Abilities
| Name | Details |
|---|---|
| Adaptive Boost System | The Bomber begins cycling through enhancements (after activation, the effect changes every 0.6 seconds). Reactivating the ability activates the current enhancement. |
| Additional regeneration | Increases Value unavailable by Value unavailable. |
| Additional regeneration | Increases Value unavailable by Value unavailable. |
| Additional regeneration | Increases Value unavailable by Value unavailable. |
Strikes in turn with its massive fists, dealing Value unavailable Attack power | |
| Ambush | While in camouflage, the Infiltrator can teleport behind an enemy's back and deliver physical damage equal to Value unavailable = [Value unavailable + (Value unavailable)Attack Power] to an enemy. This attack always deals critical damage. |
While in camouflage, the Infiltrator can teleport behind an enemy's back and deliver physical damage equal to Value unavailable = [Value unavailable + (Value unavailable)Attack Power] to an enemy. This attack always deals critical damage. | |
While in camouflage, the Infiltrator can teleport behind an enemy's back and deliver physical damage equal to Value unavailable = [Value unavailable + ([140% / 160% / 160%])Attack Power] to an enemy. This attack always deals critical damage. | |
The Ranger selects a target area, which is bombarded with a hail of arrows for the next 2 seconds, dealing physical damage once per second. All enemies in this area are slowed. | |
The Ranger selects a target area, which is bombarded with a hail of arrows for the next 2 seconds, dealing physical damage once per second. All enemies in this area are slowed. | |
| Assassin's Edge | Attacks and abilities directed at an enemy's back receive a bonus damage of 10% adaptive. The Bomber can activate a special ability and throw a dagger in the chosen direction, followed by a second dagger within 2 seconds. Upon hitting the target, the dagger impales and deals 100% damage. Cooldown is 20 seconds. After using the special ability, the Bomber remains unarmed for 5 seconds. |
| Assassin's Edge | Attacks and abilities directed at an enemy's back receive a bonus damage of 10% adaptive. The Bomber can activate a special ability and throw a dagger in the chosen direction, followed by a second dagger within 2 seconds. Upon hitting the target, the dagger impales and deals 100% damage. Cooldown is 20 seconds. After using the special ability, the Bomber remains unarmed for 5 seconds. |
Attacks and abilities directed at an enemy's back receive a bonus damage of 10% adaptive. The Bomber can activate a special ability and throw a dagger in the chosen direction, followed by a second dagger within 2 seconds. Upon hitting the target, the dagger impales and deals 100% damage. Cooldown is 20 seconds. After using the special ability, the Bomber remains unarmed for 5 seconds. | |
Infiltrator uses a device and enters Assassin's Precision stance. While in the stance, his next 3 basic attacks deal increased damage and additional magic damage. Landing all 3 hits on the same target applies Assassin's Mark — reducing incoming healing and shields, absorbing the next heal/shield, and detonating accumulated bleed damage on expiry. Branch stat increases Assassin's Precision stance duration by +1 second per talent. | |
The Defender jumps to a target location, dealing damage upon landing and using a taunt to force all damaged enemies to target them. | |
The Defender jumps to a target location, dealing damage upon landing and using a taunt to force all damaged enemies to target them. | |
The Defender jumps to a target location, dealing damage upon landing and using a taunt to force all damaged enemies to target them. | |
A putrid miasma radiates from the Troll, corroding everything around and dealing damage every 6 seconds. For every 3 sec spent inside the Aura, the damage against you increases by 1% of the player’s maximum health as magic damage. This stench can only be dispelled by entering Overweight Troll’s Aura, and only if the Auras of both Trolls do not overlap. | |
A putrid miasma radiates from the Troll, corroding everything around and dealing damage every 6 seconds. For every 3 sec spent inside the Aura, the damage against you increases by 1% of the player’s maximum health as magic damage. This stench can only be dispelled by entering Mighty Troll’s Aura, and only if the Auras of both Trolls do not overlap. | |
The Deer strikes the ground with its hoof, scattering starlight across the arena. Wherever the stars land, they create patches of Blessed Ground. | |
The Ranger can toggle between two stances. | |
The Ranger can toggle between two stances. | |
The Ranger can toggle between two stances. | |
| Battle Cry | The tank shouts, taunting nearby enemies within a Value unavailable-metre radius to attack them for Value unavailable seconds. Generates increased Aggro. |
| Battle Cry | The tank shouts, taunting nearby enemies within a Value unavailable-metre radius to attack them for Value unavailable seconds. Generates increased Aggro. |
| Battle Cry | The tank shouts, taunting nearby enemies within a Value unavailable-metre radius to attack them for Value unavailable seconds. Generates increased Aggro. |
| Battle Frenzy | For each basic attack or use of ability that hits an enemy, the Destroyer gains 1% bonus Attack Speed. The buff stacks up to 10 charges. The charge lasts 10 seconds and refreshes. Activation of the special ability is available at 10 charges only, and the Destroyer starts to whirl, dealing physical damage with their weapon every 0.75 seconds to all nearest enemies for 5 seconds. After that, all empowered charges fall off. |
| Battle Frenzy | For each basic attack or use of ability that hits an enemy, the Destroyer gains 1% bonus Attack Speed. The buff stacks up to 10 charges. The charge lasts 10 seconds and refreshes. Activation of the special ability is available at 10 charges only, and the Destroyer starts to whirl, dealing physical damage with their weapon every 0.75 seconds to all nearest enemies for 5 seconds. After that, all empowered charges fall off. |
| Battle Frenzy | For each basic attack or use of ability that hits an enemy, the Destroyer gains 1% bonus Attack Power. The buff stacks up to 10 charges, and when the maximum amount of charges (10) is reached, the movement speed is increased by 10%. The charge lasts for 5 seconds and refreshes. Activation of the special ability is available at 10 charges only, and the Destroyer starts to whirl, dealing physical damage with their weapon every 0.5 seconds to all nearest enemies for 5 seconds. After that, all empowered charges fall off. |
Bites a target in a cone zone in front, dealing Value unavailable physical damage. | |
Bites the target in front dealing Value unavailable physical damage in a cone zone. | |
The Destroyer throws their weapon in the chosen direction, dealing Value unavailable = [(Value unavailable)Attack Power] physical damage. | |
The Destroyer throws their weapon in the chosen direction, dealing Value unavailable = [(100%)Attack Power] physical damage. | |
The Defender performs the first dash combo hit, dealing physical damage to all enemies on his way. | |
The Defender performs the second dash combo hit, dealing physical damage to all enemies on his way. | |
The Defender performs the third dash combo hit, dealing physical damage to all enemies on his way. | |
After asuccessful rebound, the ability can be activated again during the next 20 seconds. After a brief wind-up, The Ranger launches a Fire Arrow. If it strikes an enemy, the target takes 200% Attack Power. The arrow then explodes in a 4-metre radius, dealing Value unavailable magic damage = [Value unavailable base damage + (Value unavailable)Spell Power] to all enemies caught in the blast. The explosion leaves behind a scorching pool of fire, inflicting an additional Value unavailable magic damage = [Value unavailable base damage + (Value unavailable)Spell Power] per second for 3 seconds to anyone standing in it. The target hit by the arrow receives 3 stacks of passive ability. | |
| Bogatyr throw | Ironclad swings his spear and throws it. The longer the swing, the further it flies. The spear deals physical damage and slows down. If it hits a target with a mark, then it also imposes a provocation. |
| Bolas | Throws a weighted rope at the target’s legs, slowing Movement Speed by 40% for 3 seconds. |
| Butt Slam | The Troll leaps at the character, attempting to crush them with its fat arse. At the impact’s epicentre, it deals double Value unavailable physical damage and stuns all characters. The impact also triggers an earthquake within a Value unavailable-metre radius, dealing lesser Value unavailable physical damage to all nearby targets. Can crush previously summoned Lacertians and Ribbits with its arse. |
The Troll leaps at the character, attempting to crush them with its fat arse. At the impact’s epicentre, it deals double Value unavailable physical damage and stuns all characters. The impact also triggers an earthquake within a Value unavailable-metre radius, dealing lesser Value unavailable physical damage to all nearby targets. Can crush previously summoned Lacertians and Ribbits with its arse. | |
The Troll leaps at the character, attempting to crush them with its fat arse. At the impact’s epicentre, it deals double Value unavailable physical damage and stuns all characters. The impact also triggers an earthquake within a Value unavailable-metre radius, dealing lesser Value unavailable physical damage to all nearby targets. Can crush previously summoned Lacertians and Ribbits with its arse. | |
Summons 2 Leaf Dragons. | |
Summons 2 Leaf Dragons. | |
| Call of the King | Raptor calls upon its fellow wood predators to defend their King. |
Re-casting: | |
The shaman summons a wolf. There is a strong spiritual connection between the wolf and the shaman. The attack power, attack speed, health, armour, and magical resistance of the wolf are 50% of the shaman's stats. If the wolf dies, the shaman loses 15% of his health. | |
The shaman summons a wolf. There is a strong spiritual connection between the wolf and the shaman. The attack power, attack speed, health, armour, and magical resistance of the wolf are 50% of the shaman's stats. If the wolf dies, the shaman loses 15% of his health. | |
The shaman summons a wolf. There is a strong spiritual connection between the wolf and the shaman. The attack power, attack speed, health, armour, and magical resistance of the wolf are 50% of the shaman's stats. If the wolf dies, the shaman loses 15% of his health. | |
Re-casting: |