Abilities

Every class learns its own kit as it levels; you equip up to 4 active skills at a time. Uses are per-rest resources — sleep or pray to refill. Some abilities are Passives (always on once learned) and Masters get one Legendary Passive.

Aether SaintArchdruidArcherArchmageAsceticAssassinAvengerBeast HunterBeast WardenBerserkerBlade WardenChieftainClericCrusaderDeadeyeDragon FistDruidElementalistEnlightened OneExorcistExorcistHigh OracleInquisitorJusticarKnightLast WardenMageMartial MasterMonkPaladinPriestPathfinderRangerRogueRunebladeScoutShadowbladeSharpshooterSkyspeakerSorcererStormcallerTempest OracleTemplarWar ShamanWarlordWarriorWerebearWildcallerGeneral

Aether Saint

LvAbilityTypeUsesDescription
40Woven FleshLegendary0The thread mends you constantly: recover 3% HP each round. Flesh that trusts the weave distrusts medicine: +8% damage taken.

Archdruid

LvAbilityTypeUsesDescription
40Verdant DominionLegendaryHeal for 10% of damage dealt; +15% ailment resistance. Drawback: the wild gives slowly - no more than it takes.

Archer

LvAbilityTypeUsesDescription
1Aimed ShotActive13A carefully aimed arrow for 140% damage.
1Quick DrawPassivePassive: +10% Dexterity.
5Pinning ShotActive11Pin the target for 85% damage. Pinned foes act last and strike 25% weaker for 2 rounds.
9Eagle EyeActive9Focus your aim: +20% Attack for 3 rounds.
24Rain of ArrowsActive10The sky darkens with shafts: 105% damage to every foe.
28Eagle PrecisionPassiveYou stopped aiming at things and started aiming at moments. +20% critical chance.
32Pinning VolleyActive9Three shafts through coat-hem and boot-leather. Most things slow down.
36Hawk's FeastPassive0See like something that eats what it watches. Dexterity +12%.
99The Arrow That WaitedActive7Nocked years ago, in another life. It has been aimed the whole time.

Archmage

LvAbilityTypeUsesDescription
40Arcane SupremacyLegendary+20% damage from all workings. Drawback: +20% damage taken - the flesh pays the mind's debts.

Ascetic

LvAbilityTypeUsesDescription
20Water StanceActive9The Ascetic's signature: become the current. +50% dodge until your next turn - and Still Water mends you for every blow that misses.

Assassin

LvAbilityTypeUsesDescription
20GarroteActive10The Assassin's signature: the wire sings once. 145% weapon damage, +60% against the unaware, and it ALWAYS bleeds.

Avenger

LvAbilityTypeUsesDescription
20SanctionActive9The Avenger's signature: the grievance, filed in fire. 130% weapon damage, 60% chance the sentence BURNS.

Beast Hunter

LvAbilityTypeUsesDescription
40Trophy MasteryLegendary+20% damage and +10% Perception - every kill taught you something. Drawback: people remain a mystery.

Beast Warden

LvAbilityTypeUsesDescription
20Savage MaulActive9The Beast Warden's signature: the coat has claws. 135% weapon damage, 60% chance to BLEED.

Berserker

LvAbilityTypeUsesDescription
20Reckless FrenzyActive9The Berserker's signature: three swings, no guard, no regrets. 3 hits of 55% weapon damage - and Blood Rhythm loves a long fight.

Blade Warden

LvAbilityTypeUsesDescription
20Warden's OathActive8The Blade Warden's signature: the line, sworn aloud. +35% dodge until your next turn and a 55% counter - the Conditioning answers the rest.

Chieftain

LvAbilityTypeUsesDescription
40Ancestors at Your BackLegendary0Every blow you land, the line drinks from: 12% lifesteal. The dead take their share: +8% damage taken.

Cleric

LvAbilityTypeUsesDescription
20Beacon of DawnActive7The Cleric's signature: the flame tended highest. Restores half your health - and Shepherd's Grace makes it more when you need it most.

Crusader

LvAbilityTypeUsesDescription
40Radiant BastionLegendaryTake 25% less damage from every blow. Drawback: -10% Vitality.

Deadeye

LvAbilityTypeUsesDescription
40Perfect AimLegendaryEvery shot ignores 6 Defense; +10% crit. Drawback: -10% evasion - stillness is the price of the line.

Dragon Fist

LvAbilityTypeUsesDescription
40Dragon's FuryLegendary+35% damage; hits have a 20% chance to BURN. Drawback: +15% damage taken.

Druid

LvAbilityTypeUsesDescription
1Nature BondPassivePassive: the wild lends you its cunning. +8% Intelligence.
1Thorn WhipActive13A lash of thorns for 120% damage; 30% chance to bleed (2/round, 3 rounds).
5RegrowthActive10Life surges anew: restore 30% of your max HP.
9BarkskinActive10Bark spreads across your skin: incoming damage cut by 30% for 3 rounds.
12EntangleActive10Roots burst from the earth: 80% damage with a 40% chance to hold the foe fast.
12Wildshape: BoarForm7The first shape the wild teaches. Become the boar for the rest of the battle: thick hide and driving tusks, stubby legs.
15Wild GrowthPassivePassive: +10% Vitality. The vale's resilience settles into your bones.
18SwarmActive9The grove answers with wings and stings: 3 hits of 60% damage.
20Nature's WrathActive8The whole grove strikes at once: 110% damage to every foe.
26Feral RoarActive9The wild answers from your own chest. Attack rises for three rounds. (Form empowerment awaits the Form rite.)
26Wildshape: PantherForm7The hunter's shape. Become the panther for the rest of the battle: lethal speed and claws, a thinner skin.
26Wildshape: StagForm7The grove's swift shape. Become the stag for the rest of the battle: quick hooves and a deep well of will, slighter frame.
33ThorncoatPassive0The briar's bargain: touch me and learn. Attackers take 10% back.
37StormcallActive8Weather agrees to be a weapon, this once.
40Werebear FormForm8The full Form rite, found at last. Become the bear for the rest of the battle: tremendous strength and endurance, slower limbs.
99RootquakeActive7Ask the ground to shrug. Apologize afterward.

Elementalist

LvAbilityTypeUsesDescription
20Threefold BrandActive9The Elementalist's signature: the element lingers where it is invited. 95% damage and a guaranteed SLOW - Attuned makes it linger longer.

Enlightened One

LvAbilityTypeUsesDescription
40Inner PeaceLegendaryRegenerate 8% of max HP every round. Drawback: -10% damage dealt.

Exorcist

LvAbilityTypeUsesDescription
40Purge the UnholyLegendaryDeal +20% damage - the void has no armor against conviction. Drawback: -10% Willpower.

Exorcist

LvAbilityTypeUsesDescription
40Divine BanishmentLegendaryYour strikes have a 15% chance to STUN for a turn. Drawback: -10% damage dealt.

High Oracle

LvAbilityTypeUsesDescription
40Prophetic InsightLegendary+15% critical chance: you strike where fate is thinnest. Drawback: -20% Vitality.

Inquisitor

LvAbilityTypeUsesDescription
20Brand of HeresyActive10The Inquisitor's signature: name the doubt and it burns. 85% damage and a guaranteed BURN - then Zealot's Fire feasts on the ailing.

Justicar

LvAbilityTypeUsesDescription
40Scales of JudgmentLegendaryHeal for 20% of all damage you deal. Drawback: -10% damage dealt.

Knight

LvAbilityTypeUsesDescription
20Bulwark SlamActive9The Knight's answer: the wall walks forward. 120% weapon damage, 35% chance to STUN for a round.

Last Warden

LvAbilityTypeUsesDescription
40The Warden's VigilLegendary0Once per battle, a killing blow leaves you at 1 HP instead - the line holds. Holding it is heavy: -12% Dexterity.

Mage

LvAbilityTypeUsesDescription
1FireboltActive13A searing bolt for 140% spell damage.
1Mana ShieldPassivePassive: an ever-present weave of aether hardens you. +8% Vitality.
5Ice ShardActive11A frozen shard for 100% damage. Slowed foes act last and strike 25% weaker for 2 rounds.
9Arcane MissileActive11Two darts of pure aether at 70% damage each.
12Chain LightningActive9The bolt leaps from foe to foe: 85% damage to all.
15Arcane AttunementPassivePassive: +12% Intelligence. Every spell in the book hits harder.
18Frost NovaActive9A flash-freeze: 110% damage with a 30% chance to freeze solid for a round.
20MeteorActive7Call a star down: 220% damage that ignores 8 armor.
22Spell MasteryPassiveThe forms come without thought now. Intelligence rises 10%. (Adapted from MP efficiency.)
31Rift LanceActive9A needle of folded space. Armor is a suggestion it declines.
39CataclysmActive8The syllable the academies license one master a generation to speak.
99Eleventh SyllableActive7Ten syllables are taught in academies. The eleventh is taught in person, once.

Martial Master

LvAbilityTypeUsesDescription
20Twelve PalmsActive9The Martial Master's signature: the kata made weapon. 4 strikes of 38% - and Perfect Form crits every third blow.

Monk

LvAbilityTypeUsesDescription
1FlurryActive13Two lightning-fast strikes at 75% damage each.
1Iron BodyPassivePassive: a body forged like iron. +10% Vitality.
5MeditationActive9Center your breath: restore 25% of your max HP.
9Stunning BlowActive10A precise strike for 90% damage with a 30% chance to stun.
12Inner PeacePassivePassive: +10% Willpower and +4% evasion. Serenity between blows.
15Dragon KickActive9A leaping strike for 170% damage with a 35% chance to stun.
20Ki BurstActive8Channel inner fire: 150% damage, and the release restores 10% of max HP.
22Path of the WarriorPassiveEvery step is training. Strength rises 10%.
26Soul ShieldActive9Breath becomes armor. Mends a tenth of your wounds and cuts incoming damage for two rounds.
34Stone SkinPassive0Breath settles the flesh like sediment. All damage taken -8%.
38Hundred FistsActive9Not literally a hundred. Nobody has ever finished counting to check.
99Empty PalmActive7Strike with nothing in the hand and nothing in the way.

Paladin

LvAbilityTypeUsesDescription
1Holy StrikeActive13A radiant blow for 125% weapon damage. The Void recoils from the light.
1Righteous FuryPassivePassive: +8% Willpower.
5Divine ShieldActive10A ward of light: incoming damage cut by 30% for 3 rounds.
9Lay on HandsActive9Channel the Dawn: restore 35% of your max HP.
13Shield MasteryPassivePassive: +15% Vitality. The shield becomes an extension of faith.
17Divine ChallengeActive13Mark a foe with dawn-fire: 60% damage, then +25% Attack for 2 rounds.
20Vengeful AuraPassivePassive: attackers take back 15% of the damage they deal you.
24Smite EvilActive10Holy force that corrupted things cannot stand against. Heavy damage and a chance to stun.
28Radiant PresencePassiveThe light stays near you. Ailments find it harder to take hold. (Adapted solo: always active.)
33Aegis of DawnActive9Morning light made armor. Incoming damage cut hard for three rounds.
37JudgmentActive8The verdict, delivered burning.
99Dawn AbsoluteActive7Morning, delivered as a verdict with no appeal.

Priest

LvAbilityTypeUsesDescription
1SerenityPassivePassive: +8% Willpower.
1SmiteActive13A lance of holy light for 130% staff damage. Its warmth restores 6% of your health.
5HealActive10Mend your wounds: restore 40% of your max HP.
9BlessActive9A blessing of might: +20% Attack for 3 rounds.
12Divine LightActive9A burst of dawn-fire: 130% damage and mends you for 15% of max HP.
15SilenceActive10A word of stillness: 70% damage with a 50% chance to stun for a round.
18Sanctified MindPassivePassive: +12% Willpower. Faith, deepened into armor.
20RadianceActive8Light floods the field: 100% damage to every foe.
24Mass HealActive10The great mending. Restores much of your body and washes every ailment out. (Solo: self.)
28Burning LightActive9Light that clings and keeps burning. Holy damage, then fire in the wound for three rounds.
32GracePassive0Being knits quietly toward its intended shape. Regenerate 2% HP each round.
36Wrath of HeavenActive8The gentle art's other page.
99IntercessionActive7Stand between a soul and the dark and simply refuse. Restores most wounds and every ailment.

Pathfinder

LvAbilityTypeUsesDescription
40Terrain MasteryLegendary+15% evasion and +20% flee chance; the wilds hold no ambushes for you. Drawback: none in stillness - only in cities do your instincts dull.

Ranger

LvAbilityTypeUsesDescription
20Quarry's MarkActive10The Ranger's signature: the hunt begins at the wound. 105% damage and a guaranteed BLEED that marks the quarry.

Rogue

LvAbilityTypeUsesDescription
1BackstabActive17Deal 120% weapon damage, +50% if the target is unaware or flanked. 25% chance to Bleed (1 dmg/round, 3 rounds).
1Nimble FeetPassive+10% evasion and improved Run success chance.
3Poison DartActive13Fan darts across every enemy for 40% weapon damage, poisoning each (4 dmg/round, 4 rounds).
7Evasion RollActive15+40% dodge for TWO turns; counter dodged melee hits for 50% weapon damage.
11Shadow AffinityPassivePassive: +10% critical hit chance. The dark shows you where to cut.
15Twinblade StrikeActive11Two crossing cuts at 95% damage each.
19Toxic ResiliencePassivePassive: 50% chance to shrug off poison, bleed, slows and stuns.
20Smoke BombActive12Vanish in smoke: 60% dodge until your next turn and incoming damage cut by 20% for 2 rounds.
26Assassin's MarkActive10Mark the kill before you make it. This strike always finds the artery - a guaranteed critical.
31GhostfootPassive0You stop making sounds floors would notice. Dexterity +10%.
35HemorrhageActive9One cut, placed where cuts keep working. Always bleeds.
39DeathblossomActive8The flower every blade-art grows toward. A guaranteed critical strike.
40Phantom's EdgeLegendaryAttacks on unaware or flanked targets deal +35% damage and ignore 2 Defense. You take +20% damage while not stealthed.
99The Uncounted CutActive7The cut between heartbeats that no witness has ever agreed on.

Runeblade

LvAbilityTypeUsesDescription
20Cascade SigilActive9The Runeblade's signature: the written spell, cast sharp. 115% thread-damage - weave it between sword strokes and Rune-Etched pays the swap.

Scout

LvAbilityTypeUsesDescription
20VanishActive9The Scout's signature: be somewhere else. +55% dodge until your next turn, counter for 30% - and every dodge spots Pathfinder's opening.

Shadowblade

LvAbilityTypeUsesDescription
40Phantom ExecutionLegendaryCritical hits have a 30% chance to fell non-boss enemies outright (+5% crit). Drawback: -15% Vitality.

Sharpshooter

LvAbilityTypeUsesDescription
20Called ShotActive8The Sharpshooter's signature: name the gap in the armor, then fill it. 165% weapon damage through 6 armor.

Skyspeaker

LvAbilityTypeUsesDescription
20Twin BoltsActive9The Skyspeaker's signature: ask twice. Two bolts of 80% sky-damage - and each can echo again on the storm's favor.

Sorcerer

LvAbilityTypeUsesDescription
20OverloadActive7The Sorcerer's signature: everything, at once. 210% ability damage. Overchannel makes it bigger - and you softer.

Stormcaller

LvAbilityTypeUsesDescription
40Eye of the StormLegendary0You stand where the storm cannot look: +15% critical chance. Watching the sky costs the ground: +10% damage taken.

Tempest Oracle

LvAbilityTypeUsesDescription
40StormtoldLegendary0The storm tells you where it will strike: +12% critical chance and 30% status resistance. Listening leaves you open (+10% damage taken).

Templar

LvAbilityTypeUsesDescription
20Rite of DawnActive8The Templar's signature: sanctity as a verb. Purges every ailment and restores 30% health in one rite.

War Shaman

LvAbilityTypeUsesDescription
20March of the HillsActive7The War Shaman's signature: the ancestors fall in step. +25% attack for 3 rounds - and the War Drums only get louder.

Warlord

LvAbilityTypeUsesDescription
40Endless RageLegendaryDeal +15% damage with everything, always. Drawback: +10% damage taken.

Warrior

LvAbilityTypeUsesDescription
1EndurancePassivePassive: +8% Vitality.
1Heavy StrikeActive13A crushing blow for 135% weapon damage.
5BraceActive9Brace behind your shield: incoming damage cut by 25% for 3 rounds.
9Shield BashActive11Slam for 75% damage with a 30% chance to stun for 1 round.
12CleaveActive10One arc of steel through every foe: 85% damage to all.
15Battle CryActive9A roar that stokes the blood: +30% Attack for 3 rounds.
18JuggernautPassivePassive: +12% Vitality. You simply refuse to fall.
20Retribution StrikeActive8An execution blow: 200% damage that ignores 6 armor.
24Iron WillPassiveA mind like a shield wall. Strongly resists stuns and ailments. (Adapted from two-handed immunity.)
28Rage SurgeActive10Let it out. Attack rises hard for two rounds. (The HP price of the old rite is remembered, not paid.)
32SkullsplitterActive9A descending blow that argues with the skull directly. Heavy damage, fair chance to stun.
36BulwarkPassive0The body learns what the shield taught. Vitality +10%.
40WarbreakerActive8The stroke that ends sieges. Massive damage through 10 armor.
99Mountain FallsActive7The trainer's last lesson: how a mountain sits down. Taught, never unlocked.

Werebear

LvAbilityTypeUsesDescription
40Primal FortitudeLegendary+30% Vitality and 5% HP regeneration per round - the bear endures. Drawback: -15% Dexterity.

Wildcaller

LvAbilityTypeUsesDescription
20Grove's EmbraceActive8The Wildcaller's signature: ask, and the grove closes over you. Cleanses ailments, restores 35% health - and Green Communion coats you in thorns.

General

LvAbilityTypeUsesDescription
1Aether EdgeActive15The thread runs along the blade: 125% arcane damage.
1Ancestor's EarPassiveThe dead notice things: +8% Perception.
1Antler RushActive0A lowered crown at full gallop - sometimes the world stops for whoever it hits.
1Earthbreak RoarActive0A roar that shakes the ground under every foe - hearts stumble, feet follow.
1GoreActive0Tusks first. A goring charge that leaves the wound weeping.
1Harrying FangsActive0The wolf circles the whole pack of them, snapping - no one stands untouched.
1Lancer's BraceActive8Butt planted, point out: +20% Vitality for 2 rounds.
1MaulActive0There is no technique. There is a BEAR.
1Piercing BoundActive0The stag leaps THROUGH the line, hooves and tines striking every foe in passing.
1PounceActive0Silence, weight, claws. The panther's whole argument in one strike.
1RakeActive0Both sets of claws drag deep. The wounds stay open.
1Rallying VerseActive8The verse that squares your shoulders: +12% Strength for 3 rounds.
1Savage RendActive0Jaws find what armor forgets.
1Sharp NoteActive12A single held note, honed to an edge.
1ThreadsensePassiveYou feel the weave tighten before it snaps: +5% critical chance.
1ThrustActive12The spear's first word: 100% strike.
1Totem BashActive15The totem-staff speaks bluntly: 120% damage.
1TrampleActive0The boar does not pick targets. Every foe is ground beneath hoof.
3Bind the WoundActive9The thread pulls flesh closed: recover 30% HP and shed one sickness.
3River RiteActive9Water remembers being whole: recover 30% HP.
4LullabyActive8Soft, low, irresistible - the foe slows mid-swing.
4Wide SweepActive8Two spans of steel in an arc: 80% to all foes.
5Spark of the SkyActive11Ask the sky politely: 130% thunder damage, scales from Intelligence.
5Thread BoltActive11Aether let off the sheathed blade: 135% arcane damage (Intelligence).
6Perfect PitchPassiveYou hear the exact moment to strike: +5% critical chance.
6ReachPassiveThey must cross your point to touch you: 15% counter at full force.
7Bramble LashActive11The briar swings with you: 115% nature damage that drags the foe slow.
7Cutting WitActive8The pause that kills: 120% strike, 35% chance to stun.
7Ember CoilActive11Flame winds around the arm and snaps loose: 115% fire damage with a burn.
7Old Hills' SkinPassiveWeathered like the hills: +8% Vitality.
7Palm WaveActive11Ki leaves the open palm as a wave: 110% damage at any distance.
7Piercing DriveActive8Through, not into: 130% strike that ignores 3 armor.
7Quiet FaithPassiveBelief that does not need to shout: +8% Willpower.
7Woven GuardPassiveThe weave holds you together too: +8% Vitality.
8Hunter's InstinctPassivePassive: +12% critical hit chance. The prey's weakness is always visible.
9Quaking StompActive9The ground takes your side: 80% earth damage to EVERY foe.
9RunewardActive8Script the air and stand behind it: incoming damage cut by 30% for 3 rounds.
10Marching SongActive8Feet find the rhythm: +15% Dexterity for 4 rounds.
10Skyward LeapActive6Gone - then down, point first: 170% strike.
11CensureActive11The oath spoken AT someone: 125% holy damage.
12Ancestor's FavorActive8The line approves: +25% attack for 3 rounds.
12Multi-ShotActive10Two arrows in one breath: 2 hits of 75% damage.
12Set Against the ChargePassiveThe oldest trick with a spear: attackers take 10% of their damage back.
12Traveling ActPassiveA performer knows every road out of town: +20% flee chance.
12Weave and CutActive10Cut, and the thread cuts again: 2 hits of 90% damage.
13DissonanceActive8A chord built wrong on purpose - it hurts everything listening.
13Phalanx StanceActive6A wall of one: +25% dodge for 3 rounds.
15Blade AuroraActive9One arc of woven light through the field: 85% arcane damage to EVERY foe.
15Echo StrikesActive10The ancestors strike a half-beat behind you: 3 hits of 55% damage.
15Snap ShotActive11Loosed between heartbeats: 110% damage, no time to brace.
15Twin VirtuesActive11Mercy, then resolve: 2 blessed strikes of 75% damage.
16Ballad of MendingActive6Sung softly to your own wounds: heal 25% of max HP.
16ImpaleActive6Left in a heartbeat too long: 150%, bleeding 80%.
16Litany of LightActive10Three verses, three strikes of light: 3 hits of 55% damage.
16Steel TempestActive10The blade becomes a storm: 3 hits of 55% damage.
16Terrain SensePassivePassive: +15% Perception. Wind, slope and cover all speak to you.
16Tiger DescendsActive9The old form, done properly: 160% damage falling from above.
17Fan of KnivesActive9Steel fans out from your sleeve: 75% damage to every foe.
18Aether CurrentPassiveThe thread hums where you walk: +8% Intelligence.
18Covering FireActive9Arrows claim the ground between you: +30% dodge until your next turn.
18Cyclone KickActive9One spinning kick catches them all: 80% damage to every foe.
18EncorePassiveThe crowd demands it: 10% chance any ability repeats itself free.
18Flawless FormPassiveTen thousand identical thrusts: +8% critical chance.
18Spirit WardPassiveThe dead turn poisons aside: +15% resistance to ailments.
19Battle HymnActive6The old hymn of the vale: +15% Strength AND Willpower, 4 rounds.
19Vault StrikeActive6The spear as a pole, the boot as the point: 140% and +15% dodge a round.
20AttunedPassiveArcane Attunement, completed: listen to the element, not the incantation. Ailments you inflict bite 50% harder and linger a round longer.
20Blood RhythmPassiveTrades the Juggernaut's heft for tempo: the worse it gets, the truer you swing. Up to +40% damage as your HP falls.
20Consecrated BloodPassivePoison argues with the Dawn and loses. +25% ailment resistance - and an ailment you shrug off lashes back onto its sender.
20Deadeye BreathingPassiveHunter's Instinct, slowed to a heartbeat: exhale, hold, loose. Your first strike of every battle is a guaranteed critical.
20Edge of the SagaPassiveEvery fight is a stanza in something larger: +8% damage per round.
20Green CommunionPassiveNature Bond, answered at last: ask the grove and it answers in thorns. After any self-heal, attackers take 20% back for 2 rounds.
20Keeper's CadencePassiveA kept song wants retelling: 15% chance any ability repeats free.
20Killer's EyePassiveShadow Affinity honed to a point: everything has one perfect seam. Strikes against unaware foes ALWAYS crit.
20OverchannelPassiveBurns the Mana Shield for raw power: the weave holds more than they told you. +20% ability damage - and +10% damage taken. High risk, high reward.
20PathfinderPassiveNimble Feet, grown into doctrine: never be where the blow lands - and answer from where you are. After any dodge, your next attack deals +30%. Far easier escapes.
20Perfect FormPassiveTrades Inner Peace for the strike itself: every third blow you land is perfect - a guaranteed critical. Multi-hit arts count every strike.
20Piercing ArrowActive9A bodkin point at full draw: 160% damage that ignores 8 defense.
20Rune-EtchedPassiveThe Aether Current, written down: steel then spell, spell then steel. Alternating between weapon arts and thread-work makes the swap strike +15% harder.
20Shepherd's GracePassiveQuiet Faith turned outward: tend the flame and it tends you. Recover 2% HP each round, and your heals restore +35% more while below half health.
20Shield DoctrinePassiveJuggernaut, perfected: you are the wall. Once per battle, a blow that would break you is caught on the shield - half the damage, and +20% defense for 2 rounds.
20Sky's FavorPassiveSheds the Old Hills' Skin for open air: the storm answers politeness with power. Sky-called abilities have a 20% chance to strike a second time for half damage.
20SkybornePassiveHalf your fight happens above their heads: leap arts +30% and cannot be countered.
20Still WaterPassiveInner Peace, deepened: what flows around the blow is restored by it. +25% ailment resistance, and every dodge mends 4% of your health.
20StormfrontActive8Weather with an opinion: 170% thunder damage (Intelligence) that slows.
20Thick HidePassiveWild Growth turned inward: wear the wild like a coat. While below half health, you take 20% less damage.
20UnravelActive8Pull the one loose thread every armor has: 160% arcane damage (Intelligence) that slows.
20War DrumsPassiveThe Ancestor's Ear becomes the drum: the beat builds. +4% damage per round of battle, up to +20%. The longer the fight, the louder the hills.
20Warden ConditioningPassiveWoven Guard, made flesh: the line answers what crosses it. 25% chance to riposte any hit you take for 40% weapon damage.
20Woodsman's PatiencePassiveTerrain Sense, ripened: nothing in the forest surprises the woodsman. You ALWAYS act first in the opening round. +10% Perception.
20Wrath RememberedPassiveThe Vengeful Aura, given a ledger: attackers take 15% back, and every blow you suffer adds +4% to your damage for the battle (up to +20%).
20Zealot's FirePassiveTrades Serenity for certainty: doubt is an opening. +20% damage against foes suffering any ailment.
20Zone of IronPassiveEverything inside your reach belongs to you: 30% counter at full force.
22Axe-Age VerseActive5The verse from the burning years: 150% to all foes, 50% bleed.
22ChronicleActive6Named in the book, marked in the world: foe takes +25% damage, 4 rounds.
22ConsecrationActive9The ground itself takes the oath: 90% holy damage to every foe.
22Deep RootsPassiveWhat is rooted is hard to poison: +15% resistance to ailments.
22Dragon DiveActive3The fall with a name: 300% strike.
22Great SweepActive5The halberd's whole argument: 160% to all foes.
23CrescendoActive6Built verse by verse - lands hardest late: 150% strike.
23Line BreakerActive5Where the line was: 120% to all foes, half slowed.
23Shadow FangActive9A blade from the dark: 150% damage with a bleeding edge.
24Cleansing RainActive8Rain that takes the sickness with it: recover 40% HP and shed ailments.
24Crowd SensePassiveReading a room is reading a fight: +8% evasion.
24Long PracticePassiveThe first thrust of every fight has been rehearsed forever: it crits.
24Mend the ThreadActive8Reweave what the day tore: recover 45% HP.
24MoonfangActive8The wild's white tooth: 165% nature damage under any sky.
24Rooted StancePassiveStrike a mountain, regret it: attackers take 8% of their damage back.
26Arcane TorrentActive8The weave opens and pours: 175% arcane damage.
26Blade MemoryPassiveThe sword remembers every parry it ever made: +6% dodge.
26Death-or-GloryActive3The refrain that ends sagas: 260% strike; you stand open a moment (-15% evasion, 2 rounds).
26Hold the LineActive5Nothing passes: +40% Vitality for 2 rounds.
26Litany of HoursPassiveEvery hour keeps its small prayer: recover 2% HP each round.
26Meteor LanceActive4Down among them all at once: 170% to all foes.
26Old CharmsActive5Hearth-verses older than the roads: cleanse and heal 20%.
26Radiant RebukePassiveLight answers every blow against its bearer: attackers take 6% back.
26Weather EyePassiveYou strike where the lightning was about to: +6% critical chance.
27HeartpiercerActive4The gap in every guard: 200%, ignores 4 armor.
27Thunder ChordActive5Every string at once: 130% to all foes, 25% stun.
28Cold ReadPassiveYou see the tell before the strike: +8% Perception.
28Deep FocusPassiveThe weave rewards the undistracted: +8% Intelligence.
28Verdant PactPassiveThe green keeps its side of the bargain: recover 2% HP each round.
30Breath DisciplinePassiveThe breath does not panic, so neither do you: +15% resistance to ailments.
30Iron GripPassiveThe spear does not leave the hand: +25% resistance to afflictions.
30Old GrowthPassiveThe grove has been thinking longer than you: +8% Intelligence.
30Rising TempoPassiveThe song grows: +5% damage for every round of battle.
30Scarred ResolvePassiveEvery old wound is a lesson: +8% Vitality.
30SkybreakActive8The clouds part the wrong way: 190% thunder damage (Intelligence).
30Starfall EdgeActive8The blade falls like something celestial: 195% arcane damage.
30Unbending OathPassiveThe body keeps promises the mouth made: +8% Vitality.
30VigilPassiveWatchfulness as worship: +10% resistance to ailments.
30Wind ReaderPassiveYou loose into the gap the wind leaves: +6% critical chance.
32Comet FallActive3From higher than sense allows: 260% strike.
32FinaleActive4Everything the song was building to: 220% strike.
33Aether FontPassiveThe weave pools where it is often drawn: +8% ability damage.
33Deep WeavePassiveThreads under the threads: +8% ability damage.
33Fleet ReflexPassiveThe body moves before the mind agrees: +6% dodge.
33Stone PatiencePassiveHills heal on hill time, but they DO heal: recover 2% HP each round.
34Battle RhythmPassiveThe swings find a cadence: +6% critical chance.
36MomentumPassiveA dodge is a wind-up: after evading, your next hit lands +20% harder.
36Standing OvationPassiveOnce per battle, below 30% HP the song answers: heal 20%.
37The Final StitchActive7The pattern completes whether they like it or not: 210% arcane damage (Intelligence).
37Wrath of the HillsActive7Everything old and heavy, swung once: 200% earth damage.
40Skyfall ShotActive7One arrow, straight up, and wait: 230% damage from a clear sky.
40Song of the Standing StonesLegendary0Every building the vale has raised again sings with you: +3% damage and healing per fully-restored town, up to +30%.
40Terminal VelocityLegendary0The first strike of every battle is an automatic critical, and all your strikes hit 10% harder. What goes up commits: +10% damage taken.
40The Saga Never EndsLegendary0+10% damage per battle round with no ceiling, and a 15% chance each round of an extra turn. The saga asks a worthy ending: +10% damage taken.
40The UnmovedLegendary0No single blow may take more than a quarter of your health, and below half health you shrug off 30% of all damage. The unmoved do not run: fleeing is beneath you.
40Thread of LifePassiveThe weave quietly keeps you mended: recover 2% HP each round.
40ThunderbornPassiveThe storm recognizes kin: +8% Intelligence.
42Ancestral AvalancheActive9The hills send everyone they ever buried: 125% power across all foes, knee-deep in the past.
42Arrow TempestActive9You empty the quiver into the sky and the sky gives it all back: 125% power to every foe.
42Aurora LatticeActive9Threads of light cross the whole field and PULL taut: 125% power to every foe in the weave.
42Blades of DawnActive9Light takes the shape it needs - a hundred swords at 125% power across every foe.
42Bulwark StanceActive4Become the gate: +50% Vitality for 2 rounds.
42Gaia's TeethActive9The ground opens its mouth: 125% power of stone and root to every foe, and the bites keep.
42Knife StormActive9Every blade you carry, airborne at once: 115% power to all foes, and most of them keep bleeding.
42Shockwave PalmActive9One strike to the GROUND: 120% power rolls through every foe, and the earth argues for you.
42StardiveActive2From where the air is thin: 320% strike.
42Starfire RingActive9A ring of falling starfire: 130% power to every foe, and the burning stays.
42Stones' ChorusActive5The rebuilt walls hum the harmony: 140% to all foes.
42SunburstActive9Noon arrives early and ANGRY: 125% power in holy light across every foe.
42Sunder the LineActive9One horizontal ruin of a swing at 125% power - every foe in the line staggers under it.
42War-DrumActive5The drum under the words: 120% to all foes and +10% Strength, 3 rounds.
44Ancestors' VigilPassiveThe dead lean close and press harder: your poisons, bleeds and burns deal amplified damage.
44Apex InstinctPassiveThe beast within was never tame: +10% critical chance while wearing a form.
44Deadeye FocusPassiveThe first arrow is loosed before the fight begins in your mind: your opening strike always crits.
44Echo WeavePassiveA master's spells linger in the weave: 15% chance a spell echoes for half damage.
44Martyr's GracePassiveThe Light holds hardest at the brink: healing received below a third of your health is 20% stronger.
44Opportunist's EyePassiveA master thief sees openings where others see armor: +8% critical chance.
44Retribution's EdgePassiveStrike the oathkeeper and the oath strikes back: attackers take 20% of their damage in return.
44Tempered BodyPassiveDecades of conditioning: 20% less damage taken while below a third of your health.
44Veteran's BulwarkPassiveA warlord's body remembers every siege: 25% less damage taken while below a third of your health.
44WeavesteelPassiveBlade and weave become one motion: your weave bonus is 15% stronger.
46Last StanzaActive3The verse held back for the end: 280% strike.
46Rain of LancesActive3Every angle at once: 180% to all foes.
46Songs of HomeActive4Every hearth you re-lit, in one breath: heal 40%.
46Spear FortressActive3A wall with teeth: 140% to all foes and +20% Vitality, 2 rounds.
48Chorus of DawnPassiveThe morning answers back: regenerate 5% HP each round.
48Conqueror's DrumsPassiveThe longer the fight, the louder the drums: +3% damage per round, without limit.
48Dawn's VigorPassiveThe dawn does not tire: recover 3% of your health every round.
48ExsanguinatePassiveEvery cut is placed: 25% chance any hit leaves a deep bleed (12 per round, 3 rounds).
48Flow StatePassiveSometimes the world slows and you do not: 8% chance to act twice in a round.
48GroundedPassiveRooted past bedrock: +30% resistance to afflictions.
48Iron RefrainPassiveThe chorus that will not break: -20% damage taken below half health.
48Mind Over MatterPassiveThe archmage's final lesson - the mind is the only wand: +12 Intelligence.
48Mirror GuardPassiveThe last Warden's parry: 15% chance to counter any melee hit for 60% damage.
48Sanctified BodyPassiveA vessel kept clean: 35% resistance to poisons, bleeds, burns and stuns.
48Skyborne GracePassiveLanding is a skill: +10% evasion.
48StormhidePassiveSkin like weathered granite: attackers take 15% of their damage in return.
48Wild VigorPassiveThe wild mends its own: recover 3% of your health every round.
48Windreader's StepPassiveYou stand where the arrow will not be: +6% evasion.
52A Thousand CutsActive7You move once; the world remembers it as many. 145% power across the whole field.
52Avalanche of SteelActive7You stop blocking. 155% power across every foe standing - an argument no shield finishes.
52Heaven's VerdictActive7The court above rules against them all: 155% power, and some cannot rise to appeal.
52Horizon VolleyActive7Loosed flat and terrible, wall to wall: 150% power across the line, and the barbs stay in.
52Last CrusadeActive7Every oath at once: 155% power to all foes, and the guilty feel HEAVY.
52Mountain BreakerActive7The form the masters only describe: 150% power to all foes, delivered standing still.
52ShatterweaveActive7You cut every thread at once. 155% power to all foes as the pattern fails around them.
52Skyfall TotemsActive7Totems fall like judgment, 155% power to every foe - the ancestors do not miss.
52WorldsearActive7For one breath the horizon is white. 160% power to everything that stands against you.
52Wrath of the WildActive7Everything green remembers everything burned: 155% power to all who stand in the old places.
99Speak the Old NameActive6The land answers to it: 240% damage as the hills rise.
99The First SongActive1The song the vale was built on. 300% to all foes, once a battle.
99The Length of the WorldActive1Raio's last lesson: reach is a promise. 320% strike that cannot miss, once a battle.
99The Whole ClothActive6Blade, thread, and will as one fabric: 225% arcane damage.

Generated from the game's own data files — numbers here match the current build. Spoiler policy: hidden places, secret classes and puzzle solutions are deliberately left out.