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+
Level 1+
Adept
Level 15+
Level 15+
Veteran
Level 35+
Level 35+
Master
Level 60+
Level 60+
Mythic tier (Level 90+) abilities are marked in gold below - the single most powerful ability each class or race will ever learn.
Augur — Light, Support Caster
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Cure Wounds | 5 MP | Heals a single ally a moderate amount. |
| 5 | Auspice | 4 MP | Grants the caster a temporary defense boost. |
| 8 | Favour of the Sky | 4 MP | Grants an ally a temporary accuracy boost. |
| 15 | Divine Judgment | 5 MP | A bolt of heavenly light - Augur's basic offensive spell. |
| 20 | Omen of Weakness | 5 MP | Lowers an enemy's defense for a short time. |
| 25 | Blessing of Fortune | 5 MP | Grants an ally a temporary damage boost. |
| 30 | Birdsight | 3 MP | Reveals who is present in an adjacent room, through a named exit, without entering it. |
| 35 | Illusory Duplicate | 5 MP | Confuses enemies with illusory copies, making the caster harder to hit for a short time. |
| 40 | Veil of Night | 6 MP | Turns the caster nearly invisible, making them much harder to hit for a short time. |
| 45 | Omen of Doom | 7 MP | Curses an enemy with lowered accuracy and damage at once. |
| 50 | Prophetic Ward | 8 MP | Fully absorbs the next hit against the warded target. |
| 60 | Conjure Weapon | 6 MP | Conjures a staff into the caster's hands, its power scaling with the caster's level. Fades after 10 minutes. |
| 65 | Summon Familiar | 10 MP | Calls a divine bird to fight at the caster's side - owl, eagle, hawk, or phoenix, depending on level. |
| 80 | Gate | 8 MP | Teleports the caster to one of a small set of known safe locations. |
| 90 | Wrath of Olympus | 15 MP | Calls down the fury of the sky itself - a devastating lightning strike. |
Medicus — Light, Healer/Support
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Cure Wounds | 5 MP | Heals a single ally a moderate amount. |
| 5 | Field Dressing | 4 MP | A fast, smaller heal usable mid-combat. |
| 8 | Antidote's Grace | 4 MP | Cures poison and a few other harmful conditions on a single target. |
| 15 | Bless | 5 MP | Grants an ally a temporary accuracy boost. |
| 20 | Guardian Spirit | 6 MP | Grants an ally a temporary defense boost. |
| 25 | Vigor | 8 MP | Restores MP to a target - one of the only ways to recover spent MP outside of resting. |
| 30 | Purify | 6 MP | Cures poison and several other harmful conditions from a single target. |
| 35 | Divine Favor | 7 MP | Grants an ally both an accuracy and a damage boost at once. |
| 40 | Mass Cure Wounds | 10 MP | Heals up to five allies at once. |
| 45 | Cleanse | 10 MP | Cures poison and several harmful conditions from up to five allies at once. |
| 50 | Ward Against Death | 10 MP | The next fatal blow against the warded target instead leaves them at 1 HP. |
| 60 | Greater Restoration | 12 MP | Heals a single ally for half their maximum HP. |
| 65 | Smite the Unclean | 6 MP | A lance of holy light - Medicus's one offensive spell. |
| 80 | Blessing of Asclepius | 18 MP | Resurrects a dead ally, wherever they are. |
| 90 | Sanctuary | 20 MP | Equal-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. |
Haruspex — Light, Offense Caster
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Mark of Decay | 4 MP | A damage-over-time curse that saps enemy strength. |
| 5 | Grave Chill | 4 MP | Lowers a target's accuracy for a short time. |
| 8 | Weaken Flesh | 4 MP | Lowers a target's defense for a short time. |
| 15 | Rite of the Entrails | 5 MP | Curses a target to take extra damage from all sources for a short time. |
| 20 | Ritual Flame | 3 MP | A jet of ritual fire - reliable single-target damage. |
| 25 | Ill Fortune | 5 MP | Lowers a target's outgoing damage for a short time. |
| 30 | Vampiric Touch | 8 MP | Damages a target and heals the caster for half of it. |
| 35 | Curse of Silence | 8 MP | Prevents a target from casting any spells for a short time. |
| 40 | Blood Sacrament | 6 MP + HP | Converts a portion of the caster's own health into a devastating burst of damage. |
| 45 | Doom | 7 MP | A heavy bolt of black doom - strong single-target damage. |
| 50 | Omen of Ruin | 8 MP | Frightens a target and lowers their accuracy and damage at once. |
| 60 | Soul Rot | 9 MP | A spreading poison curse that can strike up to three enemies at once. |
| 65 | Summon Lemures | 10 MP | Calls a restless spirit of the dead to fight at the caster's side, its strength scaling with level. |
| 80 | Necrotic Storm | 12 MP | A wave of necrotic force striking up to three enemies at once. |
| 90 | Wail of the Damned | 16 MP | A wail from the underworld striking up to five enemies at once. |
Speculator — Medium, Rogue/Scout
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Sneak | SP | Turn nearly invisible, making yourself much harder to hit. Usable in or out of combat. |
| 5 | Ambush | SP | Starts a fight with a burst from hiding, guaranteeing a bonus on your first successful attack. Only you and the target are drawn in. |
| 8 | Poisoned Blade | SP | Coats your weapon, applying a poison curse to the target's next hit. |
| 15 | Backstab | SP | Bonus damage against a target who hasn't yet acted in the fight. Requires already being in combat. |
| 20 | Field Report | SP | Reveals a target's current HP and conditions to your whole party at once. |
| 25 | Precision Strike | SP | Lowers a target's accuracy for a short time. |
| 35 | Crippling Strike | SP | Lowers a target's defense for a short time. |
| 45 | Smoke and Shadow | SP | A burst of evasion, making you much harder to hit for a short time. |
| 60 | Vanish | SP | A stronger, longer invisibility - usable mid-fight, not just before one. |
| 90 | Deathmark | SP | A blade meant for one throat alone - your next attack against the marked target cannot miss and deals heavy bonus damage. |
Venator — Medium, Ranger/Hunter
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Mark | SP | Marks a target as prey, lowering their accuracy for a short time. |
| 5 | Keen Eye | SP | A hunter's focus - grants yourself a temporary accuracy boost. |
| 10 | Entangle | SP | A thrown cord, a snare line, a well-placed trip - lowers a target's defense for a short time. |
| 15 | Track | SP | Reveals who's present in an adjacent room, through a named exit, without entering it. |
| 20 | Piercing Shot | SP | An armor-ignoring ranged strike. |
| 30 | Rapid Volley | SP | A quick volley of shots, striking up to three targets at once. |
| 40 | Snare | SP | A hidden trap poisons whatever springs it. |
| 50 | Call of the Wild | SP | Calls a beast companion to fight at your side - wolf, boar, or something greater, depending on your level. |
| 70 | Pack Tactics | SP | A damage boost, but only while an active beast companion is out fighting alongside you. |
| 90 | Bane of the Wild Hunt | SP | A hunt Artemis herself would envy - a devastating volley striking up to five targets at once. |
Gladiator — Medium, Arena Fighter
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Feint | SP | A theatrical feint that leaves the target's guard down - lowers their accuracy for a short time. |
| 5 | Weapon Mastery | SP | Channels years of arena training into your next few strikes - a temporary damage boost. |
| 10 | Weapon Flourish | SP | A flashy display of weapon control - a temporary accuracy boost. |
| 15 | Disarming Strike | SP | A precise strike aimed at the weapon hand - lowers a target's outgoing damage for a short time. |
| 20 | Second Wind | SP | The crowd's roar carries you through the pain - a short heal-over-time. |
| 30 | Gory Finish | SP | A cinematic execute - only works against a target already below 20% HP, but hits hard when it does. |
| 40 | Riposte | SP | The next hit you take triggers an immediate counter-attack against whoever landed it. |
| 50 | Finishing Blow | SP | A heavy, direct strike aimed to end a fight quickly. |
| 70 | Favor | SP | The crowd rises to their feet - both an accuracy and a damage boost at once. |
| 90 | Glory | SP | A strike worthy of a legend retold for generations - a massive damage finisher. |
Legionary — Heavy, Tank
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Hold the Line | SP | Plants your feet and draws every eye - a temporary defense boost. |
| 5 | Shield Bash | SP | A heavy shield strike, driving a target back. |
| 10 | Provoke | SP | Draws a target's focus and rattles their guard - lowers their accuracy for a short time. |
| 15 | Gladius Cleave | SP | A close-range cleave, striking up to three enemies in front of you at once. |
| 25 | Shield Wall | SP | A stronger defensive stance than Hold the Line. |
| 35 | Testudo | SP, group | Forms a shield wall, granting up to five allies (use '= party') a temporary defense boost. |
| 45 | Rally | SP, group | Steadies the whole unit, granting up to five allies (use '= party') a heal-over-time. |
| 60 | Unbreakable | SP | A near-total defensive stance, held longer than any lesser stance. |
| 75 | Shattering Blow | SP | A heavy strike aimed to break through even the sturdiest guard. |
| 90 | Last Stand | SP, group | The line that will not break, no matter the cost - a powerful, long-lasting defense boost for up to five allies. |
Barbarian — Heavy, Berserker
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Rage of the North | SP | A berserker's rage - a damage boost, at the cost of your own defense for the same duration. |
| 5 | Reckless Swing | SP | A wild, heavy swing with little regard for form. |
| 15 | War Cry | SP | A roar that shakes nearby enemies' resolve - lowers the accuracy of up to three enemies at once. |
| 20 | Thundering Maul | SP | A heavy two-handed strike. Requires an actual two-handed weapon in hand. |
| 30 | Intimidating Roar | SP | A roar that leaves a single enemy too frightened to act for a short time. |
| 40 | Ferocity | SP | A stronger, purer rage than Rage of the North - a bigger damage boost, without the defense cost. |
| 50 | Reckless Abandon | SP | A huge damage strike that leaves your own defense down afterward - real risk for real reward. |
| 65 | Unstoppable | SP | A powerful, sustained defensive resolve that nothing seems able to shake. |
| 80 | Earth-Shaking Slam | SP | A ground-shaking slam striking up to three enemies at once. |
| 90 | Fury of the Frontier | SP | A 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. |
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
| Level | Ability | Effect |
|---|---|---|
| 1 | Command Presence | Passive bonus to leadership and diplomacy checks. |
| 40 | Civic Access | Unlocks the ability to hold or influence certain civic and political positions. |
Minotaur
| Level | Ability | Effect |
|---|---|---|
| 1 | Bull Rush | A charging attack that knocks enemies back. |
| 40 | Labyrinth Sense | Never get lost in complex or maze-like terrain. |
Centaur
| Level | Ability | Effect |
|---|---|---|
| 1 | Galloping Charge | Bonus damage on the first attack after charging into a fight. |
| 40 | Forest Tracker | Excellent movement and tracking ability in natural terrain. |
Harpy
| Level | Ability | Effect |
|---|---|---|
| 1 | Aerial Assault | Bonus attacks and accuracy from striking above your foe. |
| 40 | Skyward Scout | Traverse terrain faster and spot hidden foes more easily. |
Nymph
| Level | Ability | Effect |
|---|---|---|
| 1 | Boon of the Wilds | A small innate heal for yourself or an ally. |
| 40 | Elemental Ward | Temporary resistance to elemental damage. |
Cyclops
| Level | Ability | Effect |
|---|---|---|
| 1 | Crushing Blow | A massive melee strike, limited uses per rest. |
| 40 | Forge Mastery | Craft and repair weapons and armor faster and more effectively. |
| 70 | Intimidating Presence | Reduce nearby enemy accuracy simply by entering a fight. |
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
| Ability | Cost | Effect |
|---|---|---|
| Muster | 6 SP | Steadies your strikes through disciplined drilling - a temporary accuracy boost. |
| Forced March | 5 SP | Cross several connected rooms in a single command. |
| Requisition | Once/day | Demand supply - gold, rations - from a Legion-aligned contact, no questions asked. |
Praetorian Order
| Ability | Cost | Effect |
|---|---|---|
| Coerce | 8 SP | Freezes a target with sheer authority - they skip their turn entirely. |
| Censure | 7 SP | Formally silences a target, denying them their spells for a time. |
| Interrogate | 5 SP | Extract real information from someone who wouldn't otherwise talk. |
Hellenic Resistance
| Ability | Cost | Effect |
|---|---|---|
| Raid | 6 SP | One hard guerrilla strike. |
| Safehouse | Once/day | A sympathizer hides you away and patches you up fully, out of combat. |
Cult of Mithras
| Ability | Cost | Effect |
|---|---|---|
| Vow | 6 SP | An oath of protection - harder to hit while it holds. |
| Aegis | 7 SP | The brotherhood protects its own - negates the next hit against an ally. |
| Oath Sworn | Free | Swear 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
| Ability | Cost | Effect |
|---|---|---|
| Dirge | 7 SP | A funeral lament turned weapon, badly unsettling a target. |
| Rebirth | 8 SP | The next fatal hit instead leaves the target at 1 HP. |
| Speak with Dead | 6 SP | Ask the dead one question, and receive a genuine, if cryptic, answer. |
Cult of Hecate
| Ability | Cost | Effect |
|---|---|---|
| Hex | 7 SP | A classic witch's curse - damage over time. |
| Curse | 8 SP | Marks a target for doom - the next hit against them can't miss, plus bonus damage. |
| Scrying | 5 SP | Inspect an item's true properties before you buy it. |
Cult of Bacchus
| Ability | Cost | Effect |
|---|---|---|
| Frenzy | 7 SP | Reckless ecstatic power - a real damage boost, with a real accuracy drawback. |
| Wild Rite | 10 SP | A shared ritual granting up to five allies a damage boost at once. |
| Libation | 6 SP | A ritual wine-offering that cures a harmful condition on an ally, in or out of combat. |
Collegium Umbrae
| Ability | Cost | Effect |
|---|---|---|
| Evasion | 6 SP | Harder to hit for a short time. |
| Wither | 7 SP | A corrupted apothecary's touch - the target hits softer. |
| Cloak | 8 SP | A longer-lasting Evasion, castable before a fight even starts. |
