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List of all skills & abilities sorted into their represented schools.

Abjuration[]

Absorb ElementsToggle Group: Major Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 300 + (30/s)
Icon Absorb.png
You surround yourself with a magical protection that absorbs [INT*2]% of all the Fire/Ice/Shock damage you receive, half of which is then converted into Mana.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Dispel MagicFriendly Fire: Yes
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 400
Icon DispelMagic.png
You attemp to dispel all magical buffs, debuffs and protections from all the creatures within a 3-meter radius area of your choice. For each effect, you have a [INT*3]% chance to dispel it, but the recipient is allowed a Willpower Save to keep it if it was a buff or a protection.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Globe of Spell ProtectionToggle Group: Major Protection
Effect Group: Magical Buff
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 300 + (30/s)
Icon GlobeOfSpellProtection.png
This globe completely blocks the effects of any single-targeted spell.Cooldown: 10
School: Abjuration
Allowed Weapons: Unarmed Spell ChannelingAllowed Armor: Any
Mage ArmorToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (10/s)
Icon MageArmor.png
This spell grants [INT*15] Armor and Magic Resistance. The Armor bonus doesn't stack with the armor gained from equipment, the magic resistance does.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from AcidToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon ProtectionFromAcid.png
This spell grants [INT*50] Acid Resistance and immunity to the Corrosion effect.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from ColdToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon ProtectionFromCold.png
This spell grants [INT*50] Ice Resistance and immunity to the Chilled and Frozen effects.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from ElectricityToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon ProtectionFromElectricity.png
This spell grants [INT*50] Shock Resistance and immunity to the Shocked effect.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from FireToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon Protection from Fire.png
This spell grants [INT*50] Fire Resistance and immunity to the Warm and Burning effects.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from PoisonToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon Protection from Poison.png
This spell grants [INT*50] Poison Resistance and immunity to the Poisoned effect.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light

Alteration[]

Barbed SkinToggle Group: Skin
Effect Group: Magical Buff
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (20/s)
Icon BarbedSkin.png
Whenever a creature hits you at melee range, that creature takes [INT*6] piercing damage and must succeed an evasion check or bleed for 6 seconds.Cooldown: 10
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
EmpowerMemory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: False
Mana Cost: 200
Icon Empower.png
Any ally within 3 meters from a location of your choice gains [INT*2]% Damage Increase, [INT*20] Max Health and immunity to the Weakened status effect for [INT*1] seconds.Cooldown: 10
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Entangling RootsMemory Cost: 3
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 0
Casting Range: 0
Check LOS: False
Root Events Count: 5
Mana Cost: 300 + (50/s)
Icon EntanglingRoots.png
For up to 4 seconds you cause an overgrowth of roots all around you. As soon as the effect starts, and every second thereafter, every enemy within 6 meters from your position that fails an Evasion Save, is Snared by the roots for [INT*0.1] seconds, and takes [INT*6] Crush damage per second.Cooldown: 30
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
EruptionFriendly Fire: Yes
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 200
Icon Eruption.png
You cause a ground explosion at a specific location, dealing [INT*12] Crush damage to anyone within 3 meters, and Knocking them Back by 2 meters.Cooldown: 10
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Medium, Light
Expose VulnerabilitiesMemory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Toggle
Target Type: Self
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 250
Icon ExposeVulnerabilities.png
All enemies within a 3-meter radius area of your choice have their non-physical resistances lowered by [INT*20] points for 10 seconds. Resistances higher than 500 are unaffected by this spell.Cooldown: 15
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Lightning RushCan Crit: True
Mobility Spell: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: False
Dash Duration: 0.2
Charge Activation Delay: 0.5
Mana Cost: 200
Icon LightningRush.png
You dash in lightning form in a straight line for up to 5 meters, dealing [INT*6] Shock damage and 1 Shocked stacks to any enemy on your path. This ability has [1,2,3,4] charges at [0,12,18,24] Intelligence.Cooldown: 10
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Medium, Light
MagnetizeMemory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 250
Icon Magnetize.png
All enemies within a 3-meter radius area of your choice become Magnetized for [INT*0.5] seconds. A magnetized creature's Shock resistance is reduced by [INT*10], and every time it would receive a Shocked stack, it releases a small shockwave dealing 100 Shock damage to any other nearby creature.Cooldown: 15
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
PetrifyMemory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 6
Casting Range: 8
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 400
Icon Petrify.png
You petrify your target for [INT*0.15] seconds, unless it makes a successful Fortitude check.Cooldown: 20
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Medium, Light
ShiversCan Crit: True
Memory Cost: 2
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Charge Activation Delay: 0.5
Mana Cost: 250
Icon Shivers.png
Each enemy within 3 meters from you takes between [INT*6] and [INT*18] Ice damage, depending on their distance from you, and 2 Chilled stack. A successful Fortitude Save halves both the damage and the stacks. This ability has [1,2,3,4] charges at [0,12,18,24] Intelligence.Cooldown: 5
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Medium, Light
SlowMemory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 300
Icon Slow.png
Any enemy within a 5-meter radius area of your choice must succeed a Willpower check or become Slowed for [INT*0.6] seconds.Cooldown: 15
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Verdant RegrowthMemory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200
Icon Verdant Regrowth.png
You and every ally within 2 meters gain [INT*2] Health Regeneration bonus for [INT*1] seconds, and gain immunity to Bleed and Cripple.Cooldown: 15
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
WeakenMemory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 200
Icon Weaken.png
Any enemy within a 3-meter radius area of your choice takes [INT*6] Magic damage and becomes Weakened for [INT*0.5] seconds. A successful Willpower Save halves the effect duration.Cooldown: 15
School: Alteration
Allowed Weapons: Spell ChannelingAllowed Armor: Any

Assassination[]

AssassinateMemory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 2
Casting Range: 4
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 300
Icon Assassinate.png
You strike your target, dealing [DEX*0.6] Pure damage for each percentage point of Health it's missing.Cooldown: 20
School: Assassination
Allowed Weapons: Medium, Light MeleeAllowed Armor: Medium, Light
Bleeding StrikeReady Trigger: On Attack
Secure Hit: True
Can Crit: True
Memory Cost: 1
Spell Group: Ready on Attack
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 0
Icon BleedingStrike.png
Your next attack is a guaranteed hit that deals [DEX*6] extra damage and makes your targets Bleed for 6 seconds unless they succeed a Fortitude Save.Cooldown: 5
School: Assassination
Allowed Weapons: Medium, Light Melee with Pierce, Slash damageAllowed Armor: Medium, Light
Crippling StrikeReady Trigger: On Attack
Secure Hit: True
Can Crit: True
Memory Cost: 1
Spell Group: Ready on Attack
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 0
Icon CripplingStrike.png
Your next attack is a guaranteed hit that deals [DEX*6] extra damage and Cripples your targets for 6 seconds unless they succeed a Fortitude Save.Cooldown: 5
School: Assassination
Allowed Weapons: Medium, Light Unarmed, MeleeAllowed Armor: Medium, Light
Disrupting StrikeReady Trigger: On Attack
Secure Hit: True
Can Crit: True
Memory Cost: 2
Spell Group: Ready on Attack
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 100
Icon DisruptingStrike.png
Your next attack is a guaranteed hit that deals [DEX*6] extra damage and removes up to [1,2,3] random buffs from your target, if you have at least [0,18,24] Perception.Cooldown: 10
School: Assassination
Allowed Weapons: Medium, Light MeleeAllowed Armor: Medium, Light
Pierce ThroughMobility Spell: True
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: False
Dash Duration: 0.2
Mana Cost: 400
Icon PierceThrough.png
You dash in a straight line for up to 5 meters piercing through your opponents, dealing [(DEX+PER)*8] Piercing Damage to every enemy in the way, and removing their Magical Protections.Cooldown: 20
School: Assassination
Allowed Weapons: Medium, Light Melee with Pierce damageAllowed Armor: Medium, Light
Rend ArmorCan Crit: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: False
Mana Cost: 200
Icon RendArmor.png
You cut and slash precisely around the joints of your targets armors, dealing [DEX*6] pure damage to all enemies within a 120°, 2-meters Cone area, and reducing the physical protection they provide by [DEX+PER]% for 6 seconds.Cooldown: 10
School: Assassination
Allowed Weapons: Medium, Light Melee with Slash damageAllowed Armor: Medium, Light
Shadow StepMobility Spell: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 100
Icon Shadow Step.png
You teleport behind your target, backstabbing it. If you use this ability while Hidden, the attack deals [DEX*6] extra damage and your target must succeed a Willpower Save or become Frightened for 8 seconds.Cooldown: 10
School: Assassination
Allowed Weapons: Light Unarmed, MeleeAllowed Armor: Light
Shadow WalkToggle Group: Invisibility
Effect Group: Damage Protection
Don't Remove Stealth: True
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200
Icon Shadow Walk.png
You Hide Stealthily, and your Stealth increases by [DEX*2] until this ability is active.Cooldown: 10
School: Assassination
Allowed Weapons: LightAllowed Armor: Light
Strike WoundsToggle Group: Stance
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 0
Icon StrikeWounds.png
Your basic attacks deal 6% of your target's missing Health as extra Pure damage, up to a maximum of [(DEX+PER)*4] per hit.Cooldown: 5
School: Assassination
Allowed Weapons: Medium, LightAllowed Armor: Medium, Light

Conjuration[]

Acid BreathFriendly Fire: YesNotSelf
Can Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 150 + (50/s)
Icon AcidBreath.png
While channeling this spell, anyone within a 90° wide/ 3-meters long cone area, take [INT*6] Acid damage plus 1 Corrosion stack every 0.5 seconds, for up to 2 seconds. The damage of this spell can be Critical and can damage your allies in PvP.Cooldown: 10
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Acid RainFriendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (50/s)
Icon AcidRain.png
For up to [INT*0.5] seconds you conjure an acidic rain all around you. Anyone within 8 mters from your position takes [INT*6] Acid damage per second, and 1 Corrosion stack.Cooldown: 30
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Acid ShellFriendly Fire: Yes
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 450
Icon AcidShell.png
You cast an acid shell at a specific location, dealing [INT*12] Acid damage and adding 4 Corrosion stacks to all enemies within 4 meters from the impact. A succesful evasion save halves both the damage and the corrosion stacks added. This spell can hurt yourself and your allies in PvP.Cooldown: 20
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Acid SphereFriendly Fire: YesNotSelf
Can Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 150
Icon AcidSphere.png
You cast an acid projectile that explodes as it collides with the first enemy on its path, dealing [INT*6] Acid damage and adding 2 Corrosion stacks to any enemy within 2 meters from the impact. The damage of this spell can be Critical and can hurt your allies in PvP. Cooldown: 5
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Bone BarrageFriendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 300
Icon BoneBarrage.png
You summon a wave of bones in a 90°, 8-meters cone aream dealing [INT*15] piercing damage to all enemies within it and Crippling and Bleeding them for 6 seconds if they fail an Evasion saving throw. The bones at the end of the cone remain in place for 10 seconds, creating an impassable wall. This spell can hurt your allies in PvP. Cooldown: 20
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
CobwebFriendly Fire: Yes
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 250
Icon Cobweb.png
You cover a 6-meter radius area in a spider webs for [INT*1] seconds, reducing by 40% the mobility of anyone in it. Additionally, as the web appears, anyone within range must pass an Evasion Save or be Snared for 1 second. This spell can hurt yourself and your allies in PvP.Cooldown: 30
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Entangling WebMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 100
Icon EntanglingWeb.png
You cast a ball of spider webs that collides with the first enemy on its path, Snaring it and any other enemy within a 2-meter radius area for [INT*0.15] seconds.Cooldown: 5
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Ice SpikesMemory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 300
Icon IceSpikes.png
You cast a fan of ice spikes in a 60° cone in front of you. Each spike collides with the first enemy on its path, dealing [INT*8] Ice damage, and adding 1 Chilled stack. You crate [3,5,7,9] spikes if your Intelligence is at least [0,12,18,24]. Targets hit by multiple spikes take half damage from each spike after the first one.Cooldown: 15
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Infectious BurstMemory Cost: 2
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200
Icon Infectious Burst.png
Each enemy within 4 meters if you takes [INT*4] Poison damage. Poisoned enemies take 3 times the damage and spread their poison to any other enemy within the range of this spell that fails a Fortitude check. Cooldown: 5
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Lightning StrikeFriendly Fire: Yes
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 500
Icon LightningStrike.png
You call a powerful lightning to strike down at a specific location of your choice, dealing between [INT*10] and [INT*30] Shock damage plus 4 Shocked stacks to anyone within a 2-meter radius area, depending on their distance from the impact position. This spell can hurt yourself and your allies in PvP. Cooldown: 25
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
PoisonMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 150
Icon Poison.png
Your target must succed a Fortitude saving throw or become Poisoned. The poison is of tier [1,2,3,4] if your Intelligence is at least [0,12,18,24]. This ability has 4 charges.Cooldown: 10
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
RelocateMobility Spell: true
Memory Cost: 2
Spell Group: Teleport
Activation Type: Default
Target Type: Location
Targeting Range: 15
Casting Range: 15
Check LOS: True
Mana Cost: 150
Icon Relocate.png
You teleport to a visible location of your choice. This ability has [1,2,3,4] chaarges at [0,12,18,24] Intelligence.Cooldown: 20
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Skeletal Dragon BreathMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 300 + (100/s)
Icon SkeletalDragonBreath.png
While channeling this spell, for up to 3 seconds, all enemies within a 90°, 8-meters cone area take [INT]*6 Slash damage every 0,5 seconds and Bleed for 3 seconds. The damage of this spell can be Critical and can hurt your allies in PvP.Cooldown: 10
School: Conjuration
Allowed Weapons: AnyAllowed Armor: Any
ThunderstormFriendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (50/s)
Icon Thunderstorm.png
For up to [INT*0.5] seconds you conjure a thunderous cloud above you. Every second, up to [INT*0.2] creatures within 8 meters from your position are struck by lightning and take [INT*10] Shock damage plush 1 Shocked stack. This spell can hurt your allies in PvP. Cooldown: 30
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Totem of DecayMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 8
Casting Range: 10
Check LOS: True
Mana Cost: 500
Icon Totem of Decay.png
You summon a Totem of Decay which deals [INT*0] poison damage per second and slows all enemies within a 1-mter radius area. The totem can also cast the Poison spell.Cooldown: 20
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Totem of WildfireMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 8
Casting Range: 10
Check LOS: True
Mana Cost: 500
Icon Totem of Wildfire.png
You summon Totem of Wildfire, which grants [INT*15] Fire Resistance bonus to any ally within a 10-meter radius area, plus [INT*1.5] bonus Fire damage to their basic attacks. The totem can also cast the Firebolt spell.Cooldown: 20
School: Conjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium

Enchanting[]

Acid ArrowsToggle Group: WeaponModifier
Effect Group: MagicalBuff
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost per hit: 50
Mana Cost: 100
Icon Acid Arrows.png
Your projectiles deal [INT*2] extra acid damage and apply 1 Corrosion stacks.Cooldown: 10
School: Enchanting
Allowed Weapons: Ranged Spell ChannelingAllowed Armor: Light|Medium
Burning ArrowsToggle Group: WeaponModifier
Effect Group: MagicalBuff
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost per hit: 50
Mana Cost: 100
Icon BurningArrow.png
Your projectiles deal [INT*2] extra Fire damage and apply 1 Warm stacks.Cooldown: 10
School: Enchanting
Allowed Weapons: Ranged Spell ChannelingAllowed Armor: Light|Medium
Chilling ArrowsToggle Group: WeaponModifier
Effect Group: MagicalBuff
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost per hit: 50
Mana Cost: 100
Icon ChillingArrows.png
Your projectiles deal [INT*2] extra Ice damage and apply 1 Chilled stacks.Cooldown: 10
School: Enchanting
Allowed Weapons: Ranged Spell ChannelingAllowed Armor: Light|Medium
FearMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 200
Icon Fear.png
Any enemy within a 3-meter radius area of your choice becomes Frightened for [CHA*1] seconds. A succesful Willpower Save halves the effect duration.Cooldown: 10
School: Enchanting
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Word of Power: HealMemory Cost: 3
Spell Group: TargetedBeneficial
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Self, Ally, Player
Mana Cost: 250
Icon WordOfPower Heal.png
A target ally regains [CHA*50] Health instantly, is cured from poison, and any physical debuff is removed instantly.Cooldown: 30
School: Enchanting
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Word of Power: KillMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 250
Icon WordOfPower Kill.png
Your target's Health drops to 0, unless it has more Charisma than you and succeeds a Willpower save.
This spell has no effect on players with more than 25% Health and on monsters with more than 1500 Health
Cooldown: 30
School: Enchanting
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Word of Power: SilenceMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Player, Enemy, Monster
Mana Cost: 250
Icon WordOfPower Silence.png
Your target becomes Silenced for 6 seconds, unless it has more Charisma than you and succeeds a Willpower save throw.Cooldown: 30
School: Enchanting
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Word of Power: StunMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 250
Icon WordOfPower Stun.png
Your target becomes Stunned for 3 seconds, unless it has more Charisma than you and suceeds a Willpower save throw.Cooldown: 30
School: Enchanting
Allowed Weapons: Spell ChannelingAllowed Armor: Any

Hunting[]

Double ShotReady Trigger: OnAttackReceived
Can Crit: true
Memory Cost: 2
Spell Group: ReadyOnAttack
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 0
Icon Double Shoot.png
You shoot two arrows at the same time, each one dealing [PER*6]% of its original damage. The damage of this spell can be critical.Cooldown: 5
School: Hunting
Allowed Weapons: RangedAllowed Armor: Any
Guided ShotCan Crit: true
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: 0
Mana Cost: 300
Icon GuidedShot.png
You shoot a guided projectile aimed at your target after a short delay, that deals [PER*25] extra magic damage. The damage of this spell can be critical.Cooldown: 20
School: Hunting
Allowed Weapons: RangedAllowed Armor: Any
Net TrapMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 100
Icon Net Trap.png
You throw a net towards the target location.Every opponent within 2.5 meters is Snared for [PER*0.2] second.Cooldown: 15
School: Hunting
Allowed Weapons: AnyAllowed Armor: Any
Power ShotCan Crit: true
Memory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 200
Icon Power Shot.png
You shoot a mana-imbued projectile that pierces through multiple enemies. Anyone in the way takes [PER*10] extra damage as Pierce damage, and is Crippled for 6 seconds. The damage of this spell can be Critical.Cooldown: 10
School: Hunting
Allowed Weapons: RangedAllowed Armor: Any
RicochetMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 100
Icon Ricochet.png
You shoot a projectile that bounces on multiple enemies within 8 meters from each other. The maximum number of bonuses is [1,2,3,4] if you have at least [0,12,18,24] PER.Cooldown: 5
School: Hunting
Allowed Weapons: RangedAllowed Armor: Any
VolleyMemory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 200
Icon Volley.png
You release a volley of 7 arrows in a 60° cone in front of you, each one dealing [PER*4]% of its original damage. Targets hit by multiple arrows take half damage from each arrows after the first one.Cooldown: 15
School: Hunting
Allowed Weapons: RangedAllowed Armor: Any

Illusionism[]

Mind StrikeCan Crit: True
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 200
Icon MindStrike.png
You deal [CHA*8] magic damage to your target, who must succeed on a Willpower save or become Dazed for 2 seconds. The damage of this spell can be Critical.Cooldown: 5
School: Illusionism
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Shimmering SphereCan Crit: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: False
Mana Cost: 250
Icon ShimmeringSphere.png
You cast a shiny projectile that collides with the first enemy on its path, which then splits and bounces to any other enemies within 5 meters. Anyone hit by the spell takes [CHA*6] Magic Damage and becomes Confused for 8 seconds. A succesful Willpower save negates the Confusion. The damage of this spell can be Critical.Cooldown: 5
School: Illusionism
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium

Invocation[]

Chain LightningCan Crit: true
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 10
Casting Range: 10
Check LOS: True
Mana Cost: 400 + (6/s)
Icon ChainLighning.png
You cast a lightning that chains between multiple enemies, dealing [INT*6] Shock damage and 1 Shocked stacks at each bounce. This spell bounces up to [INT*0.4] times. The damage of this spell can be Critical.Cooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Chilling TouchToggle Group: WeaponModifier
Effect Group: MagicalBuff
Can Crit: true
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Consume on Hit: 50
Mana Cost: 100
Icon ChillingTouch.png
Your unarmed attacks deal [INT*2] extra Ice damage plus 1 Chilled stacks, and can hit incorporeal beings.Cooldown: 10
School: Invocation
Allowed Weapons: UnarmedAllowed Armor: Any
Deep FreezeFriendly Fire: Yes
Can Crit: true
Memory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 200 + (50/s)
Icon DeepFreeze.png
While channeling this spell, any enemy within 3 meters from a location of your choice takes [INT*3] Ice damage and 2 Chilled Stacks every 0.5 second for up to 3 seconds. The damage of this spell can be critical and hurt you and your allies in PvPCooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
EarthquakeFriendly Fire: YesNotSelf
Memory Cost: 3
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 300 + (100/s)
Icon Earthquake.png
You call forth 4 earthquake shocks, each one dealing between [INT*5] and [INT*20] Crush damage to everyone within 10 meters from you, depending on their distance. Each shock also Stuns for 1.75 seconds anyone who fails a Fortitude Save. This spell can hurt your allies in PvP.Cooldown: 30
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Fan of FlamesFriendly Fire: YesNotSelf
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 250
Icon FanOfFlames.png
Anyone within a 120°, 4-meters cone area takes [INT*12] Fire damage and 4 Warm stacks. An evasion save halves both the damage and the stacks received. This spell can hurt your allies in PvP.Cooldown: 10
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
FireballFriendly Fire: Yes
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 450
Icon Fireball.png
You cast a fireball at a specific location, dealing [INT*15] Fire damage and adding 4 Warm stacks to each enemy within 4 meters from the impact. A succesful Evasion Save halves both the damage and the stacks.Cooldown: 20
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
FireboltCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 150
Icon Firebolt.png
You cast a flaming projectile that collides with the first enemy on tis path, dealing [INT*14] Fire damage to it and adding 2 Warm stacks. The damage of this spell can be Critical.Cooldown: 5
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Frost BlastCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 150
Icon Frost Blast.png
You cast a frozen sphere that explodes as it collides with the first enemy on its path, dealing [INT*8] Ice damage to any enemy within 2 meters from the impact and adding 2 Chilled stacks. The damage of this spell can be Critical.Cooldown: 5
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Magic MissilesCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: 0
Mana Cost: 250
Icon MagicMissiles.png
You can [INT*0.3] himing projectiles at your target, each dealing 80 Magic damage. Each projectile can be negated with a succesful Willpower Save.Cooldown: 10
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
PyroblastFriendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 250
Icon Pyroblast.png
You release a fiery blast around you. Anyone within 3 meters takes [INT*10] Fire damage plus 2 Warm stacks, and is Knocked Back 3 meters from your position. This spell can hurt your allies in PvP.Cooldown: 10
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Shocking LashCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: 0
Mana Cost: 100
Icon Shocking Lash.png
You discharge a jolt of electricity that deals [INT*6] Shock damage and 1 Shocked stacks to your target. This ability has 4 charges.Cooldown: 5
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Shocking TouchToggle Group: WeaponModifier
Effect Group: MagicalBuff
Can Crit: true
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost per Hit: 50
Mana Cost: 100
Icon ShockingTouch.png
Your unarmed attacks deal [INT*2] extra Shock damage plus 1 Shocked stack, and can hit incorporeal beings. The damage of this spell can be Critical.Cooldown: 10
School: Invocation
Allowed Weapons: UnarmedAllowed Armor: Any
Static DischargeFriendly Fire: YesNotSelf
Memory Cost: 3
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (50/s)
Icon StaticDischarge.png
You channel electricity for up to 4 seconds and discharge it instantly. Depending on how long you charged the blast, anyone within 3 meters from you takes between [INT*10] and [INT*30] Shock damage, and 2 to 6 Shocked stacks. This spell can hurt your allies in PvP.Cooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Tectonic OutburstFriendly Fire: Yes
Memory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 300
Icon Tectonic Outburst.png
Any enemy within a 4-meter radius area of your choice takes [INT*12] Crush damage and is stunned for 3 seconds. A succesful Fortitude save halves both the damage and the stun duration. This spell can hurt yourself and your allies in PvP.Cooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light

Leadership[]

Call to TenacityEffect Group: Magical Buff
Memory Cost: 2
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 300
Icon CallToTenacity.png
You remove all physical debuffs from yourself and any ally within 8 meters from you and grant everyone [CHA*30] Fortitude for 10 seconds.Cooldown: 15
School: Leadership
Allowed Weapons: AnyAllowed Armor: Any
ChargeMemory Cost: 2
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200
Icon Charge Ability.png
You and every ally within 10 meters from your position move 50% faster for [CHA*0.4] seconds.Cooldown: 20
School: Leadership
Allowed Weapons: AnyAllowed Armor: Any
InspireMemory Cost: 2
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 300
Icon Inspire.png
You restore [CHA*20] Health to yourself and any ally within 10 meters from you. All creatures affected are also immune to Fear and gain [CHA*10] Accuracy, Evasion, Fortitude and Willpower for 15 seconds.Cooldown: 20
School: Leadership
Allowed Weapons: AnyAllowed Armor: Any
Shields UpMemory Cost: 1
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200
Icon ShieldsUp.png
You and every ally within 10 meters from your position gain [CHA*5] Bonus to all resistances for 10 seconds. Additionally, any Block Chance from Shields or Weapons is doubled for the duration.Cooldown: 20
School: Leadership
Allowed Weapons: AnyAllowed Armor: Any
WarcryMemory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 200
Icon Warcry.png
All enemies within a 120°, 10-meters cone area take [CHA*16] Crush damage, and are Slowed and Frightened for 8 seconds. A succesful Willpower Save halves both the damage and the duration of the effects.Cooldown: 15
School: Leadership
Allowed Weapons: AnyAllowed Armor: Any

Martial Arts[]

Musicianship[]

Necromancy[]

Death BargainReady Trigger: OnDeath
Memory Cost: 3
Spell Group: ReadyOnDeath
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 0
Icon DeathBargain.png
If you would go unconscious or die, you instead become immortal for 20 seconds, then die as soon as the effect ends. Killing another creature before the end of he effect, removes it and restores [INT*2]% of your Max Health.Cooldown: 60
School: Necromancy
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Death CircleMemory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 450
Icon DeathCircle.png
Any enemies within a 3-meter radius area of your choice takes [INT*12] Magic damage and can't recover health for [INT*0.3] seconds. A Fortitude Save halves both the damage and the effect duration.Cooldown: 20
School: Necromancy
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Life DrainMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 6
Casting Range: 8
Check LOS: True
Target Entity Type: 0
Mana Cost: 100 + (50/s)
Icon LifeDrain.png
You steal [INT*5] Health from your target each seconds, Slowing it during the process.Cooldown: 15
School: Necromancy
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Mana DrainMemory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 6
Casting Range: 8
Check LOS: True
Target Entity Type: 0
Mana Cost: 100
Icon ManaDrain.png
You steal [INT*5] Mana from your target each seconds, Slowing it during the process.Cooldown: 15
School: Necromancy
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Unholy StrenghtMemory Cost: 2
Spell Group: SelfBeneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 300
Icon UnholyStrenght.png
You and every ally within 8 meters from you gain [CHA*0.32] Strenght for 15 seconds, but lose 250 Fire Resistance and take 25 Pure damage per second.Cooldown: 20
School: Necromancy
Allowed Weapons: Spell ChannelingAllowed Armor: Any

Restoration[]

Healing WaveMemory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 250
Icon Healing Wave.png
You restore [INT*20] Health to yourself and each ally within 3 meters from you. Additionally, any undead creature in range takes [INT*10] pure damage.Cooldown: 10
School: Restoration
Allowed Weapons: Spell ChannelingAllowed Armor: Medium, Light
Mass Cure WoundsMemory Cost: 3
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 450
Icon MassCureWounds.png
Every ally within 8 meters from your position recovers [INT*12] Health instantly, while any undead in the area takes [INT*6] Pure damage instead. Cooldown: 10
School: Restoration
Allowed Weapons: Spell ChannelingAllowed Armor: Medium, Light
Minor HealingMemory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 100
Icon MinorHealing.png
You instantly recover 200 Health.
This ability has [1,2,3,4] charges at [0, 12, 18, 24] Intelligence.
Cooldown: 5
School: Restoration
Allowed Weapons: Spell ChannelingAllowed Armor: Light

Warfare[]

Battle JumpFriendly Fire: Yes, Not Self
Mobility Spell: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Jump Time: 1
Mana Cost: 200
Icon BattleJump.png
You jump to a visible location of your choice, dealing [STR*20] Crush damage and Crippling for 6 seconds all enemies within 3 meters from your landing spot. A succesful Fortitude Save halves both the damage and the effect duration. This spell can hurt your allies in PvP.Cooldown: 10
School: Warfare
Allowed Weapons: AnyAllowed Armor: Any
BloodlustMemory Cost: 3
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200
Icon Bloodlust.png
For the next [CON*0.5] seconds your basic attacks deal 50% more damage to Bleeding opponents, and you recover 15% of the damage you deal as Health.Cooldown: 15
School: Warfare
Allowed Weapons: AnyAllowed Armor: Any
Concussive StrikeReady Trigger: On Attack
Secure Hit: True
Can Crit: True
Memory Cost: 2
Spell Group: Ready on Attack
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 100
Icon Concussive Strike.png
Your next attack is a guaranteed hit that deals [STR*8] extra damage, and any creature hit suffers the same amount of damage as Crush damage over the next 4 seconds. The damage of this spell can be Critical.Cooldown: 5
School: Warfare
Allowed Weapons: Unarmed|Melee with Crush damageAllowed Armor: Any
EnrageAvoid Block Controller Check: True
Memory Cost: 3
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 0
Icon Enrage.png
For the next [CON*0.5] seconds you gain 10% bonus Movement Speed and you can't be Knocked Out, but you can only use Warfare abilities. Additionally you gain immunity to Confused, Dazed, Frightened, Paralyzed, Sickened, Snared, Stunned and Slowed.Cooldown: 60
School: Warfare
Allowed Weapons: AnyAllowed Armor: Any
EviscerateCan Crit: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 0
Icon Eviscerate.png
You slice with extreme force any enemy in a 120°, 2-meters cone aream dealing [STR*12] extra damage as Slashing damage and Bleeding them for 12 seconds. The damage of this spell can be critical.Cooldown: 15
School: Warfare
Allowed Weapons: Heavy Melee with Slash damageAllowed Armor: Any
ExecuteMemory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 2
Casting Range: 4
Check LOS: True
Target Entity Type: Monster, Player
Mana Cost: 300
Icon Eviscerate.png
You perform an attack that deals [STR*20] extra damage to your target and, or twice that much if it has less than 20% Health. If your target dies, you gain [STR*0.6]% damage increase for 6 seconds and the cooldown of this ability resets.Cooldown: 30
School: Warfare
Allowed Weapons: Medium|Heavy MeleeAllowed Armor: Any
FrenzyEffect Group: Physical Buff
Memory Cost: 2
Spell Group: Self Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (20/s)
Icon Frenzy.png
You increase your Movement Speed and Attack Speed by [CON*1.5%]%, but your Satiety and Rest deplete twice as fast, and you can't receive any healing.Cooldown: 20
School: Warfare
Allowed Weapons: AnyAllowed Armor: Light|Medium
Heavy BlowReady Trigger: On Attack
Secure Hit: True
Can Crit: True
Memory Cost: 1
Spell Group: Ready on Attack
Activation Type: Ready
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 0
Icon HeavyBlow.png
Your next attack is a guaranteed hit that deals [STR*16] extra damage ad Cripples your target for 3 seconds. The damage of this spell can be Critical.Cooldown: 10
School: Warfare
Allowed Weapons: Heavy MeleeAllowed Armor: Any
LungeCan Crit: True
Mobility Spell: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 100
Icon Lunge.png
You lunge forward with your weapon for up to 5 meters, inflicting [STR*8] extra damage as Piercing damage to anyone in the way, and Stunning them for 0.5 seconds. The damage of this spell can be Critical.Cooldown: 5
School: Warfare
Allowed Weapons: Melee with Pierce damageAllowed Armor: Any
Ram ThroughCan Crit: true
Mobility Spell: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 100
Icon RamThrough.png
You rush forward breaking the enemy lines for up to 5 meters, inflicting [STR*10] Crush damage to anyone in the way, and Crippling them for 6 seconds. The damage of this spell can be Critical.Cooldown: 10
School: Warfare
Allowed Weapons: AnyAllowed Armor: Shields
ResolveEffect Group: Invisibility
Avoid Block Controller Check: True
Memory Cost: 2
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 100
Icon Resolve.png
You instantly remove all and gain immunity to all Physical Debuff for [CON*0.3] seconds. Can be activated also while StunnedCooldown: 15
School: Warfare
Allowed Weapons: AnyAllowed Armor: Any
Resonating BlowMemory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 2
Casting Range: 4
Check LOS: True
Target Entity Type: Player, Monster
Mana Cost: 300
Icon ResonatingBlow.png
You throw a mighty attack that deals [STR*16] extra damage as crush damage to your target and to all enemies within [STR*0.2] meters from it.Cooldown: 10
School: Warfare
Allowed Weapons: Heavy Melee with Crush damageAllowed Armor: Any
Second WindMemory Cost: 2
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 0
Icon SecondWind.png
You sacrifice [40-CON]% of your current Rest to instantly restore all your Health and cure all your Physical DebuffsCooldown: 60
School: Warfare
Allowed Weapons: AnyAllowed Armor: Any
Shield SlamMemory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 100
Icon ShieldSlam.png
Any enemy within a 120°, 2.5 meters cone area takes [STR*16] crush damage and is Knocked Back by 2 meters, and Stunned for 1 seconds.Cooldown: 5
School: Warfare
Allowed Weapons: AnyAllowed Armor: Shields
ShockwaveCan Crit: True
Memory Cost: 2
Spell Group: Self Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200
Icon Shockwave.png
You release a shockwave that deals [STR*12] Crush damage to all enemies within 3 meters from you and Stuns them for 2 seconds.Cooldown: 10
School: Warfare
Allowed Weapons: AnyAllowed Armor: Any
SwipeCan Crit: true
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 100
Icon Swipe.png
Any enemy within a 120°, 2-meters cone area takes your regular attack damage plus [STR*12] extra damage and is Knocked Back 2 meters.Cooldown: 10
School: Warfare
Allowed Weapons: Medium|Heavy MeleeAllowed Armor: Any
Vicious AttacksMemory Cost: 1
Spell Group: Self Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200
Icon ViciousAttacks.png
For the next 10 seconds your basic attacks deal [STR*1]% extra damage to your opponents for each physical debuff active on them..Cooldown: 15
School: Warfare
Allowed Weapons: Medium|Heavy MeleeAllowed Armor: Any

See also[]

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