Classes
Within the dominion of Chronoforge there are 12 classes. Each class will have special abilities and styles of fighting.
Class equipment compatibility chart
Knight
y
y
y
y
y
Hunter
y
y
y
y
y
Time Warden
y
y
y
y
Thief
y
y
y
y
y
Monk
y
y
y
y
y
y
Rift Weaver
y
y
y
y
Druid
y
y
y
y
Battle Smith
y
y
y
y
y
Brigand
y
y
y
y
Engineer
y
y
y
y
y
Reaper
y
y
y
y
Mech
y
y
y
y
y
Description: A Strength focused defender class. Knights focus on buffing and brute forcing their way through the fight.
Available weapons: Hammer, Heavy Hammer, Polearm, Shield, Sword and Heavy Sword

Primary Abilities:
Power Block: Deals 0 damage; Cost 75 mana; 6 second cooldown; The player enters a block stance for 3 seconds. While blocking, all incoming damage is reduced by 50% and the attention of aggroed enemies is redirected towards the player.
Second Wind passive: After the ability ends any damage taken will be reflected back in a circular radius.
Disarming Parry passive: Every enemy who is aggroed this way will receive 2 stacks of defense down.
Courage Rush: Deals ? damage; Cost 150 mana; 7 second cooldown; The player charges towards a target direction ramming into enemies in their path and dealing damage. Enemies that have been hit by Courage Rush will shift their attention to the player.
Shields Up passive: Every hit this way will give the player +5% defense for 6 seconds
Tactical Retreat passive: The player gains 2 stack of Speed Up upon casting for 3 seconds.
Earth Breaker: Deals ? damage; Cost 250 mana; 14 second cooldown; The player slams the ground 3 times, dealing increased damage and increasing the radius of each attack. The player has immunity during this attack.
Shock and Awe passive: Enemies targeting the player will receive 1.5x the damage of the attack.
Footloose passive: Earth breaker gives 1 stack of Crippled and 1 stack of Attack Down to enemies that have been hit for 3 seconds.
Rally Call: Deals ? damage; Cost 300 mana; 15 second cooldown; The player places a static AOE that buffs the player and any ally attacks. AOE lasts for a few seconds and provides buffs to allies' health and mana recovery.
Hold Ground passive: Attack buff increased. All enemies that are inside the AOE receive minor damage.
Halt passive: Enemies in the AOE will receive a slight movement de-buff
Secondary Abilities:
Shield Block: Deals ? damage; Cost 25 mana; 0 second cooldown; The player blocks, which can be held by holding right click. While blocking, the players resistance is increased and mana is consumed.
Damage Boost passive: Receive a small damage boost when releasing the shield.
Shield Proficiency passive: Increase the angle that you shield damage from.
Sunlit Sword: Deals ? damage; Cost 50 Mana; 0 second cooldown; The player swings their sword to spawn slicing projectiles. When hit by a projectile, enemies are pushed back and the player's team gains a defense buff.
Boomerang Shot passive: Slice projectiles will return to the player dealing damage on the way back.
Triple Sun passive: 3 slice projectiles are spawned instead of 1.
Description: A dexterity focused ranged class. Hunters immobilize their enemies allowing them to deal high amounts of damage from afar.
Available weapons: Bow, Dagger, Musket, Shield, Sword and Heavy Sword

Primary Abilities:
Arrow Volley: Deals 87 damage; Cost 350 mana; 8 second cooldown; The player shoots a volley of arrows into the air at a targeted area that constantly does damage for 3 seconds. enemies in the damage zone will be crippled for the duration of the Arrow volley.
Suppressing Fire passive: Enemies within the area of effect gain 1 stack of Blindness and Attack down.
Quality Quiver passive: Lower the area of effect by half, increase damage output by 1.5x
Bear Trap: Deals 18 damage; Cost 19 mana; 6 second cooldown; The player drops a beat trap that deals damage to enemies that come into contact with it, and immobilizes them for 2 seconds. Only 3 traps can be placed at any given time.
Explosive Trap passive: Upon being triggered, the trap exploded, dealing high damage in an area, and destroying the trap.
Serrated Blades passive: Enemies that walk over it will gain 1 stack of Bleeding and 1 stack of Crippled that lasts for 3 seconds.
Bait: Deals 12 damage; Cost 150 mana; 15 second cooldown; The player sprinkles bait that causes enemies to target the player for 10 seconds.
Fresh Bait passive: For each enemy baited give the player a defense boost.
Foul Bait passive: For each enemy baited increase the players damage.
Power Boost: Deals 0 damage; Cost 100 mana; 5 second cooldown; Gives the player a damage increase of 50% for 10 seconds.
Slowing Strikes passive: Every enemy hit while in this state is slowed.
Debilitating Strikes passive: Every enemy hit while in this state is given a stack of Attack Down.
Secondary Abilities:
Explosive Arrows: Deals 12 damage; Cost 250 mana; 0 second cooldown; Equips the player with explosive arrow tips. Each shot will deal 50% extra damage, and apply a minor AOE push back from where the arrow has been detonated. Pushback is reduced against bosses.
Napalm Arrowhead passive: Upon exploding, the arrow now creates a small pool of fire that ignites enemies for 2 seconds and does rapid damage. The pool of fire lingers for 3 seconds before disappearing.
Payload Upgrade passive: After the first explosion, the arrow falls to the ground. After 1 second, the arrow will explode again.
Snipeshot: Deals 35 damage; Cost 100 mana; 0 second cooldown; The player shoots a single undogeable arrow in the direction of aim.
Lucky shot passive: On hit the arrow will inflict cripple on the target.
Sharp shot passive: On hit the arrow will inflict bleed on the target.
Description: An Intelligence focused support class. Time Wardens support their teammates by casting healing spells and applying buffs.
Available weapons: Artefact, Dagger, Polearm, Staff and Healing Staff

Primary Abilities:
Temporal Recovery: Deals 66 damage; Cost 150 mana; 2 second cooldown; The player summons a healing circle that lasts 6 seconds and deals a small health restoration per second to everyone within it.
Temporal Deterioration: Enemies are dealt damage when they are within the circle.
Temporal Empowerment: Allies within the circle will receive 1 stack of defense and attack up.
Chrono Mines: Deals 196 damage; Cost 90 mana; 5 second cooldown; The player plants 3 mines in front of themselves that explode when enemies walk into them. Any enemy within the radius of the explosion is dealt damage.
Induce Potency: Mines can trigger 3 times before disappearing.
Induce Instability: Mines trigger after 3 seconds instead of on enemy trigger, the radius of damage is greatly increased.
Continuity Distortion: Deals 0 damage; Cost 500 mana; 14 second cooldown; The player creates an AOE at their targeted location that lasts for 3 seconds. Players within this space receive the invulnerability buff, negating all damage.
Halt Continuity: Once the AOE has de-activated, give all allies a large damage resistance boost.
Decayed Continuity: Enemies within the area of effect take 50% more damage from all sources.
Time Reversal: Deals 98 damage; Cost 60 mana; 0 second cooldown; The player fires a projectile at their current target. Whenever an enemy is hit with this ability, it heals a random ally.
Dimensional Defense: Heal every ally in radius of enemy hit.
Multi Reality: 3 slice projectiles are spawned instead of 1.
Secondary Abilities:
Hasty Blow: Deals 131 damage; Cost 60 mana; 0 second cooldown; The player does a quick attack that deals more damage than the player’s standard attack.
Swift Blows: Gives the player a speed boost whenever an enemy is hit.
Critical Gains: Gives the player a small heal whenever an enemy is hit.
Time Reversal: Deals 98 damage; Cost 60 mana; 0 second cooldown; The player fires a projectile at their current target. Whenever an enemy is hit with this ability, it heals a random ally.
Dimensional Defense: Heal every ally in radius of enemy hit.
Multi Reality: 3 slice projectiles are spawned instead of 1.
Description: A Dexterity focused stealth class. Thief's stay to the shadows allowing them to deal high damage critical strikes when they reveal themselves.
Available weapons: Bow, Dagger, Knuckle and Scythe

Primary Abilities:
Smoke Bomb: Deals 16 damage; Cost 14 mana; 8 second cooldown; The player throws a smoke bomb on the ground that gives them invisibility to enemies for 5 seconds. While invisible, the player’s damage is boosted by 20%, and their next attack is a guaranteed critical hit. The player loses 1 second of invisibility with each attack.
Weakening Smoke: The smoke bomb now creates a large smoky area, active for 10 seconds, that applies damage and one stack of Poison per second an enemy is within it.
Obscuring Smoke: The smoke bomb now creates a large smoky area that gives all players within it a bonus 30% dodge chance. The smoke lasts for 10 seconds.
Raining Money: Deals 16 damage; Cost 125 mana; 5 second cooldown; The player creates a ring on the ground. While inside, the player and any allies’ critical strike chance and critical strike damage is buffed.
Totem Dummy: A totem (with a set amount of health) will appear at the center of the AOE and all enemies will have enmity towards it. Enemies will attack the totem until it is destroyed or the AOE times out.
Zoom Zoom: If the player leaves the AOE, the player will lose the critical attack and chance buff, but gains a temporary movement speed buff for 5 seconds.
Power Boost: Deals 0 damage; Cost 100 mana; 5 second cooldown; The player’s damage is boosted by 50% for 10 seconds.
Slowing Strikes: Every enemy hit while in this state is slowed.
Debilitating Strikes: Every enemy hit while in this state is given a stack of Attack Down.
Deadly Dash: Deals 16 damage; Cost 142 mana; 5 second cooldown; When this ability is active, the player’s movement speed is increased by 30%. The critical hit chance of the player’s standard attacks is increased by 30%. Mana is consumed every second while this ability is active.
Execution: Non-boss enemies that are below 15% health are immediately killed when attacked while Deadly Dash is active. Each kill from Execution replenishes 10% max MP and max HP.
Slip Through: Receive a bonus 20% dodge chance while Deadly Dash is active.
Secondary Abilities:
Shuriken Spread: Deals 16 damage; Cost 75 mana; 0 second cooldown; The player throws 3 shurikens in a fan in front of them.
Lacerating Blades: Each shuriken inflicts 1 stack of Bleeding on the enemies hit.
Honed Blades: Each shuriken now pierces up to 3 enemies, and has twice the travel range.
Back Stab: Deals 23 damage; Cost 60 mana; 0 second cooldown; The player does an interruptible melee attack that does big bonus damage if they are invisible, and does decent high damage if the player is not invisible.
Collateral Damage: Backstab can hit up to 3 enemies in front of the player.
Weak Spot: Enemies hit by backstab have their weak spot exposed, increasing the chance of critical hits against them for several seconds.
Description: A Dexterity focused close combat class. Monks are highly trained martial artists, their mastery of different fighting styles allow them to cast short range offensive spells.
Available weapons: Artefact, Hammer, Heavy Hammer, Knuckle, Shield, Staff and Healing Staff

Primary Abilities:
Way of the Pheonix: Deals 7 damage; Cost 100 mana; 10 second cooldown;The player summons a spirit phoenix that completes one circle around the player, damaging and igniting enemies in its path. Once the circle is complete, the phoenix explodes. If the player clicks again before the circle is complete, the phoenix will explode early.
Flaming Talons: Two phoenixes now spawn.
Resurrecting Talons: Any ally in range of the explosion gains a defense buff.
Way of the Elephant: Deals 21 damage; Cost 200 mana; 8 second cooldown; The player creates a ripple of shockwaves on the ground — 1 shockwave per second for 4 seconds. Each shockwave inflicts damage equal to 1.5x of the player’s physical attack stat when hitting enemies. The player has immunity for the duration of the ability.
Elephant's Strength: With every second, the damage of the shockwave is increased.
Elephants' Constitution: Obtain invulnerability for the duration of the ability.
Way of the Turtle: Deals 14 damage; Cost 300 mana; 13 second cooldown; The player gains a massive defense increase for 6 seconds.
Untouchable: Player will receive an increased dodge chance for every enemy that is hit while this is active.
Immovable: Player has the chance to stun enemies that are hit while this is active.
Power Boost: Deals 0 damage; Cost 100 mana; 5 second cooldown; The player’s damage is boosted by 50% for 10 seconds.
Slowing Strikes: Every enemy hit while in this state is slowed.
Debilitating Strikes: Every enemy hit while in this state is given a stack of Attack Down.
Secondary Abilities:
Way of the Open Palm: Deals 14 damage; Cost 10 mana; 0 second cooldown; The player launches a large spiritual palm projectile at their targeted direction, knocking back enemies in its path and dealing damage. The palm travels very slowly, but also removes enemy projectiles like a wall. After traveling for 5 seconds, or when hitting a wall, the palm explodes and disappears.
Blessing of the Palm: Players that make contact with the palm regenerate 3% mana per second.
Fury of the Palm: The player can use their standard attacks to hit the palm, increasing the damage of the palm by 5% with each hit.
Way of the Woodpecker: Deals 28 damage; Cost 25 mana; 0 second cooldown; The player does a quick jab attack that boosts the player’s defense on every hit.
Piercing Beak: Way of the Woodpecker reduces the defense of the struck enemy for a few seconds.
Rapid Wings: When the Way of the Woodpecker strikes an enemy, the player gains movement speed temporarily.
Description: An Intelligence focused spell casting class. Rift Weavers harness the power of the Rifts to allow them to cast devastating offensive spells.
Available weapons: Artefact, Dagger, Staff and Healing Staff

Primary Abilities:
Apocalypse: Deals 54 damage; Cost 325 mana; 13 second cooldown; The player summons a large, slow-moving orb of magic from the sky. When the orb lands, it explodes in a large area and inflicts damage.
Utopia: A lingering mana mist is left behind in the explosion for 7 seconds. All players within this area receive 1 stack of Mana Regeneration.
The Time is Night: Decreased channel time from 3s to 1.5s.
Eradicate: Deals 36 damage; Cost 180 mana; 8 second cooldown; The player charges up an attack for a short time, then fires a giant beam that rapidly damages enemies in its path.
Focused Beam: Halves the width of your beam, but deals double damage.
Sweeping Beam: Allows the player to turn at a faster rate while firing the beam.
Seeker: Deals 27 damage; Cost 108 mana; 4 second cooldown; The player shoots out 3 magnetized orbs that track and stick to enemies, then explode after a delay.
Sticky Bomb: The orbs cripple enemies around it. Enemies affected by the explosion are crippled for a further 7 seconds.
Mana Bomb: After the initial explosion, the magnetized orbs will explode a second time at 50% damage.
Power Boost: Deals 0 damage; Cost 100 mana; 5 second cooldown; The player’s damage is boosted by 50% for 10 seconds.
Slowing Strikes: Every enemy hit while in this state is slowed.
Debilitating Strikes: Every enemy hit while in this state is given a stack of Attack Down.
Secondary Abilities:
Mini Bomb: Deals 18 damage; Cost 108 mana; 0 second cooldown; The player throws a mini bomb which ignites enemies on explosion.
Explosion Spread: Explosion spread increases and enemies remain on fire longer.
Twin Bombs: Throw 2 bombs every click where one bomb explodes faster than the other.
Slowing Ray: Deals 0 damage; Cost 65 mana; 0 second cooldown; The player shoots a constant ray that applies a slowing debuff to any enemies in its path.
Stunning Beam: Stuns enemies for two seconds.
Sweeping Beam: Allows the player to turn at a faster rate while firing the beam.
Description: A Dexterity focused shapeshifter class. Druid's connection to nature allow them to cast high a range of offensive spells and shapeshift into multiple forms to deal additional damage.
Available weapons: Artefact, Scythe, Staff and Healing Staff

Primary Abilities:
Thorn Wall: Deals 12 damage; Cost 145 mana; 10 second cooldown; The player unleashes a line of spiny wines from left to right, stunning enemies who pass through.
Sweet Scent: Players that are within Thorn Wall’s area of effect will obtain 2 stacks of Defense Up.
Enemies within Thorn Wall’s area of effect will be Poisoned and Crippled. The debuff persists after leaving the circle for 3 seconds.
Flowery Path: Deals 12 damage; Cost 108 mana; 10 second cooldown; The player throws a flower at the nearest enemy. This will debuff the enemy for 3 seconds and then explode, dealing damage and hitting nearby enemies.
Incendiary Spores: Additional damage when the flower explodes depending on the amount of nearby enemies.
Blinding Spores: Enemies the explosion hits will become blind
Flame Tree: Deals 12 damage; Cost 100 mana; 6 second cooldown; The player spawn a flaming tree that deals magic damage to nearby enemies for a few seconds, as well as igniting them.
Thorny Branches: The tree will give 1 stack of Bleeding and Defense Down to enemies on hit for 3 seconds.
Blooming Branches: The tree will throw out a bunch of flowers in a large area for 3 seconds. Players standing within this area will get 2 stacks of Health Regeneration while within the area.
Root Spikes: Deals 12 damage; Cost 100 mana; 8 second cooldown; The player spawns 3 AoEs randomly in front of themselves. In the AoE, spikes will emerge, dealing damage in that area.
Pollination: Every enemy killed by the spikes will heal the player slightly
Propagation: 5 AoEs spawns will be created.
Secondary Abilities:
Shapeshift Beast: Deals 12 damage; Cost 10 mana; 0 second cooldown; The player changes into a beast that deals damage with it’s claws and has 2 abilities while in this form.
Beast Abilities
Predator’s Pounce: Deals 12 damage; Cost 145 mana; 10 second cooldown; Leap to the target location, dealing damage and stunning nearby enemies.
Feral Spin: Deals 12 damage; Cost 108 mana; 8 second cooldown; Spin around rapidly with claws extended for a few seconds, dealing rapid damage to nearby enemies. Can move while spinning, but cannot attack nor use other abilities.
Pack Hunter: While transformed, every ally nearby will give the player 1 stack of Haste and Speed Up.
Apex Predator: While transformed, will get increased damage the lower health the player has.
Shapeshift Beast 2.0: Beast Abilities:; An alternate version of the beast that deals less damage but applies buffs to the player.
Beast Abilities:
Predator's Pounce: Deals 6 damage; Cost 145 mana; 10 second cooldown; Leap to the target location, dealing damage and stunning nearby enemies.
Feral Spin: Deals 6 damage; Cost 108 mana; 8 second cooldown; Spin around rapidly with claws extended for a few seconds, dealing rapid damage to nearby enemies. Can move while spinning, but cannot attack nor use other abilities.
Pack Leader: While transformed, every ally nearby will give the player 2 stacks of attack up.
Iron Hide: The player’s defense is increased the lower their health becomes.
Description: A Vitality focused tank class. Battlesmith's support their teammates by drawing the attention of enemies, their balance of damage dealing abilities and support buffs allow them to weather enemy attacks.
Available weapons: Hammer, Heavy Hammer, Knuckle, Musket and Shield

Primary Abilities:
The Furnace Protection: Deals 14 damage; Cost 250 mana; 12 second cooldown; For 6 seconds, the player will negate 25% of all damage done to players nearby in an area, and take that damage onto themselves.
Furnace's Warmth: While Furnace’s Protection is active, regenerate 1% of max HP every 3 seconds.
Furnace's Repair: While Furnace’s Protection is active, it will convert 5% of damage dealt to mana recovery for all players within range.
Power Boost: Deals 0 damage; Cost 100 mana; 5 second cooldown; Gives the player a damage increase of 50% for 10 seconds.
Slowing Strikes passive: Every enemy hit while in this state is slowed.
Debilitating Strikes passive: Every enemy hit while in this state is given a stack of Attack Down.
Superheated Spark: Deals 14 damage; Cost 150 mana; 9 second cooldown; The player creates a burst of light that damages and stuns enemies around them.
Searing Spark: After the stun is over, enemies will get 1 stack of Blindness and 1 stack of Ignited for 3 seconds.
Bulking Spark: All players within range of the ability will get 1 stack of Shields and 1 stack of Def Up for 3 seconds.
Holy Binding: Deals 14 damage; Cost 14 mana; 22 second cooldown; The player casts out chains in a straight line, chaining enemies and constantly pulling them towards the player. Chained enemies receive 20% of the damage taken by other chained enemies.
Built to Last: Each chained enemy recovers the player’s mana at a rate of 1% max HP per second.
Tightening Chains: When the player takes damage, they only receive 80% of the damage, and all chained enemies receive the remaining 20% of the damage.
Secondary Abilities:
Smither's Strike: Deals 19 damage; Cost 100 mana; 0 second cooldown; The player executes a large strike that deals physical damage and bonus magical damage.
Heated Hammer: Enemies struck by Smither's Strike will be ignited.
Heavy Blow: Enemies hit by Smither’s Strike are stunned.
Shield Block: Deals 14 damage; Cost 100 mana; 0 second cooldown; The player blocks, which can be held by holding right click. While blocking, the player’s resistance is increased and mana is consumed.
Damage Boost: Receive a small damage boost when releasing the shield.
Shield Proficiency: Increase the angle that you shield damage.
Description: A Strength focused damage class. Brigands use a combination of close combat and long range attacks to deal consistent damage.
Available weapons: Dagger, Polearm, Shield, Sword and Heavy Sword

Primary Abilities:
Boomerang Slash: Deals 16 damage; Cost 180 mana; 8 second cooldown; The player throws a spinning weapon in front of them that deals damage to everything it its path before returning to the player
Flaming Wheel: The Polearm leaves a trail of fire on the ground that damages enemies rapidly and also ignites enemies for 2 seconds.
Shredding Wheel: The Polearm locks on and spins continuously on the first target it hits, before returning to the player after 1 second, or until the polearm is called back.
Spinning Charge: Deals 16 damage; Cost 180 mana; 8 second cooldown; The player spins around with their polearm outstretched for 3 seconds, gaining 1 stack of speed up for the duration of the attack. The polearm has a rapidly-hitting hitbox, and does weak knockback per hit. The ability can be cancelled early by activating the ability again.
Suction Wave: Pulls nearby enemies into range.
Hurricane: On ability end spawns a vortex which travels forward dealing damage to those in its path.
Tornado Slash: Deals 5 damage; Cost 376 mana; 5 second cooldown; The player spins their polearm over their head, pulling nearby enemies towards them. After 2 seconds, the player does a large circular slash, knocking enemies away and dealing a large amount of damage.
Tornado Cutter: After performing the final blow, 5 tornadoes will be ejected from the player, spinning around randomly and sucking enemies in while doing rapid damage. The tornados dissipate after 5 seconds.
Tornado Blade: After the final blow regular attacks now run 25% faster and get a damage buff for 5 seconds.
Blunt Force Trauma: Deals 0 damage; Cost 35 mana; 3 second cooldown; The player attacks in front of them dealing no damage. Any enemies hit by the attack will receive a random effect - either bleed, stun, cripple or blin
Raw Deal: The attacks now deal a small amount of damage
Collateral damage: The attacks affect not just the front of the player, but the area surrounding them.
Secondary Abilities:
Sharp Throw: Deals 16 damage; Cost 150 mana; 0 second cooldown; The player holds attack button to charge up their attack. When released , the player throws a spear projectile in a straight line.
Stun: Give spears thrown knockback and stun capabilities
Multi-fire: Fire 2 spears at a time instead of 1.
Shield Block: Deals 0damage; Cost 25 mana; 0 second cooldown; The player blocks, which can be held by holding right click. While blocking, the players resistance is increased and mana is consumed.
Damage Boost: Receive a small damage boost when releasing the shield.
Shield Proficiency: Increase the angle that you shield damage from.
Description: A Dexterity focused summoner class. Engineers rely on their inventions to deal damage and support teammates.
Available weapons: Hammer, Heavy Hammer, Knuckle, Musket and Shield

Primary Abilities:
Sentry Bot: Deals 34 damage; Cost 500 mana; 14 second cooldown; Summons a Sentry Bot at the player’s location, which follows the player and attacks nearby enemies. When the player receives damage or healing, the Sentry Bot receives the same amount.
Tech Support : Sentry bot will explode on death, dealing damage to enemies nearby
Singularity : Sentry Bots will gain a damage buff for every Sentry Bot nearby, up to 3 times.
Buff Bot: Deals 34 damage; Cost 500 mana; 14 second cooldown; Aims at teammates and shoots them with a haste buff. Has a small chance of healing teammates slightly.
Software : Buff Bots will heal Sentry bots when they are damaged.
Hardware : Buff Bots will buff Sentry Bots with increased damage.
Tesla Field: Deals 34 damage; Cost 180 mana; 10 second cooldown; Creates an electrifying field around the player that lasts for a few seconds. Enemies standing in the tesla field will receive damage over time. Any Sentry Bot in this area will receive a damage boost, and players with a Sentry Bot will receive 1 stack up of attack up.
Amp Up : The caster and all allies within the AoE will receive a Movement Speed and Mana Regeneration buff. Enemies will receive a stack of Crippled and Defense Down.
Tesla Estate : The electrifying AoE will now also be created around every Sentry Bot, doing 20% of the original damage.
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Trap Bot: Deals 34 damage; Cost 500 mana; 14 second cooldown; Summons a Trap Bot, which will fly around dropping oil puddles that slow enemies.
Poison Puddles : Trap bots can drop poison puddles which damage enemies over time
Rapid Trapper : Trap bots move faster and drop traps more rapidly
Secondary Abilities:
Salvage Haul: Deals 34 damage; Cost 50 mana; 0 second cooldown; Quickly throws a cog projectile in the direction of aim.
Junk Bomb : Your scrap projectile has a chance to stun the target.
Toxic Scrap : Your scrap projectile has a chance to poison the target.
Technical Difficulties: Deals 34 damage; Cost 90 mana; 0 second cooldown; The player throws an electric trap in front of them. When an enemy walks through the electric trap, they are stunned and dealt a small amount of damage.
Spring Loaded : Upon being triggered, the trap malfunctions, dealing high damage in an area, and destroying the trap.
Shredding Shrapnel : Enemies that walk over it gain 1 stack of Bleeding and 1 stack of Crippled.
Description: A Vitality focused hemomancy class. Reapers cast offensive spells at the cost of their own health.
Available weapons: Artefact, Dagger and Scythe

Primary Abilities:
Crimson Spray: Deals 34 damage; Cost 1 mana; 9 second cooldown; The player sacrifices 20% of their max HP to shoot a ranged spray of blood, dealing high damage. The player cannot die from this effect, leaving them at 1 HP.
Blood Mark: Enemies that are hit by this ability are marked for a few seconds. Players that attack marked enemies will heal 3% of their max HP.
Tainted Blood: Enemies that are hit by this ability randomly gain 1 stack of Crippled, Bleeding, Blindness or Defense Down for 3 seconds.
Reap: Deals 17 damage; Cost 300 mana; 10 second cooldown; The player summons a bloody claw around them that deals damage while healing for a portion of the damage dealt.
Soul Siphon: Each enemy on hit provides the player with 1 stack and Health Regeneration for 5 seconds.
Soul Rend: The damage of Reap is increased and Enemies are stunned on hit for 2 seconds.
Tortured Souls: Deals 17 damage; Cost 90 mana; 7 second cooldown; The player spawns 3 souls on the ground in front of them for 3 seconds. Any enemy inside the souls will be unmovable.
Exhaustion: On ability ends gives trapped enemies a movement de-buff.
Asphyxiation: Deals minor damage to the enemies while they are trapped.
Life Steal: Deals 17 damage; Cost 100 mana; 10 second cooldown; Each player drains the life of enemies in close proximity. Each successful attack restores 20% of the damage dealt as health to the player.
Blood Thirst: The player has an increased chance of landing critical hits when using Life Steal
Blood Boil: The player receives 2 stacks of defense up when using Life Steal.
Secondary Abilities:
Bloody Blade: Deals 0 damage; Cost 100 mana; 0 second cooldown; The player buffs their weapon with blood, increasing their damage by 50% but reducing their healthy by 2`% with every attack. Once the player switches to their standard attack, any damage dealt is returned to them in health.
Merciless: for every 5 successful attacks, the player gains 1 stack of Attack Up and Speed Up for 10 Seconds.
Fearless: While using bloody blade the player receives 50% less damage from all sources and 50% more healing from all sources.
Blood Shot: Deals 17 damage; Cost 100 mana; 0 second cooldown; The player shoots a blood projectile at the target that deals damage.
Blood Transfusion: Cause enemies to have a defense and movement speed de-buff.
Toxic Shock: Blood shot has the chance to stun enemies on hit.
Description: A Dexterity focused damage class. Mechs come equipped with a wide arrange of augmentation that allow them to deal significant damage up-close and from afar.
Available weapons: Hammer, Heavy Hammer, Knuckle, Musket and Shield

Primary Abilities:
Gravity Well: Deals 0 damage; Cost 275 mana; 0 second cooldown; The player launches a ball at their targeted location, which draws all nearby enemies into it and immobilizes them. After 3 seconds the ball explodes, dealing damage to all enemies in the area.
Laser Ball: All enemies within range of Gravity Well will get damage over time and be ignited for 3 seconds after the explosion.
Center of the Universe: Gravity Well now spawns on the player, allowing the player to move around and draw enemies towards them. During this time, the player gains 1 stack of Speed Up
Force Field: Deals 0 damage; Cost 250 mana; 8 second cooldown; The player creates a force field in a targeted area that lasts for a few seconds. When enemies are within the force field, they receive 3 stacks of attack down, and players gain 3 stacks of defense up.
Repel: The force field now constantly pushes enemies away from the center of the shield, and enemy projectiles are destroyed upon entering the force field.
Aegis: The force field now spawns on the player, allowing the force field to move around with the player.
Missile Barrage: Deals 0 damage; Cost 175 mana; 10 second cooldown; The player fires a barrage of missiles, dealing AOE damage.
Rapid Fire: The barrage can now reach further and the cone area of fire is enlarged.
Extra Ammo: Barrage now fires 14 missiles.
Power Boost: Deals 0 damage; Cost 100 mana; 5 second cooldown; Gives the player a damage increase of 50% for 10 seconds.
Slowing Strikes passive: Every enemy hit while in this state is slowed.
Debilitating Strikes passive: Every enemy hit while in this state is given a stack of Attack Down
Secondary Abilities:
Wrist Arsenal: Deals 0 damage; Cost 50 mana; 0 second cooldown;The player shoots a ranged cannon projectile that deals single target damage.
Flamethrower: Wrist Arsenal is now replaced with a medium-range flamethrower attack. As long as the attack button is held down, the player continuously attacks and consumes mana.
Ammo Upgrade: The Wrist Arsenal projectiles/flames now have a 70% chance to stun enemies for 1 second.
Iron Fists: Deals 0 damage; Cost 50 mana; 0 second cooldown; The player does a quick punch attack that deals damage and draws enemy aggression away from others and towards the player.
Crushing Blow: Punches have the chance of leaving enemies crippled.
Better With Friends: Every enemy the player lures towards them will grant the player a temporary attack bonus until they switch back to the primary attack.
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