Collarless ability
Play Dead
Down yourself. You don't get injured.
- Mana
- 0
- Class
- Collarless
Upgraded
Down yourself. You don't get injured. Revive at the end of the next round at full HP.
- Auto Revive 2
Collarless ability
Down yourself. You don't get injured.
Down yourself. You don't get injured. Revive at the end of the next round at full HP.
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.