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Character

Class Abilities

Gives each class a defining piece of its own identity in combat. As of Hotfix 2.0.2, every class commands seven abilities: the original five, plus two veteran abilities unlocked at Level 50 and Level 75 — across fourteen classes, nearly a hundred distinct timed actions that turn each class from a stat block into a playstyle. The new abilities appear in your Ability dropdown automatically when you reach their level; highlights include the Fighter's Unbreakable Line, the Archer's Windreader's Focus, the Tamer's party-wide Alpha Howl, and the half-cost-Artes finishers (Grave Tempo, Crescendo Finale, Oblivion Edge) that supercharge a Tier IV arte rotation.

How They Work

  • Each ability has a real-time cooldown ranging from a few seconds (martial resource spenders) through 30 minutes (signature class-defining ultimate). Cooldowns are intentionally long — abilities are big moments, not button-mashes.
  • Most abilities cost only time (a cooldown) — but signature spells cost MP (Holy Nova, Crystal Bolt, Soulrend, Wither and kin), and the martial spenders below cost their class resource.
  • Open the ✦ Ability ▾ dropdown in combat. Available abilities are highlighted; abilities still on cooldown show seconds remaining; locked ones show their level requirement.
  • Effects come in four flavours:
    • Stat buff (% boost to STR / ACC / DEX / DEF / INT for N seconds).
    • Flag buff (a one-shot or timed special effect — e.g. next attack will critical, all attacks crit for 30 s, counter when struck, immune to damage).
    • Instant heal (% of your maximum HP restored).
    • Instant TP gain (skip part of the build-up).
  • Re-casting the same ability refreshes the duration rather than stacking infinite copies. The buff icon on your stat panel resets its countdown.

Fighter — The Frontline DPS

LvAbilityCDEffect
5Defiance2 minInstantly gains 250 TP.
10Battle Roar6 min+20% Strength for 60 seconds.
15Honed Focus9 min+25% Accuracy for 90 seconds.
20Bloodfury10 min+30% damage but -20% defence for 90 seconds. Berserker stance.
35Crimson Surge25 minEvery attack critically strikes for 30 seconds.

Gladiator — The TP Engine

LvAbilityCDEffect
5Throwing Edge2.5 minInstantly gains 200 TP.
10Crimson Frenzy9 min+30% crit chance for 60 seconds.
15Coiled Stance6 minTP gain is doubled for 60 seconds.
20Wide Cleave7 minInstantly gains 500 TP.
25Vengeful Stance9 minCounter-attack when struck for 60 seconds.

Paladin — The Tank

LvAbilityCDEffect
10Bulwark9 min+50% Defence for 30 seconds.
15Shieldguard6 minThe next enemy hit deals only 20% damage.
20Sacred Mark9 minYour next spell will critical.
25Aegis of Light15 minInstantly restore 30% of your maximum HP.
40Adamant Will30 minImmune to all damage for 20 seconds. The Paladin's signature.

Lancer — The TP Specialist

LvAbilityCDEffect
5Skyleap2.5 minInstantly gains 250 TP.
20Falcon Dive4 minInstantly gains 400 TP.
25Wyrmstrike7 min+30% Accuracy for 45 seconds.
30Dragon's Heart15 min+20% Strength for 60 seconds.
35Cometfall6 minInstantly gains 600 TP. Fills a near-empty bar in one button.

Archer — The Marksman

LvAbilityCDEffect
10Hunter's Eye9 min+25% Dexterity for 90 seconds.
15Marksman9 minYour next attack will critical.
20Silentstep6 min+30% Dexterity (evasion) for 30 seconds.
25Storm of Arrows9 minYour next attack fires 3 arrows. Each rolls its own hit chance.
40Eternal Aim30 minThe next shot deals 2× damage and ignores the miss roll. Boss opener.

Rogue — The Burst Damager

LvAbilityCDEffect
5Shadowstrike2.5 minYour next attack will critical.
15Misdirection3 minYour next attack deals +50% damage.
20Wraithstep6 min+20% Dexterity (evasion) for 60 seconds.
25Calculated Edge9 minWeapon Artes cost half TP for 60 seconds.
30Killer Instinct9 min+30% crit chance for 60 seconds.

Pugilist — The Combo Striker

LvAbilityCDEffect
5Inner Fire1 min+25% damage on your next attack. Re-castable mid-fight; stacks with itself.
10Centered Mind6 min+30% Accuracy for 60 seconds.
15Phantom Step6 min+30% Dexterity for 60 seconds.
25Riposte Stance9 minCounter-attack when struck for 60 seconds.
40Storm of Fists30 min+2 follow-up strikes per attack round for 30 seconds. Burst window.

Death Knight — The Bloodlord

LvAbilityCDEffect
5Cleaving Bash2.5 minInstantly gains 200 TP.
10Stalwart9 min+50% Defence for 90 seconds.
15Soulgrip9 min+30% Strength for 60 seconds, but drains 5% of your max HP each combat round.
20Doom Stance6 min+25% Strength for 60 seconds.
35Hemobrand15 min50% of your damage dealt heals you back for 30 seconds. Self-sustain ultimate.

Magician — The Burst Caster

LvAbilityCDEffect
15Runic Seal9 minYour next spell will critical.
20Arcane Surge9 min+30% Intelligence for 60 seconds.
25Soul Exchange15 minSwap your current HP and MP values. Emergency recovery.
30Aether Ward9 min+40% Defence for 60 seconds.
40Wellspring30 minAll spells cost zero MP for 60 seconds. Nuke window.

Warlock — The Dark Caster

LvAbilityCDEffect
10Bloodpact6 minYour next spell will critical.
15Umbral Veil9 min+25% Intelligence for 60 seconds.
20Soul Devour9 min+30% Intelligence for 60 seconds, but drains 5% max HP each combat round.
25Curse Mark6 minYour next attack will critical.
30Reckless Fury9 min+25% Strength for 60 seconds. Lets a Warlock weave melee burst.

Necromancer — The Hex Caster

LvAbilityCDEffect
15Thornblood Aura9 minAttackers take 10% of damage dealt back to themselves for 60 seconds.
20Hexed Gaze9 min+30% crit chance for 60 seconds.
25Risen Echo6 minInstantly gains 300 TP. A Necromancer can melee-weave with the boost.
35Wailing Chant15 minYour next spell will critical.
40Soulburn25 min+40% Intelligence for 30 seconds. Highest INT buff in the game.

Tamer — The Companion

LvAbilityCDEffect
5Wild Call4 minInstantly gains 300 TP.
10Beast's Bond3 minInstantly restore 15% of your maximum HP.
15Unleash6 minYour next attack will critical.
25Whispered Bond15 min+25% Intelligence for 60 seconds.
30Pack Frenzy9 min+25% Strength for 60 seconds.

Minstrel — The Songweaver

The Minstrel's abilities are Songs — long-duration, party-wide buffs. Multiple Songs stack with each other, and the Harp's Grand Opus arte deals bonus damage per active Song, so a Minstrel builds toward a layered crescendo. Songs are learned automatically as class abilities as you level — there is nothing to buy, and no other class can perform them.

LvSongCDEffect
1Ballad of Might1.5 minParty +15% Strength for 3 minutes.
10Hymn of the Shield1.5 minParty +18% Defence for 3 minutes.
20Chorus of Resilience1.5 minParty +20% Spirit for 3 minutes, raising the HP cap.
35War Hymn of the Realm3 minThe great rallying hymn. Party +25% Strength for 4 minutes.
40Magnum Opus10 minA masterwork performance. Party +30% Strength for 8 minutes. All active Songs stack.

Hexblade — The Stack Detonator

Every landed hit builds a Hex Stack (up to 5, shown as a pip counter on the stat panel). Stacks are spent by the Crystal Blade artes and by Hex Surge — the rhythm of the class is build, detonate, rebuild.

LvAbilityCDEffect
5Soul Drain3 minDrain dark essence from the surroundings. Restore 15% of your maximum HP.
10Hex Surge2 minRelease all Hex Stacks — your next strike erupts with bonus dark damage scaled to your Intelligence and the stacks spent.
15Cursed Blade4 minEnchant your weapon with a dark curse. Your next attack will critical.

Flag-Effect Reference

The class-ability system uses several named "flags" that change combat in specific ways while active. The dropdown shows them by name, but here's exactly what each one does under the hood:

  • allcrit — every attack you make critically strikes.
  • nextcrit — next single attack critically strikes; consumed on use.
  • critup — +30% crit chance added to your normal roll.
  • boost — +25% damage on next attack; consumed on use. (Pugilist's Inner Fire stacks with itself.)
  • trickatk — +50% damage on next attack; consumed on use.
  • bloodweapon — 50% of damage you deal heals you back.
  • cover — next enemy hit reduced by 80%; consumed.
  • invincible — all incoming damage is fully negated.
  • counter — auto counter-attack on hit (60% STR).
  • spikes — 10% of damage taken reflects to attacker.
  • nextspellcrit — next spell critically strikes; consumed.
  • freespells — all spells cost zero MP.
  • convert — one-shot: swap current HP and MP values.
  • barrage — next attack fires 3 shots; consumed.
  • eagleeye — next attack 2× damage and guaranteed hit; consumed.
  • hundredfists — +2 follow-up strikes per attack round.
  • souleater — drains 5% max HP per round (side effect of HP-trade buffs).
  • berserk — -20% defence (side effect of Bloodfury).
  • tpgain2x — TP gained from hits and being hit is doubled.
  • cheapws — Weapon Artes cost half the listed TP.

Patch 3.0 — Sixteen Classes

Mimic and Runesmith use the same Ability dropdown system as every other class, with their own named abilities gated by level and cooldown.

Mimic — The Echo Wielder

Ten of the Mimic's ability slots (Echo Slot 1 through Echo Slot 10) are dynamic — each fires whatever echo is currently equipped in that Echo Codex slot, so their effect changes as you re-slot your Codex. See the Mimic page for the full 45-echo catalogue. Two abilities are fixed and unique to the class:

LvAbilityCDEffect
25Echo Mending8 minDraw life from absorbed echoes. Restore 15% of max HP.
50Phantom Veil10 minBlur into the echoes. +30% Dexterity for 60 seconds.

Runesmith — The Rune Channeler

LvAbilityCDEffect
5Runic Ward4 minChannel inscribed armour runes. +25% Defence for 60 seconds.
10Rune Channel3 minDraw on weapon rune resonance. +20% Intelligence for 60 seconds.
15DetonateRelease all accumulated rune charge in a devastating burst. Not on a real cooldown — fires whenever charge reaches 100 (or 80 with the Apex Field rune inscribed).
40Rune Surge10 minThe runes ignite — Weapon Artes cost half TP for 60 seconds.
75Rune Blast15 minFocus inscribed power into a piercing Earth lance — deals Intelligence-scaled Earth damage, ignoring 50% Defence.

Patch 3.3 — Ways of War (martial rework)

Seven martial classes had their signature abilities rebuilt as resource spenders on seconds-long cooldowns — the tables above show their pre-3.3 forms for history. The current loops:

ClassResourceSpenders now
FighterMomentum (0–5)Momentum Breaker (was Crimson Surge, 20 s) — spend all Momentum, +35% damage per point
GladiatorRage (0–100)Wide Cleave (20 s) — needs 60 Rage, consumes all for a ×2.2 cleave
PaladinAegisDivine Judgment scales with banked Aegis (costs MP, 24 s)
LancerAirborneSkyleap (6 s) grants Airborne; Falcon Dive (6 s) — ×3.0 unavoidable plunge while Airborne
ArcherMarks (0–5)Storm of Arrows (20 s) — one arrow per Mark, consumes all
RogueCombo PointsShadowstrike (12 s) — +20% per point, +120% execute below 25% HP
PugilistChi (0–10)Inner Fire (12 s) heals 3% max HP per Chi; Storm of Fists (18 s) — extra strike per 2 Chi; the old +2-strikes buff lives on as Hundred Fists Drill (Lv 50)

Every class also gained veteran abilities at 50 and 75 (e.g. the Hexblade's Void Step, Dark Pact, Crystal Infusion and Oblivion Edge) — seven or more abilities per class in all. See Martial Class Systems for the full resource rules.

Last edited by Accuracy Pass 3.5 on 11 Jul 2026 · history