They have been sorted into different categories with various functions and their abilities.
Each ability is additionally described in detail with its properties and practical use.
Spells
In this category you will find abilities related to spells.
All abilities presented here use spell points or somehow influence their amount.
Cost: 2 spell points).
This ability is great for attacking a group of units in the first row.
This is an ability that is always useful.
you could use the retrieved spell point to make an additional attack during the turn.
Conjuror: Journeyman
+2 strength points.
Useful when practitioner leads out attacks with a non-magical weapon.
It is perfect for life threatening situations.
It allows you to transfer your character using spell points, not action points.
Grand Conjuror
2
Each used spell “marks” the enemy on which it was cast.
This will increase the damage dealt on the next attack.
This only works through a turn.
Applied at the beginning of the turn, it will increase the damage inflicted by other team members.
Sorcerer: Novice
Unlocks the ability: Mangar’s Mind Jab, which deals mental damage to the target.
Useful in disrupting hostile capabilities that operate with turn-based delay.
Psychic Backlash
Reflects a portion of opponent’s psychological damage.
It is perfect for fighting enemy practitioners.
Sorcerer: Journeyman
+2 to Intelligence.
When the fight is balanced, this ability can turn the scales of victory on your side.
Magician: Journeyman
+1 to Spell points.
This way you will be able to accumulate more spell points, which will increase your ability to attack.
Wizard: Journeyman
Constitution +3.
Increases the number of health points owned by the character.
This ability is suitable for almost every fight.

Extremely useful in the case of a large group of enemies.
Imposing this status on them will prevent them from attacking during their turn.
Extremely useful ability, increasing the amount of damage inflicted to enemies.
Grand Sorcerer
+3 to intelligence and adds a spell point each time an opponent is awarded a spell point.
Grand Summoner
Constitution +6 and all summoned beings will receive +4 points to armor class.
This ability is only useful when you are using summoning abilities.
This attack is great for enemies who deal a lot of damage.
Defense
In this category we’ve described only locked passive abilities.
Most of them unlock access to new types of armor that your character will be able to use.
Spell Points 2
Increases the number of spell points that your character can have.
Mindful
Increases the amount of spell points awarded during meditation
Allows you to accumulate spell points faster.
Readied Mind
You get an extra spell point at the beginning of the fight.
This allows you to use more complex spells in the first round.
Intelligence 4
Bladecasting
In this category you will find all abilities related to non-magic attack abilities.
Strength 1
+1 strength point
It increases the attack power of a conventional weapon.
Allows you to lead the attack using a dagger and escape to the second line at the same time.
Blood Pact
An opponent gains bonus damage points for each spell point the attacker has.
Works only when an attack is launched with conventional weapons.
Increases the amount of physical damage dealt
Strength 2
It increases the amount of damage dealt with conventional weapons.
This allows you to hold two daggers at the same time.
These potions will help your team temporarily improve their basic parameters.
Alchemic Enthusiast
Used potions have double power.
This ability is useful only if you are using potions.
Master Craftsman
Unlocks recipes: Caltrops that thrown at an enemy deal physical damage to them.
Deployable Barricade, which forms a barricade with a certain number of strength points.
Ability extremely useful in combat.
Caltrops are a great source of bonus damage for enemies moving on the first line.
The barricade, on the other hand, will alleviate the attack strength of the opponent.
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