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.
| Race | In the field (vs creatures) | In the arena (vs players) |
|---|---|---|
| Velion | Resourcefulness (1/3): draw 2 cards and gain 1 Crystal | Diplomacy by Force (2/4): remove all harmful effects from yourself, then +15% damage for 2 turns |
| Durgar | Mountain Form (2/5): a shield and −25% damage taken for 2 turns | Unyielding (1/5): −40% damage taken for 1 turn |
| Selenar | Lunar Iron Rain (2/3): damage to all enemies plus 2 per turn for 2 turns | Fade into Shadow (2/5): remove all harmful effects and gain a shield |
| Kogran | Overload (1/4): +2 Crystals now and +20% damage for 2 turns | Pocket Bomb (2/4): damage, and the target skips its next turn |
| Grumak | Blood Hunger (1/4): +25% damage for 2 turns and draw a card | Blood Strike (2/3): damage, and the target receives half the healing for 2 turns |
| Morven | Devour Flesh (2/3): damage, and heal yourself for the same amount | Will of the Forsaken (1/4): remove all harmful effects and gain 1 Crystal |
| Gartan | Thunderstomp (2/4): damage to all enemies, their damage −20% for 1 turn | War Cry (2/5): heal yourself and −15% damage taken for 2 turns |
| Nakar | Blood Frenzy (2/4): +30% damage for 2 turns, but −10% healing received | Voodoo Mire (2/3): damage, plus 5 per turn for 3 turns, target's damage −25% for 2 turns |
| Grikx | Rocket Booster (1/3): draw 2 cards and +15% damage for 1 turn | Binding Trap (2/4): damage, the target loses 2 Crystals and its next card costs 1 more |
| Vaerin | Adaptation (2/4): +25% damage or +25% healing received for 2 turns | Blood of Two Clans (2/5): heal yourself, remove all harmful effects, +10% damage for 2 turns |
| Shaydar | Veil Tear (3/4): damage plus 4 per turn for 3 turns | Step 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.
Read next
Factions and races
Zarhold's three factions and 11 races: who belongs to which faction, the permanent bonus each race gives, and how to pick a race for your hero's role.
Class Power and Racial ability
Two buttons besides cards: Class Power (E), 1 Crystal once per turn, follows your spec; the Racial ability (Q) differs in PvE and PvP and has a cooldown.
All races: bonuses and abilities
All 11 races of three factions: the always-on bonus, the ability against creatures and the ability against players — with cost and cooldown.
Special PvP combat rules
What changes in arena, battlegrounds and duels: max 60% of Health lost per round, healing fades from turn 10, 2-turn shields, fatigue, bandages only.