Abilities
Mana cost, targeting, damage and the upgraded version for every class spell.
Data updated
Overview
Each regular class has 50 active abilities, 10 of them flagged as starters, plus a basic attack. The + version improves a spell: Assassinate, a Thief backstab that costs 8 mana, goes from 50% to 100% crit chance and gets cheaper to cast. Collarless cats draw from their own pool of 108 spells, while the Jester has only 4 of its own.
How it works
Mana
Spells are priced in mana, and the + version often costs less. Psychics start with +5 starting mana, and the Mage item set adds another +5.
Path spells
The Collarless pool holds Path spells such as Path of the Fighter. It sets your INT to 0 until the end of the battle, then becomes a random Fighter spell permanently.
All Abilities
Showing 3 of 3
- ZoomzerkYour movement action becomes a dash attack. This ability becomes Reposition.Fighter · 0 mana
- BloodzerkDrop to 1 HP. Damage you deal to bleeding units has Lifesteal. This spell becomes Lacerate.Fighter · 3 mana
- Exhausting BlowDash forward one tile and attack with knockback. (This spell's mana cost increases by 2 at the end of each of your turns.)Fighter · 2 + X × 2 mana


