"Attack from the shadows! Essential for dodging and farming currency."
Beating The Sewers
Meta Build: Mobility skills are mandatory to position for backstabs and escape. Highly dependent on specific equipment to shine in combat. Excellent for economy runs.
Attack a unit in a straight line.
Heals allies but damages enemies.
Heals allies but damages enemies.
Heal a unit at range.
Heal other units in an area at range.
Heal an adjacent unit.
Heal all adjacent units.
Inflict Weakness on units in an area.
Inflict Weakness and Poison on units in an area.
An attack that deals more damage the less health the target unit has. (based on their health percent)
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Heal units in an area.
Heal units in a larger area. Infinite range.
Inflict Charm 2 on an adjacent unit.
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Remove all debuffs from units in an area.
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Remove all buffs from a unit.
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Inflict Ostracized 2 on a unit.
Inflict Ostracized 4 on a unit.
Gain +1 .
Gain +1 . (This spell costs less.)
Give a unit +10 until the end of its next turn.
Give units in an area +10 until the end of their next turns.
Force a unit to attack one of its enemies.
Force units in an area to each attack one of their enemies.
Jump to an open tile next to an ally.
Jump to an open tile next to an ally. (This spell costs less.)
Jump to an open tile, then heal each adjacent unit.
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Dash forward, heal a unit and give it a random stat up.
Dash forward, heal a unit and give it 3 random stat ups.
Reverse the last damage an adjacent unit took.
Reverse the last damage a unit within range took.
Deal damage to a unit equal to the damage that unit last dealt.
Deal damage to a unit equal to twice the damage that unit last dealt.
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
A ranged spell that heals allies and damages enemies.
An infinitely ranged spell that heals allies and damages enemies.
Revive a body to 50% HP and cure one of its injuries.
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Gain 4 , 3 , heal 2 HP, and Brace 1.
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Revive a body to 100% HP and give it All Stats Up.
Heal EVERYTHING for 2 HP.
Heal EVERYTHING for 2 HP. (This spell costs less.)
You and your allies move toward the nearest enemy.
You and your allies move toward the nearest enemy and gain +1 .
Spawn a blessing pickup on an empty tile in range.
Spawn a blessing pickup on any empty tile.
Another unit's next spell is free.
Another unit's next spell is free. Infinite range. (This spell costs less.)
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
A melee attack that inflicts Blind 5 and Bleed 1.
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Revive a body to 1 HP.
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Heal an adjacent unit 2 to 6 times.
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Give another unit +5 until the end of its next turn.
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Run next to the ally with the most missing health. Trample all in the way.
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
You and adjacent units gain +2 .
You and adjacent units gain +2 and +1 .
Inflict Blind 1 on each unit in an area.
Inflict Blind 2 on each unit in a larger area.
Give +1 to each unit within 2 tiles of you.
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Make an ally move toward you.
Make an ally move toward you. Infinite range.
You or an adjacent unit gains a random positive effect.
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Force a nearby unit to move away from you.
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
You or an adjacent unit gains +1 Health Regeneration.
You or an adjacent unit gains +2 Health Regeneration.
A melee attack that can only hit from behind. This attack ignores shield and has 50% crit chance.
A melee attack that can only hit from behind. This attack ignores shield and has 100% crit chance. (This spell costs less.)
Until end of turn, your backstabs do +75% more damage and ignore shield.
Until end of turn, your backstabs do +75% more damage, ignore shield, and inflict Bleed and Poison.
Inflict Poison 1 on all units adjacent to you.
Inflict Poison 2 on all units adjacent to you (even diagonally).
Throw a nail that inflicts Poison and ignores shield.
Throw 2 nails that inflict Poison and ignore shield.
Throw a nail that inflicts Weakness and ignores shield.
Throw 2 nails that inflict Weakness and ignore shield.
Throw a nail that inflicts Bleed and ignores shield.
Throw 2 nails that inflict Bleed and ignore shield.
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Throw a coin that deals damage. RELOAD: Collect a coin. This spell costs more mana each additional time you use it on the same turn.
Throw a coin at infinite range with +50% crit chance that ignores shield. RELOAD: Collect a coin. This spell costs more mana each additional time you use it on the same turn.
Refresh your movement action.
Refresh your movement action. (This spell costs less.)
Refresh your basic attack.
Refresh your basic attack. (This spell costs less.)
Gain Stealth.
Gain Stealth. Attacking while stealthed has a 100% critical hit chance.
Teleport behind a unit. Nothin' personnel, kid.
Teleport behind a unit. Your next action has +100% crit chance. Nothin' personnel, kid.
Take an extra turn at the end of the round. (This spell can't be cast on extra turns.)
Take an extra turn at the end of the round. (This spell can't be cast on extra turns. This spell costs less.)
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Make a unit face away from you.
Make any unit look away from you. This has a 33% chance to inflict Confusion.
A melee attack that rebounds you backwards 10 tiles.
A melee attack that rebounds you backwards 10 tiles. Deal damage to any unit you collide with.
Throw a nail that knocks coins out of units it hits and ignores shield.
Throw 2 nails that knock coins out of units they hit and ignore shield.
Spawn 2-3 coins on random tiles.
Spawn 3-7 coins on random tiles.
Steal 1-3 coins from a unit and give it -1 Damage.
Steal 3-5 coins from a unit, give it -1 Damage, and apply some extra debuffs at random.
Backflip out of the way the next time you're targeted by an enemy.
Backflip out of the way the next time you're targeted by an enemy. (This spell costs less.)
Gain +10% dodge chance. Disable this spell if you have more than 65% dodge chance.
Gain +15% dodge chance. Disable this spell if you have more than 80% dodge chance.
Teleport to a tile with coins on it.
Teleport to a tile with coins on it, then spawn 1-2 coins on random tiles.
Target any enemy. Teleport behind it at the start of your next turn. (Castable once per turn.)
Target any enemy. Teleport behind it at the start of your next turn. (Castable once per turn. Costs 0 mana.)
Throw 10 1-damage nails that ignore shield.
Throw 10 1-damage nails that ignore shield. Throw extra nails equal to your .
A melee attack that inflicts -1 Damage and Bleed.
A 2-hit melee attack that inflicts -1 Damage and Bleed.
Roll in a straight line up to three tiles. RELOAD: Backstab a unit.
Roll in a straight or diagonal line up to five tiles. RELOAD: Backstab a unit.
A melee attack that has all effects of your basic attack and ignores shield.
A melee attack that has all effects of your basic attack and ignores shield. (This spell is free the 1st time you use it each turn.)
Inflict Blind on all units in a small cone.
Inflict Blind 2 on all units in a larger cone.
Inflict Poison 4 on an adjacent unit.
Inflict Poison 4 on an adjacent unit. (This spell costs less.)
Teleport exactly 2 tiles away, leaving behind a shadow that mimics your basic attack. (The shadow fades at the end of your turn.)
Teleport up to 3 tiles away, leaving behind a shadow that mimics your basic attack. (The shadow fades at the end of your turn.)
Spawn a shadow up to 3 tiles away that mimics your basic attack. (The shadow fades at the end of your turn.)
Spawn a shadow up to 5 tiles away that mimics your basic attack. (The shadow fades at the end of your turn.) (This spell costs less.)
Move up to 3 tiles, spreading glass shards on the tiles you walk through.
Move up to 5 tiles, spreading glass shards on the tiles you walk through.
Throw a nail that passes through units and ignores shield.
Throw an infinite range nail that passes through units and ignores shield.
Gain temporary +5 until your next turn.
Gain temporary +10 until your next turn.
Throw a nail that inflicts Poison 1 and ignores shield at each enemy in your line of sight.
Throw 2 nails that inflict Poison 1 and ignore shield at each enemy in your line of sight.
Loot 1-3 coins from a body... and possibly something else? (This might destroy the body)
Loot 1-3 coins from a body... and possibly something else? (This might not destroy the body) (Your chance of finding "something else" is significantly increased.)
A weak melee attack. If this crits, inflict Bleed 5.
A weak melee attack. If this crits inflict Bleed 5 and you gain All Stats Up.
Gain Stealth 1.
Gain Stealth 2.
Gain +1 and +1 Range until the end of the battle.
Gain +1 and +1 Range until the end of the battle. Automatically cast this spell at the end of each round for free.
Teleport directly behind a random enemy.
Teleport directly behind a random enemy. (This spell costs less.)
A melee attack with increased critical hit chance. If this crits and your trinket slot is empty, gain a kidney, then inflict Bleed 1.
A melee attack with increased critical hit chance that inflicts Bleed and Bruise 1. If this crits and your trinket slot is empty, gain a kidney, then inflict Bleed 1.
A weak melee attack. If this crits, inflict -1 and you gain +1 .
A weak melee attack that inflicts -1 and you gain +1 .
Swap positions with an ally. Swap back at the end of your turn. (Castable once per turn.)
Swap positions with any unit. Swap back at the end of your turn. If the unit was an enemy, inflict Confusion 1. (Castable once per turn.)
Gain +2 Range. Your attacks pass through units and ignore shield for the rest of the turn.
Gain +4 Range. Your attacks pass through units and ignore shield for the rest of the turn. (This spell costs less.)
Gain +1 Range for the rest of the turn.
Gain +1 Range.
Throw 3 nails straight and diagonally in front of you. These nails have the effects of your basic attack and ignore shield.
Throw 3 nails straight and diagonally in front of you 2 times. These nails have the effects of your basic attack and ignore shield.
Destroy an adjacent body. Enemies won't attack you until your next turn. (Castable once per turn.)
Destroy a body in range 3. Enemies won't attack you until your next turn. (This spell is free. Castable once per turn.)
Throw a projectile that passes through units and then returns to you. This can collect pickups.
Throw a projectile that passes through units and then returns to you. At its apex, it deals increased damage and always crits. This can collect pickups.
Inflict Confusion 1 on each adjacent unit.
Inflict Confusion 1 on each unit within 3 tiles of you.
A melee attack. If this crits, refresh your basic attack and movement actions.
A melee attack with +30% crit chance. If this crits, refresh your basic attack and movement actions.
Teleport to a tile on the edge of the map.
Teleport to a tile on the edge of the map. Gain +2 Damage for the rest of the turn.
Spend all your mana. For every 5 mana spent, your basic attack inflicts +1 Poison. (Castable once per battle.)
Spend all your mana. For every 3 mana spent, your basic attack inflicts +1 Poison. (Castable once per battle.)
Collect an adjacent pickup and gain +2 instead of its normal effects.
Collect a pickup within four tiles of you. Gain +2 instead of its normal effects.
Becomes a random Thief starter ability when you lock in your team's collars.
Becomes a random Cleric starter ability when you lock in your team's collars.