 3 points

  • Stand Together

    You and your party members in the room with you take 2% / 4% / 6% less damage.

    3 ranks · 1, 2 and 3 points

General General

Everyone's: moving, and the stuns you lay.

  • Lasting Daze

    A stun you lay on a creature lasts 10% / 20% / 30% longer.

    3 ranks · 1, 2 and 3 points

  • Long Stride

    Out of a fight, you move 5% / 10% / 15% faster.

    3 ranks · 1, 2 and 3 points