Melee
Spear weapons will release a shattering spear tip.
+10% melee speed , while near full speed (106 mph upwards), melee damage and critical strike chance are further increased.
Flail weapons have a chance to release rolling spike balls on hit that apply cursed flames to damaged enemies.
Flail weapons have a chance to release rolling spike balls on hit that apply ichor to damaged enemies.
Inflicts fire damage on melee attack (Magma Stone effect) Increases effectiveness of On Fire! and Singed debuffs.
Spear weapons will release a flaming spear tip.
Getting hit will trigger 'Counter Attack', massively increasing melee critical strike chance very briefly.
Ranged
Every 5th rocket launcher use will propel a radioactive missile. This missile deals double the damage and knockback of the rocket it replaces.
Increases Dart damage by 10% and makes darts retrievable after use.
Magic
You occasionally birth a tentacle of abyssal energy that attacks nearby enemies. You can have up to six tentacles and their damage saps 1 life & mana from the hit enemy. Also affects Healers.
Every eighth magic cast costs no mana.
Maximum mana increased by 50%. When above 75% maximum mana: +50% magic damage, +26% magic critical strike chance and -3 health per second till 50% life.
Summon
/ +1 minion slot
Increases your max number of sentries by 1. Pressing the Accessory Ability key will toggle an increased range of view.
Throwing
Dealing damage to enemies inflicted by mycelium briefly increases throwing speed by 10%.
Throwing damages increases your movement speed by 1% up to 25%. Throwing damage increases your throwing speed by 0.4% up to 10%. These effects will fade after 3 seconds of not dealing throwing damage.
Every 3 seconds grants a guaranteed throwing critical strike.
6% increased throwing critical strike chance. Dealing two consecutive throwing critical strikes will release a discharge of bouncing dark lightning.
/ Your plague gas will linger in the air twice as long and your plague reactions will deal 20% more damage.
Killing an enemy will release a soul fragment. Touching a soul fragment greatly increases your movement and throwing speed briefly.
Throwing damage has a 20% chance to release homing tide daggers all around the player.
10% increased throwing damage. 10% increased throwing velocity. 10% increased throwing speed. Using a throwing item has a 20% chance to unleash two Blight Daggers. Blight Daggers home in on enemies and apply a highly contagious disease.
Bard
Killing enemies or continually damaging bosses with a wind instrument will produce an energy egg that restores 15% of the players' missing primary source.
/ Percussion damage has a 25% chance to activate a 'panic petal', which orbits around the player. Allies that touch an activated petal gain a massive speed boost. Enemies that touch an activated petal take damage.
Your symphonic empowerments will last an additional 3 seconds.
Inspiration notes are twice as potent and increase your symphonic damage briefly.
your brass damage has a 15% chance to tune the hit target. While an enemy is tuned, they take 10% more damage from all sources.
Piercing string instrument attacks will lose 15% less damage per hit. Piercing string instrument attacks will increase in speed every hit.
Pressing the Armor Ability key will cycle you through four states: Red,Green,Purple and Blue. Is currently glitched and the player can't move while the effect is active.
Increases maximum inspiration by 2. Symphonic damage has a 10% chance to increase the level of one of your active empowerments. This effect can only trigger once every 2.5 seconds.
Increases the duration of your symphonic empowerments by 2 seconds. While equipped, Metal empowerment effects (Attack speed, Critical strike chance, Damage and Flat damage) will be stronger on you and nearby allies
Increases inspiration regeneration rate by 10%. Your symphonic damage will burn hit enemies with shadowflame. Symphonic critical strikes cause a large eruption of shadowy music notes.
Symphonic critical strikes cause a random active empowerment to ascend to a fourth level of intensity
Increases maximum inspiration by 2. Every nearby ally increases your inspiration regeneration by 2%.
Increases the duration of your symphonic empowerments by 3 seconds. Killing an enemy with symphonic damage generates a series of claps which damage enemies.
]] Every three seconds the metronome will flip between tick & tock. Tick increases your symphonic playing speed and damage. Tock lightly decreases your symphonic playing speed and damage.
Increases inspiration regeneration rate by 5%. When you and a nearby ally attack the same target, the enemy instantly takes 20% of the combined damage. This effect can only trigger once every 2 seconds on the same target.
The symphonic damage you deal is stored to a maximum capacity of 1000. Pressing the Accessory Ability key will increase the damage of nearby allies by 15%. The duration of this effect is increased by 3 seconds for every 100 damage stored.
Rock empowerment effects (Damage reduction, Defense, Invicibility frames and Life regeneration) will be stronger on you and nearby allies
Jazz empowerment effects (Maximum resource, resource consumption chance, Resource Grab range and Resource Regeneration)will be stronger on you and nearby allies
Maximum inspiration increased by 3.
Increases symphonic damage by 10%. You and nearby allies have a chance to elementally backlash enemies when attacking. Doubles the range of your empowerments effect radius.
Symphonic empowerments last 6 seconds longer, each unique empowerment you have increases your symphonic damage by 5% , your inspiration regeneration by 2% , your movement speed by 2%, and your playing speed by 1%
and Disco empowerment effects (Aquatic Ability, Flight time, Jump height and Movement speed) will be stronger on you and nearby allies
Pressing the Armor Ability key will give you endless amounts of inspiration and greatly increased symphonic damage and playing speed. This effect lasts for 10 seconds and needs to recharge for 1 minute.
Pressing the Armor Ability key will overload all nearby allies with every empowerment III for 15 seconds. Using this ability requires 20 inspiration and must recharge for one minute.
Healer
Your healing spells increase the life recovery and life recovery rate of the healed target
Increases your life regeneration rate. Increases your life regeneration based on your bonus healing.
Radiant damage builds up to 20 life shield and life shielding no longer decays on you. Healing an ally transfers the life shield to them.
Every 5 seconds you generate up to 3 holy crosses. When casting healing spells, a cross is used instead of mana.
Healing spells will heal an additional 1 life. Your healing streaks generate money when they finish.
Your healing streak fuels an ancient crucible every 100 life up to 500 total. The crucible increases your radiant damage by 8% per 100 life in the crucible.
Every 40 ally life healed releases a bolt of damaging radiant energy.
Your radiant powers become corrupted.
12% increased radiant damage. Halves radiant life costs but not its life transferring effect.
15% increased radiant damage. Enemies afflicted with shadowflame or light curse increase your life regeneration.
A biotech probe will heal allies' life equal to your bonus healing.
Your radiant damage has a 15% chance to release a blinding flash of light. The flash heals nearby allies equal to your bonus healing and confuses enemies
Healing spells will heal an additional 1 life. Healing allies with less health than you increases their life recovery. Healing allies with more health than you increases your life recovery.
Increases life regeneration. Receiving damage below 25% life surrounds you in a protective bubble, recovering life equal to your bonus healing per second and reducing damage taken by 10%. This effect needs to recharge for 30 seconds after triggering.
Healing spells will shortly increase the healed players maximum life by 50
If an ally is below half health, you will gain increased healing abilities.
Taking damage heals nearby allies equal to 15% of the damage taken. Only one player may have this effect at once.
Healing spells will heal an additional 1 life. Taking fatal damage unleashes your inner spirit and you respawn twice as quickly. Your inner spirit will constantly release beams of healing energy towards your cursor.
Successfully healing an ally with a healing spell will replenish 4 life
Pressing the Armor Ability key will cause a Holy Aura that costs 150 mana to appear around your cursor that lasts for 60 seconds.
After healing a nearby ally, a life spirit is released from you. This spirit seeks out your ally with the lowest life and heals them for 2 life.
Classless
Due to how big this section is, it will be seperated in subcategories.
Mobility
You gain a sandstorm in a bottle jump.
+100% flight time.
+10% movement speed for you and nearby allies and unhibitation of water movement.
Allows quicker movement in water
8% increased movement speed
knockback immunity, Ice Skates effect and +10% movement speed.
Allows the player to double tap dash into the enemy, releasing an explosion of energy on hit. Hold DOWN to drastically increase fall speed and release energy upon landing. Your jump speed is greatly increased as well.
+80% movement speed
15% increased movement and maximum speed. Damaging slag drops from below your boots.
Allows you to do a triple hop super auto-jump. Increases fall resistance.
Mana and Life
When out of combat, your life recovery will increase up to 5 over time
Attacks have a 33% chance to heal you slightly.
Damage done against slowed targets has a chance to heal you lightly.
Healing potions heal for 50% more
Offense
Attacks inflict Nightshade.
Damage done against mycelium affected enemies is increased by 10%
When in combat, Vines will seek and damage nearby enemies. 40 base damage
10% increased damage.
+10% damage for you and nearby allies
After four consecutive non-critical strikes, your next attack will mini-crit for 150% damage
Critical strikes release a splash of foam, slowing nearby enemies
20% increased attack speed while in water
Your damage will freeze enemies for two seconds.
Damage done against slowed targets is increased by 15%
You occasionally birth a tentacle of abyssal energy that attacks nearby enemies.
Critical strikes cause Shadow Wisps to generate. Pressing the Armor Ability key will unleash all stored Shadow Wisps towards the cursor's position.
Increases damage by 1. Increases damage by additional 1 for every nearby player who wears it.
Attacks has a 20% chance to unleash a piercing lightning strike
Twice the damage you take is stored into your next damaging attack. This can reach a maximum limit of 300 bonus damage
While in combat, a rainbow of damaging symphonic symbols will follow your movement and stun enemies
Pressing the Armor Ability key will summon a chorus of music playing ghosts
+15% increased damage
16% increased critical strike chance. 10% increased critical strike damage.
Sandy boulders will orbit around you and greatly damage enemies.
Grants the ability to reverse gravity with the ▲ Up key. +12% damage while gravity is reversed
Pressing the Accessory Ability key will grant you guaranteed critical strikes for 10 seconds. For one minute after, you deal 10% less damage.
Every third attack you let out a illuminite missile.
Critical strikes slow all nearby enemies briefly
Shortlived divermen will occasionally spawn when hitting enemies
Every 3 seconds, your next critical strike causes a burst of damaging energy
Critical strikes will unleash ivory flares from the cosmos. Ivory flares deal 0.1% of the hit target's maximum life as damage
20% chance to release a pulse of green flames on attack that damages and applies Cursed Inferno to hit enemies
Increases armor penetration by 15
Struck enemies might drop Suitable Flesh, which heals and grants +10% damage for 5 seconds
Damage is increased by 5% at every 25% segment of life
Enemies that attacks NPCs are marked as villains. Villans take 50% more damage
Bonuses based on your damage type, only protective with melee.
Attacks has a 10% chance to duplicate and become increased by 15%
Attacks has a 5% chance to instantly kill the enemy
Attacks will heavily burn and damage all adjacent enemies
Pressing the Armor Ability key will unleash an echo of Slag Fury's power
protection
Immunity to Frostburn, Poisoned, On Fire!, Bleeding and Venom
While standing still, gain 5 defense, 2 life recovery, and knockback immunity.
50% of the damage you take is also dealt to the attacker. Taking damage releases a touchable mote that recovers 25% of the damage you took. Taking damage releases a spread of venom inflicting spines.
Defense increased by 2
Immune to knockback, fire blocks, lava and On Fire!. -50% movement speed and maximum running speed is capped.
While equipped, your defense will increase based on your depth
+12% damage reduction at full hp
+2 defense, 50% damage taken is dealt to the attacker
immunity to shambler chain-balls
Clicking the Encase key will place you in an impenetrable shell. While encased, you cant use items or health potions, life regeneration is heavily reduced, and damage is nearly nullified. Leaving the shell will greatly lower your speed, damage reduction and damage briefly. Leaving the shell will prohibit the use of the shell again for 20 seconds.
Moving around generates up to 5 static rings, with each one generating life shielding. When fully charged, a bubble of energy will protect you from one attack. When the bubble blocks an attack, an electrical discharge is released at nearby enemies
Bonus damage reduction per 25% missing life, up to 30% reduction at <50% life
You constantly generate a 20 life shield. 5% damage reduction.
Grants immunity to fire blocks. Reduces the amount of knockback you take from getting hit. While equipped, nearby enemies will melt away.
50% of the damage you take is staggered over the next 10 seconds
Increased health and mana regeneration. Taking more than three damage will replenish health and mana.
While equipped, you generate a fiery barrier that burns incoming hostile projectiles. After burning a projectile, the shield must regenerate for 10 seconds. While below 25% life, the shield generates twice as fast.
Reactive/support
Attracts nearby air bubbles in the aquatic depths. doubles the duration of the buff Refreshing bubble
You count as wet for equipement effects
An icy aura surrounds you, freezing enemies that stay too long within it
Killed enemies have a 25% to drop 100% more coins
50% increased mining speed, Spelunker potion effect.
20% increased mining speed. Pickaxes and Drills will have 1 additional range.
Light is emmited from the player
While equipped, the eye will give vision of your cursor's current position.
Taking fatal damage will instead return you to 25% life every five minutes. Life recovery is increased while the phylactery is not on cooldown
Your damage will have a 10% chance to cause an eruption of blood. This blood can be picked up by players to heal themselves for 15% of the damage you dealt. Healing amount cannot exceed 15 life and picking up blood causes bleeding for 5 seconds.
Dealing damage will grant you a 'Blood Charge'.At maximum charges, your next attacks will deal 2x damage and heal you for 20% of the damage dealt
Pressing the Armor Ability key will activate Ocean’s Buffer, causing incoming non-lethal damage to become healing
Pressing the Armor Ability key will activate The Dream, causing all of the player's heals to cure all debuffs and give 1 second of invulnerability to their heal target for 10 seconds
Pressing the Armor Ability key will activate Distorted Reality, slowing down all enemies, making them take more damage, and significantly increasing the attack speed of all allies for 15 seconds
pets
Summons a living wood sapling that can<t do anything withouth its initial summoning item
Summons an Anglor that emits light when wet or in water