This DOS2 skills guide has all skill descriptions as well as where to find all the skills in Divinity: Original Sin 2
Contents
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 |
Maol – Fort 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 |
Maol – Fort 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 |
Maol – Fort 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 |
Maol – Fort 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 |
Maol – Fort 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 |
Maol – Fort 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 |
Maol – Fort 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 |
Maol – Fort 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 |
Rezik – Fort 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 |
Rezik – Fort 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 |
Rezik – Fort 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 |
Rezik – Fort 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 |
Rezik – Fort 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 |
Rezik – Fort 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 |
Rezik – Fort 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 |
Mona – Fort 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 |
Mona – Fort 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 |
Mona – Fort 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 |
Mona – Fort 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 |
Mona – Fort 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 |
Mona – Fort 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 |
Mona – Fort 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 Leste – Fort 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 Leste – Fort 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 Leste – Fort 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 Leste – Fort 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 Leste – Fort 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 Leste – Fort 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 Leste – Fort 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 |
Hilde – Fort 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 |
Hilde – Fort 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 |
Hilde – Fort 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 |
Hilde – Fort 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 |
Hilde – Fort 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 |
Hilde – Fort 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 |
Hilde – Fort 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 |
Kalias – Fort 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 |
Kalias – Fort 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 |
Kalias – Fort 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 |
Kalias – Fort 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 |
Kalias – Fort 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 |
Kalias – Fort 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 |
Kalias – Fort 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 |