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Game Info > Classes

Classes

This is a list of all the classes you will encounter in the game.

Alchemist

Passive: Brewmaster: You know all there is to know about liquids. Poisons and potions cannot harm you.Whenever you drink something, a random skill cooldown will tick down 4 turns.
Concoct
Concoct one of 4 randomly chosen liquids.

You can use Broken Glass to reduce the cooldown of this skill by 3 and increase the number of options to 6.

Cooldown: 6 turnsAlso infects players within 8 spaces of you with Nauseating Poison for 3 turns, making them Silenced and Unable To Eat Or Drink.
Transmute
Turn 1 item of your choice into 4-7 Rupees.

When alchemists die, they barium.

Cooldown: 3 turnsReduces the cost of your next Alchemize by 3 Rupees. This cost reduction stacks. Cooldown reduced to 2 turns.
Alchemize
Spend 8 Rupees to create a random item.

Cooldown: 6 turns
 

Assassin

Passive: Killer Instincts: Whenever you kill someone, you gain +2 speed for 2 turns and your Assassin cooldowns are reduced by 1 turn. The speed buff does not stack. (Speed buff is +3 speed when the kill was made in melee range.)ALL your skill cooldowns now tick down 1 turn when you make a kill.
Sprint
Run 3-10 spaces forwards. The cooldown is equal to the amount of spaces you run, up to a maximum of 7 turns.Can now be used even while on cooldown if you're on the same space as a dead player, without going on cooldown.
Assassinate
Jump towards another nearby player to try to assassinate them. You will incapacitate them or kill them when they were incapacitated already.

Range: 6 spaces

Cooldown: 7 turnsCan now also kill players who have Skip-A-Turn.
Evasion
Gain Skip-A-Turn & Incapacitation Immunity and Disarm Immunity for 2 turns.

Cooldown: 8 turns
 

Barbarian

Passive: Stamina: The cooldowns of Leap and Roar tick down 2 turns when you skip a turn.Skipping a turn now also gives you Empowered Dice.
Leap
Take a leap to another space.

Range: 10 spaces

Cooldown: 6 turnsIncapacitates players you land on. Range increased to 14 spaces. Cooldown increased to 7 turns.
Roar
When you roar with brutal intensity, other players will flee until they are 14 spaces away from you.

Cooldown: 7 turnsAffected players no longer run away, but skip a turn.
Break Free
Remove Skip-A-Turn, Incapacitation and Rooted from yourself.

Cooldown: 7 turns
 

Druid

(Donator Class)
Passive: Man Of The Wild: You move forward 1 space whenever you shift into a different form.
Note: This is a donator class. It only appears in games where all players together have donated 15,00 EUR or more.Shapeshifting reduces the cooldown of a random Living item in your inventory by 3.
Shapeshift
You are in Human Form. You can use the Entangling Roots skill.

Cooldown: 2 turnsNow removes Rooted and moves you 2 extra spaces forward.
Nature's Swiftness
You generate 1 Concentration every turn, up to a maximum of 15 Concentration. You can use 10 Concentration to use Nature's Swiftness, instantly resetting the cooldowns of your Druid skills.Additionally reduces the cooldowns of up to 4 other items and skills by 2.
Human Form: Entangling Roots
Choose a target player, causing roots to grow on their current space. In their next turn, the roots will shoot up, Rooting all players in a 5 space radius for 1 turn. The roots need at least 10 seconds to grow before they're big enough to trigger.

Cooldown: 4 turns
Bear Form: Maul
Run up to a target player within 2 spaces and maul them, causing them to become incapacitated.

Cooldown: 4 turns
Snake Form: Venomous Bite
Slither up to a target player within 4 spaces and bite them, causing them to become Poisoned.

Cooldown: 4 turns
Crow Form: Soar
Soar 4-6 spaces forward.

Cooldown: 4 turns
Wolf Form: Growl
Run up to a target player within 7 spaces and growl at them, causing them to run back 3 spaces.

Cooldown: 4 turns
 

Enchanter

(Donator Class)
Passive: Magic Affinity: Whenever a Spell is used on you, you gain a +4 Speed Boost for 1 turn.
Note: This is a donator class. It only appears in games where all players together have donated 17,50 EUR or more.Whenever you cast a Spell, make a random item Fireproof, Frostproof or Soulbound.
Enchant
Enchant one of your items to grant it a special property. An item may receive multiple different Enchantments.

Enchanting an item with an Enchantment it already has, will remove it.

Cooldown: 3 turnsYou can use Ethereal items while alive.
Condense Magic
Destroy an item to create a random Magic Crystal. Alternatively destroy a Magic Crystal to create a Scroll of a chosen Spell from that Magic Crystal.

Cooldown: 8 turnsMagic Crystals and Scrolls created by Condense Magic are now Soulbound, Fireproof and Frostproof. Cooldown reduced to 7 turns.
Arcane Relocation
Move another player backwards or forwards 2 spaces + their Speed. You can also move yourself, but the movement will be 2 spaces + half your Speed (rounded down).

Cooldown: 5 turns
 

Illusionist

(Donator Class)
Passive: Hallucination: When another player tries to use a Hammer / Sword / Lightsaber on you, you have a 50% chance to escape and move 1 space forward.
Note: This is a donator class. It only appears in games with players who have donated 5,00 EUR or more together.Now has a 50% chance to trigger on targeted harmful Spells.
Grand Disappearance
Teleport a distance between 10 and 30 spaces backwards and return to your original space afterwards.You can now also teleport forward.
Deadly Illusion
Give a Deadly Illusion of a specific item to another player. Using a Deadly Illusion kills you.

Cooldown: 8 turnsWhen given to yourself, Deadly Illusions gain Highly Flammable and only invoke a 6 turn cooldown.
Magic Hat
Store up to 3 items in your Magic Hat, which functions like a separate inventory. Items inside your hat count as if you don't have them. Retrieving an item invokes a 1 turn cooldown.
 

Lawyer

(Donator Class)
Passive: Natural Liar: Whenever you fail to answer a Trivia question or an Orly question, you will automatically argue that the question was flawed and will not receive the penalty.
Note: This is a donator class. It only appears in games where all players together have donated 10,00 EUR or more.Whenever another player uses a targeted Dark Spell on you, force the Right To Remain Silent on them, Silencing them for 6 turns.
Sue
Sue someone for 3 turns. If the sued player commits murder during those 3 turns, they will be convicted and forced to pay you 10 Rupees and skip a turn. If they don't have the 10 Rupees, they will be sentenced to death and pay whatever Rupees they had.

Successfully suing a player resets this skill's cooldown.

Cooldown: 7 turnsRupees amount increased to 30.
Objection!
Object to the current player's actions, immediately ending their turn! Can be used on your own turn.

Cooldown: 8 turnsWhen used on yourself, Objection restarts your turn.
Confiscate Evidence
Confiscate the item that a target player has used most recently. If that item cannot be stolen, then this skill fails.

Cooldown: 8 turns
 

Merchant

Passive: Banking: +1 Rupee per turn.You also receive a random item every 8 turns.
Fair Trade
Trade a random item of yourself with a random item of another player.

Cooldown: 3 turnsYou can now choose the item to trade. Cooldown increased to 5 turns.
Trade Routes
Find a trade route to lead you 2-3 spaces forward. You can also pick a shop you want to visit in your next turn.

Cooldown: 7 turnsYou find 3 additional random events. Cooldown reduced to 6 turns.
Purchase
Every 6 turns this skill offers 4 random items for sale. You can choose to buy one for 80% of its normal price.
 

Necromancer

Passive: Master Of Death: You start with 4 Soul Power and gain 1 Soul Power every 8 turns. Necromancer skills can be used while dead.You can use ALL your Skills while dead.
Drain Soul
Put a Drain Soul Curse on a living target player for 2 turns. If that player dies, the effect is removed and you gain +1 SP even if the death was blocked. If the death wasn't blocked, Drain Soul's cooldown resets instantly.

Cooldown: 3 turnsSuccessfully draining another player's soul while you are dead grants 1 extra Soul Power, Soul Speed, a Soulstone and revives you. Only works if the death wasn't blocked.
Army Of The Dead
Summon an undead minion. You can have one Skeleton, one Zombie and one Specter. Each of these can be upgraded to a specific improved version.

You can Unsummon a minion for 1 SP, removing it and giving you back the SP it cost to create it.

Upgrade your minions with Undead Haste for 4 SP to reduce the trigger cycle of all your minions by 1 turn permanently.You can now also spend 2 Soul Power to resurrect a dead player as a Volatile Zombie. Cooldown: 7 turns.
Command Undead
Command a minion to target a specific player instantly. This skill resets the minion's cycle.

Alternatively, spend 1 SP to reduce this skill's cooldown by 6 turns.

Cooldown: 7 turns
 

Paladin

Passive: Autohammer: The Paladin's hammer whacks enemies automatically! Also, the Paladin receives a free hammer.Whenever Auto Hammer triggers, also move 4-6 spaces forward.
Holy Hammer
Bless your hammer with holy might for 2 turns, increasing its power trifold. (Gives you a new Hammer if you have none.)

Cooldown: 8 turnsWhenever you hit a player with a Holy Hammer, you receive an Auto-Resurrection for 2 turns.
Divine Blessing
Remove up to 2 Curses or Diseases from someone. If you remove an effect, you gain Empowered Dice, giving you a guaranteed Roll Streak.

Cooldown: 8 turnsMax effects increased to 3. You now receive Empowered Dice for each effect removed.
Hammer Of Justice
Throw your Hammer at another nearby player, causing them to skip a turn. If you throw a Holy Hammer, the target will become incapacitated. You lose your Hammer when you use this skill.

Range: 40 spaces

Cooldown: 4 turns
 

Priest

Passive: Faith: 20% more chance per round to come back to life when you're dead.Whenever you revive through Faith, you get a vial of Holy Water and an Auto-Resurrection.
Resurrect
Use your holy powers to bring a dead player back to life. If the target is already alive they will gain an Auto-Resurrection for 1 turn.

Cooldown: 7 turnsThe Auto-Resurrection now lasts 7 turns.
Dispel Magic
Dispel a Magic Debuff from yourself or a teammate or a Magic Buff from an enemy player.

Cooldown: 6 turnsWhenever you successfully remove a Magic effect with Dispel Magic, gain a Spell Shield for 12 turns.
Radiance
Choose a Light Spell from 3 random options. If it's a targeted Spell and you cast it on another player, then you will also cast a copy of it on yourself.

Cooldown: 10 turns
 

Quantum Physicist

Passive: Quantum Uncertainty: Your location is uncertain. Every turn you either move between 1 and 3 spaces backward or between 1 and 5 spaces forward.Now always teleports you to another player if another player is in range.
Schrödinger's Box
Hide inside a scientific cardboard box for 2 turns. While inside the box, you cannot die. When you get out of the box, you have a 50% chance to die. Does not work inside the Pyramid.

Cooldown: 6 turnsWhen you die and this is off cooldown, it has a 50% chance to activate automatically, also blocking the death. Cooldown reduced to 5 turns.
Multiversal Flux
Force an item to go out of sync with our universe, pulling in a random item from a parallel universe to replace it.

Cooldown: 2 turns

Optionally, you can cause a Global Multiversal Flux, causing a Multiversal Flux on every player that also has that same item.

Cooldown: 3 turnsNow also generates a copy of the new item. Retrieving that copy invokes a 5 turn cooldown.
Quantum Quality
Give yourself a random positive effect.

Cooldown: 10 turns
 

Saboteur

Passive: Shift: When someone is less than 5 spaces in front of you after rolling, you automatically shift spaces.Whenever Shift triggers, Disarm the target for 1 turn and reduce the cooldown of Sabotage by 2.
Hinder
Hinder another player. This skill has no cooldown, but recharges its 4 uses every 10 turns. Every 10 turns, you can do all these things once:
  • Disarm a target for 1 turn.
  • Set a target on Fire.
  • Blind a target.
  • Knock a target 5 spaces backwards.
Recharge time reduced by 1 for every enemy player in the game, down to a minimum of 4 turns.
Sabotage
Inspect all of another player's items. Freeze one of them for 10 turns or make the item Highly Flammable. If it's a Mechanical item, it will become an extra option the next time you use Tinker to create an item.

Cooldown: 6 turnsNow first removes Fireproof, Frostproof and Soulbound Enchantments.
Tinker
Take two items from your inventory. Use them to create a Mechanical item of your choice from a random selection of three.

Cooldown: 5 turns
 

Sorcerer

Passive: Mysticality: You gain 2 Mana each turn and an additional 2 Mana whenever you cast a Spell. You start with 8 Mana. Mana caps at 50.Casting Spells now grants 4 Mana instead of 2.
Frostbolt
Root a player and all players in a 5 space radius around them, causing them to be unable to move for 1 turn.

Cost: 10 Mana

Cooldown: 2 turnsRadius increased to 10. Now also Freezes a random item for 3 turns.
Telekinesis
Steal a random item from a target player.

Range: 50 spaces
Cost: 6 Mana

Cooldown: 7 turnsNow has unlimited range. Mana Cost reduced to 4.
Flash
Quickly teleport 4-5 spaces forward.

Cost: 7 Mana

Costs 2 Mana if another player is currently standing on your space.
Pyroblast
Hurl a huge ball of liquid fire at a target player. The target player dies and all enemy players within 25 spaces of impact catch on Fire for 3 turns.

Cost: 40 Mana
 

Succubus

Passive: Sexual Immunity: You cannot be harmed by STDs and STDs will stay on you longer than usual.Having sex now grants you a +4 Speed Boost for 3 turns and reduces all your skill cooldowns by 1 turn.
Seduction
Seduce a target, causing them to move up to 8 spaces in your direction. If the target reaches your space, they'll be incapacitated and any STDs you and the target have, will be shared.

Cooldown: 6 turnsSeduced players become unable to kill you for 4 turns.
Fear
Strike fear into nearby enemies' hearts. Any opponent within a 7 space radius will flee 5-7 spaces away from you.

Cooldown: 5 turnsRadius increased to 12 spaces. Enemy players hit by Fear are Silenced for 5 turns.
Sexual Ritual
Sacrifice a living creature from your inventory to the powers of Hell to gain a random STD and an Ethereal Gem.

Alternatively, sacrifice an STD to instantly move 10 spaces forwards.

Cooldown: 7 turns
 

Time Twister

(Donator Class)
Passive: Not My Time Yet: Whenever you revive naturally, all your cooldowns tick down 3 additional turns.
Note: This is a donator class. It only appears in games where all players together have donated 12,50 EUR or more.When you revive naturally, you will return to the space you died on if you're behind that space.
Steady Progression
Cause a target player to be affected by Steady Progression, ignoring Speed in their next Roll Phase.

Cooldown: 3 turnsWhen used on another player, now also prevents Roll Streaks and lasts an extra turn. Cooldown increased to 4.
Lock Time
Store a player's Space, Permanent Speed or Rupees. Choose to revert it back to its stored state by using this skill again, otherwise it happens automatically in your next Effects Phase.

Maximum effect on yourself: 15 Spaces, 1 Speed or 10 Rupees.

Maximum effect on other player: 30 Spaces, 2 Speed or 20 Rupees.

Cooldown: 5 turnsLock Time triggers after two turns instead of one.
Bend Space
All other players within 8 spaces of a chosen space are moved to that space. This skill cannot be used on your current space.

Cooldown: 6 turns
 

Warlock

(Donator Class)
Passive: Skull Collector: Whenever you kill another player or die yourself, you gain 1 Skull. You cannot hold more than 3 Skulls.
Note: This is a donator class. It only appears in games where all players together have donated 20,00 EUR or more.You can now hold up to 6 Skulls.
Call Demon
Receive a minor debuff to get a choice from 4 Demons to summon.

You can use a Skull to receive no debuff.

Cooldown: 4 turnsYou now have a 25% chance to be able to summon a Greater Demon.
Harvest Power
Siphon the power from a Skull, Magic Crystal or an item containing a Spell to turn this skill into Chaos Infusion.

You can siphon the power from an item while this skill is on cooldown to reduce its cooldown by 6 turns.

Cooldown: 7 turnsNow also summons a random Lesser Demon.
Chaos Infusion
You can feel the chaos!

Chaotic Energy
Lower the cooldown of one of your items or skills by 5 turns.

Chaotic Magic
Your next targeted harmful Dark Spell ignores all defenses against Spells and will incapacitate the target or set them on Fire for 1 turn.

Chaotic Power
You gain Empowered Dice and a +4 Speed Boost for 1 turn. In your next Effects Phase, you die.

Chaotic Fire
Remove Fire from a target and turn it into a flask of Volatile Oil.Now also summons a random Lesser Demon.
Ring Of Fire
Unleash a blazing ring of fire, setting yourself and players in an 8 space radius around you on Fire for 1 turn.

You can use a Skull to increase the radius to 12 spaces and you won't set yourself on Fire.

Cooldown: 8 turns