User:Alleryn/Sandbox/Sidebar Abilities
Notes
- This table is missing at least the abilities in Crossbow, Sigil Scripting, and Survival Instincts. For some reason they do not have a "CanGoOnSidebar" attribute in abilities.json.
- It's possible other things are missing that should be here. If you notice something, please let me know.
- I have a few irons in the fire, so i probably won't finish this soon, but eventually i'll make a Sidebar page with this table, a list of things that can effect the number of sidebar slots, etc.
List of Abilities that Can Go on the Sidebar
Icon | Name | Skill | Level | Description |
---|---|---|---|---|
Summon Deer | Deer | 12 | Summons a majestic deer. | |
Summon Deer 2 | Deer | 26 | Summons a majestic deer. | |
Summon Deer 3 | Deer | 42 | Summons a majestic deer. | |
Summon Deer 4 | Deer | 56 | Summons a majestic deer. | |
Summon Deer 5 | Deer | 72 | Summons a majestic deer. | |
Hunting Speed | Lycanthropy | 1 | Increase your wolfen sprint speed while out of combat. (This ability can only be used after you've unlocked it from the Altar of Norala.) | |
Hunting Speed 2 | Lycanthropy | 1 | Increase your wolfen sprint speed while out of combat. (This ability can only be used after you've unlocked it from the Altar of Norala.) | |
Hunting Speed 3 | Lycanthropy | 1 | Increase your wolfen sprint speed while out of combat. (This ability can only be used after you've unlocked it from the Altar of Norala.) | |
Truffle Sniff | Pig | 5 | Search for a hidden mushroom in the area. | |
Truffle Sniff 2 | Pig | 15 | Search for a hidden mushroom in the area. | |
Truffle Sniff 3 | Pig | 25 | Search for a hidden mushroom in the area. | |
Truffle Sniff 4 | Pig | 35 | Search for a hidden mushroom in the area. | |
Truffle Sniff 5 | Pig | 45 | Search for a hidden mushroom in the area. | |
Terror Dash | Pig | 13 | Increase your run speed dramatically for 5 seconds. | |
Terror Dash 2 | Pig | 37 | Increase your run speed dramatically for 10 seconds. | |
Bounding Escape | Deer | 15 | Increase your run speed and jumping prowess for a moment. | |
Bounding Escape 2 | Deer | 35 | Increase your run speed and jumping prowess for a moment. | |
Bounding Escape 3 | Deer | 51 | Increase your run speed and jumping prowess for a moment. | |
Bounding Escape 4 | Deer | 64 | Increase your run speed and jumping prowess for a moment. | |
Graze | Cow | 5 | Collect grass from the environment. Can only be used outdoors. | |
Collect Milk | Cow | 18 | Collect milk. Requires an empty bottle. | |
Collect Milk 2 | Cow | 37 | Collect milk. Requires an empty bottle. This higher-level version requires you to follow a vegetarian diet. | |
Collect Milk 3 | Cow | 52 | Collect milk. Requires an empty bottle. This higher-level version requires you to follow a vegetarian diet. | |
Mutation: Knee Spikes | Battle Chemistry | 6 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Knee Spikes 2 | Battle Chemistry | 16 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Knee Spikes 3 | Battle Chemistry | 26 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Knee Spikes 4 | Battle Chemistry | 36 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Knee Spikes 5 | Battle Chemistry | 46 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Knee Spikes 6 | Battle Chemistry | 56 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin | Battle Chemistry | 7 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 2 | Battle Chemistry | 17 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 3 | Battle Chemistry | 27 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 4 | Battle Chemistry | 37 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 5 | Battle Chemistry | 47 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 6 | Battle Chemistry | 57 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart | Battle Chemistry | 8 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 2 | Battle Chemistry | 18 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 3 | Battle Chemistry | 28 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 4 | Battle Chemistry | 38 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 5 | Battle Chemistry | 48 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 6 | Battle Chemistry | 58 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Toes | Battle Chemistry | 9 | You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster while out of combat. (You can only have one Mutation active at a time.) | |
Mutation: Extra Toes 2 | Battle Chemistry | 29 | You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster while out of combat. (You can only have one Mutation active at a time.) | |
Mutation: Extra Toes 3 | Battle Chemistry | 49 | You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster while out of combat. (You can only have one Mutation active at a time.) | |
Mutation: Stretchy Spine | Battle Chemistry | 19 | Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) | |
Mutation: Stretchy Spine 2 | Battle Chemistry | 36 | Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) | |
Mutation: Stretchy Spine 3 | Battle Chemistry | 50 | Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) | |
Trigger Golem | Battle Chemistry | 30 | This ability does nothing on its own. It is possible to program golems to behave differently when this ability is active, however. (Use the ability again to turn the trigger off.) | |
Mutation: Knee Spikes 7 | Battle Chemistry | 66 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 7 | Battle Chemistry | 67 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 7 | Battle Chemistry | 68 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Extra Toes 4 | Battle Chemistry | 69 | You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster while out of combat. (You can only have one Mutation active at a time.) | |
Mutation: Stretchy Spine 4 | Battle Chemistry | 65 | Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) | |
Create Armored Standard Golem | Battle Chemistry | 40 | You concoct an automaton that can be given four commands. It is extra-armored against attack. | |
Create Primitive Golem | Battle Chemistry | 11 | You concoct an automaton that can be given one command. | |
Create Simple Golem | Battle Chemistry | 25 | You concoct an automaton that can be given two commands. | |
Create Basic Golem | Battle Chemistry | 31 | You concoct an automaton that can be given three commands. | |
Create Standard Golem | Battle Chemistry | 39 | You concoct an automaton that can be given four commands. | |
Create Improved Golem | Battle Chemistry | 51 | You concoct an automaton that can be given five commands. | |
Create Augmented Golem | Battle Chemistry | 61 | You concoct an automaton that can be given six commands. | |
Create Superior Golem | Battle Chemistry | 71 | You concoct an automaton that can be given seven commands. | |
Create Basic Golem | Battle Chemistry | 81 | You concoct an automaton that can be given eight commands. | |
Mutation: Knee Spikes 8 | Battle Chemistry | 76 | Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) | |
Mutation: Extra Skin 8 | Battle Chemistry | 77 | Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) | |
Mutation: Extra Heart 8 | Battle Chemistry | 78 | You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) | |
Mutation: Stretchy Spine 5 | Battle Chemistry | 80 | Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) | |
Call Stabled Pet #1 | Animal Handling | 2 | Summon the pet in your stable slot #1 | |
Call Stabled Pet #2 | Animal Handling | 15 | Summon the pet in your stable slot #2 | |
Call Stabled Pet #3 | Animal Handling | 34 | Summon the pet in your stable slot #3 | |
Call Stabled Pet #4 | Animal Handling | 45 | Summon the pet in your stable slot #4 | |
Call Stabled Pet #5 | Animal Handling | 60 | Summon the pet in your stable slot #5 | |
Call Stabled Pet #6 | Animal Handling | 75 | Summon the pet in your stable slot #6 | |
Call Living Stabled Pet | Animal Handling | 60 | Summon the first living pet in your stable. If the pet in stable slot #1 is alive, it is summoned; if not, slot #2 is checked, etc. | |
Tame Rat | Animal Handling | 1 | Tame a wild rat into becoming your permanent pet. Requires a piece of cheese. | |
Tame Big Cat | Animal Handling | 1 | Tame a wild great cat into becoming your permanent pet. Requires a piece of string. | |
Tame Bear | Animal Handling | 1 | Tame a wild bear into becoming your permanent pet. Requires a perch. | |
Tame Bee | Animal Handling | 70 | Tame a wild bee or wasp into becoming your permanent pet. Requires a Bee-Lover's Bouquet. | |
That'll Do | Animal Handling | 5 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 2 | Animal Handling | 11 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 3 | Animal Handling | 21 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 4 | Animal Handling | 31 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 5 | Animal Handling | 41 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 6 | Animal Handling | 51 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 7 | Animal Handling | 61 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 8 | Animal Handling | 71 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
That'll Do 9 | Animal Handling | 81 | Give your pet positive reinforcement after combat to help get it back into shape quickly. | |
Safe Fall | Staff | 18 | Use your staff skills to avoid taking as much damage from falls. (Staff skill must be active.) | |
Safe Fall 2 | Staff | 31 | Use your staff skills to avoid taking as much damage from falls. (Staff skill must be active.) | |
Safe Fall 3 | Staff | 44 | Use your staff skills to avoid taking damage from falls. (Staff skill must be active.) | |
Raise Skeletal Archer | Necromancy | 2 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Archer 2 | Necromancy | 18 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Archer 3 | Necromancy | 32 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Archer 4 | Necromancy | 47 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Archer 5 | Necromancy | 55 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Archer 7 | Necromancy | 79 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman | Necromancy | 7 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman 2 | Necromancy | 22 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman 3 | Necromancy | 38 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman 4 | Necromancy | 49 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman 5 | Necromancy | 58 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman 7 | Necromancy | 81 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Battle Mage | Necromancy | 12 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | |
Raise Skeletal Battle Mage 2 | Necromancy | 28 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | |
Raise Skeletal Battle Mage 3 | Necromancy | 42 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | |
Raise Skeletal Battle Mage 4 | Necromancy | 53 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | |
Raise Skeletal Battle Mage 5 | Necromancy | 64 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | |
Heart's Power | Necromancy | 20 | Consume a heart to gain vast health for a time. | |
Heart's Power 2 | Necromancy | 60 | Consume two hearts to gain vast health for a time. | |
Spleen's Power | Necromancy | 30 | Consume a spleen to gain vast power for a time. | |
Spleen's Power 2 | Necromancy | 60 | Consume a spleen to gain vast power for a time. | |
Incubate | Spider | 9 | Inject a spider egg into the target. If they live long enough, a spider will erupt from them. | |
Incubate 2 | Spider | 29 | Inject a spider egg into the target. If they live long enough, a spider will erupt from them. | |
Incubate 3 | Spider | 49 | Inject a spider egg into the target. If they live long enough, a spider will erupt from them. | |
Insidious Illusion | Spider | 0 | Briefly fool shopkeepers and villagers into perceiving you as a typical humanoid. Consumes 1 Moonstone. | |
Insidious Illusion 2 | Spider | 0 | Briefly fool shopkeepers and villagers into perceiving you as a typical humanoid. Consumes 1 Moonstone. | |
Insidious Illusion 3 | Spider | 0 | Briefly fool shopkeepers and villagers into perceiving you as a typical humanoid. Consumes 1 Moonstone. | |
Webspin | Spider | 60 | Spin a bundle of webbing, useful for crafting. | |
Incubate 4 | Spider | 57 | Inject a spider egg into the target. If they live long enough, a spider will erupt from them. | |
Incubate 5 | Spider | 67 | Inject a spider egg into the target. If they live long enough, a spider will erupt from them. | |
Incubate 6 | Spider | 77 | Inject a spider egg into the target. If they live long enough, a spider will erupt from them. | |
Familiar's Recall | Unknown | 0 | Sends you back to your master. You must be a long-term animal with a bonded master, and you must be wearing a Familiar Recall Collar. | |
Horrifying Screech | Unknown | 0 | Screech in a manner that will startle and terrify lesser ratkin. (Trained soldiers will be unaffected.) | |
Spider Punt | Unknown | 0 | Kick spiders, scorpions, and other arthropods away from you. (You can only use this ability while under the influence of Spider Punt Potion.) | |
Death Trooper's Battle Cry | Unknown | 0 | You are undefeatable, and your shout reinforces this fact. | |
Misery Trooper's Battle Cry | Unknown | 0 | With a shout, you move like a whirlwind, dodging and strafing any projectiles. | |
Treachery Trooper's Battle Cry | Unknown | 0 | You shout your fury at an opponent, shaking and bewildering them. | |
Gazluk Officer's Battle Cry | Unknown | 0 | You are unstoppable, and with a shout, you ignore your opponents' defensive techniques. | |
War Wizard's Battle Cry | Unknown | 0 | You are a magical powerhouse. With a mere shout, you are ready to continue fighting. | |
Necromancer's Mutter | Unknown | 0 | You are a master of the secret arts. With a sinister word, you unravel an enemy's spirit. | |
Cabalist's Mutter | Unknown | 0 | Your powers are unfathomable and unknowable. With a mere whisper, you wipe yourself from an enemy's mind. | |
Visage of Kajich 1 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against very weak enemies. | |
Visage of Kajich 2 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against weak enemies. | |
Visage of Kajich 3 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against mediocre enemies. | |
Visage of Kajich 4 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against reasonably dangerous enemies. | |
Visage of Kajich 5 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against dangerous enemies. | |
Visage of Kajich 6 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against very dangerous enemies. | |
Visage of Kajich 7 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against dangerous and powerful enemies. | |
Visage of Kajich 8 | Unknown | 0 | You call upon the god of fear, Kajich, to spook your foe. This version is effective against dangerous and very powerful enemies. | |
Ilth Hale's Kiss 1 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 2 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 3 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 4 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 5 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 6 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 7 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Ilth Hale's Kiss 8 | Unknown | 0 | You call upon the god of sorrow, Ilth Hale, to help you endure more suffering. | |
Guide Beacon - Red | Unknown | 0 | Create a pillar of particles that lasts for 30 seconds. | |
Guide Beacon - Green | Unknown | 0 | Create a pillar of particles that lasts for 30 seconds. | |
Guide Beacon - Yellow | Unknown | 0 | Create a pillar of particles that lasts for 30 seconds. | |
Guide Beacon - Rainbow | Unknown | 0 | Create a pillar of particles that lasts for 30 seconds. | |
Guide Beacon - Flowers | Unknown | 0 | Create a pillar of particles that lasts for 30 seconds. | |
Free-Summon Skeletal Archer | Necromancy | 1 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Humanoid Skull.) | |
Free-Summon Skeletal Archer 2 | Necromancy | 25 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | |
Free-Summon Skeletal Archer 3 | Necromancy | 42 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | |
Free-Summon Skeletal Archer 4 | Necromancy | 52 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | |
(internal) | Necromancy | 60 | Internal Balancing Tool | |
Raise Skeletal Archer 6 | Necromancy | 67 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Swordsman 6 | Necromancy | 70 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | |
Raise Skeletal Battle Mage 6 | Necromancy | 75 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | |
Free-Summon Skeletal Archer 5 | Necromancy | 63 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | |
Raise Skeletal Ratkin Mage 5 | Necromancy | 64 | Raise a skeletal ratkin mage from death to serve you. It uses electricity to destroy your foes. (You must be indoors to use this ability. It requires a Ratkin Necromancer's Talisman, which has a 10% chance of being destroyed.) | |
Free-Summon Skeletal Archer 6 | Necromancy | 73 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | |
Raise Skeletal Ratkin Mage 6 | Necromancy | 78 | Raise a skeletal ratkin mage from death to serve you. It uses electricity to destroy your foes. (You must be indoors to use this ability. It requires a Ratkin Necromancer's Talisman, which has a 10% chance of being destroyed.) | |
Flesh to Fuel | Fire Magic | 10 | Incinerate yourself with special flames that recharge your Power even as they burn off your flesh. | |
Flesh to Fuel 2 | Fire Magic | 30 | Incinerate yourself with special flames that recharge your Power even as they burn off your flesh. | |
Flesh to Fuel 3 | Fire Magic | 45 | Incinerate yourself with special flames that recharge your Power even as they burn off your flesh. | |
Flesh to Fuel 4 | Fire Magic | 60 | Incinerate yourself with special flames that recharge your Power even as they burn off your flesh. | |
Flesh to Fuel 5 | Fire Magic | 75 | Incinerate yourself with special flames that recharge your Power even as they burn off your flesh. | |
Cold Protection | Fire Magic | 10 | Boost your defenses against cold. | |
Cold Protection 2 | Fire Magic | 20 | Boost your defenses against cold. | |
Cold Protection 3 | Fire Magic | 30 | Boost your defenses against cold. | |
Cold Protection 4 | Fire Magic | 40 | Boost your defenses against cold. | |
Cold Protection 5 | Fire Magic | 50 | Boost your defenses against cold. | |
Emergency Bash | Shield | 5 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 2 | Shield | 18 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 3 | Shield | 26 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 4 | Shield | 37 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 5 | Shield | 49 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 6 | Shield | 59 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 7 | Shield | 69 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Emergency Bash 8 | Shield | 79 | Hit your enemy and knock them back. Costs no Power, so it's good in a tight spot! Equipment that boosts Stunning Bash also boosts Emergency Bash. | |
Rapid Recovery | Shield | 14 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Rapid Recovery 2 | Shield | 24 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Rapid Recovery 3 | Shield | 34 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Rapid Recovery 4 | Shield | 43 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Rapid Recovery 5 | Shield | 54 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Rapid Recovery 6 | Shield | 65 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Rapid Recovery 7 | Shield | 75 | During a lull in combat, quickly reorganize your Armor so that you can fight again.
Effects that boost the Armor-restoration of Reinforce also boost this ability. | |
Echolocation | Unknown | 0 | Use your horrible squeaks and giant ears to interpret your environment. | |
Combat Echolocation | Unknown | 0 | Use your horrible squeaks and giant ears to interpret your environment and evade enemies, but at slight cost to your movement speed. | |
Raven Form | Unknown | 0 | Become a raven. This is a travel form that can only be used outdoors. | |
Deer Form | Unknown | 0 | Become a deer. | |
Owl Form | Unknown | 0 | Become an owl. This is a travel form that can only be used outdoors. | |
Snow Raven Form | Unknown | 0 | Become a snow raven. This is a travel form that can only be used outdoors. | |
Mallard Form | Unknown | 0 | Become a duck. This is a travel form that can only be used outdoors. | |
Trackless Steps | Druid | 4 | Your movement becomes less noticeable to enemies. (This has no effect on enemies already in combat with you.) | |
Trackless Steps 2 | Druid | 34 | Your movement becomes less noticeable to enemies. (This has no effect on enemies already in combat with you.) | |
Trackless Steps 3 | Druid | 64 | Your movement becomes less noticeable to enemies. (This has no effect on enemies already in combat with you.) | |
Hunter's Stride | Druid | 15 | Modestly increase your movement speed, and the speed of all allies around you. | |
Hunter's Stride 2 | Druid | 30 | Modestly increase your movement speed, and the speed of all allies around you. | |
Hunter's Stride 3 | Druid | 47 | Modestly increase your movement speed, and the speed of all allies around you. | |
Hunter's Stride 4 | Druid | 60 | Modestly increase your movement speed, and the speed of all allies around you. | |
Hunter's Stride 5 | Druid | 77 | Modestly increase your movement speed, and the speed of all allies around you. | |
Cold Protection | Ice Magic | 1 | Boost your defenses against cold. | |
Cold Protection 2 | Ice Magic | 10 | Boost your defenses against cold. | |
Cold Protection 3 | Ice Magic | 20 | Boost your defenses against cold. | |
Cold Protection 4 | Ice Magic | 30 | Boost your defenses against cold. | |
Cold Protection 5 | Ice Magic | 40 | Boost your defenses against cold. | |
Cold Protection 6 | Ice Magic | 50 | Boost your defenses against cold. | |
Cold Protection 7 | Ice Magic | 60 | Boost your defenses against cold. | |
Cold Protection 8 | Ice Magic | 70 | Boost your defenses against cold. | |
Cold Protection 9 | Ice Magic | 80 | Boost your defenses against cold. | |
Howl Mode | Lycanthropy | 7 | Begin howling to raise your spirits. Remain stationary to continue howling and slowly build up morale benefits. Other werewolves that howl near you will greatly boost the beneficial effects of howling. | |
Terror Dash 3 | Pig | 64 | Increase your run speed dramatically for 10 seconds. | |
Bounding Escape 5 | Deer | 75 | Increase your run speed and jumping prowess for a moment. | |
Pursuit Mode | Warden | 40 | Alter the air currents so that you can briefly fly. Only works outdoors. | |
Pursuit Mode 2 | Warden | 60 | Alter the air currents so that you can briefly fly. Only works outdoors. | |
Pursuit Mode 3 | Warden | 80 | Alter the air currents so that you can briefly fly. Only works outdoors. | |
Paradox Trot | Spirit Fox | 12 | Protect yourself from environmental extremes by paradoxically existing in both the real world and the ghost world at the same time. This effect ends if an enemy sees you. | |
Paradox Trot 2 | Spirit Fox | 24 | Protect yourself from environmental extremes by paradoxically existing in both the real world and the ghost world at the same time. This effect ends if an enemy sees you. | |
Paradox Trot 3 | Spirit Fox | 36 | Protect yourself from environmental extremes by paradoxically existing in both the real world and the ghost world at the same time. This effect ends if an enemy sees you. | |
Paradox Trot 4 | Spirit Fox | 48 | Protect yourself from environmental extremes by paradoxically existing in both the real world and the ghost world at the same time. This effect ends if an enemy sees you. | |
Paradox Trot 5 | Spirit Fox | 60 | Protect yourself from environmental extremes by paradoxically existing in both the real world and the ghost world at the same time. This effect ends if an enemy sees you. | |
Paradox Trot 6 | Spirit Fox | 72 | Protect yourself from environmental extremes by paradoxically existing in both the real world and the ghost world at the same time. This effect ends if an enemy sees you. | |
Illusive Guise | Spirit Fox | 0 | Briefly fool shopkeepers and villagers into perceiving you as a typical humanoid. | |
Illusive Guise 2 | Spirit Fox | 0 | Briefly fool shopkeepers and villagers into perceiving you as a typical humanoid. | |
Illusive Guise 3 | Spirit Fox | 0 | Briefly fool shopkeepers and villagers into perceiving you as a typical humanoid. | |
Hymn of Resurrection | Bard | 50 | A whispered song of prayer restores life to all dead allies nearby. The allies must have heard your Song of Resurgence or Song of Bravery during the last 90 seconds (while they were alive!).
Note: to use this ability, you must be wearing a piece of equipment that enables it. | |
Hymn of Resurrection 2 | Bard | 70 | A whispered song of prayer restores life to all dead allies nearby. The allies must have heard your Song of Resurgence or Song of Bravery during the last 90 seconds (while they were alive!).
Note: to use this ability, you must be wearing a piece of equipment that enables it. | |
Long Ear | Rabbit | 15 | Slow down and use your acute senses to avoid monster detection. (This has no effect on enemies already in combat with you.) | |
Long Ear 2 | Rabbit | 30 | Slow down and use your acute senses to avoid monster detection. (This has no effect on enemies already in combat with you.) | |
Long Ear 3 | Rabbit | 45 | Slow down and use your acute senses to avoid monster detection. (This has no effect on enemies already in combat with you.) | |
Long Ear 4 | Rabbit | 60 | Slow down and use your acute senses to avoid monster detection. (This has no effect on enemies already in combat with you.) | |
Long Ear 5 | Rabbit | 75 | Slow down and use your acute senses to avoid monster detection. (This has no effect on enemies already in combat with you.) | |
Snow Hare Mode | Rabbit | 1 | Thicken your coat for winter. | |
Snow Hare Mode 2 | Rabbit | 10 | Thicken your coat for winter. | |
Snow Hare Mode 3 | Rabbit | 20 | Thicken your coat for winter. | |
Snow Hare Mode 4 | Rabbit | 30 | Thicken your coat for winter. | |
Snow Hare Mode 5 | Rabbit | 40 | Thicken your coat for winter. | |
Snow Hare Mode 6 | Rabbit | 50 | Thicken your coat for winter. | |
Snow Hare Mode 7 | Rabbit | 60 | Thicken your coat for winter. | |
Snow Hare Mode 8 | Rabbit | 70 | Thicken your coat for winter. | |
Snow Hare Mode 9 | Rabbit | 80 | Thicken your coat for winter. | |
Tether Soul | Priest | 40 | Bestow a passive protection on nearby allied players (but not yourself). The first protected ally to die is resurrected, ending the spell. | |
Tether Soul 2 | Priest | 64 | Bestow a passive protection on nearby allied players (but not yourself). The first protected ally to die is resurrected, ending the spell. | |
Spade Assault | Gardening | 30 | Expertly hack at your foe's legs with your shovel. (There is a 5% chance your shovel will be destroyed.) | |
Spade Assault 2 | Gardening | 40 | Expertly hack at your foe's legs with your shovel. (There is a 5% chance your shovel will be destroyed.) | |
Spade Assault 3 | Gardening | 50 | Expertly hack at your foe's legs with your shovel. (There is a 5% chance your shovel will be destroyed.) | |
Spade Assault 4 | Gardening | 60 | Expertly hack at your foe's legs with your shovel. (There is a 5% chance your shovel will be destroyed.) | |
Spade Assault 5 | Gardening | 70 | Expertly hack at your foe's legs with your shovel. (There is a 5% chance your shovel will be destroyed.) | |
Spade Assault 6 | Gardening | 80 | Expertly hack at your foe's legs with your shovel. (There is a 5% chance your shovel will be destroyed.) | |
Pumpkin Bomb | Gardening | 1 | Use an evil pumpkin as a bomb. | |
Pumpkin Bomb 2 | Gardening | 45 | Use an evil pumpkin as a bomb. | |
Pumpkin Turret | Gardening | 15 | Use an evil pumpkin as a turret. | |
Pumpkin Turret 2 | Gardening | 50 | Use an evil pumpkin as a turret. | |
Free-Flutter | Fae (Race Skill) | 0 | Enchant your wings to be stronger, allowing you to fly without expending as much Power.
Costs 10 Fae Energy | |
Free-Flutter 2 | Fae (Race Skill) | 0 | Enchant your wings to be stronger, allowing you to fly without expending as much Power.
Costs 15 Fae Energy | |
Free-Flutter 3 | Fae (Race Skill) | 0 | Enchant your wings to be stronger, allowing you to fly without expending as much Power.
Costs 20 Fae Energy |