Beta powers
The first test set: 3 powers per class. Everything here is provisional and will change after testing.
How powers work
- The blue number on the card is its cost in Action Points (AP). You have a bar of 8 AP; 1 AP comes back every 4 seconds (one “round”), and each class recovers more by doing its job.
- No per-card cooldown: with enough AP you can cast the same cheap power several times in a row. Strong powers cost more, so you cannot chain them.
- Casting stops your character for a moment.
- Powers from another class cost double (a Mage healing pays 2 where a Cleric pays 1). Powers of 5 AP and up cannot be cast outside their class at all.
- Every class gives the whole team a small passive bonus. The same bonus never stacks (five Warriors give one bonus), so a mixed team is stronger.
Warrior
Team bonus
+3% melee damage dealt.
+3% melee damage dealt.
Recovers AP
Gains 1 AP for every 500 damage dealt (the health of one whole player).
Gains 1 AP for every 500 damage dealt (the health of one whole player).
Mighty Strike1

Warrior — Melee⚔
A heavy overhead blow with the greatsword that deals high melee damage.
Steel
Brain Games1 AP
Sweeping Cleave2

Warrior — Melee⚔
A powerful greatsword swing that sends the target flying backwards.
Steel
Brain Games2 AP
Stunning Blow3

Warrior — Melee⚔
Stuns the target: it cannot move or act for a few seconds.
Steel
Brain Games3 AP
Paladin
Team bonus
−5% damage taken from non-melee sources (spells, elements, arrows).
−5% damage taken from non-melee sources (spells, elements, arrows).
Recovers AP
Gains 1 AP for every 500 damage, half from damage dealt and half from damage absorbed (his own and allies he protects).
Gains 1 AP for every 500 damage, half from damage dealt and half from damage absorbed (his own and allies he protects).
Taunt1

Paladin — Support☀
Enemies nearby are forced to attack you instead of your allies.
Holy
Brain Games1 AP
Raise Shields2

Paladin — Defense⚔
Reduces the damage you take for 2 rounds.
Steel
Brain Games2 AP
Sacred Punishment3

Paladin — Melee☀
For 2 rounds your weapon deals extra damage plus sacred damage.
Holy
Brain Games3 AP
Cleric
Team bonus
allies near the cleric heal 1% of their HP per second.
allies near the cleric heal 1% of their HP per second.
Recovers AP
Gains 1 AP for every 500 HP healed, or 500 damage dealt with the divine ray (25 per second from range) and the mace (20 in melee). Healing an ally who is already at full health gives nothing.
Gains 1 AP for every 500 HP healed, or 500 damage dealt with the divine ray (25 per second from range) and the mace (20 in melee). Healing an ally who is already at full health gives nothing.
Cure Wounds1

Cleric — Healing☀
Heals a wounded ally.
Holy
Brain Games1 AP
Shield of Faith2

Cleric — Protection☀
A magical shield on an ally that absorbs damage for 2 rounds.
Holy
Brain Games2 AP
Column of Fire3

Cleric — Attack🔥
A column of flames crashes down on a small area. Fire and sacred damage: extra damage against the undead.
Fire
Brain Games3 AP
Mage
Team bonus
AP recovery takes 3% less time.
AP recovery takes 3% less time.
Recovers AP
Gains 1 AP for every 500 damage dealt with the magic dart (25 damage, one per second, from range). Spells give only a tiny refund, so the mage cannot recharge by spamming them.
Gains 1 AP for every 500 damage dealt with the magic dart (25 damage, one per second, from range). Spells give only a tiny refund, so the mage cannot recharge by spamming them.
Fire Bolt1

Mage — Attack🔥
A bolt of fire thrown from range. Cheap enough to cast again and again.
Fire
Brain Games1 AP
Fireball3

Mage — Area🔥
An exploding ball of fire that damages everything in an area.
Fire
Brain Games3 AP
Wall of Fire4

Mage — Area🔥
Raises a wall of fire that lasts 2 rounds. Anyone crossing it takes damage.
Fire
Brain Games4 AP
Ranger
Team bonus
+5% movement speed.
+5% movement speed.
Recovers AP
Gains 1 AP for every 500 damage dealt with arrows from range. (Provisional.)
Gains 1 AP for every 500 damage dealt with arrows from range. (Provisional.)
Flaming Arrow1

Ranger — Attack🔥
A burning arrow shot from range.
Fire
Brain Games1 AP
Pin Shot2

Ranger — Control❦
The arrow pins the target in place: it cannot move.
Wild
Brain Games2 AP
Volley3

Ranger — Area❦
Rains a burst of arrows over the area in front of you.
Wild
Brain Games3 AP
Druid
Team bonus
all elemental damage (fire, ice, lightning, ...) is reduced by 5%.
all elemental damage (fire, ice, lightning, ...) is reduced by 5%.
Recovers AP
Gains AP the more creatures it has in play (+2% recovery per creature, up to +20%).
Gains AP the more creatures it has in play (+2% recovery per creature, up to +20%).
Skeleton Pack2

Druid — Summon☾
Summons three skeletons that swarm a target.
Shadow
Brain Games2 AP
Gremlin Pack3

Druid — Summon❦
Summons a pack of fast gremlins that rush the enemy.
Wild
Brain Games3 AP
Stone Golem5

Druid — Summon⛰
Summons a huge stone golem. Signature power: only Druids can cast it.
Earth
Brain Games5 AP
Rogue
Team bonus
+3% attack speed.
+3% attack speed.
Recovers AP
To be decided (idea: backstabs and hits from hiding).
To be decided (idea: backstabs and hits from hiding).
Hide1

Rogue — Stealth☾
For 3 rounds neutral creatures cannot see you (zero aggro). Attacking or casting makes you visible again.
Shadow
Brain Games1 AP
Sneak Attack2

Rogue — Melee☾
Bonus damage on the first strike from hiding or from behind.
Shadow
Brain Games2 AP
Ranged Sneak Attack3

Rogue — Ranged☾
The same bonus, with a thrown dagger from afar.
Shadow
Brain Games3 AP