There are many skill you can use in Divinity Original Sin II (D:OS2)

This DOS2 skills guide has all skill descriptions as well as where to find all the skills in Divinity: Original Sin 2

Aerotheurge Skills[edit]

Name Description Stats Spellbook Location/How to Get
Blinding Radiance Enemies around you receive X air damage. You receive a status that turns enemies in a 5m radius Blind. Memory Cost: 1
Special: 100% chance to set Blinded for 1 turn
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Magic Armour
Properties: 4 turn cooldown
Gawin – Fort Joy

Gratiana – Sanctuary of Amadia

Electric Discharge An electrical jolt that deals air damage to target character and has a chance to stun. Memory Cost: 2
Special: Set Shocked for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Magic Armour
Properties: Requires Aerotheurge 1
Cooldown: 3 turns
Gawin – Fort Joy

Gratiana – Sanctuary of Amadia

Favorable Wind Control the forces of nature so the wind is literally at your party's back. An aura increases you allies' movement speeds while they stay close to you. An aura of wind increases the movement speed of your allies while they stay close to you
Gawin – Fort Joy

Gratiana – Sanctuary of Amadia

Shocking Touch Sets the Shocked status on a target within arm's length and deals X Air Damage. Memory Cost: 1
Special: Set Shocked for 2 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 2
Properties: Requires Aerotheurge 1
Cooldown: 3 turns
Gawin – Fort Joy

Gratiana – Amadiana's Sanctuary

Teleportation Teleport a target character or item to a point of your choosing Memory Cost: 1
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Properties: Requires Aerotheurge 2
Cooldown: 4 turns
Gawin – Fort Joy

Gratiana – Sanctuary of Amadia

Closed Circuit Deals X Air Damage to enemies around you; then creates cursed static clouds on the edges of the spell. Memory Cost: 2
Special: Set Air Immunity for 1 turn and Shocked for 2 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 2
SP Cost: 2
Properties: Requires Aerotheurge 3
Cooldown: 4 turns
Unknown
Chain Lightning Shoot a stunning bolt of lightning that forks up to 8 times in a 8m radius and deals X Air Damage to each target. Memory Cost: 2
Special: Set Shocked for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 3
SP Cost: 1
Properties: Requires Aerotheurge 3
Cooldown: 5 turns
Unknown
Nether Swap Make two characters switch places. One of the characters can be you. Memory Cost: 1
AP Cost: 1
Properties: Requires Aerotheurge 2
Cooldown: 3 turns
Unknown
Dazing Bolt An electrical bolt falls from the sky, dealing X Air Damage to characters and items in the area, and setting Shocked status Memory Cost: 1
Special: Set Shocked for 1 turn
Damage based on your level and receives bonus from Intelligence
AP Cost: 3
Resistance: Magic Armour
Properties: Requires Aerotheurge 2
3m Explode radius
Cooldown: 4 turns
Gawin – Fort Joy

Gratiana – Sanctuary of Amadia

Vacuum Aura Deal X Air Damage to enemies in the area. Caster receives an aura that sets Silence and Suffocating on enemies Memory Cost: 2
Special: Set Vacuum Aura for 3 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
SP Cost: 1
Properties: Requires Aerotheurge 2 and Necromancer 2
Cooldown: 5 turn
Unknown
Vacuum Touch Deal X Air Damage. Set Suffocation and Silence on target Memory Cost: 1
Special: Set Suffocating for 2 turns and Silenced for 1 turn
Damage based on your level and receives bonus from Intelligence
AP Cost: 1
Resistance: Magic Armour
Properties: Requires Aerotheurge 1 and Necromancer 1
Cooldown: 5 turns
Unknown
Breathing Bubble Creates a bubble of clean air around your head, allowing you to ignore effects of cloud surfaces. Immune to suffocation. Memory Cost: 1
Special: Set Breathing Bubble for 5 turns
AP Cost: 1
Properties: Requires Aerotheurge 1 and Warfare 1
Cooldown: 5 turns
Unknown
Mass Breathing Bubbles Set Breathing Bubbles on allieas around you, allowing them to ignore effects of cloud surfaces and making them immune to suffocation. Memory Cost: 2
Special: Set Breathing Bubble for 5 turns
AP Cost: 1
SP Cost: 1
Properties: Requires Aerotheurge 2 and Warfare 2
Cooldown: 5 turns
Unknown
Evasive Aura Your dodging is increased by 90% and your Movement Speed is increased by 1m. Memory Cost: 2
Special: Set Evasive Aura for 1 turn
AP Cost: 2
SP Cost: 1
Properties: Requires Aerotheurge 2 and Huntsman 2
Cooldown: 5 turns
Unknown
Uncanny Evasion Your dodging is increased by 100% and your Movement Speed is increased by 20%. Memory Cost: 1
Special: Set Evading for 1 turn
AP Cost: 1
Properties: Requires Aerotheurge 2
Cooldown: 4 turns
Gawin – Fort Joy

Gratiana – Sanctuary of Amadia

Blessed Smoke Cloud Conjure a cloud of thick blessed smoke that makes characters invisible. Memory Cost: 2
AP Cost: 1
SP Cost: 2
Properties: Requires Aerotheurge 2 and Scoundrel 2
Cooldown: 5 turns
Unknown
Smoke Cover Create a smoke cloud around you, hiding from sight. Memory Cost: 1
AP Cost: 2
Properties: Requires Aerotheurge 1 and Scoundrel 1
Cooldown: 5 turns
Unknown
Thunderstorm A storm rages in the target area, hitting enemies with lightning bolts for 3 turns Memory Cost: 3
AP Cost: 4
SP Cost: 3
Properties: Requires Aerotheurge 5
Duration: 2 turns
Cooldown: 5 turns
Unknown
Apportation Transport pickable items in the target area into your inventory. Memory Cost: 1
AP Cost: 1
Properties: Requires Aerotheurge 2
Cooldown: 3 turns
Wrecker's Cave
Superconductor Shoot forking spikes at all enemies within the area, dealing X Air Damage and setting Shocked. Memory Cost: 1
Special: Set Shocked for 1 turn
Damage based on your level and receives bonus from Intelligence
AP Cost: 3
Resistance: Magic Armour
Properties: Requires Aerotheurge 3
Cooldown: 3 turns
Unknown
Pressure Spike Condense all cloud surfaces in the area. Deals air damage to enemies and douses fire. Memory Cost: 1
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 1
Properties: Requires Aerotheurge 2
Cooldown: 3 turns
Unknown
Erratic Wisp Cause target character to teleport in a random direction each time they are attacked. Increases Air Resistance by 40% Memory Cost: 1
Special: Set Erratic Wisp for 2 turns
AP Cost: 1
Properties: Requires Aerotheurge 1 and Huntsman 1
Cooldown: 6 turns
Memory Cost: 1
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 1
Properties: Requires Aerotheurge 2
Cooldown: 3 turns
Crafting: Combine Aerothurge Skill Book and Huntsman Skill Book
Tornado A tornado moves randomly around the battlefield, removing surfaces and revealing invisible characters. Also clears Invisible, Burning and Slowed. Memory Cost: 1
AP Cost: 2
Properties: Requires Aerotheurge 3
Cooldown: 10 turns
Unknown
Vaporize Remove Petrified and Frozen from target character. Vaporise ground surfaces into clouds. Does not work on Oil, Ice or Lava surfaces Memory Cost: 1
AP Cost: 1
Properties: Requires Aerotheurge 1 and Polymorph 1
Cooldown: 4 turns
Unknown

Geomancer Skills[edit]

Name Description Stats Spellbook Location/How to Get
Contamination Deals X Poison Damage to enemies and undead allies around you and can poison them. Turns water, blood surfaces and clouds in to poison! Memory Cost: 1
Special: Set Poisoned for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 1
Resistance: Magic Armour
Properties: Requires Geomancer 1
Cooldown: 3 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Fortify Increases and fills character's maximum physical armor, and prevents forceful teleporting. Removes poisoned, bleeding, burning. Memory Cost: 1
Special: Set Fortified for 3 turns
AP Cost: 1
Properties: Requires Geomancer 1
Cooldown: 4 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Fossil Strike Lob a giant rock filled with sticky oil that deals X-Y earth damage. Creates an oil surface where it lands. Memory Cost: 1
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Properties: Requires Geomancer 1
2m Explode radius
Cooldown: 3 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Poison Dart Cast a magical poisonous dart that does X Poison Damage, and creates a puddle of poison. Memory Cost: 1
Special: Set Poisoned for 3 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Magic Armour
Properties: Requires Geomancer 1
1m Explode radius
Cooldown: 4 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Impalement Spikes impale all characters and items, setting Crippled and dealing X Earth Damage. Also creates an oil puddle. Memory Cost: 1
Special: Set Crippled for 1 turn
Damage based on your level and receives bonus from Intelligence
Resistance: Physical Armour
AP Cost: 2
Properties: Requires Geomancer 2
Cooldown: 4 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Acid Spores Shoot spores of corrosive acid, dealing X Poison Damage. Memory Cost: 2
Special: Set Poisoned for 3 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 3
SP Cost: 2
Properties: Requires Geomancer 3
2m Explode radius
Cooldown: 5 turns
Unknown
Turn to Oil Turn water and blood surfaces into oil. Remove Stun and Shocked from characters. Memory Cost: 1
AP Cost: 1
Properties: Requires Geomancer 1 and Polymorph 1
Cooldown: 4 turns
MaolFort Joy
Pyroclastic Eruption Multiple oil-filled rocks erupt from the caster at all enemies in the area. On impact, they create oil surfaces and deal X Earth Damage. Memory Cost: 3
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 3
SP Cost: 3
Properties: Requires Geomancer 5
3m Explode radius
Cooldown: 5 turns
Unknown
Siphon Poison Remove poison surfaces and clouds. Gain poison damage bonus to weapon attacks and weapon-based skills (dependent upon size of poison area cleared) Memory Cost: 1
Special: Set Siphon Poison for 2 turns
AP Cost: 1
Properties: Requires Geomancer 3
Cooldown: 5 turns
Unknown
Mend Metal Allies near you start slowly regenerating Physical Armour. Memory Cost: 1
Special: Restore 3 Physical Armour for 3 turns
AP Cost: 1
Properties: Requires Geomancer 2
Cooldown: 3 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Earthquake Deals X Earth Damage and Knockdown enemy characters and items around you. Creates 8 random oil surfaces within the area Memory Cost: 1
Special: Set Knocked Down for 1 turn
Damage based on your level and receives bonus from Intelligence
Resistance: Physical Armour
AP Cost: 3
Properties: Requires Geomancer 2
Cooldown: 5 turns
Unknown
Summon Artillery Plant Plant can lob acidic spores and emit cursed poison clouds. Memory Cost: 2
Special: Summon stats depend on caster level and Summoning ability
AP Cost: 3
SP Cost: 1
Properties: Requires Geomancer 3
Duration: 5 turns
Cooldown: 6 turns
Unknown
Poison Wave Poison erupts from the caster in a circular wave, dealing X Poison Damage and forming poison clouds. Gives immunity to poison and earth damage for 1 turn Memory Cost: 1
Special: Set Earth Immunity for 1 turn
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Properties: Requires Geomancer 2
Cooldown: 4 turns
Unknown
Living Wall Vines sprout from the ground to block the path in the target area, emitting poison clouds around them. Memory Cost: 1
AP Cost: 2
Properties: Requires Geomancer 3
Duration: 2 turns
Cooldown: 5 turns
Unknown
Reactive Armour Deal X Physical Damage, based on your current Physical Armour, in a wave of metal spikes to everyone in the area (Including Yourself) Memory Cost: 1
Special: Damage based on your current Physical Armour
AP Cost: 1
Properties: Requires Geomancer 2
Cooldown: 5 turns
Unknown
Worm Tremor Deals X Earth Damage to each character in the area. At your command, poisonous worms slither up from the earth, attaching to every character in the area who is not protected by Magic Armour. Affected characters cannot move or teleport, and they receive X Poison Damage each turn. Memory Cost: 1
Special: Set Entangled for 2 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 3
Properties: Requires Geomancer 2
Cooldown: 5 turns
MaolFort Joy

Gareth – Sanctuary of Amadia

Corrosive Touch Destroy X Physical Armour on target character, and set Acid status. Memory Cost: 1
Special: Set Acid for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 1
Properties: Requires Geomancer 1 and Necromancer 1
Cooldown: 5 turns
Unknown
Corrosive Spray Destroy X Physical Armour on targets in a cone, and set Acid and Atrophy. Memory Cost: 2
Special: Set Acid for 2 turns and Atrophy for 1 turn
Damage based on your level and receives bonus from Intelligence
Resistance: Physical Armour
AP Cost: 2
SP Cost: 1
Properties: Requires Geomancer 2 and Necromancer 2
Cooldown: 3 turns
Unknown
Throw Dust Throw dust at a character, blinding them and dealing X Earth Damage. Clears surfaces and clouds in the area. Memory Cost: 1
Special: Set Blinded for 1 turn
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 2
Properties: Requires Geomancer 1 and Huntsman 1
2m Explode radius
Cooldown: 3 turns
Unknown
Dust Blast Throw dust at all enemies in range, blinding them and dealing X Earth Damage. Memory Cost: 2
Special: Set Blinded for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 3
SP Cost: 1
Properties: Requires Geomancer 2 and Huntsman 2
2m Explode radius
Cooldown: 3 turns
Unknown
Venom Coating Coat your weapon with poison, adding X Poison Damage to your weapon skills and attacks. Memory Cost: 1
Special: Set Venom Coating for 2 turns
AP Cost: 1
Properties: Requires Geomancer 1 and Scoundrel 1
Cooldown: 5 turns
Unknown
Venomous Aura Allies in range receive Venom Coating, which adds X Poison Damage to weapon skills and attacks. Memory Cost: 2
Special: Set Venom Aura for 4 turns
AP Cost: 2
SP Cost: 1
Properties: Requires Geomancer 2 and Scoundrel 2
Cooldown: 5 turns
Unknown
Oily Carapace Consume oil surfaces around you and convert them to Physical Armour. Memory Cost: 1
Special: Restore up to 34 Physical Armour, dependent on relevant surface area
AP Cost: 1
Properties: Requires Geomancer 1 and Warfare 1
Cooldown: 3 turns
Unknown
Mass Oily Carapace Each ally consumes oil surfaces around them, converting the oil surfaces to Physical Armour. Memory Cost: 2
Special: Restore up to 34 Physical Armour, dependent on relevant surface area
AP Cost: 2
SP Cost: 1
Properties: Requires Geomancer 2 and Warfare 2
Cooldown: 5 turns
Unknown

Huntsman Skills[edit]

Name Description Stats Spellbook Location/How to Get
First Aid First Aid Heals target for 8 Vitality. Cures Crippled, Knocked Down, Blind, Silence, Bleeding, Burning, Poisoned, Diseased. Memory Cost: 1
Special: Restore 8 Vitality
Set Rested for 1 turn
AP Cost: 1
Properties: Requires Huntsman 1
Cooldown: 4 turns
Butter – Fort Joy
Glitter Dust Target is marked, reducing its ability to dodge. Prevents target from going invisible. Special: Set Marked for 3 turns
Memory Cost: 1
AP Cost: 1
Properties: Requires Huntsman 3
Cooldown: 3 turns
Unknown
Marksman's Fang Shoot an arrow that goes straight through enemies. Each enemy that's hit takes X piercing damage, ignoring armou Memory Cost: 1
Special: Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
Properties: Requires Huntsman 2; requires ranged weapon
Cooldown: 2 turns
Bahara – Sanctuary of Amadia
Ricochet Fire a normal arrow that does physical damage to target then jumps to additional an additional target within 5.0m. Forks up to two times. Memory Cost: 1
Special: Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
Properties: Requires Huntsman 1; requires ranged weapon
Cooldown: 4 turns
Butter – Fort Joy
Assassinate Attacking your target with meticulous aim, dealing X physical damage in one shot. When performed from stealth, this attack gains a 50% damage increase. Special: Damage based on your basic attack and receives bonus from Strength
Memory Cost: 1
AP Cost: 3
Properties: Requires Huntsman 3; requires ranged weapon
Cooldown: 5 turns
Unknown
Arrow Spray Fire 16 arrows in a 60 degree arc. Each arrow deals X physical damage Special: Damage based on your basic attack and receives bonus from Strength
Memory Cost: 2
AP Cost: 3
SP Cost: 1
Properties: Requires Huntsman 3; requires ranged weapon
Cooldown: 5 turns
Bahara – Sanctuary of Amadia
Tactical Retreat Apply haste to yourself, then teleport away from imminent danger. Special: Set Hasted for 1 turn
Memory Cost: 1
AP Cost: 1
Properties: Requires Huntsman 2
Cooldown: 4 turns
Butter – Fort Joy
Pin Down Deal X physical damage and Cripple target character. Special: Set Crippled for 1 turn
Damage based on your basic attack and receives bonus from Strength
Memory Cost: 1
AP Cost: 3
Resistance: Physical Armour
Properties: Requires Huntsman 1; requires ranged weapon
Cooldown: 3 turns
Butter – Fort Joy
Arrow Storm 16 arrows fall from the sky in the target area, dealing X physical damage Special: Damage based on your basic attack and receives bonus from Strength
Memory Cost: 3
AP Cost: 3
SP Cost: 3
Properties: Requires Huntsman 5; requires ranged weapon; 2m Explode radius
Cooldown: 2 turns
Unknown
Barrage Fire three arrows at three targets of your choice, each dealing X physical damage Special: Damage based on your basic attack and receives bonus from Strength
Memory Cost: 1
AP Cost: 3
Properties: Requires Huntsman 2; requires ranged weapon
Cooldown: 3 turns
Butter – Fort Joy

Bahara – Sanctuary of Amadia

Reactive Shot Target a circular area. Until your next turn, you will reflexively shoot at the first three enemies moving within this area. Special: Set Reactive Shot for 1 turn
Memory Cost: 1
AP Cost: 2
Properties: Requires Huntsman 2; requires ranged weapon
Cooldown: 2 turns
Unknown
Sky Shot Leap into the air before shooting, gaining damage bonuses for your superior height. Deals X Physical Damage Special: Receive high ground bonuses regardless of elevation
Damage based on your basic attack and receives bonus from Strength
Memory Cost: 1
AP Cost: 2
Properties: Requires Huntsman 2; requires ranged weapon
Cooldown: 3 turns
Butter – Fort Joy
Ballistic Shot A shot that deals X Physical damage and receives 5% bonus damage per 1m distance to target Special: Damage based on your basic attack and receives bonus from Strength
Memory Cost: 1
AP Cost: 2
Properties: Requires Huntsman 2; requires ranged weapon
Cooldown: 4 turns
Bahara – Sanctuary of Amadia
Elemental Arrowheads Target a surface in melee radius. For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills Memory Cost: 1
AP Cost: 1
Properties: Requires Huntsman 1
Cooldown: 4 turns
Butter – Fort Joy
Farsight Increase the range of a targeted character's ranged attacks and skills by 3m. Special: Set Farsight for 3 turns
Memory Cost: 2
AP Cost: 1
SP Cost: 1
Properties: Requires Huntsman 3
Cooldown: 3 turns
Unknown

Hydrosophist Skills[edit]

Name Description Stats Spellbook Location/How to Get
Armour of Frost Ice forms a defensive barrier around the target, providing 8 Magic Armour. Cures Burning, Poisoned, Stunned, Frozen, Suffocating and Petrified. Memory Cost: 1
Special: Set Magic Shell for 3 turns
AP Cost: 1
Properties: Requires Hydrosophist 1
Cooldown: 4 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Hail Storm 20 ice shards fall from the sky, each dealing X Water Damage to characters within 13m range from impact. Memory Cost: 3
AP Cost: 4
SP Cost: 3
Special: Set Chilled for 1 turn
Damage based on your level and receives bonus from Intelligence
Properties: Requires Hydrosophist 5
4m Explode radius
Cooldown: 4 turns
Unknown
Healing Ritual Shoot a bolt of healing energy that will jump to nearby allies. Memory Cost: 1
Special: Restore 7 Vitality
AP Cost: 2
Properties: Requires Hydrosophist 2
Cooldown: 5 turns
Unknown
Rain Create a spreading water surface which douses fires. Set Wet status on characters in the area. Memory Cost: 1
Special: Set Wet for 1 turn
1 Memory Slot
AP Cost: 1
Properties: Requires Hydrosophist 1
Duration: 1 turn
Cooldown: 6 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Restoration Restore Vitality of a target character. Restoration also cures Poisoned and Bleeding. Memory Cost: 1
Special: Restore 6 Vitality for 2 turns
AP Cost: 1
Properties: Requires Hydrophist 1
Cooldown: 4 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Winter Blast Deal X Water Damage and set Chilled status on characters in the area. Freeze blood and water surfaces. Memory Cost: 1
Special: Set Chilled for 2 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 2
Properties: Requires Hydrosophist 2
Cooldown: 3 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Steam Lance Releases a stream of Blessed Steam that heals characters in its path. Memory Cost: 2
AP Cost: 2
SP Cost: 2
Special: Restore 6 Vitality for 3 turns
Properties: Requires Hydrosophist 3
Cooldown: 3 turns
Unknown
Global Cooling Set Chilled on enemies around you and deal X Water Damage. Freeze all succeptible surfaces. Memory Cost: 1
Special: Set Chilled for 3 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 1
Properties: Requires Hydrosophist 2
Cooldown: 3 turns
Unknown
Soothing Cold Regenerate Magic Armour for all alies around caster. Memory Cost: 1
Special: Restore 3 Magic Armour for 3 turns
AP Cost: 1
Properties: Requires Hydrosophist 2
Cooldown: 3 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Ice Fan Target 3 positions and shoot an ice shard at each one, dealing X Water Damage and making targets Chilled. Memory Cost: 1
Special: Set Chilled for 1 turn
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 2
Properties: Requires Hydrosophist 2
Cooldown: 4 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Deep Freeze Targets in the cone that are frozen and under 20% Vitality shatter and instantly die. Otherwise they receive X Water Damage and become Frozen. Memory Cost: 1
Special: Set Chilled for 1 turn
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 2
Properties: Requires Hydrosophist 2
Cooldown: 4 turns
Unknown
Cryogenic Stasis Target ally becomes immune to all damage, and heals over time. Memory Cost: 1
Special: Set Permafrost for 1 turn
AP Cost: 2
Properties: Requires Hydrosophist 2
Cooldown: 4 turns
Unknown
Hail Strike Icicles fall from the sky, chilling enemies and dealing water damage. They create ice surfaces where they hit the ground. Memory Cost: 2
Special: Set Chilled for 2 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 3
Resistance: Magic Armour
Properties: Requires Hydrophist 1
1m Explode radius
Cooldown: 3 turns
RezikFort Joy

Simone – Sanctuary of Amadia

Arcane Stitch Fully restore target character's Magic Armour Memory Cost: 2
Special: Set Chilled for 2 turns
Damage based on your level and receives bonus from Intelligence
Resistance: Magic Armour
AP Cost: 3
Resistance: Magic Armour
Properties: Requires Hydrophist 1
1m Explode radius
Cooldown: 3 turns
Unknown
Mass Cryotherapy Each ally consumes Frozen surfaces around them, converting the frozen surfaces to Magic Armour. Memory Cost: 2
Special: Restore up to 34 Magic Armour, dependent on relevant surface area
AP Cost: 2
SP Cost: 1
Properties: Requires Hydrosophist 2 and Huntsman 2
Cooldown: 5 turns
Unknown
Cryotherapy Consume Frozen surfaces around you and convert them to Magic Armou Memory Cost: 1
Special: Restore as much as 34 Magic Armour depending on relevant surface area
AP Cost: 1
Properties: Requires Hydrosophist 1 and Huntsman 1
Cooldown: 3 turns
Unknown
Vampiric Hunger Set Vampiric Hunger on target character, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitality. Memory Cost: 1
Special: Set Vampiric Hunger for 2 turns
AP Cost: 1
Properties: Requires Hydrosophist 1 and Scoundrel 1
Cooldown: 5 turns
Unknown
Vampiric Hunger Aura Set Vampiric Hunger Aura on every ally around you, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitalit Memory Cost: 2
Special: Set Vampiric Hunger Aura for 2 turns
AP Cost: 1
SP Cost: 1
Properties: Requires Hydrosophist 2 and Scoundrel 2
Cooldown: 5 turns
Unknown
Healing Tears Healing Tears Three healing tears circle around you. Everytime an ally walks into melee range near you, a healing tear bathes them. Memory Cost: 1
Special: Set Healing Tears for 3 turns
AP Cost: 1
Properties: Requires Hydrosophist 1 and Polymorph 1
Cooldown: 5 turns
Unknown
Mass Cleanse Wounds Heal yourself and allies around you. Create a water puddle beneath every target. Remove Necrofire, Burning, Diseased, Decaying Touch, Poisoned, Bleeding, Suffocation and Acid. Memory Cost: 2
Special: Restore 15 Vitality
AP Cost: 1
SP Cost: 1
Properties: Requires Hydrosophist 2 and Warfare 2
Cooldown: 5 turns
Unknown
Cleanse Wounds Heal target and create a water puddle beneath them. Remove Burning, Diseased, Decaying Touch, Poisoned and Bleeding. Memory Cost: 1
Special: Restore 15 Vitality
AP Cost: 2
Properties: Requires Hydrosophist 1 and Warfare 1
Cooldown: 5 turns
Unknown

Necromancer Skills[edit]

Name Description Stats Spellbook Location/How to Get
Blood Sucker Target character consumes blood surfaces around them, restoring Vitality. The more blood, the more they are healed! Memory Cost: 1
Special: Restore up to 17 Vitality, depending on relevant surface area
AP Cost: 1
Properties: Requires Necromancer 1
Cooldown: 3 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Decaying Touch Deal phyiscal damage to target character. Sets Decay, so the target will take piercing damage from healing spells and potions Memory Cost: 1
Special: Set Decaying for 3 turns
Damage is based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Necromancer 1
Cooldown: 3 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Mosquito Swarm Unleash a swarm of giant mosquitos to suck the blood from your enemies, dealing physical damage and healing yourself. Memory Cost: 1
Special: Restore as much as 8 Vitality, dependent on damage dealt
Set Bleeding for 2 turns
Damage is based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Necromancer 1
Cooldown: 4 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Raining Blood Create blood surfaces. Set bleeding on enemies. Douse fire surfaces. Memory Cost: 1
Special: Set Bleeding for 2 turns
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Hydrosophist 1 and Necromancer 1
Duration: 1 turn
Cooldown: 5 turns
Orivand's Chambers - Fort Joy
Shackles of Pain Mark a target so that it will receive all of the damage you receive. Memory Cost: 1
Special: Set Shackles of Pain for 3 turns
Resistance: Physical Armour
AP Cost: 1
Properties: Requires Necromancer 2
Cooldown: 5 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Infect Deal X phyiscal damage. Infect a target with a disease that will spread to other nearby characters. Diseased characters deal reduced damage with all attacks and have lowered Constitution. Memory Cost: 1
Special: Set Infected for 2 turns
Damage is based on your level and receives bonus from Intelligence
AP Cost: 3
Resistance: Physical Armour
Properties: Requires Necromancer 2
Cooldown: 3 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Silencing Stare Silencing Stare Silence enemies in a cone in front of you. Memory Cost: 1
Special: Set Silenced for 1 turn
AP Cost: 2
Resistance: Magic Armour
Properties: Requires Necromancer 3
Cooldown: 2 turns
Unknown
Totems of the Necromancer Spawn bone totems near every corpse in the area. Bone totems have ranged attacks that deal physical damage. Memory Cost: 3
AP Cost: 2
SP Cost: 3
Properties: Requires Necromancer 5
Cooldown: 5 turns
Drop from Shadow Prince
Last Rites Sacrifice yourself to bring an ally back to life. Deals X piercing damage to you, and resurrects target character with maximum Vitality. Memory Cost: 1
Special: Set Potion
AP Cost: 3
Properties: Requires Necromancer 3
Unknown
Grasp of the Starved Undead hands rise from underground, attacking characters that stand in blood surfaces and clouds. Deals X physical damage to each character and sets Crippled. Memory Cost: 2
Special: Set Crippled for 2 turns
Damage is based on your level and receives bonus from Intelligence
Resistance: Physical Armour
AP Cost: 2
SP Cost: 2
Properties: Requires Necromancer 3
Cooldown: 5 turns
Unknown
Bone Cage Increases Physical Armour by X and another X Physical Armour for each corpse in the area around you. Memory Cost: 1
Special: Set Bone Cage for 3 turns
AP Cost: 1
Properties: Requires Necromancer 2
Cooldown: 5 turns
Unknown
Black Shroud Create a cloud of cursed smoke in an area, setting Suffocated and Blind on all characters within. Memory Cost: 2
AP Cost: 1
SP Cost: 1
Properties: Requires Necromancer 3
Cooldown: 5 turns
Unknown
Death Wish Target character receives a damage bonus equal to the percentage of their lost Vitality. For example, a character with 30% Vitality will gain a 70% damage bonus. However, they also receive X piercing damage each turn! Memory Cost: 1
Special: Set Death Wish for 2 turns
AP Cost: 2
Properties: Requires Necromancer 2
Cooldown: 5 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Raise Bone Widow Raise a walking pile of bones which can consume corpses to restore Vitality and receive a stacking damage buff. Memory Cost: 1
Special: Summon stats dependent on caster level and Summoning ability
AP Cost: 3
Properties: Requires Necromancer 2
Duration: 5 turns
Cooldown: 5 turns
Unknown
Blood Storm The sky weeps bloody tears. Bolts of coagulated blood fall on enemy characters in the area, setting Disease and Decaying Touch. Turns all water in the area into blood. Memory Cost: 3
AP Cost: 4
SP Cost: 3
Properties: Requires Necromancer 3 and Hydrosophist 3
Duration: 2 turns
Cooldown: 5 turns
Unknown
Raise Bloated Corpse Target a corpse to raise a bloated cadaver that fights for you. It can explode, dealing Physical Damage. Memory Cost: 1
Special: Summons Bloated Corpse at target location and blows up your target
AP Cost: 1
Properties: Requires Necromancer 1
Cooldown: 3 turns
MonaFort Joy

Kerban – Sanctuary of Amadia

Living on the Edge For 2 turns your character's Vitality cannot be reduced below 1 point, keeping them alive against all odds. If the target is a summon, their lifetime will be prolonged for the duration. Memory Cost: 1
Special: Set Death Resist for 2 turns
AP Cost: 3
Properties: Requires Necromancer 2
Cooldown: 5 turns
Unknown

Polymorph Skills[edit]

Name Description Stats Spellbook Location/How to Get
Tentacle Lash Lash out at your opponent dealing, physical damage and setting Atrophy on them. Memory Cost: 1
Special: Set Atrophy for 1 turn
Damage based on your level and receives bonus from Strength
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Polymorph 1
Cooldown: 3 turns
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Chicken Claw Turn the target character into a chicken. Squawk! Memory Cost: 1
Special: Set Chicken Form for 2 turns
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Polymorph 1
Cooldown: 6 turns
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Bull Horns Magnificent horns sprout from your forehead, making you see red. You can rush at your enemies and gore them. Increases Retribution ability by 1 for the duration. Incompatible with Medusa Head. Memory Cost: 1
Special: Set Bull Horns for 4 turns
Properties: Requires Polymorph 1
Properties: 6 turn cooldown
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Chameleon Cloak Grants you the ability to blend in with any enviroment as if invisible. Memory Cost: 1
Special: Set Invisible for 2 turns
Does not break Invisibility or Sneaking
AP Cost: 1
Properties: Requires Polymorph 1
Properties: 6 turn cooldown
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Heart of Steel Your heart pumps liquid metal, creating a robust layer of Physical Armor. This regenerates each turn. Memory Cost: 1
AP Cost: 2
Special: Restore 3 Physical Armour for 4 turns
Properties: Requires Polymorph 2
Cooldown: 5 turns
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Spread Your Wings Sprout temporary wings to fly when you move, allowing you to ignore ground surfaces. Incompatible with Spider Legs. Memory Cost: 1
AP Cost: 1
Properties: Requires Polymorph 2
Properties: 6 turn cooldown
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Skin Graft Reset all cooldowns. Removes Burning, Necrofire, Poisoned and Bleeding. Memory Cost: 2
AP Cost: 2
SP Cost: 1
Special: Set Skin Graft
Properties: Requires Polymorph 3
Unknown
Summon Oily Blob Fling an Oil Blob at a target point, dealing X Earth Damage in the area. Oil Blob deals earth damage with melee attacks and leaves an oil puddle on death. Memory Cost: 1
AP Cost: 2
Special: Damage based on your level and Strength
Summon stats dependent on caster level and Summoning ability
Properties: Requires Polymorph 2
3m Explode radius
Cooldown: 6 turns
Unknown
Medusa Head Snakes grow out of your head, giving you a petrifying aura and the Petrifying Visage skill. Incompatible with Bull Horns. Memory Cost: 1
AP Cost: 2
Special: Set Medusa Head for 2 turns
Properties: Requires Polymorph 2
Cooldown: 5 turns
Doctor LesteFort Joy Ghetto

Exter – Sanctuary of Amadia

Spider Legs Spider legs burst from your back. You can create web surfaces in an area to entangle foes. Incompatible with Wings. Memory Cost: 1
Special: Set Spider Legs for 3 turns
AP Cost: 1
Properties: Requires Polymorph 2
Properties: 5 turn cooldown
Unknown
Flay Skin Destroy X Magic Armour on target character. Set status that halves resistances. Memory Cost: 1
AP Cost: 3
Special: Set Nullified Resistance for 2 turns
Damage based on your level and receives bonus from Strength
Resistance: Magic Armour
Properties: Requires Polymorph 3
Cooldown: 5 turns
Unknown
Flaming Skin You get immunity to fire, but lowered resistance to water. You bleed fire Memory Cost: 2
AP Cost: 1
SP Cost: 1
Special: Set Flaming Skin for 2 turns
Properties: Requires Polymorph 2 and Pyrokinetic 2
Cooldown: 5 turns
Unknown
Icy Skin You get immunity to water, but lowered resistance to fire. You bleed ice. Memory Cost: 2
AP Cost: 1
SP Cost: 1
Special: Set Icy Skin for 2 turns
Properties: Requires Polymorph 2 and Hydrosophist 2
Cooldown: 5 turns
Unknown
Jellyfish Skin Bleed electrified water. You get immunity to electricity, but lowered resistance to poison and earth damage Memory Cost: 2
AP Cost: 1
SP Cost: 1
Special: Set Jellyfish Skin for 2 turns
Properties: Requires Polymorph 2 and Aerotheurge 2
Cooldown: 5 turns
Unknown
Poisonous Skin You get immunity to poison and earth, but lowered resistance to air. You bleed poison. Memory Cost: 2
AP Cost: 1
SP Cost: 1
Special: Set Poisonous Skin for 2 turns
Properties: Requires Polymorph 2 and Geomancer 2
Cooldown: 5 turns
Unknown
Forced Exchange Exchange Vitality percentages with target character. Memory Cost: 2
AP Cost: 1
SP Cost: 2
Resistance: Physical Armour
Properties: Requires Polymorph 3
Cooldown: 1 turn
Unknown
Apotheosis You take the first step towards godhood. The cost of all Source skills is reduced by -3 Source Point. Memory Cost: 3
AP Cost: 2
SP Cost: 3
Special: Set Apotheosis for 2 turns
Properties: Requires Polymorph 5
Unknown
Terrain Transmutation Target two circular areas. Swap surfaces and clouds. Memory Cost: 1
AP Cost: 1
Properties: Requires Polymorph 2
Cooldown: 2 turns
Unknown
Equalise Vitality and Armour percentages of characters in target area are summed up and redistributed equally. Memory Cost: 1
AP Cost: 3
Properties: Requires Polymorph 3
Cooldown: 5 turns
Unknown

Pyrokinetic Skills[edit]

Name Description Stats Spellbook Location/How to Get
Peace of Mind Target gains Clear-Minded, which increases Strength, Finesse, Intelligence and Wits by 1. Removes Blinded, Terrified, Charmed, Taunted, Sleeping, Enraged and Mad. Memory Cost: 1
Special: Set Clear-Minded for 3 turns
AP Cost: 1
Properties: Requires Pyrokinetic 1
Cooldown: 3 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Haste Sets Hasted on target character. Hasted increases movement speed by 2m per AP and gives an additional 1 AP per turn. Clears Slowed and Crippled. Memory Cost: 1
Special: Set Hasted for 2 turns
AP Cost: 1
Properties: Requires Pyrokinetic 1
Cooldown: 3 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Ignition Sets enemy characters around you on fire. Deals X fire damage to each. Ignites all susceptible surfaces. Memory Cost: 1
Special: Set Burning for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 1
Resistance: Magic Armour
Properties: Requires Pyrokinetic 1
Cooldown: 2 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Searing Daggers Shoot 3 flaming daggers at targets of your choice, creating a fire surface and dealing X fire damage Memory Cost: 1
Special: Set Burning for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Magic Armour
Properties: Requires Pyrokinetic 1
1m Explode radius
Cooldown: 3 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Spontaneous Combustion Deal X Fire Damage to target character. If the character is affected by Burning or Necrofire, remove those statuses and deal additional damage for each turn of duration remaining. Memory Cost: 1
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Properties: Requires Pyrokinetic 2
Cooldown: 3 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Fireball Hurl a fiery sphere that will explode, dealing X Fire Damage. Memory Cost: 1
Special: Set Burning for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 2
Resistance: Magic Armour
Properties: Requires Pyrokinetic 2
3m Explode radius
Cooldown: 4 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Bleed Fire Enemies will bleed fire when hit. Also creates a small fire area beneath each target and ignites surfaces in the area. Memory Cost: 1
Special: Set Bleed Fire for 3 turns
AP Cost: 1
Resistance: Magic Armour
Properties: Requires Pyrokinetic 1 and Polymorph 1
Cooldown: 3 turns
Corpse of Jules in Sanctuary of Amadia
Infectious Flame Send a cursed flame that will split on impact up to five times, dealing X-Y fire damage and leaving a cursed fire surface behind Memory Cost: 1
AP cost: 2
SP Cost: 1
Cooldown: 6 turns
Unknown
Supernova Explode, creating fire surfaces and dealing X Fire Damage in a large area around you. (Except areas blocked by obstacles) Memory Cost: 1
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 3
Properties: Requires Pyrokinetic 2
Cooldown: 6 turns
Stingtail – Fort Joy Ghetto

Samadel – Sanctuary of Amadia

Laser Ray Line of intense heat that deals X Fire Damage to characters and leaves fire clouds behind. Memory Cost: 1
AP cost: 3
Cooldown: 3 turns
Pyrokinetic Vendor in Driftwood
Flaming Crescendo Curse the target to explode in 3 turns or on death. Memory Cost: 1
Special: Set Flaming Crescendo for 3 turns
AP Cost: 2
Resistance: Magic Armour
Properties: Requires Pyrokinetic 3
Cooldown: 5 turns
Unknown
Flaming Tongues Flaming tongues protect you, immediately attacking approaching enemies. Memory Cost: 1
Special: Set Flaming Tongues for 3 turns
AP Cost: 1
Properties: Requires Pyrokinetic 2
Cooldown: 5 turns
Unknown
Fire Whip Long-range attack that deals X Fire Damage to a single target, leaving them blind and burning. Memory Cost: 1
Special: Set Burning for 1 turn; set Blinded for 1 turn
Damage based on your level and receives bonus from Intelligence
AP Cost: 3
Resistance: Magic Armour
Properties: Requires Pyrokinetic 2
Cooldown: 3 turns
Unknown
Firebrand An aura that adds X Fire Damage for weapon skills and attacks for all allies near you. Memory Cost: 1
Special: Set Firebrand for 2 turns
AP Cost: 1
Properties: Requires Pyrokinetic 3
Cooldown: 3 turns
Unknown
Corpse Explosion Explode the target corpse, dealing physical damage in the area Memory Cost: 1
Special: Explodes your target
AP Cost: 1
Properties: Requires Pyrokinetic 1 and Necromancer 1
Cooldown: 4 turns
Unknown
Mass Corpse Explosion Explode all corpses around you, dealing physical damage in the area Memory Cost: 2
Special: Blows up your targets
AP Cost: 1
SP Cost: 1
Properties: Requires Pyrokinetic 2 and Necromancer 2
Cooldown: 2 turns
Unknown
Summon Fire Slug Summon a Fire Slug. Your Fire Slug can create fire surfaces and launch linear fire attacks. Memory Cost: 2
Special: Summon stats depend on caster level and Summoning ability
AP Cost: 1
SP Cost: 1
Properties: Requires Pyrokinetic 3
Duration: 5 turns
Cooldown: 6 turns
Any Pyrokinetic vendor in Act 2
Master of Sparks Target character and surrounding allies receive Sparkmaster status that adds a chance of fiery sparks to melee attacks. Memory Cost: 2
Special: Set Sparkmaster for 3 turns
AP Cost: 1
SP Cost: 1
Properties: Requires Pyrokinetic 2 and Warfare 2
Cooldown: 5 turns
Unknown
Deploy mass Traps Throw 4 explosive traps at target locations. Each trap takes a turn to activate. When active, trap will explode when a character approaches it. Memory Cost: 2
AP Cost: 3
SP Cost: 1
Properties: Requires Pyrokinetic 2 and Huntsman 2
3m Explode radius
Cooldown: 5 turns
Unknown
Throw Explosive Trap Throw an explosive trap at target locations. Trap takes a turn to activate. When active, trap will explode when a character approaches it. Memory Cost: 1
AP Cost: 1
Properties: Requires Pyrokinetic 1 and Huntsman 1
3m Explode radius
Cooldown: 3 turns
Unknown
Meteor Shower 25 fireballs come crashing from the sky. Each does X Fire Damage within a 3m range from impact. Memory Cost: 3
Special: Damage based on your level and receives bonus from Intelligence
AP Cost: 4
SP Cost: 3
Resistance: Magic Armour
Properties: Requires Pyrokinetic 5
3m Explode radius
Cooldown: 4 turns
Unknown
Epidemic of Fire Fire a cursed flame that will fork on impact up to 5 times, dealing X Fire Damage and leaving a cursed fire surface in its wake. Memory Cost: 2
Special: Set Necrofire for 2 turns
Damage based on your level and receives bonus from Intelligence
AP Cost: 3
SP Cost: 2
Resistance: Magic Armour
Properties: Requires Pyrokinetic 3
Cooldown: 6 turns
Unknown
Mass Sabotage Explode two random grenades or arrows in the inventories of any enemy in a target circle. Memory Cost: 2
Special: Explodes 2 random arrows or grenades in targets' inventories
AP Cost: 2
SP Cost: 1
Properties: Requires Pyrokinetic 2 and Scoundrel 2
Cooldown: 5 turns
Unknown
Sabotage If target character is carrying grenades or arrows, a random one explodes in their inventory Memory Cost: 1
Special: Explodes 1 random arrow or grenade in target's inventory
AP Cost: 1
Properties: Requires Pyrokinetic 1 and Scoundrel 1
Cooldown: 1 turn
Unknown
Sparking Swings Receive Sparkstriker status. This causes your melee attacks to create a spark projectile that bounces off the initial target to hit the closest enemy. Memory Cost: 1
Special: Set Sparkstriker status for 3 turns
AP Cost: 1
Properties: Requires Pyrokinetic 1 and Warfare 1
Cooldown: 5 turns
Unknown

Scoundrel Skills[edit]

Name Description Stats Spellbook Location/How to Get
Adrenaline Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost Memory Cost: 1
Special: Gain 2 AP immediately but lose 2 AP next turn
Doesn't break Invisibility or Sneaking
AP Cost: 0
Properties: Requires Scoundrel 1
Cooldown: 4 turns
HildeFort Joy

Exter – Sanctuary of Amadia

Chloroform Destroys X Magic Armour and then tries to set Sleeping. Memory Cost: 1
Special: Set Sleeping for 1 turn
Doesn't break Invisibility or Sneaking
Damage based on your level and receives bonus from Finesse
AP Cost: 1
Resistance: Magic Armour
Properties: Requires Scoundrel 1
Cooldown: 3 turns
HildeFort Joy

Exter – Sanctuary of Amadia

Sawtooth Knife Pierce the enemy's Physical Armour and directly deals X piercing damage. Sets Bleeding if enemy has no Physical Armour. Memory Cost: 1
Special: Set Bleeding for 3 turns
Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Scoundrel 2; requires dagger
Cooldown: 3 turns
HildeFort Joy

Exter – Sanctuary of Amadia

Throwing Knife Throw a knife at your opponent, dealing [7-8] poison and [3-4] Air damage. Can backstab! Memory Cost: 1
Special: Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
Properties: Requires Scoundrel 1; requires dagger
Cooldown: 1 turn
HildeFort Joy

Exter – Sanctuary of Amadia

Backlash Jump over the enemy, landing behind their back and backstabbing them for X physical damage. Memory Cost: 1
Special: 100% chance to Backstab
Damage based on your basic attack and receives bonus from Strength
AP Cost: 1
Properties: Requires Scoundrel 1; requires dagger
Cooldown: 3 turns
HildeFort Joy

Exter – Sanctuary of Amadia

Cloak and Dagger Teleport without breaking sneaking. Memory Cost: 1
Special: Doesn't break Invisibility or Sneaking
AP Cost: 1
Properties: Requires Scoundrel 2
Cooldown: 4 turns
HildeFort Joy

Exter – Sanctuary of Amadia

Fan of Knives Fling a dagger at every enemy around you, dealing X physical damage. Can backstab Memory Cost: 2
Special: Damage based on your basic attack and receives bonus from Strength
AP Cost: 3
SP Cost: 1
Properties: Requires Scoundrel 3; requires dagger
Cooldown: 2 turns
Unknown
Terrifying Cruelty Dagger attack that deals X physical damage and sets Bleeding and Fear on target character. Memory Cost: 1
Special: Set Bleeding for 3 turns; set Terrified for 1 turn
Damage based on your basic attack and receives bonus from Strength
AP Cost: 3
Resistance: Physical Armour; Magic Armour
Properties: Requires Scoundrel 3; requires dagger
Cooldown: 4 turns
Unknown
Mortal Blow Deal X physical damage. Damage is doubled if you are sneaking or invisible. Target is killed instantly if below 20% Viality. Memory Cost: 3
Special: Instantly kill target if below 20% Vitality
Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
SP Cost: 3
Properties: Requires Scoundrel 5; requires dagger
Cooldown: N/A
Unknown
Wind-Up Toy Summon a mechanical bomber at the target point. The bomber can explode, dealing fire damage and producing a fire surface. Memory Cost: 1
Special: Doesn't break Invisibility or Sneaking
Bomber stats depends on caster level and Summoning ability
AP Cost: 2
Properties: Requires Scoundrel 3; 1m Explode radius
Cooldown: 6 turns
Unknown
Sleeping Arms Deal X physical damage and set Atrophy: your target can't use weapons or weapon skills anymore. Memory Cost: 1
Special: Set Atrophy for 2 turns
Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Scoundrel 2; requires dagger
Cooldown: 3 turns
Unknown
Daggers Draw Whirl into a barrage of 5 stabs, each dealing X physical damage. Memory Cost: 2
Special: Damage based on your basic attack and receives bonus from Strength
AP Cost: 4
SP Cost: 2
Properties: Requires Scoundrel 3; requires dagger
Cooldown: 6 turns
Unknown
Rupture Tendons Deal X physical damage to target character. When they try to move, they will take piercing damage Memory Cost: 1
Special: Set Ruptured Tendons for 2 turns
Damage based on your basic attack and receives bonus from Strength
AP Cost: 2
Properties: Requires Scoundrel 2; requires dagger
Cooldown: 5 turns
HildeFort Joy

Exter – Sanctuary of Amadia

Corrupted Blade Dagger attack that deals X physical damage and sets Decay and Diseased Memory Cost: 1
Special: Set Decaying for 2 turns; set Diseased for 2 turns
Damage based on your basic attack and receives bonus from Strength
AP Cost: 3
Resistance: Physical Armour
Properties: Requires Scoundrel 2; requires dagger
Cooldown: 4 turns
Unknown
Gag Order Destroy X Magic Armour on target character. Silence target. Memory Cost: 1
Special: Set Silenced for 1 turn
Damage based on your basic attack and receives bonus from Strength
AP Cost: 3
Resistance: Magic Armour
Properties: Requires Scoundrel 2; requires dagger
Cooldown: 4 turns
Unknown

Summoning Skills[edit]

Name Description Stats Spellbook Location/How to Get
Conjure Incarnate Conjure a personal elemental that matches the ground surface it's summoned onto. Your incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons! Memory Cost: 1
Special: Summon attributes dependent on caster level and Summoning ability AP Cost: 2
Properties: Requires Summoning 1
Duration: 10 turns
Cooldown: 6 turns
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Dimensional Bolt Shoot a volatile bolt that deals X of a random type, and then creates a corresponding surface Memory Cost: 1
Special: Damage based on your level and Intelligence attribute
AP Cost: 2
Properties: Requires Summoning 1
Cooldown: 1 turn
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Elemental Totem Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight. Memory Cost: 1
Special: Summon attributes dependent on caster level and Summoning ability
AP Cost: 2
Properties: Requires Summoning 1
Duration: 3 turns
Cooldown: 1 turn
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Farsight Infusion Unlock a ranged attack for your Incarnate. Provides X Magic Armour (amount depends on your level) Memory Cost: 1
Special: Set Farsight Infusion
AP Cost: 1
Properties: Requires Summoning 1
Cooldown: 3 turns
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Power Infusion Unlock Whirlwind and Rush for your Incarnate. Provides X Physical Armour (amount depends on your level). Memory Cost: 1
AP Cost: 1
Properties: Requires Summoning 2
Cooldown: 3 turns
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Rallying Cry Target character regenerates Vitality and Magic Armour according to the number of allied characters and totems in their vicinity Memory Cost: 1
AP Cost: 2
Properties: Requires Summoning 2
Cooldown: 3 turns
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Supercharger Target summon deals 50% more base damage during its nex turn, but then it dies. Memory Cost: 1
Special: Set Supercharged for 2 turns
AP Cost: 1
Properties: Requires Summoning 2
Cooldown: 3 turns
Nebora – Fort Joy

Kerban – Sanctuary of Amadia

Cannibalise Destroy an allied summon or totem. Receive half of their Vitality, Physical Armour and Magic Armour. Memory Cost: 1
AP Cost: 1
Properties: Requires Summoning 3
Cooldown: 1 turn
Unknown
Summon Cat Familiar Summon a black cat by your side. Memory Cost: 1
Special: Stats of the summon depend on caster level and Summoning ability
AP Cost: 2
Properties: Duration: 10 turns
Cooldown: 6 turns
Escape Fort Joy with the black cat alive
Ethereal Storm Unpredictable projectiles from distant planes strike target area, dealing random elemental damage to enemies or healing allies. Memory Cost: 3
AP Cost: 4
SP Cost: 3
Properties: Requires Summoning 5
Duration: 2 turns
Cooldown: 5 turns
Unknown
Planar Gateway Conjure two linked gateways that allow any character to instantly travel between them. Memory Cost: 2
AP Cost: 2
SP Cost: 1
Properties: Requires Summoning 3
Duration: 10 turns
Cooldown: 6 turns
Unknown
Soul Mate Target character receives half of the healing and Armour restoration that you receive. Clears Frozen, Stunned, Knocked Down and Petrified. Memory Cost: 1
Special: Set Soul Mate for 2 turns
AP Cost: 1
Properties: Requires Summoning 2
Cooldown: 3 turns
Unknown
Warp Infusion Incarnate learns a teleport skill, and a skill to swap places with its master. Memory Cost: 1
Special: Set Warp Infusion
AP Cost: 1
Properties: Requires Summoning 3
Cooldown: 3 turns
Unknown
Shadow Infusion Incarnate learns how to go invisible and strike foes with a corrosive slash. Memory Cost: 1
Special: Set Shadow Infusion
AP Cost: 1
Properties: Requires Summoning 2
Cooldown: 3 turns
Unknown
Dominate Mind Charm target non-allied character, causing them to join your side in combat for the duration of the status. Memory Cost: 1
Special: Set Charmed for 2 turns
Resistance: Magic Armour
AP Cost: 3
Properties: Requires Summoning 2
Cooldown: 5 turns
Unknown
Summon Condor Summons a condor that will aid you in combat. Memory Cost: 1
Special: Stats of the summon depend on caster level and Summoning ability
AP Cost: 2
Properties: Duration: 10 turns
Cooldown: 6 turns
Featherfall (Pet Pal) in Stonegarden
Summon Dragonling Summons a newt to help you in combat Memory Cost: 2
AP Cost: 2
Properties: Duration: 5 turns
Cooldown: 6 turns
Unknown
Electric Infusion Change Incarnate's element to electricity, unlocking Electric Discharge. Memory Cost: 1
AP Cost: 1
Properties: Requires Summoning 1 and Aerotheurge 1
Cooldown: 3 turns
Combine Summoning Skillbook with Aerothurge Skillbook.
Fire Infusion Change Incarnate's element to fire, unlocking Fireball. Memory Cost: 1
AP Cost: 1
Properties: Requires Summoning 1 and Pyrokinetic 1
Cooldown: 3 turns
Combine Summoning Skillbook with Pyrokinetic Skillbook.
Poison Infusion Change Incarnate's element to poison, unlocking Poison Dart. Memory Cost: 1
AP Cost: 1
Properties: Requires Summoning 1 and Geomancer 1
Cooldown: 3 turns
Combine Summoning Skillbook with Geomancy Skillbook.
Water Infusion Change Incarnate's element to water, unlocking Restoration An aura of wind increases the movement speed of your allieMemory Cost: 1
AP Cost: 1
Properties: Requires Summoning 1 and Hydrosophist 1
Cooldown: 3 turns
while they stay close to you
Combine Summoning Skillbook with Hydrosophist Skillbook.
Summon Inner Demon Conjure a demon that will share their Intelligence with you and provide X Magic Armour. Grants you power to terrify and protect yourself with demonic fists Memory Cost: 2
Special: Set Inner Demon for 3 turns
AP Cost: 1
SP Cost: 1
Cooldown: 6 turns
Unknown
Acid Infusion Change Incarnate's element to acid, unlocking Poison Dart and Corrosive Spray Memory Cost: 2
AP Cost: 1
SP Cost: 2
Properties: Requires Summoning 2 and Geomancer 2
Cooldown: 3 turns
Combine Summoning Skillbook with Source Geomancy Skillbook.
Cursed Electric Infusion Change Incarnate's element to cursed electricity, unlocking Electric Discharge and Closed Circuit. Memory Cost: 2
AP Cost: 1
SP Cost: 2
Properties: Requires Summoning 2 and Aerotheurge 2
Cooldown: 3 turns
Crafting: combine a Summoning Skillbook with a Source Aerothurge Skillbook.
Ice Infusion Change Incarnate's element to blessed ice, unlocking Restoration and Healing Ritual. Memory Cost: 2
AP Cost: 1
SP Cost: 2
Properties: Requires Summoning 2 and Hydrosophist 2
Cooldown: 3 turns
Crafting: combine a Summoning Skillbook with a Source Hydrosophist Skillbook.
Necrofire Infusion Change Incarnate's element to necrofire, unlocking Fireball and Epidemic of Fire. Memory Cost: 2
AP Cost: 1
SP Cost: 2
Properties: Requires Summoning 2 and Pyrokinetic 2
Cooldown: 3 turns
Crafting: combine a Summoning Skillbook with a Source Pyrokinetic Skillbook.
Door to Eternity Give all summons around you a status that prevents them from dying to damage or disappearing when their life runs out. Memory Cost: 2
AP Cost: 1
SP Cost: 2
Memory Cost: 2
AP Cost: 3
SP Cost: 2
Properties: Requires Summoning 3.
Quest Reward - Powerful Awakening (Hannag)

Warfare Skills[edit]

Name Description Stats Spellbook Location/How to Get
Battering Ram Rush forward in a straight line, to a designated point, hitting all enemies in your path for X physical damage and setting Knockdown. Memory Cost: 1
Special: Set Knocked Down for 1 turn
Damage based on your basic attack and Strength attribute
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Warfare 1; requires melee weapon
Cooldown: 5 turns
KaliasFort Joy

Gareth – Sanctuary of Amadia

Battle Stomp Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for X physical damage. Also clears non-cursed surfaces and clouds. Memory Cost: 2
Special: Set Knocked Down for 1 turn
Damage based on your basic attack and Strength attribute
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Warfare 1; requires melee weapon
Cooldown: 4 turns
KaliasFort Joy

Fort Joy Prison on Ground Gareth – Sanctuary of Amadia

Crippling Blow Cripple the target with a sweeping blow, and all characters around it. Deals X physical damage. Memory Cost: 1
Special: Set Crippled for 1 turn
Damage based on your basic attack and Strength attribute
AP Cost: 2
Resistance: Physical Armour
Properties: Requires Warfare 1; requires melee weapon
Cooldown: 3 turns
KaliasFort Joy

Gareth – Sanctuary of Amadia

Enrage Motivate an allied character with the power of rage. Target allied character is guaranteed to land critical hits with basic attacks and weapon skills, but is muted. Clears Taunted, Terrified, Charmed, Mad and Clear-Minded statuses. Memory Cost: 1
Special: Set Enraged for 1 turn
AP Cost: 2
Properties: Requires Warfare 2
Cooldown: 5 turns
KaliasFort Joy

Gareth – Sanctuary of Amadia Armoury of Braccus Rex on Ground

Whirlwind Perform a whirlwind attack, hitting enemies around you for X physical damage Memory Cost: 1
Special: Damage based on your basic attack and Strength attribute
AP Cost: 2
Properties: Requires Warfare 2; requires melee weapon
Cooldown: 3 turns
KaliasFort Joy

Gareth – Sanctuary of Amadia

Blitz Attack Jump from one target to another, hitting up to 2 targets, dealing X physical damage to each. Targets are chosen randomly in a 10m radius. Memory Cost: 1
Special: Damage based on your basic attack and Strength attribute
AP Cost: 2
Properties: Requires Warfare 2; requires melee weapon
Cooldown: 3 turns
Unknown
Phoenix Dive Leap through the air to a target position, creating a fire surface upon landing. Memory Cost: 1
AP Cost: 1
Properties: Requires Warfare 2
Cooldown: 4 turns
Gareth Act 2 on the Ship
Overpower Deals X physical damage. If your Physical Armour is higher than your opponent's, destroy all their Physical Armour. Can set Knocked Down. Memory Cost: 3
Special: Set Knocked Down for 1 turn
Damage based on your basic attack and Strength attribute
Resistance: Physical Armour
AP Cost: 2
SP Cost: 1
Properties: Requires Warfare 5 requires melee weapon
Cooldown: 3 turns
Unknown
Thick of the Fight The more the merrier! Gain a damage boost for every nearby character Memory Cost: 2
Special: Set Thick of the Fight for 2 turns
AP Cost: 2
SP Cost: 1
Properties: Requires Warfare 3
Cooldown: 4 turns
Gareth - Lady Vengenance (if high enough level before he departs)

Warfare Driftwood vendor

Guardian Angel Allies in melee range redirect 50% of received damage to you. Memory Cost: 1
Special: Set Guardian Angel Aura for 2 turns
AP Cost: 2
Properties: Requires Warfare 3
Cooldown: 6 turns
Unknown
Provoke Taunt the enemies around you. Provoke and tease them so that they want to atack you. Special: Set Taunted for 1 turn
Resistance: Physical Armour
Memory Cost: 1
AP Cost: 1
Properties: Requires Warfare 2
Cooldown: 4 turns
KaliasFort Joy

Gareth – Sanctuary of Amadia

Bouncing Shield Throw your shield at an enemy dealing X physical damage. Shield can bounce to another enemy in 5m range. Memory Cost: 1
Special: Damage based on Physical Armour of your shield
AP Cost: 2
Properties: Requires Warfare 1; requires shield
Cooldown: 2 turns
KaliasFort Joy

Gareth – Sanctuary of Amadia

Onslaught Attack five times with astonishing speed, each hit dealing X physical damage. Memory Cost: 2
Special: Damage based on your basic attack and Strength attribute
AP Cost: 4
SP Cost: 2
Properties: Requires Warfare 3; requires melee weapon
Cooldown: 6 turns
Unknown
Challenge Mark target enemy. If they die in the next 3 turns, you are healed and receive damage and armour bonuses. If target survives, their Vitality is healed to full and caster receives damage. Memory Cost: 1
Special: Set Challenged status on an enemy, betting them they will die within 3 turns
AP Cost: 2
Properties: Requires Warfare 3
Cooldown: 5 turns
Unknown
Deflective Barrier Projectiles that hit you are reflected back at the caster. This does not prevent the original projectile effects. Provides 7 Physical Armour. Memory Cost: 1
Special: Set Deflecting for 3 turns
AP Cost: 2
Properties: Requires Warfare 2; requires shield
Cooldown: 5 turns
Unknown

Sourcery Skills[edit]

Name Description Stats Spellbook Location/How to Get
Bless Bless target character or surface. Memory Cost: 1
Special: Set Blessed for 2 turns
AP Cost: 1
SP Cost: 1
Cooldown: 3 turns
Shrine on Reaper's Eye

Dark Cavern on beach next to Sanctuary of Amadia

Purge Consume a corpse to gain a Source Point, or steal a Source Point from a living character. Memory Cost: 0
Special: Set Drain
AP Cost: 1
Resistance: Magic Armour
Cooldown: 2 turns
Purging Wands

Helm of Braccus Rex

Curse Curse target character or surface. Memory Cost: 1
Special: Set Cursed for 2 turns
AP Cost: 1
Resistance: Magic Armour
Cooldown: 3 turns
Complete Illusionist's Cavern
Spirit Vision Your eyes pierce the veil of the Hall of Echoes. Memory Cost: 0
Special: Set Spirit Vision for 10 turns
AP Cost: 1
Unknown
Spirit Form Transform into a spirit Memory Cost: 0
Special: Set Invulnerable for 2 turns; set Silenced for 2 turns; restore 6 Vitality for 2 turns
AP Cost: 2
Resistance: Magic Armour
Cooldown: 3 turns
Unknown
Source Vampirism Consume a corpse to gain a Source Point, or steal a Source Point from a living character. Memory Cost: 0
Special: Set Drain
AP Cost: 1
Resistance: Magic Armour
Cooldown: 2 turns
Purging Wand

Braccus Helm

Special Skills[edit]

Name Description Stats Spellbook Location/How to Get
Flesh Sacrifice Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Memory Cost: 0
Special: 100% chance to set set Flesh Sacrifice for 2 turns
AP Cost: 0
Properties: 5 turn cooldown
Elf racial skill
Encourage Encourage allies around you, increasing their primary attributes. Memory Cost: 0
Special: Set Encouraged for 3 turns
Action Point (AP) Cost: 1
Cooldown: 6 turns
Human racial skill
Dragon's Blaze Breathe flames in a cone, dealing [X] fire damage and leaving fire surface behind Memory Cost: 0
Special: Set Burning for 2 turns
AP Cost: 1
Resistance: Magic Armour
Cooldown: 3 turns
Lizard racial skill
Play Dead Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status. Memory Cost: 0
Special: Set Playing Dead for 3 turns
Doesn't break Invisibility or Sneaking
AP Cost: 0
Cooldown: 6 turns
Undead racial skill
Petrifying Touch Turn a nearby target to stone, incipacitating it. Deal X earth damage. Removes Bleeding, Burning, Poisoned and Crippled. Special: Set Petrified for 1 turn
Memory Cost: 0
AP Cost: 2
Resistance: Magic Armour
Cooldown: 4 turns
Dwarf racial skill
Dome of Protection Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in the area. Memory Cost: 0
AP Cost: 1
Cooldown: 6 turns
Given to custom characters
Summon Ifan's Soul Wolf Summons your trusty Soul Wolf, which can Howl and Bite enemies Memory Cost: 0
Special: Summon attributes dependent on caster level and Summoning ability
AP Cost: 3
SP Cost: 1
Cooldown: 6 turns
Properties: Duration: 10 turns
Ifan ben-Mezd default skill
Maddening Song Sing, causing characters in your target area to become Mad. Maddened characters will attack those nearest them, regardless of alignment. Memory Cost: 1
Special: Set Mad for 1 turn
AP Cost: 2
SP Cost: 1
Resistance: Magic Armour
Cooldown: 5 turns
Lohse default skill
Demonic Stare Drain X Magic Armour from target character and gain that amount yourself. Memory Cost: 0
Special: Restore up to 8 Magic Armour to yourself
Action Point (AP) Cost: 2
Source Point (SP) Cost: 1
Properties: 3 turn cooldown
The Red Prince default skill
Break the Shackles Remove the following negative status effects from yourself: Slowed, Crippled, Chilled, Shocked, Suffocating, Atrophy, Diseased, Infectiuos Diseased and Shackles of Pain. Memory Cost: 0
AP Cost: 0
SP Cost: 1
Properties: 2 turn cooldown
Sebille default skill
Binding Squall A storm approaches and strong winds rise. They Blind and deal X air damage to characters in the target area. Special: Set Blinded for 1 turn
Resistance: Magic Armour
Memory Cost: 0
AP Cost: 2
SP Cost: 1
Cooldown: 5 turns
Beast default skill
Time Warp Target a character. Whenever this character ends a turn in combat, they immediately get a free turn. Memory Cost: 0
Special: Grant an extra turn in combat for 1 turn
AP Cost: 2
SP Cost: 1
Fane default skill
Sucker Punch An unexpected blow, that deals X physical damage and knocks down target. Memory Cost: 0
Special: Set Knocked Down for 1 turn
AP Cost: 0
Cooldown: 3 turns
Unarmed skill
Staff of Magus Launch a magic missile from your staff that deals [X] physical damage Special: Damage is based on your basic attack and Strength attribute
Memory Cost: 0
AP Cost: 2
Properties: Requires Staff Weapon
Cooldown: 1 turn
Staff skill
Shields Up Restore the Physical Armour and Magic Armour of your shield Memory Cost: 0
AP Cost: 2
Properties: Requires Shield
Cooldown: 3 turns
Shield skill
All In Perform a heavy attack that deals [X] physical damage. Special: Damage is based on your basic attack and Strength attribute
Properties: Requires melee weapon
Memory Cost: 0
AP Cost: 3
Cooldown: 1 turn
Two-handed skill
Flurry Peform 3 quick attacks, dealing [X] physical damage. Special: Damage is based on your basic attack and Strength attribute
Properties: Requires melee weapon
Memory Cost: 0
AP Cost: 3
Cooldown: 1 turn
Daggers skill