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Skills Database

Browse 71 character abilities and combat techniques.

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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