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Ability List

From MassiveCraft Wiki

This page is an indexed list of all Abilities for easy reference. If you want to see rules for Abilities and niche functions, read the Abilities page HERE. If you want to see rules for Artifacts and their Abilities, which are unique, check out the Artifacts page HERE

Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)

Passive Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Arcana Oceana Passive Power Self

The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. N/A
Arcane Attacks Passive Power Self

The user can choose to use Arcane Attacks whenever they are wielding a melee weapon. When making a basic melee attack, they can, instead of striking someone within Melee Range, instead strike someone within Emote Range. This extension respects line of sight, meaning anyone or anything in-between is struck instead, and respects positioning, meaning the user cannot attack behind them or to places they cannot see. The attack counts as both a Melee and Ranged attack for the purpose of counters. This is not a guaranteed hit, the Target can still defend themselves with deflect emotes, and Abilities that block Melee or Ranged attacks. N/A
Control Immune Passive Power Self

The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply. Dwarf

Incorruptible Mind Passive Power Self

The user is immune to any Theurgy Pack Abilities or Link Powers that an enemy or opponent tries to apply to them, the Ability simply cannot target them. Allies can still use Theurgy on them, and Abilities that counter Theurgy Pack Abilities also work. N/A
Knockdown Immune Passive Power Self

The user is immune to any Ability that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down. N/A
Knockout Immune Passive Power Self

With this Ability, the Character is immune to being Knocked Out, losing consciousness, or involuntarily being put to sleep, either through Abilities, Mechanics, or Talents. The only way to disable this Character is by restraining them with blindfolds/shackles/bindings. They can still be defeated in combat, however, which allows them to be restrained. N/A
Mindtap Immune Passive Power Self

The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions. N/A

Counter Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Instant Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Destined Familiar Instant Power Emote Range

The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. Once per day, the familiar can also be called to attack a target in range, applying the Brittle Debuff to them. Destined Familiar resets at Server Restart. N/A

Summon Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Armor Summon Summon Power Self

The user can summon any type of Armor on any part of their body. Summoned armor has the same durability as mundane armor, but counts as Ability Armor. Maraya

Weapon Summon Summon Power Self

The user can summon any type of weapon from Melee Point Buy, or Ranged Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours. Mundane-Maraya

Skill Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Arcane Ranged Skill Power Self

The user can use any Archery Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Powers of a Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition. This Ability can only be used to use Mundane Techniques. Arcane Ranged cannot be used when Stances gained from Point Buy are active. N/A
Farsight Scope Skill Power Self

When the user uses a Radiant Point Buy, Sinistral Point Buy, Firearms Point Buy, or Archery Point Buy Ability, they can change its range to Announce Emote, as long as its original range is Emote Range. Alternatively, they can fire a basic ranged attack from Firearms or Archery Point Buy from Announce Emote. Farsight Scope can be used once per server restart. N/A
Mage Breaker Skill Power Self

When using Magical Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Magic Combat (not Tech Combat), their Main Defense Stat is halved when defending against these Magical Attack Emotes from the user (rounded up). If the Target has the Ability Mage Breaker, this does not apply to them. N/A
Tech Breaker Skill Power Self

When using Gadget Combat Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Tech Point Buy(not Magic Combat), their Main Defense Stat is halved when defending against these Magical Attack Emotes from the user (rounded up). If the Target has the Ability Tech Breaker, this does not apply to them. N/A

Healing Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Limb Recovery Healing Power Self

The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 24 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. Yanar

Buff Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Movement Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Morph Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Body Claws Morph Power Self

The user can fight using unarmed combat, and gains +2 Strength proficiency that cannot exceed the proficiency cap when doing so. This cannot be used whilst wielding a different weapon. These claws are sharp enough to be considered a bladed weapon for any abilities that require one. The moment they wield a weapon or stop fighting, this effect is removed. -

Link Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Passive Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Body Adaptability Passive Technique Self

When targeted by another character with an Ability that changes the user’s proficiencies in any way, it is further changed by one extra point (positive or negative). This does not apply to abilities that the character uses on themselves. N/A
Climate Expert Passive Technique Self

The user has trained in temperature resistance, and becomes immune to harm from cold or heat (though can still freeze, or be hurt by fire). Additionally, temperature based slowing effects such as having to wade through knee-high snow, or jogging in the desert, does not cause fatigue, slow-down, or any other negative effects from environmental movement. This does not affect Abilities with ice or fire aesthetics. N/A
Swimming Expert Passive Technique Self

The user is able to swim at high speeds, outmatched only by aquatic races, and is able to hold their breath for much longer underwater, whilst also being able to see near perfectly. Once per server restart, the user can guarantee a dodge from a basic Attack Emote against them as long as it was used on them underwater. Additionally, the user is able to fight with melee basic attacks underwater, with their Main Combat Stat reduced by 4. N/A
Unarmed Expert Passive Technique Self

The user is trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Techniques from Melee Point Buy and Bruiser Point Buy without a weapon. N/A

Active Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Ally Throw Active Technique Melee Range

Ally Throw can only be used on an Ally in Melee Range. The user grapples onto the Target and instantly hurls them anywhere within 10 blocks, including a higher ledge or surface at a different height than the user. The Target does not take damage from this Technique, but are Knocked Over on landing. Ally Throw has a 1 Hour Cooldown. N/A
Battle Flurry Active Technique 1 Block

To viciously attack everyone around the user, this Ability has the user roll one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of one. (ex. 3 people in range is /dice 1-3) The user can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry has a 3 Hour Cooldown. N/A
Bouncer Throw Active Technique Melee Range

Bouncer Throw can only be used inside a Business Region, or the doorway/lobby of any other Building (such as an Estate, Base, or Rental). The user grapples onto a Target and instantly hurls them out of the building, whether through a window, or a doorway or opening in any wall. The Target does not take any damage, but is ejected at least 7 blocks away from the hole they were thrown out of, and are Knocked Over on landing. Bouncer Throw has a 1 Hour Cooldown. N/A
Brawl Stampede Active Technique 10 Blocks

The user commences a charge in one straight line in a particular direction, stampeding forward by 10 Blocks. If they ran through a Barrier, someone behind Mundane Cover, or a Magical Shield or Barrier, said barrier, or cover is destroyed, though no damage or Displacement is applied to anyone along its path. This can also break a small hole through wooden and stone walls, but only if they are 1 block thick. Brawl Stampede has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters. N/A
Bruiser Agony Passive Technique Self

To heal on the edge of defeat, this ability will automatically trigger when the user is a single attack away from defeat, or at 1HP. The next basic attack that successfully strikes an enemy heals the user for 1HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 2HP worth of wounds. Bruiser Agony has a 2 hour cooldown, and begins after the effect has been successfully used. Bruiser Agony requires the user to be in Bruiser Stance.
Bruiser Feint Counter Technique Melee Range

To interrupt an enemy’s attack, use this ability to Stagger an enemy as a reaction to a Melee Basic Attack or Active Technique. The user then increases their Constitution by 3, breaking the cap up to 9, for the next 2 attack emotes against the user. If the target has the Brittle Debuff, then this ability instead increases the user’s Constitution by 3, breaking the cap up to 9, for the next 4 attack emotes. Bruiser Feint has a 2 hour Cooldown. Bruiser Feint requires the user to be in Bruiser Stance.
Bruiser Flurry Active Technique Melee Range

To disrupt the battlefield, this ability lets the user spin their weapon around, Knockback all characters within range by 5 blocks and choose one target to suffer the Brittle Debuff. If any target already had the Brittle Debuff, they instead take a guaranteed hit and are knocked back 10 blocks. Bruiser Flurry has a 1 hour cooldown. Bruiser Flurry requires the user to be in Bruiser Stance.
Bruiser Parry Counter Technique Self

To deflect an arrow or bullet, use this ability to parry and Counter a single ranged attack, or a Firearms or Ranged Active Technique. If the user of the countered ability currently has the Brittle Debuff, the effects of this attack or technique are reflected back at the target. Bruiser Parry has a 1 hour cooldown. Bruiser Parry requires the user to be in Bruiser Stance.
Bruiser Rampage Active Technique Self

To become unstoppable, this ability can be used right after a successful basic melee attack, becoming immune to the next Displacement ability. If the target was Brittle, then instead the user becomes immune to Displacement abilities for the next 10 minutes. This ability has a 2 hour cooldown.
Bruiser Ruin Active Technique Melee Range

To charge up a big attack, this ability targets an enemy within range whilst immobilizing the user for a single emote. If the user is targeted by an Ability or Basic Attack, Bruiser Ruin ends and the user can act once again. After an emote has passed, the user is able to deal a guaranteed hit on the target for 2HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 3HP. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect.
Bruiser Slam Active Technique 10 Blocks

To close the distance with a foe, this ability lets the user leap to a target enemy within range, landing on any block adjacent to them and apply the Brittle debuff. If the target already has the Brittle debuff, then instead this ability deals a guaranteed hit and inflicts Knockdown to the target. Bruiser Slam has a 1 hour cooldown, and counts as a Movement Power in the context of counters. Bruiser Slam requires the user to be in Bruiser Stance.
Bruiser Tackle Active Technique 5 Blocks

To use an enemy as a weapon, use this ability to tackle an enemy within range, knock them back 5 blocks and apply the Brittle Debuff to the target. If the target hits another character before being moved the full distance, the Displacement effect ends and the other character also has the Brittle Debuff applied. If the target already has the Brittle Debuff, they take a guaranteed hit and are knocked back 10 blocks, following the same rules for hitting another character as before. Bruiser Tackle has a 2 hour cooldown, and counts as a Movement Power in the context of counters. Bruiser Tackle requires the user to be in Bruiser Stance.
Building Scale Active Technique Melee Range

The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof, but cannot move to other roofs without falling off. Building Scale has a 1 Hour Cooldown. N/A
Building Smash Active Technique Melee Range

This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user but not causing them any harm. All targets additionally are unable to use a Movement Power for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity. N/A
Concussive Blow Active Technique Melee Range

The user swings their weapon at a target, Confusing them for 5 minutes. While confused, the target is unable to target the user with Powers of any kind. Additionally, if the target is currently the caster of a Link Power, this Technique counts as a guaranteed hit, and ends the most recent Link Power they used. Concussive Blow has a 1 Hour Cooldown.
Diving Tackle Active Technique 10 Blocks

To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction toward a character within range. If the user lands beside an enemy, they can choose to make a basic attack immediately after landing. Diving Tackle has a 1 hour cooldown. N/A
Pinning Throw Active Technique Emote Range

To pin down a foe, use this Ability to Root an enemy within Range for 10 minutes. If the target is affected by a damaging ability or basic attack, or if the target spends an emote to freely cleanse the Root, this effect ends early. Pinning Throw has a 30 minute cooldown. Pinning Throw does not Stack. N/A
Knockback Sweep Active Technique Melee Range

The user makes a wide swing of their weapon, knocking back anyone within Melee Range in front of or beside the user 5 blocks. If a character is unable to be moved back the full 5 blocks (by hitting a wall, for example) or is incapable of currently moving, this ability deals a guaranteed hit. Knockback Sweep has a 30 minute cooldown.
Weapon Throw Active Technique Emote Range

To throw a side-weapon at an enemy in range, use this Ability to make a ranged attack that uses the user's Strength Stat instead of Dexterity, but subtracted by 2. Weapon Throw has a 1 hour cooldown. N/A

Counter Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Cheap Shot Counter Technique Melee Range

To counter magic targeting self, quickly strike the mage in retaliation. As a reaction to an enemy in range using a Power from Radiant or Sinistral Point Buy that targets the user, the user Counters that Power. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Cheap Shot has a 1 hour cooldown. Cheap Shot does not Stack. N/A
Dismount Counter Technique Melee Range

To knock an enemy off their mount, use this ability to instantly dismount an enemy within range. The Target is pushed off their Mount and knocked over, and Cavalry Summon is forcibly put on a 20 Minute Cooldown. Dismount cannot be used while Mounted, and has a 1 hour cooldown. N/A
Steady Body Counter Technique Self

The user braces themselves against (or avoids) a single Displacement or Root, rendering them immune to the use of that Ability. After using this Technique, the user can perform a basic attack directly after.

Steady Body can only be used once per server restart.

N/A
Technique Parry Counter Technique Melee Range

To defend against an Attack, use this Ability to Counter an Active Technique used on the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 2 Hour Cooldown.

Mount Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Stance Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bruiser Stance Stance Technique Self

The user must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, use Defensive Point Buy Techniques, or gain Block Tokens. Instead, they gain two uses of Shield Cover with their weapon. While in Bruiser Stance, the user cannot have their Strength Stat reduced. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
Garas Stance Stance Technique Self

This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, the Sihai is immune to any Abilities that would negatively affect their Proficiencies (but can still be affected by positive Proficiency changes). Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. N/A
Lalang Stance Stance Technique Self

This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, the Sihai gains +1 Main Combat Stat, though only while attacking someone who is Occult. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. N/A
Qilin Stance Stance Technique Self

This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, Sihai can run up vertical walls defying gravity. This does not however grant immunity to fall-damage. Enderpearls may be needed to move around with Qilin Stance. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. N/A
Turu Stance Stance Technique Self

This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, any Brittle Debuff that is applied to the Sihai, is duplicated onto the person who applied it to them. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. N/A