Cleric ability
Stimulants
You and adjacent units gain +2 .
- Mana
- 4
- Class
- Cleric
- Kind
- Movement
Effect
- Speed Up 2
- Range 0–4
Upgraded
You and adjacent units gain +2 and +1 .
- Speed Up 2
- Intelligence Up 1
- Range 0–4
Cleric ability
You and adjacent units gain +2 .
You and adjacent units gain +2 and +1 .
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.