Racial abilities: in the field and in the arena

Every race has two abilities: "in the field" against creatures and "in the arena" against players. What all 22 do, what they cost and their cooldowns.

Every race has two active abilities: "in the field" — against creatures, and "in the arena" — against players (arena, battlegrounds, duels). In a fight you only see the one that fits; use it with the Q key (for the Vaerin's Adaptation, Q aims it at an enemy and Shift+Q at yourself).

How they work

  • They cost 1–3 Crystals, then go on a 3–5 turn cooldown.
  • Damage, healing and shields grow with Power, but a racial is always weaker than your Class Power; damage over time (DoT) is fixed.
  • They don't end your turn.
  • The Pocket Bomb stun follows the general anti-stun-lock rule, and it doesn't work on Morven at all.

All abilities

In brackets: cost in Crystals and cooldown in turns.

RaceIn the field (vs creatures)In the arena (vs players)
VelionResourcefulness (1/3): draw 2 cards and gain 1 CrystalDiplomacy by Force (2/4): remove all harmful effects from yourself, then +15% damage for 2 turns
DurgarMountain Form (2/5): a shield and −25% damage taken for 2 turnsUnyielding (1/5): −40% damage taken for 1 turn
SelenarLunar Iron Rain (2/3): damage to all enemies plus 2 per turn for 2 turnsFade into Shadow (2/5): remove all harmful effects and gain a shield
KogranOverload (1/4): +2 Crystals now and +20% damage for 2 turnsPocket Bomb (2/4): damage, and the target skips its next turn
GrumakBlood Hunger (1/4): +25% damage for 2 turns and draw a cardBlood Strike (2/3): damage, and the target receives half the healing for 2 turns
MorvenDevour Flesh (2/3): damage, and heal yourself for the same amountWill of the Forsaken (1/4): remove all harmful effects and gain 1 Crystal
GartanThunderstomp (2/4): damage to all enemies, their damage −20% for 1 turnWar Cry (2/5): heal yourself and −15% damage taken for 2 turns
NakarBlood Frenzy (2/4): +30% damage for 2 turns, but −10% healing receivedVoodoo Mire (2/3): damage, plus 5 per turn for 3 turns, target's damage −25% for 2 turns
GrikxRocket Booster (1/3): draw 2 cards and +15% damage for 1 turnBinding Trap (2/4): damage, the target loses 2 Crystals and its next card costs 1 more
VaerinAdaptation (2/4): +25% damage or +25% healing received for 2 turnsBlood of Two Clans (2/5): heal yourself, remove all harmful effects, +10% damage for 2 turns
ShaydarVeil Tear (3/4): damage plus 4 per turn for 3 turnsStep Through the Veil (2/5): −50% damage taken for 1 turn and remove all harmful effects

Adaptation

You choose the direction: drag the ability onto an enemy for +25% damage, or onto yourself for +25% healing received. On the keyboard: Q aims it at an enemy, Shift+Q at yourself.

What to keep in mind

In the arena, Velion, Selenar, Morven, Vaerin and Shaydar can strip all harmful effects from themselves, while Kogran and Grikx can take a turn or Crystals away from an opponent. Permanent racial bonuses are in Factions and races.

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