Lightning (pa)
: Every time you take health damage as a result of an opponent’s damage score/damage dice, you automatically inflict 2
points of damage to them in return. This ability ignores
armour
. (Note: If you have multiple items with
lightning
, you still only inflict 2 damage.)
Magic tap (mo)
: Cast this spell any time in combat to raise your
magic
score by 2 for one combat round. If you roll a double (for attack
speed or damage), then this spell is restored and can be used again.
Mangle (mo)
: For each
you roll for your damage score, you can add 2 to the
result.
Many scales (mo)
: (see
Might of stone
). You can only use this ability once per combat.
Meditation (co + pa)
: Instead of rolling for a damage score, you can cast
meditation
. This automatically heals 1
health
at the
end of every combat round for the duration of the combat.
Melt (co)
: (see
Corrode
). You can only use
melt
once per combat.
Might of stone (mo)
: You may instantly increase your own or an ally’s
armour
score by 3 for one combat round. You can only use this
ability once per combat.
Miracle (pa)
: Your
bless
ability now increases one attribute (
magic
or
brawn
) by 2 for the remainder of the combat.
Missionary’s calling set (-)
: If your hero is equipped with both items from the
missionary’s calling
set (head and chest)
then you may use the
penance
ability (see
Penance
).
Monkey mob (co)
: Instead of rolling for a damage score, you can summon a monkey mob to pelt a single opponent with stones. The mob cause 2
damage at the end of each combat round, ignoring
armour
, for the duration of the combat. This ability can only be used once per combat.
Near death (mo)
: If your
health
is 10 or less, you may raise your
magic
by 2.
Overload (co)
: You can use the
overload
ability to roll an extra dice when determining your damage score. You can only use this ability
once per combat.
Overpower (co)
: This ability stops your opponent from rolling for damage after they have won a round, and automatically inflicts 2 damage dice,
ignoring
armour
, to your opponent. You can only use
overpower
once per combat.
Packmaster (co)
: Instead of rolling for a damage score, you can summon a molten hound to attack a single opponent. The hound causes 2 damage
at the end of each combat round, ignoring
armour
. As soon as you roll a double (for speed or damage), the hound leaves the combat. You can only use this ability once per combat.
Pagan’s spirit set (-)
: If your hero is equipped with both items from the
pagan’s spirit
set (dagger and boots) then you may use
the
vindicator
ability (see
Vindicator
).
Parasite (mo)
: (see
Steal
). You can only use
parasite
once per combat.
Parry (co)
: Use this ability to stop your opponent rolling for damage after they have won a round. This ability can only be used once per
combat.
Penance (mo)
: You may spend 4
health
to add one extra die when rolling for your damage score. You may choose to use this ability before or
after rolling your dice.
Penance
can only be used once per combat.
Piercing (co)
: Use
piercing
to ignore your opponent’s
armour
and apply your full damage score to their
health
. This
ability can only be used once per combat.
Pillage (pa)
: Each time you win a combat, roll two dice and automatically receive that amount of gold as a reward. This is in addition to any
other gold or treasure you might receive.
Pound (co)
: A mighty blow that increases your damage score by 3. However, in the next combat round you must lower your
speed
by 1. This
ability can only be used once per combat.
Primal (co)
: Instead of rolling for a damage score, you can cast this enchantment. It will automatically raise your own or an ally’s
brawn
and
magic
score by 2 for the remainder of the battle.
Primal
can only be used once per combat.
Prowler set (pa)
: If your hero is wearing all three items from the
prowler
set (head, gloves and chest) then you may use the
prowler
ability. This allows you to use
evade, blind strike, backstab, sidestep
and
vanish
(if available) without counting them towards your quota of hexed abilities.
Purge (mo)
: You may cast this spell on yourself or an ally to automatically remove all
disease
and
venom
ePects. This ability can
only be used once per combat.
Quicksilver (sp)
: Increase your
speed
by 2 for one combat round. You can only use
quicksilver
once per combat.
Radiance (sp)
: Dazzle your foes, temporarily blinding them. This lowers your opponent’s
speed
by 2 for one combat round.
Radiance
can only be used once per combat.
Rake (co)
: Instead of rolling for a damage score, you can
rake
an opponent. This inflicts 3 damage dice, ignoring
armour
. (Note: You
cannot use modifiers with this ability.) You can only use
rake
once per combat.
Reaper (mo)
: For each 5 health damage that your damage score inflicts on an opponent, you can heal 1
health
(rounding down). For example,
if you inflicted 19 damage to an opponent, you could heal 3
health
. You can only use
reaper
once per combat.
Reckless (sp)
: Use this ability to roll an extra die for your attack speed. However, if you lose the combat round, your opponent gets an extra
damage die.
Redemption (mo)
: Use this ability to raise your
brawn
by 2 for one combat round and heal 4
health
. This ability can only be used
once per combat.
Refresh (mo)
: Cast this spell any time in combat to restore an ability that you or an ally has already used – allowing you to use it again.
You can only cast
refresh
once per combat.
Regrowth (mo)
: You can cast this spell any time in combat to automatically heal yourself or an ally for 6
health
. This ability can only
be used once per combat. If you have multiple items with the
regrowth
ability, each one can be used once to restore 6
health
.
Resolve (mo)
: Cast this spell any time in combat to raise your own or an ally’s
armour
by 4 for one combat round.
Retaliation (co)
: When your opponent’s damage score causes health damage, you can immediately retaliate by inflicting 1 damage dice
back to them, ignoring
armour
. You can only use
retaliation
once per combat.
Roll with it (mo)
: If you win a round, you can use the result of one of your attack speed dice for your damage score (adding your
brawn
as normal). You can only use this ability once per combat.
Rust (co)
: If your damage score causes health damage to your opponent, you can also inflict
rust
. This lowers your opponent’s
armour
by 2 for the remainder of the combat.
Safe path (sp)
: (see
Fearless
). You can only use
safe path
once per combat.
Savage arms set (-)
: If your hero is equipped with both items from the
savage arms
set (main hand and left hand axe) then you may use
the
mangle
ability (see
Mangle
).
Savage call (co)
: Instead of rolling for a damage score, you can utter a
savage call
. This will automatically raise your
brawn
score by 2 for the remainder of the battle.
Savagery (mo)
: You may raise your
brawn
score by 2 for one combat round. You can only use
savagery
once per combat.
Sear (mo)
: Add 1 to the result of each die you roll for your damage score, for the duration of the combat. (Note: if you have multiple items with
sear
, you can still only add 1 to the result.)
Searing mantle (pa)
: Your armour is coated in fire. This causes 1 damage to all opponents at the end of every combat round for every 4
armour
you are wearing.
Second skin (pa)
: You are immune to the
piercing
ability. If an opponent uses
piercing
, you may use
armour
as normal to
absorb the damage.
Seraphim’s symbols set (-)
: If your hero is equipped with both items from the
seraphim’s symbols
set (necklace and ring) then
you may use the
tranquillity
ability (see
Tranquillity
).
Shadow fury (co)
: Use this ability to add the speed of both your weapons (main hand and left hand) to your damage score. This ability can
only be used once per combat.
Shadow speed (mo)
: When rolling for your attack speed, all results of
can be
changed to a
.
Shatter (co)
: If your damage score causes health damage to your opponent, you can also
shatter
them. This reduces their
armour
by 2
for the remainder of the combat. You can only use
shatter
once per combat.
Shock! (co)
: If your damage score causes health damage to your opponent, you can also electrocute them with the
shock!
ability. This
inflicts 1 extra damage for every 2 points of
armour
your opponent is wearing, rounding up. You can only use
shock!
once per combat.
Shock treatment (mo)
: If an ally falls in battle, you can use
shock treatment
to restore them back to 10
health
. This also
removes all passive effects on that hero. This ability can only be used once per combat.