Across
- 3. Defense, The only way a Warrior can negate a spell ball or ability affect to their shield
- 6. Circle, Represents the focus of a Druid’s power and their influence over nature
- 11. The weapon carrier that negates all immunities and resistances
- 12. Weapon, A green or blue weapon upgraded to deal red damage
- 13. Laugh, A slow-acting toxin that causes any who would eat the infected to die an agonizing death
- 14. Witchhunters possess this against most spell schools
- 15. Block, The ability to block all weapon projectiles with weapons, hands, or feet
- 17. Fully restore a wounded limb
- 19. The lowest level spells that most casting classes share
- 23. Spell that grants instant recharges of abilities, removes all poisons and diseases, and mends all equipment
- 25. Weapon, A Wizard weapon that can be used despite class restrictions
- 26. Bolt, A spell that destroys armor and shields, and deals wounds like a throwing weapon or deaths to heads or torsos
- 27. Magic Scroll, The only non-permanent ability Wizards have, granted from the Enchanter Spell Focus
- 28. A common way for a Warrior to destroy armor or a shield
Down
- 1. Enemy, The Ranger ability to make all attacks against a type of target have the deadly carrier
- 2. An enchantment that allows players to play as any martial class at half their level
- 3. Weapon, Any one weapon a Cleric imbues with divine energy
- 4. Stone, An object an alchemist may carry to resurrect a dead player or NPC in a 5 count
- 5. Using this enchantment allows you to act one level higher, if you’re a martial class
- 6. Stance, Grants immunity to ranged weapons except spell balls and siege weapons
- 7. The unique ability to see and interact with any player or NPC using stealth walk or similar abilities
- 8. A Rogue ability with the most strict requirements and restrictions
- 9. An ability that allows a Rogue to “dodge” a hit from a ranged weapon or spell ball
- 10. An ability that mimics a Cleric’s ability to resurrect a dead player or NPC
- 16. of Power, An ability for Bards at level 2 that grants them War Skill, Stun, and Kinetic Push at half the required word count
- 18. The way a Warlock would be able to ignore one spell or ability affect, including carriers
- 20. of Faith, A javelin that destroys armor and shields upon impact
- 21. An ability a Paladin may use to strike an enemy with their holy weapon and deal deadly damage
- 22. Attack, Any strike a Rogue makes using a dagger that ignores armor
- 24. The Druidic Circle that grants the spells Warp, Lightning Bolt, and Storm Cloud spell at half their regular word count
