Fighter ability
Grapple
Immobilize an adjacent unit for as long as you remain adjacent.
- Mana
- 4
- Class
- Fighter
- Kind
- Utility
Effect
- Grappled 1
- Range 1–1
Upgraded
Immobilize an adjacent unit for as long as you remain adjacent.
(This spell costs less.)
Fighter ability
Immobilize an adjacent unit for as long as you remain adjacent.
Immobilize an adjacent unit for as long as you remain adjacent.
(This spell costs less.)
Abilities
Mana cost, targeting, damage and the upgraded version for every class spell.
Data updated
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.
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.
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.