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Powers & Abilities

Ability Guide

System Rules & Mechanics
Universal Rules

Rules that apply to every ability and player. Important to read these first.

Damage Dice Tiers

Every ability in the game uses a standardized dice tier system. The level of the ability determines which dice is rolled for damage or healing. Minor abilities roll one tier down from their level; major or upgraded abilities roll one tier up.

LevelDice
Level 0d10
Level 1d12
Level 2d20
Level 3d30
Level 4d40
Level 5d50
Level 6d60
Level 7d100
How Dice Work

This roleplay uses standard numbered dice for all rolls. A d12 is a 12-sided die, a d20 is a 20-sided die, etc. When an ability lists a dice value, you roll that die and the number you land on is your damage, healing, or effect value.

To roll in the discord, use the bot's roll command: /roll d20 (or whichever die you're using.) Always roll in the appropriate channel (#do-or-dies) so I can see it.

  • Advantage - Roll the dice twice and take the higher result. Comes from buffs, positioning, or specific ability effects.
  • Disadvantage - Roll the dice twice and take the lower result. Comes from debuffs, status effects, or specific ability effects.
  • Flat Damage - A fixed number added directly to your roll with no die of its own. For example, Hunter's Mark adds +5 flat damage on every hit against the marked target.
Note: Advantage and disadvantage cancel each other out. If for any reason you have both at the same time, just roll once normally, unless stated otherwise.
Tier drops: When an ability drops a target a dice tier, their next roll uses the die one step down. Example: a target rolling d40 gets hit by a tier-drop ability and now rolls d30. Hit them again and they're on d20. Tiers cannot go below d10 or above d100.
Action Types

Combat is turn-based. Every player gets up to three actions per turn, one of each type below. You cannot use two damage-dealing abilities in a single turn. Each ability in the skill tree will tell you what type it is.

  • Main Ability - Your primary action for the turn. This is where damage, healing, and other major effects occur, and you get one per turn. If an ability has a dice value and isn't listed as a reaction or movement action, it's a main ability unless stated otherwise.
  • Passive Activation - A secondary action for toggling or activating a utility ability: raising a barrier, marking a target, creating a construct, or triggering an effect that doesn't deal direct damage. One per turn.
  • Reaction - Triggered by something another player or enemy does, not on your own turn. Used for defensive responses, counters, or abilities that specifically say they are reactions, such as Intercept, Slip, Tether, Reflection, and Sunstep. Reactions have to respond to a triggering event. One per turn.
  • Movement Action - Some abilities are movement actions rather than main abilities. You can use them and still use your main ability in the same turn; Aether's teleportation abilities are a good example of this. An ability will always say if it counts as a movement action.
  • Passive (Always On) - Always active, simply include usage in post footer/header for tracking. If a passive has to be turned on or off, it will say so and uses a Passive Activation instead.
Action TypePer TurnWhen It's Used
Main Ability1Damage, healing, or major effects
Passive Activation1Toggling utilities, barriers, marks
Reaction1In response to another player or enemy's action
Movement Action1Your turn, does not replace your main ability
Passive (Always On)N/AContinuously active, state usage
HP Scaling

All values listed here are for Chapter 1. HP increases every chapter as your character grows stronger. HP is fully restored at the end of every chapter.

  • Player HP - 100 HP base (+25 per chapter)
  • Small shifted form or construct - 30 HP base (+10 per chapter)
  • Medium shifted form or construct - 50 HP base (+10 per chapter)
  • Large shifted form or construct - 70 HP base (+10 per chapter)
  • Mythological or extinct shifted form - 120 HP base (+10 per chapter)
  • Small or medium companion - 40 HP base (+15 per chapter)
  • Large companion - 70 HP base (+15 per chapter)
Points System

Players earn 1 point per word written in their posts. There is no minimum word count, but the more you post, the more points you will accumulate, and these points are spent to unlock abilities.

LevelCost per Ability
Level 0200 points
Level 1600 points
Level 21,000 points
Level 31,600 points
Level 43,000 points
Level 55,000 points
Level 67,000 points
Level 79,000 points
Discount Structure

The more abilities you unlock within the same tier, the less expensive the next one becomes.

  • First ability at any tier - 100% full price
  • Second ability and beyond at same tier - 50% off (permanently capped here)
Example at Level 7: First ability costs 9,000 points. Every ability after that at the same tier costs 4,500.
Progression Requirements

You must unlock at least 1 ability from your current tier before you can purchase an ability from the next tier. Custom abilities count toward this requirement.

Control Abilities

Some abilities remove a target from combat in different ways. To prevent players from effectively getting rid of a boss/add permanently, the following rules are in place:

  • Erasure (Aether Level 7) and Shadow Snare (Umbra Level 6) can't be applied to the same target at the same time.
  • Whichever ability is applied first takes priority.
  • This rule applies regardless of which player uses which ability. Make sure to be open with your team to avoid clashing ability usage!
Terminology & Glossary

A quick reference for terms used throughout the ability guide and skill trees that players unfamiliar with DND or this kind of roleplay style may find useful.

Combat & Damage
  • AOE (Area of Effect) - An ability that hits multiple targets or a defined area. Examples: Tidal Wave, Cataclysm, Ranged Mending III.
  • Base Attack - Your default attack when not using a specific ability (such as claws, teeth, etc.) Usually d10. Passives like Primal Arsenal and Radiant Strike are upgraded examples of it.
  • Dice Tier - The step your ability or base attack sits on in the ladder: d10, d12, d20, d30, d40, d50, d60, d100. Dropping a tier means rolling one step lower; gaining a tier means one step higher.
  • Channeling - Some abilities like Laserbeam and Fire Breath require you to stay focused to keep them active. Taking damage while channeling ends the ability.
  • Once Per Fight - Can only be used once per combat encounter. This resets between fights.
  • Once Per Chapter - Can only be used once per chapter regardless of how many fights occur. These are the most powerful abilities in the game, so they require just a little bit of balancing.
  • Environment Dependent - The ability requires a specific environmental condition to work; it will say what that condition is, if needed.
Status Effects
  • Burn - Target takes d10 damage at the start of each of their turns for 3 turns. Cannot stack; reapplying it only resets the counter.
  • Venom - Drops the target's attack roll down one or two dice tiers for 1 to 2 turns depending on which venomous shift was used.
  • Decay - Healing on decay wounds is cut to 50% for 3 turns after the wound is inflicted.
  • Frozen / Immobilized - Target cannot move or act until the ice or restraint is broken, or the duration ends. Does not work on main bosses.
  • Blinded - Target cannot see. Depending on the ability, this may cause attacks to automatically miss, force disadvantage, or both.
  • Disoriented - Target rolls with disadvantage on their next action. Usually a single turn debuff unless stated otherwise.
Bosses & Enemies
  • Main Boss - Main bosses are the main 'big bads' of the story; for example, Nymh's children. Abilities marked "does not work on main bosses" are control effects like immobilization, silence, and forced actions, and obviously do not work on these main bosses. All other damage abilities still work normally.
  • Adds - Smaller enemies that show up alongside a boss or in group encounters. All abilities work on adds, including ones restricted on main bosses.
  • Crowd Control (CC) - Abilities that limit what a target can do rather than dealing damage directly. Abilities that cause immobilization, silence, or similar abilities count for this. These are the effects that are normally unusable on main bosses.
Ability Tags & Keywords
  • Ranged - Can be used on targets at a distance without physical contact. These do have a limit based on the fight arena/battlefield.
  • Close Range / Contact - Requires direct physical contact or being next to/in range of direct contact with the target.
  • Hits Twice - Roll the dice two separate times and apply both as damage. Each hit is separate and can trigger its own effects.
  • Requires [Ability Name] - You must have the listed prerequisite unlocked before purchasing this ability. Usually a tiered ability that goes from I to II to III and so on.
  • Outside Intervention - Used in the context of Umbra's Full Necrosis. Stopping it requires another character to act, and you cannot stop it on yourself. Lumen's Restoration counts as an outside intervention in this case.
You are in charge of knowing this information and remembering it; utilizing these combos/specific buffs can make your character really powerful, so I definitely recommend reading all of it!
Shapeshifting · Brawler · Tank · Versatile
Lykan

Lykan is one of the most flexible abilities, if not the most, in the game. You can be a tank, dps, assassin, full venom build, a companion build, or some mix of all of them. The flexibility is a boon, but it also means you need to think about what you actually want your character to do, because spreading your abilities too thin leaves you kind of mid at everything. This guide walks through what your options actually are and how to make the most of them! (obviously not the case for over achievers, good on them for unlocking everything!)

Shift Tiers

Shifts are unlocked by tier. Below is what each tier unlocks, the form's HP, base attack, and when it unlocks.

TierShift TypesForm HPBase AttackUnlocks
Small (L1)Small land animals30 HPd12Prologue
Sky + Aquatic (L2)Small flying and aquatic30 HPd20Chapter 1
Medium (L3)Medium land, flying, and aquatic50 HPd30Chapter 2
Venom I (L3)Small venomous30 HPd30Chapter 2
Venom II (L4)Medium venomous50 HPd40Chapter 3
Aquatic II (L4)Medium aquatic50 HPd40Chapter 3
Large (L5)Large land and flying80 HPd50Chapter 4
Venom III (L6)Large venomous80 HPd60Chapter 5
Aquatic III (L6)Large aquatic80 HPd60Chapter 5
Primordial (L7)Mythological and extinct animals120 HPd100Chapter 6
Partial Shifts

Partial shifts are unlocked from Level 1 through Level 7 and let you shift individual body parts rather than fully transforming your character. Each part gives a specific mechanical effect and multiple parts can be active at the same time once you reach higher tiers. These are passives, so they do not cost an action to maintain.

Useful combination examples:

Damage / Armor
Claws (one tier higher damage) + Scales (15% damage reduction), Shell (absorbs a full hit).
Venom
Fangs (applies venom) + Claws (tier up). Chance for venom on every hit with stronger base attacks.
Tail
Tail (trip on hit, target loses next action) + Claws (tier up). Good for setting up advantage on success.
Sight
Eyes (see invisible/hidden targets) + Legs/Paws (immune to terrain effects). Useful in darkness or environmentally hazardous fights.
Animal Size Guide

The animals listed below are examples only, so anything within these size tiers are available for use; if you're confused or need ideas, just ask. For most animals use height; for fish and most reptiles use length.

Small 1.2–8 in / 3–20 cm
Mammals Mouse, Ferret, Hedgehog, Rabbit, Sable, Squirrel, Skunk, Mole, Most Bats
Fish Minnow, Betta Fish, Flashlight Fish, Lanternfish, Otocinclus, Smaller Catfish, Smaller Jellyfish, Sprat
Reptiles Thorny Devil, Flying Lizard, Gecko, Barbados Thread Snake, Brahminy Blind Snake, Flat-Headed Snake, Lined Snake, Malagasy Blind Snake, Peters' Thread Snake, Ringneck Snake, Short-Headed Garter Snake, Texas Blind Snake, Variegated Snail Eater Snake
Birds Hummingbird, Cardinal, Abyssinian Nightjar, Swallow, Goldfinch, Goldcrest
Medium 8–24 in / 20–60 cm
Mammals Bobcat, Badger, Beaver, Caracal, Coyote, Dog, Fox, Goat, Koala, Meerkat, Monkey, Otter, Raccoon
Fish Bluegill, Bream, Goldfish, Masu/Pink/Sockeye Salmon, Spined Pygmy Shark, Larger Jellyfish
Reptiles Gila Monster, Green Sea Turtle, Mojave Desert Tortoise, Slow-Worm, King Cobra, Rattlesnake, Common Garter Snake
Birds Duck, Kookaburra, Quetzal, Puffin, Blue Jay, Hoatzin, Peregrine Falcon, Pigeon/Dove
Large 24–240 in / 60–600 cm
Mammals Bear, Binturong, Bison, Camel, Cattle, Cheetah, Deer, Donkey, Dolphin (no Orca), Elephant, Giraffe, Gorilla, Hippo, Horse, Hyena, Jaguar, Kangaroo, Leopard, Lion, Llama, Panda, Pig, Puma, Rhino, Sheep, Tiger, Wolf, Zebra, Minke Whale, Flying Fox
Fish Atlantic/Chinook/Coho Salmon, Blacktip Reef/Blue/Bull/Galapagos/Goblin/Lemon/Mako/Megamouth/Nurse/Pacific Angel/Tiger Shark, Northern Pike, Hake, Stingray, Sturgeon, Trout, Wahoo
Reptiles Alligator, Crocodile, Adder, Black Mamba, Frilled Lizard, Green Anaconda, Komodo Dragon, Leatherback Sea Turtle, Gaboon Viper, Green Iguana
Birds Turkey, Ostrich, Emu, Pelican, Swan, Penguin, Eagle, Macaw, Great Horned Owl
Mythological & Extinct max 6 ft / 1.83 m · no humanoids · no shapeshifters
Mythological Dragon, Unicorn, Phoenix, Yacumama, Abada, Hippocampus, Griffon
Extinct Tasmanian Tiger, Quagga, Dodo, Passenger Pigeon, Golden Toad, Pinta Giant Tortoise, Delcourt's Giant Gecko, Splendid Poison Frog
Dinosaurs (height)
Anchiornis~0.5 ft / 0.15 m
Compsognathus~1 ft / 0.3 m
Microraptor~1 ft / 0.3 m
Hypsilophodon~1.5 ft / 0.45 m
Protoceratops~2 ft / 0.6 m
Psittacosaurus~2 ft / 0.6 m
Troodon~3 ft / 0.9 m
Oviraptor~3 ft / 0.9 m
Deinonychus~3.5 ft / 1.1 m
Stegoceras~4 ft / 1.2 m
Gastonia5 ft / 1.5 m
Pterodactyl6 ft / 1.83 m  (wingspan: 19.5 ft / 6 m)
Players can be tiny versions of larger extinct or mythological creatures.
Remember:
When a shifted form hits 0 HP you cannot shift again for 2 full turns.
Companions are permanent. If your companion dies it is gone for a full chapter.
You are in charge of knowing this information and remembering it; utilizing these combos/specific buffs can make your character really powerful, so I definitely recommend reading all of it!
Storms · Elements · AOE · DPS
Tempest

The literal manifestation of a storm. Water, ice, fire, electricity, air; Tempest players have the power of mother nature coursing through their veins, and channel it as easily as breathing. The overwhelming amount of power they wield can quickly shift the pace and tide of any battle; no matter the size of the army they're up against.

Elemental Combo Chart

Quick visual reference. Apply the row status first, then hit with the column element.

Target Status Fire Ice Water Lightning
Burning Cold Shock +d20 Extinguishes fire. Movement slowed 1 turn. Supercharge +d20 burn Fire amplified by lightning. Extra burn damage.
Frozen Shatter +d30 Ice shatters. Target no longer frozen. Melt +d12 Ice partially melts. Slowed 2 turns instead. Conduction +d20 Conducts through ice. Hits nearby targets.
Electrocuted Overload +d20 Heat increases charge. Loses next passive activation. Conduction +d20 Conducts through ice. Hits nearby targets. Conduction +d20 Electricity spreads through water. Hits nearby targets.
Burn Mechanic

Burn is a damage over time effect from fire and electrical based abilities.

  • Burning targets take d10 damage per turn for 3 turns after the burn is applied.
  • After 3 turns the burn fades away.
  • Burn can be reapplied after it fades, which will reset the 3 turn duration.
  • Multiple burns cannot be stacked on the same target at the same time. Reapplying it only refreshes the counter.
Fire Spread Rules

Wildfire (Level 6) causes fire to spread automatically between targets.

  • Fire spreads only to targets who are within contact range of or physically touching the original burning target.
  • Spread deals 50% of the original hit's damage.
  • Spread applies the normal burn effect (d10 per turn for 3 turns) to the new target.
Shadow · Decay · Stealth · DPS
Umbra

Shadows and sickness. Only an Umbra can handle such a deadly combination, and they've mastered it well. Hope has no place here, and any light will quickly be smothered under the weight of darkness and decay. Watch your back; the shadows have eyes, and they've been watching you for a long, long time.

Decay Healing Reduction

Wounds inflicted by Umbra's decay abilities are resistant to healing. This applies to all abilities in the decay progression tree including Necrotic Touch, Corrosive Spread, construct decay, and Full Necrosis.

  • Any healing ability applied to a decay wound restores only 50% of its rolled value for 3 turns after the wound is inflicted.
  • After 3 turns, healing returns to full effectiveness on that wound.
  • Full Necrosis is the exception - it requires outside intervention to stop entirely. Lumen's full restoration ability counts as valid outside intervention and can prevent Full Necrosis.
Example: Lumen rolls d20 and gets 16. On a decay wound within 3 turns, only 8 HP is restored.
Shadow Construct Rules

Constructs are physical extensions of Umbra's shadow. They can be directed to attack, defend, or act independently depending on their tier.

  • Small construct (Level 3) - 30 HP; follows simple direct commands, and cannot act independently.
  • Medium construct (Level 4) - 50 HP; follows simple direct commands, and cannot act independently.
  • Large construct (Level 5) - 70 HP; can act independently on simple commands, once per fight.
  • Dual constructs (Level 6) - Two constructs active at the same time, each with 50 HP, each dealing d60.
  • Triple constructs (Level 7) - Three constructs active at the same time, sharing a single 150 HP pool. When the pool reaches 0 all three collapse; once per fight.
From Level 4 onward, all constructs can inflict decay damage subject to the 50% healing reduction rule for 3 turns. From Level 5 onward, all constructs can pass through physical barriers.
Shadow Execution Reveal Mechanic

Shadow Execution (Level 6) deals different damage depending on whether the player is hidden or visible when it is used.

  • If the player is invisible or hidden in shadow when the ability is used, it deals full d60 damage. However, you are revealed immediately after striking and loses your concealment for the remainder of that turn.
  • If the player is visible when the ability is used, it deals d30 instead.
  • The Level 7 version, Void Execution, deals d100 damage and passes through all barriers. It also hits at full damage if hidden but doesn't have the reveal drawback since it's a higher tier ability.
Lumen vs Umbra Rules

Lumen and Umbra are natural counters to each other.

  • Lumen's Luminous passive (Level 0) and all light abilities that illuminate an area directly counter Umbra's darkness abilities. Umbra players cannot maintain darkness or concealment in an area that a Lumen player is actively brightening up.
  • Light constructs passively illuminate a close radius around themselves at all times, which suppress Umbra's shadow-based abilities within that radius.
  • Lumen's Purge abilities immediately remove Umbra's decay effects, ignoring the 3 turn healing reduction.
  • Lumen's full Restoration counts as the outside intervention required to stop Umbra's Full Necrosis.
Light · Life · Support · Buffer
Lumen

Light and healing. The power of the sun and the gentle dominance of life itself. Lumen players are the backbone of any team, keeping their allies standing long after they should have fallen. But don't be fooled by the warmth they carry; there is nothing gentle about what happens to any cat who gives them a reason to fight back.

Healing Caps

Lumen's healing abilities scale in power and become more limited the more powerful they get. Early game healing is unlimited to allow for better builds and easier progression. Stronger healing is sparser to stop Lumen players from making their teams indestructible.

AbilityHealsUses per Fight
Mendingd12Unlimited
Mending IId20Unlimited
Mending IIId30Twice
Ranged Mendingd40, short rangeTwice
Ranged Mending IId50, long rangeOnce
Ranged Mending IIId60, up to 3 targetsOnce
RestorationFull physical restorationTwice per chapter
Healing Factor passive: All healing values are increased by 10% for Lumen. This applies to healing they receive as well as healing they provide.
Barrier Absorption

Barriers absorb a flat amount of damage rather than having to roll dice for the amount. This makes them more easy to keep track of and better for team combinations.

  • Light Barrier (Level 2) - Absorbs 20 damage within one hit, twice per fight.
  • Light Barrier II (Level 3) - Absorbs 30 damage, can protect user and one ally. Twice per fight.
  • Light Ward (Level 6) - Absorbs 50 damage. Given to an ally, twice per fight.
Light Construct Rules

Light constructs are physical manifestations of concentrated light energy. Unlike Umbra's shadow constructs, light constructs passively illuminate their surroundings at all times.

  • Light Guardian - small construct (Level 4) - 20 HP; follows and shields a single target and can intercept one attack before breaking.
  • Light Guardian II - medium construct (Level 5) - 40 HP; acts on simple commands, has a base attack of d50.
  • Light Guardian III - large construct (Level 7) - 60 HP; acts on complex commands, has a base attack of d100. Once per fight.
All light constructs passively illuminate a close radius around themselves, directly countering Umbra's shadow-based concealment, invisibility, and darkness abilities within that radius.
Purge Mechanic

Lumen's purge abilities remove curses, toxins, and decay effects.

  • Purge (Level 4) - Removes one curse, toxin, or decay effect; once per fight.
  • Purge II (Level 5) - Removes multiple curses, toxins, or decay effects; twice per fight.
Purge is Lumen's direct counter to Umbra's decay abilities. When used on a decaying wound, the 50% healing reduction is removed regardless of the current turn counter.
Restoration Limitations

Restoration (Level 7) is the most powerful healing ability in the campaign. The following restrictions apply, to keep it balanced:

  • Restoration cannot resurrect a dead target. Targets have to be alive for it to work.
  • Restoration can fully heal any physical injury no matter how severe, including wounds afflicted by Umbra's Full Necrosis. Lumen's full restoration counts as the outside intervention required to stop necrotic decay.
  • Restoration can only be used twice per chapter total, not per fight.
  • Each use targets one character only. It cannot be split between multiple targets.
Lumen vs Umbra Rules

Lumen and Umbra are natural counters to each other.

  • Lumen's Luminous passive (Level 0) and all light abilities that illuminate an area counter Umbra's darkness abilities. Umbra players can't maintain darkness or stealth in an area that Lumen is lighting up.
  • Light constructs passively illuminate a close radius around themselves at all times, which can suppress Umbra's shadow-based abilities within that area.
  • Lumen's Purge abilities remove Umbra's decay effects, removing the 3 turn healing reduction.
  • Lumen's full Restoration counts as the outside intervention needed to stop Umbra's Full Necrosis.
Time · Space · Support · Control
Aether

Space, time, gravity. Aether players can manipulate the flow of battle with incredible ease, able to alter it in favor of themselves and their allies. Their wealth of future predictions and past knowledge is expansive, and any cat looking to catch one of them by surprise is in for a very unfortunate experience.

Teleportation Rules

Aether's teleportation abilities are movement actions, not main abilities. This means Aether players can teleport and still use a main ability on that same turn.

  • Teleportation has no damage component on its own.
  • Forced teleportation of another target (Blink at Level 6) counts as a main ability, not a movement action, since it actually affects another player or NPC.
  • Forced teleportation is limited to the radius of the current battlefield. Targets cannot be sent outside the combat area.
Time Freeze Rules

Aether has two time freeze abilities at different tiers. Both work the same way in that time stops in an area and only the Aether player can move. The difference is the size of the area they're in and the number of free actions they receive.

  • Temporal Snare II (Level 3) - Small area freeze in which the player receives 2 free actions before time resumes; once per fight.
  • Temporal Snare IV (Level 5) - Moderate area freeze in which the player receives 3 free actions before time resumes; once per fight.
Free actions during a time freeze follow the same rules as normal turns - 1 main ability, 1 passive activation, 1 reaction per free action. Aether players cannot use the same ability twice within a single time stop.
Probability Mechanic

Aether has three probability manipulation abilities that can interact with each other.

  • Probability (Level 3) - Reroll any dice result and take the better outcome; applies to player's own rolls. Once per fight.
  • Probability II (Level 5) - Force a target to reroll their next dice result and take the worse outcome; once per fight.
  • Probability III (Level 7) - Any single dice roll made by a target will automatically result in the worst possible outcome; twice per fight.
  • Bad Luck (Level 7) - All of a target's dice rolls are halved for 3 turns. Once per fight.
Probability III and Bad Luck can be applied to the same target at the same time. This is on purpose, since being able to put them together requires you to actually invest in the abilities for a combo.
Timeline Rewind Rules

Rewind II (Level 7) allows Aether players to undo their own personal timeline by up to two full turns.

  • Aether chooses specifically what gets rewound.
  • Any HP Aether players lost during the rewound turns is restored.
  • Everything the Aether player did or was affected by during the rewound turns is undone. Aether chooses what is kept or reverted, including health and damage.
  • Other players' actions are completely unaffected. Only the user's personal timeline is rewound.
  • This ability cannot be used to undo another player's death or revive a companion.
Erasure

Erasure (Level 7) removes a target from the current moment in time entirely for one full turn. While active, the target cannot act, be targeted, or be affected by any ability.

  • This ability cannot be used on bosses, for obvious reasons.
  • This ability cannot be applied to a target who is already trapped by Umbra's Shadow Snare. The first control ability applied takes priority there.
  • Shadow Snare and Erasure cannot be applied to the same target at the same time for balancing.