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Skills Database

Browse 109 character abilities and combat techniques.

Physicaloffensive

Unarmed Strike

Foundation of all hand-to-hand combat, unarmed mastery governs the effectiveness of punches, strikes, and grapples.

Class: CoreCooldown: 1s
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Physicaloffensive

Sword Slash

Fundamental skillset for wielding swords effectively, encompassing slashing, thrusting, and parrying techniques.

Class: CoreCooldown: 1.5s
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Physicaloffensive

War Hammer Crush

Specialized skill for wielding war hammers and similar blunt weapons, focusing on delivering powerful, armor-crushing blows.

Class: CoreCooldown: 2s
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Physicaloffensive

Spear Thrust

Specialized skill for wielding spears and polearms, focusing on thrusting attacks with extended reach and crowd control potential.

Class: CoreCooldown: 1.5s
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Physicaloffensive

Bow Shot

Fundamental skill for wielding bows, emphasizing ranged attacks with precision and adaptability.

Class: CoreCooldown: 1.5s
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Physicalutility

Adrenal Surge

Allows the character to continue taking attacks and skills even after stamina has dropped to zero for a limited time. Afterwards, the character drops into Exhaustion based on how much stamina was used.

Class: CoreCooldown: 60s
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Physicalutility

Concentration

Prevents all interruptions from enemy attacks and environmental effects while active. Actions and skills complete uninterrupted.

Class: CoreCooldown: 60s
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Physicaldefensive

Defensive Stance

Increases block and evasion chances for a short duration. Block chance +100%, Evasion +15%

Class: CoreCooldown: 15s
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Physicalutility

Diversionary Tactics

Allows use of attacks and skills while escaping. Increases dodge/evasion and block chance while retreating.

Class: CoreCooldown: 40s
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Physicaloffensive

Heavy Hits

Focused, devastating strikes that can knock back, or even stun opponents through sheer force.

Class: BrawlerCooldown: 2.5s
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Physicaldefensive

Body Conditioning

Through rigorous training, the brawler's body becomes a shield in its own right, shrugging off unarmed strikes and melee blows with reduced harm.

Class: BrawlerCooldown: 20s
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Physicalutility

Adrenaline Rush

Harnessing the surge of battle, the brawler channels the thrill of a perfectly timed strike into renewed vitality and stamina.

Class: BrawlerCooldown: 60s
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Physicaloffensive

Boxing Technique

Years of training in precise strikes and guard control allow the fighter to unleash fluid combos while defending more effectively against incoming attacks.

Class: Brawler
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Physicalmaster

Berserker Rage

Master skill that grants immense power at the cost of health and control. Character automatically uses unarmed attacks while losing skill control.

Class: BrawlerCooldown: 120s
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Physicaldefensive

Deflection

Masterful redirection of force allows the martial artist to turn an opponent's attack against them, minimizing damage and creating openings for counterattacks.

Class: Martial ArtistCooldown: 60s
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Physicaloffensive

Debilitating Strikes

A precision striking technique targeting pressure points, joints, and weak spots to hinder an opponent's ability to fight effectively.

Class: Martial ArtistCooldown: 2s
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Physicaloffensive

Throws

Expert grappling technique that allows the martial artist to grab and toss enemies, causing Knockdown.

Class: Martial ArtistCooldown: 3s
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Physicalutility

Focused Breathing

Deep breathing techniques that temporarily enhance stamina and mana regeneration rates for a short duration.

Class: Martial ArtistCooldown: 15s
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Physicaloffensive

Counter Flow

Immediately retaliates with a quick strike after successfully blocking or deflecting an attack.

Class: Martial ArtistCooldown: 1s
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Physicalutility

Flow Step

Evasive movement technique that increases dodge chance and allows short-range repositioning.

Class: Martial ArtistCooldown: 10s
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Physicalhealing

Combat Triage

A practiced mix of field medicine and grit, letting you treat wounds mid-battle without fully retreating.

Class: MedicCooldown: 8s
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Physicalhealing

First Aid

Restores a portion of health to self or allies. Can only be used outside of combat.

Class: MedicCooldown: 3s
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Physicalhealing

Condition Treatment

Removes bleeding, poison, burns, or paralysis over time. Cleansing speed scales with skill level.

Class: MedicCooldown: 6s
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Physicalhealing

Revive

Brings a fallen unconscious character back to consciousness with minimal resources restored.

Class: MedicCooldown: 60s
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Physicaloffensive

Crossbow Shot

Unlocks advanced crossbow use, including faster reloads and improved firing efficiency compared to bows.

Class: RangerCooldown: 1.8s
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Physicalutility

Snare Trap

Deploys a trap that immobilizes enemies caught in it.

Class: RangerCooldown: 8s
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Physicaloffensive

Spike Trap

Deploys spikes that damage and possibly stagger enemies stepping on them.

Class: RangerCooldown: 10s
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Physicaloffensive

Poison Trap

Poisons enemies caught in trap, causing damage over time.

Class: RangerCooldown: 12s
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Physicalutility

Noise Trap

Creates noise to distract or lure enemies, disrupting their focus or patrol patterns.

Class: RangerCooldown: 5s
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Physicaloffensive

Dagger

Fast, precise weapon skill focused on quick strikes, ideal for stealth and agility-based combat. Supports dual-wielding.

Class: RogueCooldown: 1s
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Physicaloffensive

Silent Takedown

Executes an unaware enemy instantly and silently when performed from behind or while in stealth.

Class: RogueCooldown: 10s
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Physicaloffensive

Death Mark

Marks a target for death. Next attack deals +200% critical damage and applies bleeding for 10 seconds.

Class: RogueCooldown: 15s
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Physicalutility

Distraction

Toss an object to create noise at a location, drawing nearby NPCs to investigate.

Class: RogueCooldown: 3s
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Physicalutility

Stealth

Enter stealth mode, becoming hidden unless seen or heard. Movement and noise affect a Stealth Meter.

Class: RogueCooldown: 5s
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Physicalutility

Tracking

Follow physical tracks or magical residue left by targets. Higher levels reveal more detailed information.

Class: Survivalist
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Physicalutility

Foraging

Collect herbs, mushrooms, and magical components for crafting. Higher levels increase yield and unlock rare ingredients.

Class: SurvivalistCooldown: 5s
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Physicaldefensive

Resolve

When HP hits 0, continue acting for 3-10 seconds depending on skill level. Immunity to morale breaks and fear effects.

Class: SurvivalistCooldown: 300s
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Physicalutility

Survivalist Endurance

Reduces endurance drain from sprinting, climbing, swimming, dodging, heavy loads, and prolonged combat.

Class: Survivalist
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Magic

Dispel

Removes magical effects, barriers, auras, summons, and enchantments

Class: CoreCooldown: 8s
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Magic

Reflect

Nullifies and rebounds spells back at the caster

Class: CoreCooldown: 10s
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Magic

Counterspell

Instantly cancels the casting of a single enemy's magic skill

Class: CoreCooldown: 5s
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Magic

Essence Shift

Converts stamina upkeep into mana regeneration

Class: CoreCooldown: 30s
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Magic

Presence Ward

Creates an invisible detection field that alerts when a living presence crosses

Class: CoreCooldown: 5s
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Magic

Aura Ward

Detects magical signatures within its radius

Class: CoreCooldown: 5s
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Magic

Disruption Ward

Creates a passive anti-magic field that weakens hostile spells

Class: CoreCooldown: 5s
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Magic

Anchor Ward

Prevents teleportation, phasing, or dimensional breaches in the area

Class: CoreCooldown: 5s
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Magic

Elemental Attunement

Reduces mana cost for base Elementalist spells, can attune to one element

Class: ElementalistCooldown: 30s
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Magic

Flame Bolt

Launches a fiery projectile that explodes on impact, igniting targets

Class: ElementalistCooldown: 6s
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Magic

Firewall

Summons a 7-foot-high wall of fire that ignites passing enemies

Class: ElementalistCooldown: 12s
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Magic

Flame Enhancement

Imbue attacks with fire damage and chance to ignite

Class: ElementalistCooldown: 5s
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Magic

Flaming Feet

Boosts movement speed and leaves a trail of fire that burns with varying intensity

Class: ElementalistCooldown: 20s
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Magic

Fire Nova

Massive fiery explosion dealing high damage and knockback. Can target an enemy as the epicenter or cast at a location.

Class: ElementalistCooldown: 40s
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Magic

Hydro Burst

High-pressure water blast that knocks back enemies

Class: ElementalistCooldown: 8s
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Magic

Soothing Water Balm

Heals target and removes one condition

Class: ElementalistCooldown: 6s
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Magic

Ice Shards

Launches sharp ice projectiles that cause bleeding. Each shard deals uniform damage and must make a separate hit check. More shards fired at higher levels.

Class: ElementalistCooldown: 5s
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Magic

Liquid Asphyxiation

Suffocates an enemy in magical water

Class: ElementalistCooldown: 30s
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Magic

Slushy Snare

Creates a slippery ice field that slows enemies and causes knockdown. Can target an area or center on an enemy. Gives the caster and all allies magical icy cleats to improve stability over icy terrain.

Class: ElementalistCooldown: 15s
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Magic

Liquid Enhancement

Grants regeneration and elemental resistance

Class: ElementalistCooldown: 8s
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Magic

Fog

Creates dense fog that conceals allies and confuses enemies. Duration increases with skill level.

Class: ElementalistCooldown: 20s
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Magic

Aerial Blast

Compressed air blast that pushes enemies and deals damage in a cone

Class: ElementalistCooldown: 8s
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Magic

Gale Step

Instant dash with radial knockback and increased movement speed

Class: ElementalistCooldown: 15s
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Magic

Lightning Bolt

Instant lightning strike that chains to nearby enemies, interrupting all targets hit

Class: ElementalistCooldown: 6s
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Magic

Levitation

Float above ground, avoiding melee attacks

Class: ElementalistCooldown: 25s
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Magic

Aerial Enhancement

Grants increased movement speed and attack speed

Class: ElementalistCooldown: 8s
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Magic

Wind Barrier

Creates a circular wind barrier that blocks projectiles and prevents enemy movement into the area

Class: ElementalistCooldown: 30s
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Magic

Crushing Boulder

Hurls a massive boulder that crushes enemies and knocks them down

Class: ElementalistCooldown: 10s
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Magic

Earthen Enhancement

Increases armor and physical resistance

Class: ElementalistCooldown: 8s
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Magic

Stonewall

Creates an impassable stone barrier

Class: ElementalistCooldown: 20s
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Magic

Spike Blast

Earth spikes launch upward then crash down, damaging enemies twice and causing bleeding. Damage remains constant across levels; only AoE increases.

Class: ElementalistCooldown: 8s
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Magic

Earthen Prison

Encases target in either a stone cell, a stone dome, or a stone coffin, immobilizing them.

Class: ElementalistCooldown: 15s
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Magic

Quicksand

Creates quicksand that slowly pulls enemies down

Class: ElementalistCooldown: 30s
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Magic

Healing Hands

Direct healing touch that restores health

Class: HealerCooldown: 5s
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Magic

Bodily Cleanse

Removes all negative conditions from target

Class: HealerCooldown: 8s
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Magic

Divine Rays

Bathes target in healing light over time

Class: HealerCooldown: 10s
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Magic

Smite

Holy damage that is extra effective against undead

Class: HealerCooldown: 6s
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Magic

Blessed Aura

Creates aura that removes conditions and grants immunity

Class: HealerCooldown: 20s
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Magic

Healing Boon

Powerful melee-range heal with bonus effects

Class: HealerCooldown: 8s
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Magic

Restore Consciousness

Revives fallen ally with partial health

Class: HealerCooldown: 60s
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Magic

Grace in Suffering

Automatically heals allies when they take damage

Class: HealerCooldown: 15s
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Magic

Shield of Light

Creates protective barrier that absorbs damage

Class: HealerCooldown: 12s
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Magic

Blessed Favor

Reduces damage taken and heals when hit

Class: HealerCooldown: 10s
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Magic

Pacifism

Prevents all combat actions in area

Class: HealerCooldown: 30s
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Magic

Avert Death

Prevents ally from dying when health reaches zero

Class: HealerCooldown: 45s
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Magic

Sanctified Ground

Creates holy ground that heals allies and harms undead

Class: HealerCooldown: 25s
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Magic

Veil of the Unseen

Renders the caster invisible to normal sight

Class: MesmerCooldown: 15s
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Magic

Imagined Encumbrance

Makes target believe they are carrying extreme weight

Class: MesmerCooldown: 10s
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Magic

Mana Feast

Drains mana from target and transfers to caster

Class: MesmerCooldown: 12s
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Magic

Spectral Agony

Inflicts mental burn damage over time

Class: MesmerCooldown: 8s
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Magic

Hallucinate

Creates false images that confuse and distract enemies

Class: MesmerCooldown: 20s
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Magic

Mental Projection

Projects consciousness to scout remotely

Class: MesmerCooldown: 20s
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Magic

Psychic Spear

Launches concentrated mental energy that pierces minds

Class: MesmerCooldown: 5s
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Magic

Mindshield

Creates a protective mental barrier

Class: MesmerCooldown: 15s
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Magic

Forced Recall

Forces an enemy projection back to their body

Class: MesmerCooldown: 10s
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Magic

Astral Punch

Delivers a powerful psychic blow that disorients

Class: MesmerCooldown: 8s
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Magic

Raise Dead

Raises recently deceased as temporary undead minions

Class: NecromancerCooldown: 20s
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Magic

Reanimation

Permanently raises powerful undead servants

Class: NecromancerCooldown: 60s
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Magic

Drain Life

Drains life force from target over time

Class: NecromancerCooldown: 8s
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Magic

Pestilence

Summons swarm of disease-carrying insects

Class: NecromancerCooldown: 15s
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Magic

Spirit Feast

Absorbs spirits from corpses to restore mana

Class: NecromancerCooldown: 12s
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Magic

Curse of Weakness

Reduces target's physical damage by 30%

Class: NecromancerCooldown: 10s
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Magic

Curse of Fragility

Reduces target's armor and resistances by 40%

Class: NecromancerCooldown: 12s
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Magic

Curse of Exhaustion

Drains stamina and mana regeneration

Class: NecromancerCooldown: 15s
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Magic

Curse of Suppression

Increases skill cooldowns by 50%

Class: NecromancerCooldown: 20s
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Magic

Curse of Vulnerability

Increases damage taken by 25%

Class: NecromancerCooldown: 10s
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Magic

Curse of Eternal Torment

Applies all curse effects permanently until cleansed

Class: NecromancerCooldown: 120s
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Magic

Haste

Temporarily accelerates movement and action speed, reduces endurance consumption by 25%, and decreases cast times. Reduces spell mana cost by 10%

Class: TemporalCooldown: 20s
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Magic

Slow

Temporarily reduces movement and action speed of target enemy by 25%, increases endurance and mana costs by 25%, and increases cast times by 25%

Class: TemporalCooldown: 15s
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Magic

Phase Step

Instantly teleports the caster 5 meters away from the closest enemy, always choosing direction that increases distance from all enemies. Breaks enemy targeting

Class: TemporalCooldown: 5s
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Magic

Temporal Recall

Two-stage skill: Place invisible anchor at location, then recall to teleport back. Anchor lasts until used, dispelled, or caster dies. Teleporting from combat ends battle as escape

Class: TemporalCooldown: 86400s
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