C

Abilities

NameDetails
Inferno Breath

The Archosaur unleashes a torrent of searing flames for 8 seconds, engulfing everything before it, dealing Value unavailable magic damage each second. Ground at the far reach of the fire starts to burn, leaving behind blazing firepools that sear all who step within, dealing Value unavailable magic damage per second.
Breath begins with a fiery shockwave that ripples outward, dealing Value unavailable magic damage to all foes and branding them with ignite, which deals Value unavailable magic damage every second. As the onslaught ends, Archosaur coughs up a blazing orb of condensed fire. Those who claim it are granted a 20,000 magical shield for 20 seconds, forged from the remnants of the Archosaur’s wrath.

Intervene

If the skill is used on an ally, the Defender jumps to them and shields them by taking a defensive stance. The Defender will redirect 50% of incoming damage from that ally to themselves for the next 2 seconds.

Intervene

If the skill is used on an ally, the Defender jumps to them and shields them by taking a defensive stance. The Defender will redirect 50% of incoming damage from that ally to themselves for the next 2 seconds.

Intimidator

Within Value unavailable seconds, the Defender can unleash a loud battle cry, causing taunted enemies around them to flee in fear for 1 second. The duration of the fear effect depends on the damage the Defender has taken from taunted enemies. For every 10% of their max health lost, the fear duration is extended by +0.5 seconds.

Iron Fist

When the Troll has less than 20% of its health left, it strikes itself in the face, entering Rage Mode. Enraged, the Troll slams its fists into the ground in a series of blows, each dealing physical damage based on the player’s proximity to the Troll.

Iron Fist

When the Troll has less than 20% of its health left, it strikes itself in the face, entering Rage Mode. Enraged, the Troll slams its fists into the ground in a series of blows, each dealing physical damage based on the player’s proximity to the Troll.

Iron Skin

Each time the Legionary hits a target with an attack, they gain 1% armor and 1% magic resistance for 10 seconds. The effect stacks up to 10 times.

Iron Skin

Each time the Legionary hits a target with an attack, they gain 1% armor and 1% magic resistance for 10 seconds. The effect stacks up to 10 times.

Justice of the Sword

The warrior concentrates and, using an ancient combat technique, summons a celestial sword that falls from above onto a chosen location, dealing Value unavailable = [Value unavailable + (Value unavailable)Attack Power] physical damage to all enemies within a Value unavailable metre radius.
Cooldown: Value unavailable seconds.

Justice of the Sword

The warrior concentrates and, using an ancient combat technique, summons a celestial sword that falls from above onto a chosen location, dealing Value unavailable = [Value unavailable + (Value unavailable)Attack Power] physical damage to all enemies within a Value unavailable metre radius.
Cooldown: Value unavailable seconds.

Justice of the Sword

The warrior concentrates and, using an ancient combat technique, summons a celestial sword that falls from above onto a chosen location, dealing Value unavailable = [Value unavailable + (Value unavailable)Attack Power] physical damage to all enemies within a Value unavailable metre radius.
Cooldown: Value unavailable seconds.

Kulbit

Can somersaults to selected location.

Kulbit

Can somersaults to selected location.

Lacertians Summon

The Troll summons vicious Lacertians to attack the players.

Leap

Jumps into a targeted zone, dealing Value unavailable physical damage in a small radius. If the target has the "Dissonant Echo" debuff, they are stunned for 3 seconds.

Leap

Jumps into a targeted zone, dealing Value unavailable physical damage in a small radius. If the target has the "Dissonant Echo" debuff, they are stunned for 3 seconds.

Leap

Jumps into a targeted zone, dealing Value unavailable physical damage in a small radius. If the target has the "Dissonant Echo" debuff, they are stunned for 3 seconds.

Lightning Strike

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability. At 5 stacks of Earth Elemental Mastery, Lightning Strike is replaced by Static Charge.

Lightning Strike

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability. At 5 stacks of Earth Elemental Mastery, Lightning Strike is replaced by Static Charge.

Lightning Strike

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability. At 5 stacks of Earth Elemental Mastery, Lightning Strike is replaced by Static Charge.

Lightning Strike

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability. At 5 stacks of Earth Elemental Mastery, Lightning Strike is replaced by Static Charge.

Log Strike

Swings a log in a half-circle arc, dealing Value unavailable physical damage.

Log Swing

A powerful half-circle log strike in a wide arc, dealing Value unavailable physical damage. All targets hit are thrown away and slowed by Value unavailable% for 2.5 seconds.

Log Swing

A powerful half-circle log strike in a wide arc, dealing Value unavailable physical damage. All targets hit are thrown away and slowed by Value unavailable% for 2.5 seconds.

Log Throw

Throws a log in a target's direction, hitting every enemy in its path and dealing Value unavailable magic damage. Applies a 2-second stun and pushes back on hit.

Log Throw

Throws a log in a target's direction, hitting every enemy in its path and dealing Value unavailable magic damage. Applies a 2-second stun and pushes back on hit.

Log Throw

Throws a log in a target's direction, hitting every enemy in its path and dealing Value unavailable magic damage. Applies a 2-second stun and pushes back on hit.

Magnet Retrieval

Can gather small traces of rare ores from other ore veins.

Mana Donor

The support buffs a target, increasing their primary attribute by Value unavailable for Value unavailable minutes.
Cooldown: Value unavailable seconds.

Mana Donor

The support buffs a target, increasing their primary attribute by Value unavailable for Value unavailable minutes.
Cooldown: Value unavailable seconds.

Mana Injector

Instantly restores [40 / 100 / 160 / 220 / 280 / 340 / 400 / 460 / 500] health points.

Mana Mark

The support places a mark on a target. For Value unavailable seconds, all allies regain 0.5% of their mana for every instance of damage they deal to that marked target. The mark drains Value unavailable = [0.5% of the support’s maximum Mana] Mana from the user each second. The mark can only be applied to one target at a time and disappears if the support is more than 20 metres away from the target.
Cooldown: Value unavailable seconds.

Mantas Summon

After a cast, 4 Mantas spawn in a 20-metre radius. When a Manta dies, it applies a damaging effect that deals Value unavailable magic damage per second and leaves behind a poison puddle that lasts for the remainder of the battle. The puddles deal Value unavailable magic damage.

Mega Buff

Increases armor, health regeneration, attack speed, attack power, spell power, and movement speed.

Meteoric Rise

After a brief pause, the Archosaur soars into the air and begins bombarding the battlefield with blazing fireballs. Each fireball explodes on impact, dealing Value unavailable magic damage in a fiery burst.
Enemies who evade into the Archosaur’s blind zone force it to rain fire at random locations, spreading chaos across the field.
As the barrage concludes, the beast crashes back to the ground, unleashing a fiery shockwave in an 8-metre radius, scorching all nearby enemies for Value unavailable magic damage and knocking them back with its impact.

Meteoric Rise

After a brief pause, the Archosaur soars into the air and begins bombarding the battlefield with blazing fireballs. Each fireball explodes on impact, dealing Value unavailable magic damage in a fiery burst.
Enemies who evade into the Archosaur’s blind zone force it to rain fire at random locations, spreading chaos across the field.
As the barrage concludes, the beast crashes back to the ground, unleashing a fiery shockwave in an 8-metre radius, scorching all nearby enemies for Value unavailable magic damage and knocking them back with its impact.

Meteoric Rise

After a brief pause, the Archosaur soars into the air and begins bombarding the battlefield with blazing fireballs. Each fireball explodes on impact, dealing Value unavailable magic damage in a fiery burst.
Enemies who evade into the Archosaur’s blind zone force it to rain fire at random locations, spreading chaos across the field.
As the barrage concludes, the beast crashes back to the ground, unleashing a fiery shockwave in an 8-metre radius, scorching all nearby enemies for Value unavailable magic damage and knocking them back with its impact.

Mine Throw

The Infiltrator throws a mine that explodes on impact, dealing physical damage, slowing in explosion zone, and applying a bleed DOT for 3 seconds.

Mine Throw

The Infiltrator throws a mine that explodes on impact, dealing physical damage, slowing in explosion zone, and applying a bleed DOT for 3 seconds.

Mine Throw

The Infiltrator throws a mine that explodes on impact, dealing physical damage, slowing in explosion zone, and applying a bleed DOT for 3 seconds.

Mine Throw

The Infiltrator throws a mine that explodes on impact, dealing physical damage, slowing in explosion zone, and applying a bleed DOT for 3 seconds.

Mine Throw

The Infiltrator throws a mine that explodes on impact, dealing physical damage, slowing in explosion zone, and applying a bleed DOT for 3 seconds.

Mine Throw

The Infiltrator throws a mine that explodes on impact, dealing physical damage, slowing in explosion zone, and applying a bleed DOT for 3 seconds.

Mobile Barrier

During the ability, the Defender can leap to his allies, shielding them with his protective shield.

Molten Comet

As the Shaman’s bond with the primal flame deepens, lightning bends to will and transforms into living fire, a powerful single-target spell that concentrates flame through the Shaman’s hands.
On impact dealing Value unavailable = [Value unavailable + ([80% / 90% / 100% / 110% / 120% / 75% / 120% / 130% / 190% / 205% / 220% / 235%])Spell Power] magical damage and applying a burning DOT stack to the target. Each DOT stack on the target increases Molten Comet’s critical damage by +25%. Consumes all charges of the special ability and the cast is instant. Gives 1 stack of elemental power.

Mounting

Increase Movement Speed by 75%.

Mounting

Increase Movement Speed by 75%.

Mounting

Increase Movement Speed by 75%.

Mounting

Increase Movement Speed by 75%.

Mounting

Increase Movement Speed by 75%.