Abilities are fueled by Quintessence. Depending on the effect, the cost can be minute and barely noticeable, or a significant drain on the user's repository of Quintessence.
Some Abilities are innate, meaning they are always on, costing a permanent amount of available Quintessence.
Some Abilities are active, meaning that the user must think about the Ability (often accompanied by naming it aloud) and spend the Quintessence as part of that action, to make it happen.
Through willpower and singular thought, innate Abilities can be deactivated, providing access to the Quintessence that was reserved to enable it.
If there is a tag in [brackets] below the name of an Ability, that means that there is an upgraded version that can be unlocked through a variety of methods. This can happen a second time, at which point the Ability has reached its peak. This is represented by <brackets>
Blessings are always active and are fueled by that deity's power alone. Extremely rare Abilities (both Active and Innate).
The Dragon God's Blessing - Granted by Vythin Goldenscales
The Blessed individual will be led to their soul mate, no matter what is required to make that happen.
Protects from the corruption of The Void, and allows the blessed one to injure Aberrations.
The Blessing of the Artificer - Granted by Professor Slate
Enables the Blessed individual to create magic items using Adamantine, or use Aether Shards to make Artifacts.
The Blessing of The Flames - Granted by Professor Slate
Enables the Blessed individual to be able to regain Quintessence from fire, consuming it to restore themselves.
Additionally, grants Damage Immunity (fire).
Alacrity (Active)
Increases the users' speed by (x10), enabling faster movement, attacks, reaction time, thought, speech, and comprehension.
[Overcharge]
Increases the user's speed by double that of alacrity (x20) from baseline, enabling faster movement, attacks, reaction time, thought, speech, and comprehension.
<Achronerate>
Increases the user's speed by a total of (x50) from baseline, enabling faster movement, attacks, reaction time, thought, speech, and comprehension.
Animus Aura (Active)
Forces enemies in a wide area to focus their ire on the user. AOE taunt style Ability.
Aurora Blade (Active)
The user limns their blade in holy light before forming a diagonal slash that temporarily shuts down Abilities.
Bulwark (Active)
Redirects any damage or injuries taken by specified targets.
Control Undead (Active)
Enables the user to take control of any undead (mindless or intelligent) and control them by directing their actions.
Enhanced Regeneration (Active)
The user can choose to put more Quintessence into Regeneration to increase its potency. Amplifies the Innate Ability.
Flame Arrow (Active)
A projectile of flame that does not deal immediate damage, but ignites the target.
Gori Rage (Active)
The user trades Quintessence for raw stat improvements to all stats except for Magic Potency. Prevents any spell casting until deactivated.
Guardian's Embrace (Active)
Creates a sphere around the user and anyone nearby, preventing any effect from reaching inside.
Lava Lashers (Active)
Causes several tentacles composed of magma to whip around the user, automatically attacking, burning, and bludgeoning those who are enemies and get too close.
Paralysis (Active)
Disables a single target, locking up their body and disabling all non-vital functions, whilst leaving them conscious.
[Mass Paralysis]
As above, but can target an enormous area relative to the user's strength stat.
Resonating Thrust (Active)
The user performs a piercing thrust with a tipped weapon, and a lance of sound energy shoots forward, sending damaging vibrations along the path.
Rift Strike (Active)
The user channels Quintessence into their blade and raises it aloft, creating a rend in reality that they bring down to sever in a vertical slash.
Spatial Sever (Active)
Performed with a blade, causes a slash through reality in a wide arc.
Splintering Strike (Active)
Imbues a weapon with slivers that, upon impact, wend their way into a body before growing and expanding along the insides. The slivers are the same type as the weapon used is composed of.
Spreadshot (Active)
Fires a single projectile that splits to strike multiple targets.
Touch of The Void (Active)
The user inflicts Void Corruption upon a target. At 100% Void Corruption, the creature becomes an aberration.
Track Target (Active)
Highlights a trail from a target creature, object, or clue, leading to or from where it has been.
Unseen Predator (Active)
Causes the user to fade from view, effectively becoming invisible, until they use an offensive Active Ability, attack, or use a spell.
Voltaic Slash (Active)
An arc of electricity surges from the user's weapon, zapping the target before chaining out to other targets nearby.
Waveblade (Active)
The users bladed weapon becomes larger as it is limned and extended with water.
Winter's Grasp (Active)
Creates a claw of ice and rime that slices through targets and freezes them solid.
Body Surety (Innate)
Prevents any type of unwanting shapeshifting.
Damage Immunity (Type)
Prevents any damage that would be suffered from the designated type.
Damage Resistance (Type)
Halves damage that would be suffered from the designated type.
Darkvision (Innate)
Enables sight in all darkness.
Deathless (Innate)
If the user dies, their soul instead departs the body and floats nearby. Their body will repair itself back to the prime of their adulthood, as the soul is drawn back.
Detect Abilities (Innate)
Allows the detection of Abilities that are active or passive.
Detect Corruption (Innate)
Allows the detection of Void Corruption on a creature, knowing what % they are currently at.
Detect Life (Innate)
Allows the detection of any living creature or plant. Any object with vitality.
Detect Magic (Innate)
Allows the detection of spells or other effects that would fall under the spell-like category.
Detect Undeath (Innate)
Allows the detection of Undead entities.
Disease Immunity (Innate)
Prevents the contraction or spread of any disease.
Eternal Youth (Innate)
Prevents aging, and returns the body to a perfect state in the prime of their adulthood, unless the body suffers a catastrophic injury.
Evolution Instinct (Innate)
Instilled by the Mimic Cube when a monster is created that retains its sentience and sapience. Goads them into evolving further by killing other monsters and eating their heart.
[Primal Consumption] (Innate)
Removes the restriction from the prior version. The user can consume any creature's heart (monster or not) and gain stats, Abilities, or Affinities.
<God Eater> (Innate)
Allows for the consumption of Aether Shards and beings made from them (Gods)
Far Sight (Innate)
Increases natural vision range and visual acuity.
Feral Senses (Innate)
Enhances all senses (smell, taste, touch, hearing, sight)
Immovable Object (Innate)
The user cannot be moved against their will. Easy to toggle on and off compared to other Innate Abilities.
Mental Immunity (Innate)
Prevents any spell or Ability from taking control or manipulating the target's mind in any way, shape, or form.
Paralysis Immunity (Innate)
Prevents the user from losing control of their body from paralysis.
Perfect Casting (Innate)
Removes the requirement to have a spell tool or use incantations when casting a spell. Prevents magic from going wild.
[Potent Casting] (Innate)
The user no longer divides their Magic Potency by the number of available Affinities to determine the spell's final effectual level.
Perfect Defense (Innate)
Guides the user's body to prevent harm from occurring.
Phylactery (Innate)
The user has stored their soul in some inanimate object that is semi-precious. This allows their body and mind to reconstitute around the object, provided the item is not destroyed.
Poison / Toxin Immunity (Innate)
Prevents all poisons and toxins from affecting the user.
Radiant Wings (Innate)
The user can manifest spectral wings that provide the ability to fly.
Regeneration (Innate)
Automatic healing of wounds over time.
[Regrowth]
Enables Regeneration to restore destroyed organs, limbs, and grievous injuries.
Sated (Innate)
The user does not need food, water, or air.
Tideborn (Innate)
When immersed in water, the user's body acclimates to the environment - growing gills, building webbing between fingers and toes and covering the skin with a sheen of scales. Also alters vision as necessary.
Undergrounder (Innate)
The creature can tunnel underground as an alternate form of movement at half of its above-ground traversal speed. They may choose to leave a hole behind them or have it collapse as they pass.
Vulnerability (Type)
Causes the user to take twice as much damage from a designated type.
Wallwalk (Innate)
Enables the user to walk on any surface as if it was horizontal, provided it could hold their weight.