Cleric ability
Revive
Revive a body to 50% HP and cure one of its injuries.
- Mana
- 8
- Class
- Cleric
- Kind
- Utility
Effect
- Area: Line 1
Upgraded
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
- Area: Line 1
Cleric ability
Revive a body to 50% HP and cure one of its injuries.
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
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.
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