Spells

Spells, also called abilities or skills,

General
General spells are secondary spells and typically complement the class's signature and each other. They are bound to number keys, , and , corresponding to the ability's slot. Slots unlock at class levels 2, 4, and 6, respectively, after which they can be swapped to other classes. See the swapping spells section for more information on this.

Ultimate
Ultimates are powerful abilities that can only be used rarely, in comparison to other spells. They are bound to by default. They do not operate on a cooldown, but instead must be charged over time by making use of your other spells; each spell gives a base of 0.25% ultimate charge per 1s of spell cooldown and Basic Attacks give 0.5% ultimate charge per hit capped at once per second. The ultimate slot unlocks and can be swapped with other classes at class level 8. A Veil Demon always summons an elite creature for their ultimate.

Signature
Signature spells are a class's defining feature. They are bound to right mouse button by default, and typically have a short cooldown. They can not be changed or put on other classes.

Summon trait
Summon traits are unique to the Veil Demon. It occupies the slot where an ultimate would be on other classes, but is a passive ability that affects their summoned creatures, granting them increased health, lifesteal, or other traits. Summon traits can be swapped at level 8.

Offensive
Red skills are Offense spells they revolve around dealing damage to your enemies.

Defensive
Blue skills are defensive spells they protect you or your party in one way or another.

Status Effect
Purple Skills are crowd control skills they hinder or stop your enemy in different ways.

Support
Yellow skills are support skills they heal or buff you and your party members.

Swapping spells
Once you have leveled up a class, you can swap unlocked spells with unlocked spells of another class in the same school. For example, if your Arcane Mender is at level 3 and your Elementalist is at level 5, your Arcane Mender has their Transcendent Blast spell unlocked, and the Elementalist has both the Meteor and Aqueous Globe spell unlocked. Since they are both in the Arcane school, you can swap Transcendent Blast with either Meteor or Aqueous Globe on the Mender, or either Meteor or Aqueous Globe with Transcendent Blast on the Elementalist.

General spells 1-3 unlock at class levels 2, 4, 6, respectively, and ultimates unlock at level 8. Signature spells do not unlock and are tied to their classes.