Reference
Ability Library
Browse all spells and abilities by class β costs, targets, and how to acquire them.
Loadingβ¦
Reference
Browse all spells and abilities by class β costs, targets, and how to acquire them.
Loadingβ¦
Learnable Spells
A basic heal that allows Fighters to mend wounds out of combat. Healing strength is approximately 66% of the caster's current level. Can be cast on other characters.
Innate Abilities
The Berserker enters a psychedelic state and attacks wildly towards the selected target, swinging until exhaustion sets in with complete disregard to their own well-being. The number of attacks depends on current stamina. Drains all stamina and removes 25 HP. Cannot be used if current HP is 1.
A rage-inducing pheromone tenses your muscles, reddens your eyes and pumps adrenaline through your arteries. Grants +4 Strength and -4 Dexterity; your portrait turns red while active. Casting again reverses the effects.
A single, brutal, well-aimed strike towards an opponent's vitals. Drains all stamina for a powerful single attack at a cost of 10 HP. Cannot be used if current HP is 1.
Innate Abilities
Searches for food, water, or other crafting items on the square.
If successful, prevents some monsters from attacking for a while; affected monsters may follow you around less or more than normal. Attacking a hypnotised monster snaps it out of the trance. If cast on a player, reduces their chance to hit by 10%. This negative effect wears off naturally or can be cleared with Cleanse, Dispell, or a Nightshade Elixir. Success chance depends on the Ranger's Charisma.
Allows the Ranger to follow a party leader as if they were in the actual party.
Launches two arrows simultaneously using a single stamina point. Slightly less accurate than a standard attack, but more damaging. At higher levels the lower hit rate is negligible.
The Ranger looses arrows continuously until exhausted, using all current stamina. The number of arrows equals the Ranger's stamina when the attack begins. Despite draining all stamina and leaving the Ranger vulnerable, this is by far the strongest attack available.
A flaming arrow that, if it connects with a player, inflicts a 1-point poison Γ’β¬β useful for disrupting supporting Clerics. Performs slightly less damage than Dual Shot and uses one stamina.
Innate Abilities
The Thief's ultimate attack. Bypasses all non-magical armour for a single, high-damage attack that also drains the Thief's stamina. Damage depends on Strength and current stamina. If you assassinate a lone player from covert and kill them, your identity is listed as "an assassin" when they respawn.
Conceals you from players and monsters, although you cannot go covert in the presence of others. Moving while covert slowly drains stamina. Most actions reveal you Γ’β¬β exceptions are a successful Assassinate kill (against a lone target) and a successful Steal Gold.
Steals gold from the target. The amount taken is equal to 1% of the Thief's current level (e.g. at level 33, it is 33%). Failure results in the message "You were not stealthy enough, and were noticed", which also reveals covert and allows the victim to counterattack. Stolen players receive a warning.
Learnable Spells
Focuses holy energy throughout the body to provide a significant Strength boost for about 2 minutes. Can be cast on others.
Affects the entire party. Increases damage against undead monsters by 10% and reduces their chance of hitting you by 10%. Costs 15 MP for each party member affected. Effect lasts for 2 minutes. This is the only Paladin spell that affects the entire party.
A basic heal spell notably stronger than the Cleric and Druid versions, giving Paladins a unique advantage at lower levels.
Focuses holy energy to provide a significant Dexterity boost for about 2 minutes. Users may appear to blur when they move.
Rids the character of any poison.
A self-cast buff that provides +3 Strength and +3 Dexterity for about 2 minutes.
A stronger heal spell, roughly double the power of Heal but approximately 70% the strength of the Cleric equivalent. Scrolls of Aid are sometimes dropped by Black Paladins.
Learnable Spells
The weakest of the healing spells. Typically heals for 16-20 HP, varying depending on class and stats.
A holy lightning bolt Γ’β¬β the only offensive magic available to Clerics.
Boosts the Strength of a character temporarily. Effect lasts for 2 minutes.
Creates a spring that other characters can drink from. The spring vanishes after a variable amount of time (a few seconds to a minute).
Affects the entire party. Increases damage against undead monsters by 10% and reduces their chance of hitting you by 10%. Costs 15 MP for each party member affected. Effect lasts for 2 minutes.
Rids the character of any poison.
Adds an extra stamina to the stamina regain (e.g. if you normally regain 3, you regain 4). Also grants +5 Strength and +3 Dexterity. Effect lasts for 90 seconds.
Forces any covert or invisible characters on the square to become visible.
A mid-level armor spell cast on the entire party. Costs 15 MP for each party member affected. Effect lasts for 1 minute.
When active, all incoming damage is reduced by 10% (including spells and Critical Strike, but not poison). Lasts for 2 minutes.
Reduces the chance of enemies hitting you. Effect lasts for 2 minutes.
The next healing spell after Heal. Typically heals for 77-88 HP depending on stats and level.
Heals the entire party. Costs 10 MP for each party member. Typically heals for 21-22 HP per cast.
Damages any opponents on the square. Costs 15 MP for each character affected. Typically causes 20-23 HP damage.
Grants a temporary boost to Strength and increases chance to hit. Effect lasts for 45 seconds.
Gives an extra stamina regain to each party member. Costs 40 MP for each party member affected. Effect lasts for 30 seconds.
The strongest healing spell for Clerics. Obtained from the Scroll of Divine Restoration dropped by Lyzanthir the Enchanter.
The most advanced armor spell for Clerics, cast on the entire party. Costs 30 MP for each party member affected. Effect lasts for 1 minute.
Innate Abilities
Searches for food, water, or other crafting items on the square.
Morphs the Druid into one of several animals: Wolf, Bear, Panther, Tiger, Cheetah, Lion, Jaguar, Leopard, Lynx, or Puma (cosmetic only). Restores 90-170 HP when cast (scales with level). Spells become unavailable while morphed. Lasts 5 minutes.
Allows the Druid to follow a party leader as if they were in the actual party. Requires at least 1 stamina but does not actually consume any. Can be used while Camouflaged without being seen.
Learnable Spells
Heals the entire party. Costs 10 MP for each party member. Typically heals for 21-22 HP per cast.
The weakest of the healing spells. Typically heals for 16-20 HP, varying depending on class and stats.
Makes the Druid nearly invisible (same effect as Invisibility for Mages). Costs 25 MP on multi-alt or 50 MP on 1-alt. Has a high fizzle rate at low levels. Effect lasts 2 minutes.
Learnable Spells
Adds armor equal to current AC Γβ 2.5 rounded down when cast. Lasts for 1 minute 20 seconds.
An extremely rare and powerful spell. On multi-alt, damage formula: (Intelligence Γβ 5) + Variance (0Γ’β¬β6) Γ’β¬β note damage does not scale with level, so at Grandmaster levels it often does less than Beam. On 1-alt, drains all stamina for a flurry of individual attacks (number equals current stamina); overkilling is possible as all attacks connect even if only one is enough to kill.
Removes harmful effects from characters, including Hypnosis, Drunkenness and the effects of Divine Light. Does not remove poison.
The weakest of the offensive Mage spells. A bolt of lightning formed by modifying the polar field around the caster.
The weakest armor spell for Mages. Channels energy outward to form a weak barrier. Grants +10 armour for 1 minute. Mutually exclusive with Enhanced Sphere and Mana Shroud.
Shields the Mage from most traps. Not all traps are neutralised Γ’β¬β certain death traps still trigger. Effect lasts for 90 seconds.
A more advanced version of Sphere. Grants +20 armour for 1 minute. Mutually exclusive with Sphere and Mana Shroud.
The next offensive spell after Shock. A massive ball of fire hot enough to melt through armour.
Makes the Mage invisible. Costs 20 MP (40 MP on 1-alt). Effect lasts for 45 seconds. Can be cast on others.
A destructive wave of kinetic energy. Damage formula (discounting magic resistance): Intelligence + (Level Γβ 1.5) + Variance (0Γ’β¬β6).
Increases stamina regain by 1 (e.g. if you normally regain 3, you regain 4). Effect lasts for 40 seconds.
A transportation spell that creates a rip in the fabric of existence. Can only be cast on squares with a Vortex Gate enabled. Use the gate to enter it; it remains open for a variable amount of time.
An advanced armor spell. Forms a blanket of pure energy to absorb blows. Grants +40 armour for 1 minute. Mutually exclusive with Sphere and Enhanced Sphere.
The best readily available offensive spell. A focused beam of magical energy delivering incredible damage. Damage formula (discounting magic resistance): (Intelligence Γβ 3) + (Level Γβ 2) - 31 + Variance (0Γ’β¬β6). Costs 15 MP (10 MP on 1-alt).
Cures hunger and thirst. Effect lasts 3.5 hours.
Armor spell that grants +20 Armour. Effect lasts for 1 minute.
Rids the character of any poison.
The most common Druid offensive spell. Cannot be used underground.
An offensive spell that can be used both above and underground.
Armor spell that grants +40 Armour. Effect lasts for 1 minute.
An arc of blue electricity hurled towards a foe. Unlike Stormwrath, it can be used underground, and at a cheaper cost than Nature's Fury.
A perfect complement to Morph. Increases armor by Wisdom Γβ 1.5, and increases chance to hit and melee damage potential. Lasts 5 minutes.
Creates a kill-to-pass vine on the square. The vine slowly takes damage and generally lives for about a minute unless healed. Can only be used in forest areas.