Skills & Spells

Every class and race has a full path of growth ahead of it - some abilities come early, some are earned over months of real play. The rarest and most powerful are reserved for those who reach the very top: level 90 and beyond.

Novice
Level 1+
Adept
Level 15+
Veteran
Level 35+
Master
Level 60+

Critical hits: a landed strike with any weapon, or bare fists, can be a critical hit for extra damage - light blades and bows fairly often for double, spears, axes and mauls rarely for triple, and a high Agilitas helps. Glory always crits. Monsters don't. Warrior effects: many damage skills can also leave Bleeding (any healing stops it), Sunder one piece of armor for the rest of the fight, Disarm, Grapple (no fleeing), Stun or Blind. A wound or a knockout is shrugged off with Vigor; dirt, a grab or a disarm is slipped with Agilitas; mind effects like sleep, fear and confusion are resisted with Ingenium.

Mythic tier (Level 90+) abilities are marked in gold below - the single most powerful ability each class or race will ever learn.

Dual wield: a Speculator fighting with a dagger or gladius in each hand (see 'help offhand') gets a second, lighter strike on every basic attack that lands - the game's only class that can fight two-handed without a two-handed weapon.

Augur — Light, Support Caster

LevelAbilityCostEffect
1Magic Arrow2 MPA glowing arrow of pure force that never misses. Small at first, but it grows with your level like every damaging spell.
5Auspice4 MPGrants the caster a temporary defense boost.
8Favour of the Sky4 MPGrants an ally a temporary accuracy boost.
10Sleep5 MPPuts an enemy to sleep and ends their fight. A concentration spell - you hold it, draining MP. The sleeper can't speak, cast or move, and any damage wakes them.
15Divine Judgment5 MPA bolt of heavenly light - Augur's basic offensive spell.
20See Invisibility6 MPOpens the target's eyes to the unseen for a few minutes. The only way for a player to see an invisible caster.
25Blessing of Fortune5 MPGrants an ally a temporary damage boost.
30Fly8 MPLifts you into the air: moving between rooms costs a quarter of the stamina. A concentration spell (Harpies fly free, without it).
30Birdsight3 MPReveals who is present in an adjacent room, through a named exit, without entering it.
35Illusory Duplicate5 MPConfuses enemies with illusory copies, making the caster harder to hit for a short time.
40Veil of Night6 MPTurns the caster nearly invisible, making them much harder to hit for a short time.
42Invisibility10 MPTruly unseen: nobody who can't see through it can see or target you, and wilderness ambushes pass you by. A concentration spell; it breaks the instant you attack, and cast mid-fight it ends the fight for you.
45Enchant Weapon6 MPTraces a rune of power across the caster's own weapon, sharpening both its edge and its aim.
50Prophetic Ward8 MPFully absorbs the next hit against the warded target.
50Summon Familiar10 MPCalls a divine bird to fight at the caster's side - owl, eagle, hawk, or phoenix, depending on level.
55Haste9 MPQuickens the target with unnatural speed, granting an extra action for a short time.
60Conjure Weapon6 MPConjures a staff into the caster's hands, its power scaling with the caster's level. Fades after 10 minutes.
65Confusion14 MPScatters an enemy's wits for three to five minutes: they wander off through random rooms and lash out at whoever's nearby. Cast mid-fight it ends the fight for them.
80Gate8 MPTeleports the caster to one of a small set of known safe locations.
85Petrify12 MPTurns a target's flesh to stone for a single, unbroken moment - they cannot act.
90Wrath of Olympus15 MPCalls down the fury of the sky itself, striking up to three enemies at once.

Medicus — Light, Healer/Support

LevelAbilityCostEffect
1Cure Wounds5 MPHeals a single ally a moderate amount.
5Field Dressing4 MPA fast, smaller heal usable mid-combat.
8Antidote's Grace4 MPCures poison and a few other harmful conditions on a single target.
10Spear of Faith4 MPA spear of pure faith, hurled at an enemy - Medicus's first real offensive option.
12Healing Word3 MPA murmured word of mending that costs no action - a small heal that scales with the target's health.
15Aid6 MPShields up to three allies with temporary hit points that soak damage before real HP, fading after ten minutes.
20Guardian Spirit6 MPGrants an ally a temporary defense boost.
25Renew Spirit8 MPRestores MP to a target - one of the only ways to recover spent MP outside of resting.
28Sacred Chant8 MPGrants up to five allies a heal-over-time effect - a steady trickle of health for a few turns.
30Purify6 MPCures poison and several other harmful conditions from a single target.
35Flame of Vesta10 MPKindles hearth-fire about you. A heavy-drain concentration spell: every few seconds it scorches every enemy in your fight until you release it.
40Mass Cure Wounds10 MPHeals up to five allies at once.
45Cleanse10 MPCures poison and several harmful conditions from up to five allies at once.
50Ward Against Death10 MPThe next fatal blow against the warded target instead leaves them at 1 HP.
55Cancellation14 MPA true dispelling - cures every harmful condition known, up to five allies at once.
60Greater Restoration12 MPHeals a single ally for half their maximum HP.
65Smite the Unclean10 MPA lance of holy light - Medicus's mid-tier offensive spell.
80Blessing of Asclepius18 MPResurrects a dead ally, wherever they are - and waives the half-XP death penalty, restoring the progress they lost in dying.
90Sanctuary20 MPEqual-or-lower-level characters cannot drag the target into a fight at all. Higher-level attackers can try to break through, at a real cost to their own damage if they succeed. Lasts a full hour.
95Panacea18 MPA wave of pure divine grace washes over up to five allies, restoring them to full health at once.

Haruspex — Light, Offense Caster

LevelAbilityCostEffect
1Mark of Decay4 MPA damage-over-time curse that saps enemy strength.
5Grave Chill4 MPLowers a target's accuracy for a short time.
8Weaken Flesh4 MPLowers a target's defense for a short time.
10Inflict Wounds3 MPA withering touch of necrotic force - your first damage spell.
12False Life5 MPWraps you in temporary hit points - a fifth of your maximum - that soak damage before real HP.
15Rite of the Entrails5 MPCurses a target to take extra damage from all sources for a short time.
20Ritual Flame3 MPA jet of ritual fire - reliable single-target damage.
25Ill Fortune5 MPLowers a target's outgoing damage for a short time.
28Armor of Agathys8 MPA ward of killing cold: temporary hit points, and anyone who strikes you in melee while it holds is lashed with cold damage.
30Vampiric Touch8 MPDamages a target and heals the caster for half of it.
35Curse of Silence8 MPPrevents a target from casting any spells for a short time.
40Blood Sacrament6 MP + HPConverts a portion of the caster's own health into a devastating burst of damage.
45Slow9 MPDrags an enemy's movements to a crawl - they lose every other turn for a short time. A body effect - resisted with Vigor.
45Doom7 MPA heavy bolt of black doom - strong single-target damage.
50Omen of Ruin10 MPFrightens up to three enemies - they lose two turns in terror - and leaves each with lowered accuracy and damage that outlasts the fear.
50Summon Lemures10 MPCalls a restless spirit of the dead to fight at the caster's side, its strength scaling with level.
60Soul Rot9 MPA spreading poison curse that can strike up to three enemies at once.
70Finger of Death11 MPA genuine execute - only usable against a target already close to falling, with a real chance of a severe, final blow.
80Necrotic Storm12 MPA wave of necrotic force striking up to three enemies at once.
85Summon Fury16 MPTears open a rift to the underworld and calls forth a vengeful mythic horror to fight at the caster's side - a real late-game upgrade over Summon Lemures.
90Wail of the Damned16 MPA wail from the underworld striking up to five enemies at once.

Speculator — Medium, Rogue/Assassin

LevelAbilityCostEffect
1Sneak4 SPTurn nearly invisible for 15 minutes, and move and act unnoticed for the same stretch - room arrivals/departures go unnamed, and a wilderness ambush won't notice you. Doesn't hide you from someone already looking at your room. Usable only outside a fight - see Vanish for mid-fight.
5Ambush5 SPStarts a fight with a burst from hiding, guaranteeing a bonus on your first successful attack. Only you and the target are drawn in.
8Poisoned Blade4 SPCoats your weapon, applying a poison curse to the target's next hit.
15Backstab6 SPBonus damage against a target who hasn't yet acted in the fight. It can open a fight itself. May leave a bleeding wound. Reaches a back-row target directly - not a front-row target with an ally covering their back.
20Field Report3 SPCalls out a real weak point in the target's guard: for a few turns they take extra damage from every source, not just your own blows - the whole party benefits.
20Hamstring6 SPA cut across the tendon: a real strike that may leave the target unable to flee and easier to hit for a few turns. Resisted with Agilitas.
25Precision Strike5 SPA precise cut at the weapon hand: a real strike that may knock the target's weapon from their grip for two turns.
30Slip Away6 SPThe Rogue's Cunning Action: a guaranteed escape from a fight - no roll and none of the experience an ordinary disengage costs. Impossible while grappled.
30Circle Stab6 SPCircles wide and strikes from the flank: reaches a target in the back row directly, no reach weapon needed.
35Crippling Strike6 SPA strike at the gaps in a foe's armor: a real strike that may cleave through one piece of it for the rest of the fight.
40Fast Hands5 SPFor a few turns, using an item - a potion, a scroll, a meal - costs you no action.
45Smoke and Shadow6 SPA burst of evasion, making you much harder to hit for a short time.
50Pilfer5 SPLifts gold from an NPC or another player, out of combat. A contest of your Agilitas against theirs; you can be caught. A player loses at most a tenth of their purse, never more than a level-scaled amount. One try per target every half hour.
55Uncanny DodgePassivePassive: every few turns a physical blow that would hit you is halved automatically, with no action spent.
60Vanish8 SPMelts out of an active fight entirely - ends your part in it, like Slip Away - and leaves you nearly invisible and moving unnoticed for a couple of minutes. Usable only mid-fight.
65Elusive FootworkPassivePassive: damage from area attacks is halved against you.
70Assassinate12 SPA strike from hiding. Use Sneak or Vanish first, then Assassinate cannot miss, is a guaranteed critical hit, and hits two and a half times your normal blow. The hiding ends.
90Deathmark10 SPA blade meant for one throat alone - your next attack against the marked target cannot miss and deals heavy bonus damage.

Venator — Medium, Ranger/Scout

LevelAbilityCostEffect
1Quarry4 SPMarks one enemy as your quarry: for the rest of the fight your own blows against it deal 20% more damage. One quarry at a time.
5Keen Eye4 SPA hunter's focus - grants yourself a temporary accuracy boost.
10Entangle5 SPA thrown cord, a snare line, a well-placed trip: the target is Grappled for a few turns and can't break away from the fight. Slipped with Agilitas.
15Track3 SPReveals who's present in an adjacent room, through a named exit, without entering it.
20Piercing Shot6 SPAn armor-ignoring ranged strike.
25Forager's Eye5 SPFor about ten minutes, timber and herbs in the wilderness are much easier to spot.
30Rapid Volley8 SPA quick volley of shots, striking up to three targets at once. Arrows may leave bleeding wounds.
40Snare6 SPLays a hidden trap in the room. The next enemy who wanders through - never an ally or a pacifist - is held fast and can't leave for a few minutes, unless their Agilitas frees them first. You're alerted the moment it springs. Fades after 3 hours unsprung.
45Aimed Shot6 SPNeeds a ranged weapon. Spend the turn taking careful aim; your next attack cannot be avoided and hits two and a half times as hard.
50Call of the Wild10 SPCalls a beast companion to fight at your side - wolf, boar, or something greater, depending on your level.
55Pathfinder6 SPFor about ten minutes, every other step you walk costs no stamina.
70Pack Tactics6 SPA damage boost, but only while an active beast companion is out fighting alongside you.
75Bestial Fury9 SPSpend your action to send your companion into a savage frenzy: for three turns it attacks twice each turn - three extra attacks for the one you gave up.
90Bane of the Wild Hunt12 SPA hunt Artemis herself would envy - a devastating volley striking up to five targets at once.

Gladiator — Medium, Arena Fighter

LevelAbilityCostEffect
1Feint4 SPA theatrical feint that opens the target's guard: a real weapon strike that may leave a bleeding wound.
5Weapon Mastery5 SPChannels years of arena training into your next few strikes - a temporary damage boost.
10Weapon Flourish4 SPA flashy display of weapon control that finds the weak points - your critical-hit chance is 15 points higher for a few turns.
15Disarming Strike6 SPA precise strike aimed at the weapon hand: a real blow that will often knock the target's weapon from their grip for two turns.
20Second Wind6 SPThe crowd's roar carries you through the pain - a short heal-over-time.
25Dirt Kick5 SPAn arena dirty trick: sand in the eyes. The target is Blinded for a few turns - a big drop to their accuracy, twice an ordinary Accuracy Down. Dodged with Agilitas.
30Gory Finish8 SPA finishing strike - usable only on a target below 20% health. It cannot miss and hits for twice your weapon damage, but it is not an instant kill.
35Parry6 SPA duelist's stance that lasts the whole fight - no cooldown. Each blow aimed at you has a chance to be turned aside completely: 15%, plus 2% for every point of your Agilitas above the attacker's (minus 2% for every point below), never under 5% or over 45%. A nimbler foe beats your parry more often. Needs a weapon in hand.
40Riposte7 SPThe next hit you take triggers an immediate counter-attack against whoever landed it.
45Double StrikePassiveLanding a normal attack has a real chance to immediately follow up with a second, lighter strike. Nothing to activate - it triggers on its own.
50Finishing Blow8 SPA heavy, direct strike aimed to end a fight quickly. May grapple the target so they can't break away for a few turns.
70Crowd's Surge10 SPThe crowd rises and you surge with it: one extra action this turn, on top of your normal one - a free second attack. Costs no action itself.
90Glory12 SPA strike worthy of a legend retold for generations - a massive damage finisher. Always a critical hit.
95Triple StrikePassiveBuilds on Double Strike - if that follow-up strike also lands, there's a real chance of a third, lighter strike still.

Legionary — Heavy, Tank

LevelAbilityCostEffect
1Hold the Line4 SPPlants your feet and draws every eye - a temporary defense boost.
5Shield Bash5 SPA heavy shield strike, driving a target back. May knock the target's weapon from their hand for two turns.
10Goad5 SPTaunts an enemy into fixating on you. For a few turns a monster can attack no one but you, and a player who strikes anyone else suffers a big accuracy penalty. The tank's way of protecting the party. Resisted with Ingenium.
15Gladius Cleave7 SPA close-range cleave, striking up to three enemies in front of you at once - the Legionary's area attack.
30Shield Block6 SPA shield stance that lasts the whole fight - no cooldown. Each blow aimed at you has a chance to be caught on the shield entirely: 15%, plus 2% for every point of your Virtus above the attacker's, never under 5% or over 45%. Only works while you wear a shield; a shield cleaved through by a Sunder stops blocking.
35Testudo8 SP, groupForms a shield wall, granting up to five allies - your party, picked automatically - a temporary defense boost.
45Sentinel8 SPA guardian's stance: for a few turns, any enemy who attacks one of your allies takes a free strike from you, once per turn, at no cost to your action. Works against basic attacks and physical skills, not spells.
45Rally8 SP, groupSteadies the whole unit, granting up to five allies - your party, picked automatically - a heal-over-time.
50Fighting Retreat10 SP, groupThe Legionary's orderly withdrawal: with no target named, up to five members of your party in the fight break away at once - guaranteed, and without the experience an ordinary disengage costs. Name specific allies to keep yourself in the fight. Anyone grappled, stunned or asleep can't be pulled out.
60Unbreakable10 SPFor a few turns, nothing can knock you down - immune outright to Stunned, Grappled, Disarmed and Blinded.
65Barbed Guard9 SPTurns your guard into a wall of spikes: for a few turns a quarter of every physical blow you take is thrown back at whoever struck you. Spells are not reflected.
75Shattering Blow9 SPA heavy strike that breaks through even the sturdiest guard: a landed blow always cleaves through the target's body armor and their shield, leaving both useless for the rest of the fight.
90Last StandPassiveMythic tier. The line that will not break: once per fight, a blow that would fell you instead leaves you at 1 HP with a heavy shield of temporary HP.

Barbarian — Heavy, Berserker

LevelAbilityCostEffect
1Rage of the North5 SPA berserker's rage - a damage boost, at the cost of your own defense for the same duration.
5Reckless Swing5 SPA wild, heavy swing with little regard for form. A landed hit may open a bleeding wound that costs HP each turn until it runs out or the target is healed.
15War Cry7 SPA roar that bellows challenge at up to three enemies at once: for two turns a monster can attack no one but you, and a player who strikes anyone else suffers a big accuracy penalty. Resisted with Ingenium.
20Thundering Maul8 SPA heavy two-handed strike. Requires an actual two-handed weapon in hand. May cleave through one piece of the target's armor, leaving it useless for the rest of the fight.
30Intimidating Roar6 SPA roar that leaves a single enemy too frightened to act for a short time.
35Headbutt9 SPA vicious headbutt that knocks the target senseless - they lose their next two turns and can't act, cast, use skills, speak or move. Unlike Sleep, damage does not wake them. Resisted with Vigor; a stunned target is then immune to stuns for a few turns.
40Ferocity8 SPA stronger, purer rage than Rage of the North - a bigger damage boost, without the defense cost, and a hard hide: while it lasts you shrug off over a third of every physical blow.
50Reckless Abandon9 SPA huge damage strike that leaves your own defense down afterward - real risk for real reward.
65Unstoppable10 SPA powerful, sustained defensive resolve that nothing seems able to shake.
80Whirlwind11 SPA spinning sweep of the weapon, striking up to three enemies at once.
90Fury of the Frontier14 SPA storm of axe and fury the legions still tell campfire stories about - a massive multi-hit rage attack striking up to five enemies at once. Hits may leave bleeding wounds.

Innate Racial Abilities

Every race carries its own natural gifts, available no matter which class you choose - fewer in number than a class's kit, but yours from birth rather than trained.

Human

LevelAbilityEffect
1Command PresenceRally yourself and up to three party members for a short accuracy boost.
1Civic AccessAlways active: merchants take 5% off their prices for you.

Minotaur

LevelAbilityEffect
1Bull RushA bone-jarring charge that leaves the target unable to act for a turn.
1GoreA horn strike that often opens a bleeding wound.

Centaur

LevelAbilityEffect
1Galloping ChargeA powerful charging strike.
1Forest TrackerLearn who stands in the next room, through an exit you name, without going there. Out of combat only.

Harpy

LevelAbilityEffect
1Innate FlightTake to the air at will with fly, for free - no spell, no MP drain. While airborne, moving between rooms costs a quarter of the usual stamina. land brings you down.
1Aerial AssaultA diving strike from above that is hard to avoid.
1Skyward ScoutFor a few minutes, see through sneaking and invisibility alike.

Nymph

LevelAbilityEffect
1Boon of the WildsA small heal for yourself or an ally that grows mildly with your level.
1Ward of the WildsWards yourself against harm for a short time, boosting your defense.

Cyclops

LevelAbilityEffect
1Crushing BlowA single, titanic melee strike on a short cooldown.
1Forge MasteryAlways active: a better chance of success when crafting weapons and armor at the forge.
1Intimidating PresenceA fearsome glare that lowers a target's accuracy and defense for a few turns.
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Faction Abilities

Beyond race and class, joining one of the city's eight factions (level 10+, by induction only, one at a time) grants a small set of abilities unique to that faction - on top of whatever your race and class already give you.

Imperial Legion

AbilityCostEffect
Muster6 SPSteadies your strikes through disciplined drilling - a temporary accuracy boost.
Forced March5 SPCross several connected rooms in a single command.
RequisitionOnce/dayDemand supply - gold, rations - from a Legion-aligned contact, no questions asked.

Praetorian Order

AbilityCostEffect
Coerce8 SPFreezes a target with sheer authority - they skip their turn entirely.
Censure7 SPFormally silences a target, denying them their spells for a time.
Interrogate5 SPExtract real information from someone who wouldn't otherwise talk.

Hellenic Resistance

AbilityCostEffect
Raid6 SPOne hard guerrilla strike.
SafehouseOnce/dayA sympathizer hides you away and patches you up fully, out of combat.

Cult of Mithras

AbilityCostEffect
Vow6 SPAn oath of protection - harder to hit while it holds.
Aegis7 SPThe brotherhood protects its own - negates the next hit against an ally.
Oath SwornFreeSwear a binding pact with another player - fight at their side and both of you strike truer, but betray the oath and both suffer for it.

Orphic Mysteries

AbilityCostEffect
Dirge7 SPA funeral lament turned weapon, badly unsettling a target.
Rebirth8 SPThe next fatal hit instead leaves the target at 1 HP.
Speak with Dead6 SPAsk the dead one question, and receive a genuine, if cryptic, answer.

Cult of Hecate

AbilityCostEffect
Hex7 SPA classic witch's curse - damage over time.
Curse8 SPMarks a target for doom - the next hit against them can't miss, plus bonus damage.
Scrying5 SPInspect an item's true properties before you buy it.

Cult of Bacchus

AbilityCostEffect
Frenzy7 SPReckless ecstatic power - a real damage boost, with a real accuracy drawback.
Wild Rite10 SPA shared ritual granting up to five allies a damage boost at once.
Libation6 SPA ritual wine-offering that cures a harmful condition on an ally, in or out of combat.

Collegium Umbrae

AbilityCostEffect
Evasion6 SPHarder to hit for a short time.
Wither7 SPA corrupted apothecary's touch - the target hits softer.
Cloak8 SPA longer-lasting Evasion, castable before a fight even starts.
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