General Troll Info
Gatherer
Scout
Thief
BeastMaster
Priest
Mage
Hunter
Character/Stat Basics
Game Start/Character Selection
Before the character selection begins.Player 1 will have to select mods.
After that you will be able to select your Character/class from the totem.

For more information about certain class and its sub/supersubs visit corresponding classes tab on this page.
You will be able to choose one of the 7 Classes/Characters:
- Gatherer (6 Inventory Slots)
- Scout (5 Inventory Slots)
- Thief (5 Inventory Slots)
- Beastmaster (4 Inventory Slots)
- Priest (4 Inventory Slots)
- Mage (3 Inventory Slots)
- Hunter (3 Inventory Slots)
If you do not choose your class before the game starts you will Random
Basics to leveling/Subclasses/Supersubclasses
For more information about certain class and its sub/supersubs visit corresponding classes tab on this page.You level by killing Neutral/Hostile NPC's such as animals as well as other players.
(Note:Anything you kill produces Corpses)
The character you start out with is Level 1 base class Unsubbed.
Once you reach level 6 Unsubbed class you will be able to choose one of 2 Subclasses.
After which your character will turn into that Subclass starting at level 1.
Once the said Subclass reaches level 9 you will be able to obtain Supersub.
Which will transform you into Supersub version of character starting at level 1.
(IMPORTANT NOTE:There is an alternative to reaching a Supersub.
If you kill corresponding boss to then obtain Medallion of Courage (Boss item drop).
You can use the said item to be able to transform into Supersub from level 9 base class Unsubbed.)
Character Stat Managment
There are 3 Main stats that you have to take in mind.If any of them reach zero, you will instantly DIE, so managing them is crucial.
The 3 main stats are :
FOOD/HEALTH
This stat represents your Healthbar.
You can refill your hunger/health by various means.
The most common one is by killing animals and collecting their corpses then cooking them at fires.
You collect corpses by pressing hotkey C to active your basic spell Get Corpse.
After which you drop off corpses with pressing the meat icon that will appear where your character index was before.
Or you can do advanced way which is tapping D which is Eat Raw Meat and S which is stop.
(Warning:If you move while doing this, it will instantly consume the corpse.)
You will drop off corpses at a built campfire kit, that after selecting it you can press cook meat.
This will cook all corpses around the fire transforming it into meat.
MANA/SLEEP/ENERGY
This stat represents your Manabar
You can fill up your mana/sleep by various means.
Some which include character/building abilities and items, for more ways reference building/item lists.
Most common one is by using your characters base ability Rest outside
Which will restore 80 energy but making you lose 20 Health and 20 Heat.
Another popular way is to build Mudhut or the more expensive Troll hut.
Both of which have abilities to restore 200 Energy
HEAT
This stat is represented where your lumber would normally be.
You replenish it by standing next to built
Campfire kits
There isn't many alternative to replenishing this stat.
You start out with 100 heat which is also the cap of heat it self.
The Basics end here.
For more specific information visit class tabs on this page.
And other threads regarding making buildings/items.
Now wield your Axes and group your Team
Because its time to Fight!
Taz'Dingo!
For more specific information visit class tabs on this page.
And other threads regarding making buildings/items.
Now wield your Axes and group your Team
Because its time to Fight!
Taz'Dingo!

Gatherer
Inventory Slots :6
The Gatherer focuses on gathering items for his team due to having the most inventory slots in the entire game.
Has one of the best uses of late game items, due to his slots.
Pros:
- Largest inventory of any other class.
- Has the best potential to carry late game items due to slots.
- Can find find specific items easily due to radar manipulations.
Cons:
- Low Movementspeed early in the game.
- Susceptible to ganks and early combat due to no escapes and low Movementspeed.
- No combat abilities.
- Low attack damage/attack speed early in the game.
- Radar manipulations are harder to use to newer players.
Abilities
Level 1 Ability
Item Radar
![]()
(Hotkey:R)
Item Radar is the Gatherer's starting ability.
It pings all items in 1700 range around the gatherer.
Items show up blue from medium range and on.
Close range items show up color coded.
Has a 30 second cooldown and costs no energy with an almost instant cast time.
Map Ping color codes:
- Mushrom,Stick,Tinder
- Hides
- Clay balls,Cooked Meat,Bones
- Mana Crystal,Stone
- Flint
- Magic
Level 2 Abilities
Activate Radar Manipulations
![]()
(Hotkey:Z)
Activates a spell book of Radar Manipulations.
You get one rank per level untill rank 3(Character level 2/3/4)
This works the same as Item Radar.
But in addition you can target which items you want to be found.
Rank 1:
Rank 2:
- Find :Mushroom,Stick,Tinder(Pings all Mushroom,Stick,Tinder around the caster.) (Hotkey:T)
- Find :Hide(Pings all Hide around the caster) (Hotkey:H)
Rank 3:
- Find :Clay ball,Cooked Meat,Bone(Pings all Clay ball, Cooked Meat, Bone around the caster.) (Hotkey:C)
- Find : Mana Crystal, Stone(Pings all Mana Crystal, Stone around the caster.) (Hotkey:M)
Herb Master Tele-Gatherer
Inventory Slots :6
One of the two subclasses of Gatherer.
Has the ability to Tele gather items to campfires and mix any type of Herbs in his own inventory.
Pros:
- Has the ability to gather item incredibly fast due to tele gathering.
- Has the best potential to carry late game items due to slots.
- Can mix herbs in his inventory
Cons:
- No combat abilities.
- Unlike Radar Tele-gatherer, you lose the ability to ping items with Radar Manipulations
Abilities
Level 1 Abilities
Mix Herbs
![]()
(Hotkey:X)
The Herb Master Tele-gatherer's starting ability.
Mixes all items in the inventory that are tagged as herbs into a potion corresponding to their order within inventory.
Tele-Gather
![]()
(Hotkey:E)
Second ability of Herb Master Tele-Gatherer.
Use the spell on a friendly campfire, teleporting items picked up to the fire.
Teleporting chance is a not 100%.
Each upgrade/rank of the spell increases chances of tele-gather
Unlike Radar Tele-Gatherer's version of the spell, this one can tele-gather herbs.
Obtained/upgrades at levels 1/2/4
Rank 1:
Rank 2:
- Lasts 50 second. Costs 20 mana.
Rank 3:
- Lasts 70 second. Costs 25 mana.
- Lasts 90 second. Costs 30 mana.
Radar Tele-Gatherer
Inventory Slots :6
One of the two subclasses of Gatherer.
Has the ability to Tele gather items to campfires and locate items through Radar Manipulations.
Pros:
- Has the ability to gather item incredibly fast due to tele gathering.
- Has the best potential to carry late game items due to slots.
- Can find find specific items easily due to radar manipulations.
Cons:
- No combat abilities.
- Unlike Herb Master Tele-Gatherer, he cant mix herbs in his inventory.
- Unlike Herb Master Tele-Gatherer, he cant tele gather herbs.
- Radar manipulations are harder to utilize to newer players.
Abilities
Level 1 Abilities
Item Radar
![]()
(Hotkey:R)
Item Radar is the Radar Tele-Gatherer's starting ability.
It pings all items in 1700 range around the gatherer.
Items show up blue from medium range and on.
Close range items show up color coded.
Has a 30 second cooldown and costs no energy with an almost instant cast time.
Map Ping color codes:
- Mushrom,Stick,Tinder
- Hides
- Clay balls,Cooked Meat,Bones
- Mana Crystal,Stone
- Flint
- Magic
Activate Radar Manipulations
![]()
(Hotkey:Z)
Activates a spell book of Radar Manipulations.
You get one rank per level untill rank 3(Character level 1/2/4)
This works the same as Item Radar.
But in addition you can target which items you want to be found.
Rank 1:
- Find :Mushroom,Stick,Tinder(Pings all Mushroom,Stick,Tinder around the caster.) (Hotkey:T)
- Find :Hide(Pings all Hide around the caster) (Hotkey:H)
- Find :Clay ball,Cooked Meat,Bone(Pings all Clay ball, Cooked Meat, Bone around the caster.) (Hotkey:C)
- Find :Mana Crystal, Stone(Pings all Mana Crystal, Stone around the caster.) (Hotkey:M)
- Find :Flint(Pings all Flint around the caster.) (Hotkey:F)
- Find :Magic(Pings all Magic around the caster.) (Hotkey:G)
Tele-Gather
![]()
(Hotkey:E)
Second ability of Radar Tele-Gatherer.
Use the spell on a friendly campfire, teleporting items picked up to the fire.
Teleporting chance is a not 100%.
Each upgrade/rank of the spell increases chances of tele-gather
Unlike Herb Master Tele-Gatherer's version of the spell, this one can't tele-gather herbs.
Obtained/upgrades at levels 1/2/4
Rank 1:
Rank 2:
- Lasts 50 second. Costs 20 mana.
Rank 3:
- Lasts 70 second. Costs 25 mana.
- Lasts 90 second. Costs 30 mana.
[/size]
OmniGatherer
Inventory Slots :6
Omnigatherer is the Supersubclass of Gatherer.
With very good attack speed and movement speed, Omnigatherer is a force to be reckoned with.
He combines and keeps all abilities of Radar and Herb Telegatherers.
With actual good stats on its own, hes very deadly with high tier items filling his 6 slots.
Pros:
- Item warp can and will punish any bases left with items on the ground.
- Largest inventory of any other class.
- Has the best potential to carry late game items due to slots.
- Can find find specific items easily due to radar manipulations.
- Can tele-gather both herbs and items.
- Can use tele-gather in unison with Radar Manipulations with out restrictions to gain gear really fast.
- Fast movement speed and attack speed.
Cons:
- Has no real combat abilities.
Abilities
Level 1 Abilities
Item Warp
![]()
(Hotkey:W)
The Omnigatherer's Signature ability.
Obtained/Upgrades at levels 1/3/5
Teleports all items in the area directly below the Omnigatherer.
Costs 30 mana at all ranks.
Rank 1:
Rank 2:
- 900 AoE. 120 second cooldown
Rank 3:
- 1800 AoE. 110 second cooldown
- 2700 AoE. 80 second cooldown
- Lasts 90 second. Costs 30 mana.
Look Up Gatherer skill.
![]()
(Hotkey:Q)
Essentially retains all the abilities of both gatherer subs and combines them.
Abilities to do Radar Manipulations.
Tele-gather both herbs and items with out restrictions.
Mix herbs in the inventory.

Scout
Inventory Slots :5
The Scout is a class that is specialized in detection and vision.
Has the ability to ping Neutrals/hostiles including enemy Trolls on the map.
It relies on long range pings and reveal to observe his surroundings.
With his reveal ability and five inventory slots, the Scout can make an efficient gatherer substitute.
The Scout and his subclasses are the only ones who can loot Living Clay and Clay Explosion items from Scout Bushes.
Pros:
- Decent inventory space.
- Provides very useful information of surroundings.
- Effective against thieves.
- Useful when planning attacks.
- Can level quickly using radar to find wolves, bears and panthers.
Cons:
- Low Movementspeed early in the game.
- No combat abilities.
Abilities
Level 1 Ability
Enemy Radar
![]()
(Hotkey:R)
Pings nearby neutral and enemy units.
Neutral units are displayed with Blue.
While the hostile units are shown with Red pings.
Map Ping color codes:
- Hostile Spawns/Enemy Trolls/Fires/Wards
- Elks
Level 2 Abilities
Reveal
![]()
(Hotkey:E)
Reveals an Area around the caster revealing invisible units.
Obtained/upgrades at levels 2/3/5
Provides Vision/True Sight around the caster.
This ability can also be used to reveal invisible Scout Bushes.
Lasts 8 seconds on all ranks.
Rank 1:
Rank 2:
- 1000 AoE.
Rank 3:
- 1600 AoE.
- 2400 AoE.
Radar Scout
Inventory Slots :5
One of the two subclasses of Scout.
Pros:
- Decent inventory space
- Effective against thieves
- Provides very useful information of surroundings
- Is capable of pinging units in motion with Motion Sensor Radar.
- Can level quickly using radar to find wolves, bears and panthers.
- Has Shadow Vision,essentially a True sight passive around the character.
Cons:
- No combat abilities.
- Unlike Observer, you lose the ability Reveal.
- Unlike Observer, you can only ping, you do not have actual vision.
- Unlike Observer, you do not have Ward the Area, making you have to get wards manually.
Abilities
Level 1 Abilities
Look up Scout skill
![]()
(Hotkey:Q)
The Radar Scout's starting ability.
Essentially a spell book containing Enemy Radar, and a passive Shadow Sight.
Enemy Radar
![]()
(Hotkey:W)
Pings nearby neutral and enemy units.
3000 AoE
Neutral units are displayed with Blue.
While the hostile units are shown with Red pings.
Map Ping color codes:
- Hostile Spawns/Enemy Trolls/Fires/Wards
- Elks
Shadow Sight
![]()
Grants a passive 200 AoE true sight.
Motion Sensor Radar
![]()
(Hotkey:E)
Obtained/upgrades at levels 1/3/5.
Takes 3 seconds to cast.
Anything moving within the range in those 3 seconds is pinged.
AoE increases with rank.
Pings everything from ships to fish to hawks.
Map Ping color codes:
- Elks
- Ships
- Enemy Trolls
- Fish
- Anything other units not specified.
Rank 1:
Rank 2:
- 3000 AoE.
Rank 3:
- 4000 AoE.
- 5000 AoE.
Observer
Inventory Slots :5
One of the two subclasses of Scout.
The Observer focuses on Reconnaisance.
Using Greater Reveal combined with Ward the Area wards to monitor large areas of the map.
Pros:
- Decent inventory space
- Provides very useful information of surroundings
- Effective against thieves
- Has Good map control with Greater Reveal and Ward the Area.
Cons:
- No combat abilities.
- Unlike the Radar Scout, you lose the ability to Ping units on the map.
- Unlike the Radar Scout, you do not have passive True Sight.
Abilities
Level 1 Abilities
Greater Reveal
![]()
(Hotkey:E)
Same as reveal, but it lasts 10 seconds with an AoE of 2700.
Ward the Area
![]()
(Hotkey:R)
Obtained/upgrades at levels 1/3/5.
Places wards in the surrounding area.
Unlike the Scout's bush wards, these have timed life.
Wards stepped on deal 20 damage.
Rank 1:
Rank 2:
- 2 wards, 6 minutes of life, 70 sec. cooldown.
Rank 3:
- 3 wards, 8 minutes of life, 60 sec. cooldown.
- 4 wards, 10 minutes of life, 50 sec cooldown.
Spy
Inventory Slots :5
Spy is the Supersubclass of Scout.
With very good attack speed and movement speed, Omnigatherer is a force to be reckoned with.
He combines and keeps all abilities of Radar and Herb Telegatherers.
With actual good stats on its own, hes very deadly with high tier items filling his 6 slots.
Pros:
- Provides very useful information of surroundings
- Helps the team by pinging locations of almost any unit including boats.
- Can level quickly using radar to find wolves, bears and panthers
- Fast movement and attack speeds
- Effective against thieves
- Largest potential reveal area of any unit in the game
Cons:
- Has no real combat abilities.
Abilities
Level 1 Abilities
Chain Reveal
![]()
(Hotkey:W)
The Spy's signature ability.
Obtained/upgrades at levels 1/3/5
The Spy uses powerful magic to reveal the area around him and his wards.
If any enemy is found within the revealed area, the area around that enemy is revealed as well.
Rank 1:
Rank 2:
- Bounces 2 times
Rank 3:
- Bounces 4 times
- Bounces 5 times
Look up Scout skill
![]()
(Hotkey:Q)
The Spy's starting ability.
Essentially a spell book containing most previous abilities of Subclasses of scout.
Enemy Radar
![]()
(Hotkey:W)
Pings nearby neutral and enemy units.
3000 AoE
Neutral units are displayed with Blue.
While the hostile units are shown with Red pings.
Map Ping color codes:
- Hostile Spawns/Enemy Trolls/Fires/Wards
- Elks
Greater Reveal
![]()
(Hotkey:E)
Same as reveal, but it lasts 10 seconds with an AoE of 2700.
Ward the Area
![]()
(Hotkey:R)
4 wards, 10 minutes of life, 50 sec cooldown.
Places wards in the surrounding area.
Unlike the Scout's bush wards, these have timed life.
Wards stepped on deal 20 damage.
Motion Sensor Radar
![]()
(Hotkey:T)
Takes 3 seconds to cast.
Anything moving within the range in those 3 seconds is pinged.
AoE increases with rank.
Pings everything from ships to fish to hawks.
Map Ping color codes:
- Elks
- Ships
- Enemy Trolls
- Fish
- Anything other units not specified.

Thief
Inventory Slots :5
The Scout is a class that is specialized in detection and vision.
The Thief class is specialized in harassing enemy tribes.
It relies on stealing and escaping to achieve this, putting enemies on constant guard and often reducing their efficiency.
It's 5 inventory slots in addition to blinking making this class an efficient Gatherer substitute.
Can loot items from thief bushes.
Pros:
- Decent inventory space
- Can effectively hinder enemies
- Hard to kill
- Great for gathering herbs due to blinks and escapes.
Cons:
- Low Movementspeed early in the game.
- No combat abilities.
- Weak against snare abilities
- Weak against Hunter/Scout due to inability to stay hidden in Cloak.
Abilities
Level 1 Ability
Teleport
![]()
(Hotkey:R)
Teleport works just like the blink, essentially teleporting the user a short distance.
Grants short vision around the caster.
Level 2 Abilities
Cloak
![]()
(Hotkey:E)
Obtained/upgrades at levels 2/3/5
Grants the user increased movementspeed and invisibility for short duration.
Rank 1:
Rank 2:
- 20% +Movementspeed,lasts 4 seconds.
Rank 3:
- 20% +Movementspeed,lasts 6 seconds.
- 20% +Movementspeed,lasts 8 seconds.
Contortionist
Inventory Slots :5
One of the two subclasses of Thief.
He is excellent at evading capture.
Can loot items from thief bushes.
Pros:
- Decent inventory space
- Can effectively hinder enemies
- Very good at stealing items
- Improved night vision
- Very good evasive measures
Cons:
- Weak against spells due to Nether Fade
- Weak to True Sight/Anything that reveals Invisibility.
Abilities
Level 1 Abilities
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook containing basic thief abilities teleport/cloak.
Teleport
![]()
(Hotkey:R)
Teleport works just like the blink, essentially teleporting the user a short distance.
Grants short vision around the caster.
Cloak
![]()
(Hotkey:E)
Grants the user increased movementspeed and invisibility for short duration.
+ 20% movementspeed , duration 8 seconds.
Spells of Magic Thief
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with advanced magic thief spells.
Each rank up gives you a new spell.
Rank 1:
Rank 2:
- Smoke Stream
![]()
(Hotkey:Z)
10 Manacost
After activating this skill, smoke streams out the back of you preventing combat.
Smoke is only released while you are moving.
Rank 3:
- Tele-Thief
![]()
(Hotkey:T)
30 Manacost
Cast on a fire, just like Telegather.
Items you pick up warp to the fire.
However, with Telethief, the items only warp to the fire if you are near an enemy building.
If this condition is met, it is 100% warp rate.
Lasts 140 seconds.
- Nether Fade
![]()
(Hotkey:N)
30 Manacost
Causes the Contortionist to be banished rendering him immune to physical damage.
He does take increased damage from spells however.
Escape Master
Inventory Slots :5
One of the two subclasses of Thief.
He is excellent at evading capture.
His 5 inventory slots in addition to double-blinking make this class an efficient Gatherer substitute and herb gatherer.
Can loot items from thief bushes.
Pros:
- Decent inventory space
- Can effectively hinder enemies
- Very hard to kill
- Great for gathering herbs
- The dazzle effect of Blur is a valuable skill for combat
Cons:
- Weak to True Sight/Anything that reveals Invisibility.
Abilities
Level 1 Abilities
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook containing basic thief abilities teleport/cloak.
Teleport
![]()
(Hotkey:R)
Teleport works just like the blink, essentially teleporting the user a short distance.
Grants short vision around the caster.
Cloak
![]()
(Hotkey:E)
Grants the user increased movementspeed and invisibility for short duration.
+ 20% movementspeed , duration 8 seconds.
Spells of Physical Thief
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with advanced physical thief spells.
Each rank up gives you a new spell.
Rank 1:
Rank 2:
- Camouflage
![]()
(Hotkey:Q)
0 Manacost
This skill's function is exactly the same as the Camouflage Coat's.
Near trees, an Assassin or Escape Artist can use this skill to become invisible.
But at the cost of losing all stats at 3x the normal rate.
Rank 3:
- Blur
![]()
(Hotkey:W)
30 Manacost
Temporarily gives 200% move speed, causing the Escape Artist to reach max move speed.
As he moves, blur images are created behind him.
If an enemy unit collides with one of the images, it gets dazzled, giving it a 20% change to miss an attack for 20 seconds.
- Jump
![]()
(Hotkey:E)
5 Manacost
A physical form of Teleport.
Does not require vision of the targeted area to cast.
Assassin
Inventory Slots :6
Assassin is the Supersubclass of Thief.
He retains the escape and thieving abilities of the Escape Artist and the Contortionist.
He has the ability to deal a high amount of burst damage with Assassinate.
Pros:
- Provides very useful information of surroundings
- Helps the team by pinging locations of almost any unit including boats.
- Can level quickly using radar to find wolves, bears and panthers
- Fast movement and attack speeds
- Effective against thieves
- Largest potential reveal area of any unit in the game
Cons:
- Has no real combat abilities.
Abilities
Level 1 Abilities
Assassinate
![]()
(Hotkey:E)
The Assassin's signature ability.
Obtained/upgrades at levels 1/2/3/4.
Assassinate makes the assassin invisible.
Lasts 8 seconds on all ranks.
Above rank 1 starts costing 20 mana.
60 second cooldown on all ranks.
Increased damage on higher ranks.
With a 50% movement increase and causes any attack that breaks the invisiblity to deal massive damage.
Essentially working like Windwalk.
Also causes no collision with enemy trolls.
Rank 1:
Rank 2:
- 0 Bonus damage on hit. 0 Manacost.
Rank 3:
- 35 Bonus damage on hit. 20 Manacost.
Rank 4:
- 60 Bonus damage on hit. 20 Manacost.
- 80 Bonus damage on hit. 20 Manacost.
Inherited Skills
![]()
(Hotkey:Q)
Spellbook containg all combined spells of Contortionist/Escape Artist.
Teleport
![]()
(Hotkey:R)
Teleport works just like the blink, essentially teleporting the user a short distance.
Grants short vision around the caster.
Jump
![]()
(Hotkey:E)
5 Manacost
A physical form of Teleport.
Does not require vision of the targeted area to cast.
Camouflage
![]()
(Hotkey:Q)
0 Manacost
This skill's function is exactly the same as the Camouflage Coat's.
Near trees, an Assassin or Escape Artist can use this skill to become invisible.
But at the cost of losing all stats at 3x the normal rate.
Blur
![]()
(Hotkey:W)
30 Manacost
Temporarily gives 200% move speed, causing the Escape Artist to reach max move speed.
As he moves, blur images are created behind him.
If an enemy unit collides with one of the images, it gets dazzled, giving it a 20% change to miss an attack for 20 seconds.
Smoke Stream
![]()
(Hotkey:Z)
10 Manacost
After activating this skill, smoke streams out the back of you preventing combat.
Smoke is only released while you are moving.
Nether Fade
![]()
(Hotkey:N)
30 Manacost
Causes the Contortionist to be banished rendering him immune to physical damage.
He does take increased damage from spells however.
Tele-Thief
![]()
(Hotkey:T)
30 Manacost
Cast on a fire, just like Telegather.
Items you pick up warp to the fire.
However, with Telethief, the items only warp to the fire if you are near an enemy building.
If this condition is met, it is 100% warp rate.
Lasts 140 seconds.

Beastmaster
Inventory Slots :4
The Beastmaster class is built for direct combat.
With the ability to take control of animals for combat and utility purposes.
Special abilities of this class is to manipulate pets.
Pros:
- Can easily acquire food
- Easy to play
- Levels up quickly
- Powerful in combat
Cons:
- Low inventory space
- Must often chase long distances to kill
- Lacks spells useful for combat
Abilities
Level 1 Abilities
Pet Commands
![]()
(Hotkey:R)
Essentially a spellbook containing Tame Pet and commands for your tamed pet.
Tame Pet
![]()
(Hotkey:E)
Tames a baby animal, placing it under your control.
Allowing it to grow in size and levels and aid the beastmaster in combat or use it's special abilities.
The more pet grows, the more EXP it gains from being killed when released.
The highest growth level pet can achieve is Adult (e.g Adult Elk/Wolf)
Beastmaster can use Hatchery to hatch a flying unit and tame it.
The unit hatched depends on Beastmasters level/hatchery transmutables.
Release pet
![]()
Releases your pet back into the wild, allowing you to tame a new one.
The released pet will become hostile and attack you.
Based on its growth it will give experience once killed.
Follow
![]()
Causes your pet to follow you around.
Stay
![]()
Causes your pet to stay/hold a position.
Spirit of the Beast
![]()
Beastmaster's passive aura ability.
Gives Beastmaster 5% extra chance to obtain a baby spawn once killing animals.
The % of baby spawn increases by 5% each level
(e.g Level 1 5%, level 2 10%, level 3 15% etc.)
Gives increased chance of Hawks dropping Hawk egg once killed around Spirit of the Beast's aura.
Animals are also naturally attracted to Beastmaster, as well as slowed in his proximity.
True Form
Inventory Slots :4
Sub class of Beastmaster.
Essentially has identical abilities as Beastmaster.
In addition has higher stats/movement speed, attack speed, and attack damage then Beastmaster.
Pros:
- Has better stats/damage then Beastermaster
- Can easily acquire food
- Easy to play
- Levels up quickly
- Powerful in combat
Cons:
- Has no special offensive abilities outside of his regular attack.
- Pets tend to become weaker against most trolls as time goes on.
Abilities
Level 1 Abilities
Pet Commands
![]()
(Hotkey:R)
Essentially a spellbook containing Tame Pet and commands for your tamed pet.
Tame Pet
![]()
(Hotkey:E)
Tames a baby animal, placing it under your control.
Allowing it to grow in size and levels and aid the beastmaster in combat or use it's special abilities.
The more pet grows, the more EXP it gains from being killed when released.
The highest growth level pet can achieve is Adult (e.g Adult Elk/Wolf)
True Form can use Hatchery to hatch a flying unit and tame it.
The unit hatched will always become Netherdrake, no matter the transmutables.
Release pet
![]()
Releases your pet back into the wild, allowing you to tame a new one.
The released pet will become hostile and attack you.
Based on its growth it will give experience once killed.
Follow
![]()
Causes your pet to follow you around.
Stay
![]()
Causes your pet to stay/hold a position.
Spirit of the Beast
![]()
Beastmaster's passive aura ability.
Gives Beastmaster 5% extra chance to obtain a baby spawn once killing animals.
The % of baby spawn increases by 5% each level
(e.g Level 1 5%, level 2 10%, level 3 15% etc.)
Gives increased chance of Hawks dropping Hawk egg once killed around Spirit of the Beast's aura.
Animals are also naturally attracted to Beastmaster, as well as slowed in his proximity.
-----Supersubclass-----
Ultimate Form
Inventory Slots :4
Ultimate Form, is the Super Sub Class of the BeastMaster. It is a fast direct combat class which can use pets in combat. All of its abilities are the same as the BeastMaster but it's base stats are much higher.
Pros:
- Has drastically higher base stats/speed/damage then Beastermaster/True form
- Has almost the highest base movementspeed of any class in the game.
- Can easily acquire food
- Easy to play
- Levels up quickly
- Insanely powerful in combat due to high attack damage/speed
Cons:
- Has no special offensive abilities outside of his regular attack.
- Pets tend to become weaker against most trolls as time goes on.
Abilities
Level 1 Abilities
Pet Commands
![]()
(Hotkey:R)
Essentially a spellbook containing Tame Pet and commands for your tamed pet.
Tame Pet
![]()
(Hotkey:E)
Tames a baby animal, placing it under your control.
Allowing it to grow in size and levels and aid the beastmaster in combat or use it's special abilities.
The more pet grows, the more EXP it gains from being killed when released.
The highest growth level pet can achieve is Adult (e.g Adult Elk/Wolf)
True Form can use Hatchery to hatch a flying unit and tame it.
The unit hatched will always become Netherdrake, no matter the transmutables.
Release pet
![]()
Releases your pet back into the wild, allowing you to tame a new one.
The released pet will become hostile and attack you.
Based on its growth it will give experience once killed.
Follow
![]()
Causes your pet to follow you around.
Stay
![]()
Causes your pet to stay/hold a position.
Spirit of the Beast
![]()
Beastmaster's passive aura ability.
Gives Beastmaster 5% extra chance to obtain a baby spawn once killing animals.
The % of baby spawn increases by 5% each level
(e.g Level 1 5%, level 2 10%, level 3 15% etc.)
Gives increased chance of Hawks dropping Hawk egg once killed around Spirit of the Beast's aura.
Animals are also naturally attracted to Beastmaster, as well as slowed in his proximity.

Priest
Inventory Slots :4
The Priest class is a support focused hero.
He has many buffing and healing abilities that can easily turn the tide of battle against an enemy.
The Priest himself is quite powerful in combat, but he really shines when supporting a true combat hero.
Such as a Hunter or Beastmaster.
Pros:
- Quite durable solo
- Great at supporting the team
- Powerful in team combat
Cons:
- Low inventory space
Abilities
Level 1 Ability
The Glow
![]()
The Priest's starting passive.
Grants a 10% movement bonus and 5% attack speed bonus in a 400 AOE.
Also grants periodic bonus heat.
Level 2 Abilities
Look up Defensive skill
![]()
(Hotkey:E)
Obtained/upgrades at levels 2/3/4
Essentially a spellbook of Priest's spells.
Each rank grants new spells.
Rank 1:
- Pump up
![]()
(Hotkey:W)
Increases a friendly units movement speed for 20 seconds by 10% and attack speed by 30%.
- Cure All
![]()
(Hotkey:E)
10 Manacost
Cures a variety of ailments including snake venom and disease.
Rank 2:
- Healing Spray
![]()
(Hotkey:A)
20 Manacost
Heals other units for 50 health in a 400 AoE.
Does not heal the Priest himself.
- Magic Mist
![]()
(Hotkey:S)
20 Manacost
Prevents all combat in a 400 AOE for 10 seconds.
Rank 3:
- Resist All (Anti-Magic Shell)
![]()
(Hotkey:Q)
5 Manacost
Makes a unit magic immune for 20 seconds.
- Mix Health
![]()
(Hotkey:H)
Equalizes the Health of the Priest and a target.
- Mix Energy
![]()
(Hotkey:X)
Equalizes the mana of the Priest and a target.
- Mix Heat
![]()
(Hotkey:M)
Equalizes the heat of the Priest and a target.
Master Healer
Inventory Slots :4
One of the two subclasses of Priest.
He is excellent at evading capture.
Can loot items from thief bushes.
Pros:
- Quite durable solo
- Great at supporting the team
- Powerful in team combat
- If you have a sleeping source, there is no need to use food unless you are attacked
Cons:
- Low inventory space.
Abilities
Level 1 Abilities
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook containing basic priest spells Resist all,Omnicure,Cure all.
- The Glow
![]()
The Priest's starting passive.
Grants a 10% movement bonus and 5% attack speed bonus in a 400 AOE.
Also grants periodic bonus heat.
- Resist All (Anti-Magic Shell)
![]()
(Hotkey:Q)
5 Manacost
Makes a unit magic immune for 20 seconds.
- Omnicure
![]()
(Hotkey:W)
10 Manacost
Casts cure all on all nearby friendly trolls.
- Cure All
![]()
(Hotkey:E)
10 Manacost
Cures a variety of ailments including snake venom and disease.
Master Healer's spells
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with advanced magic thief spells.
Each rank up gives you a new spell.
Rank 1:
- Healing Spray
![]()
(Hotkey:A)
20 Manacost
Heals other units for 50 health in a 400 AoE.
Does not heal the Priest himself.
- Healing wave
![]()
(Hotkey: D)
20 Manacost
Casts a healing spell that bounces up to 7 times in a 3000 AoE.
Healing for 30 health initially.
Amount healed decreases by 10% each bounce.
- Self Preservation
![]()
(Hotkey:F)
Refills 50 of every stats to the caster.
(HP/MANA/HEAT)
Rank 2:
- Mix Health
![]()
(Hotkey:H)
Equalizes the Health of the Priest and a target.
- Ranged Heal
![]()
(Hotkey:G)
Heals 50 HP of a friendly unit at 6000 range
Rank 3:
- Mix Energy
![]()
(Hotkey:X)
Equalizes the mana of the Priest and a target.
- Mix Heat
![]()
(Hotkey:M)
Equalizes the heat of the Priest and a target.
- Replenish
![]()
(Hotkey:R)
40 Manacost
Heals 1 health and 1 energy each second for 150 seconds.
If the target is attacked in this time, Replenish will be dispelled.
Booster
Inventory Slots :4
The Booster is one the subclasses of the Priest.
Most of his abilities focus on placing useful defensive buffs on nearby allies.
Pros:
- Quite durable solo
- Great at supporting the team
Powerful in team combat
Cons:
- Low Inventory space.
- No healing spells.
Abilities
Level 1 Abilities
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook containing basic priest spells Resist all,Omnicure,Cure all.
- The Glow
![]()
The Priest's starting passive.
Grants a 10% movement bonus and 5% attack speed bonus in a 400 AOE.
Also grants periodic bonus heat.
- Resist All (Anti-Magic Shell)
![]()
(Hotkey:Q)
5 Manacost
Makes a unit magic immune for 20 seconds.
- Omnicure
![]()
(Hotkey:W)
10 Manacost
Casts cure all on all nearby friendly trolls.
- Cure All
![]()
(Hotkey:E)
10 Manacost
Cures a variety of ailments including snake venom and disease.
Booster's spells.
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with advanced Booster spells.
Each rank up gives you a new spell.
Rank 1:
- Pump up
![]()
(Hotkey:W)
Increases a friendly units movement speed for 20 seconds by 10% and attack speed by 30%.
- Lightning Shield
![]()
(Hotkey:L)
Creates a shield around a friendly unit that deals 6 damage/sec to nearby units.
- Fortitude
![]()
Grants 1.5 armor to friendly units in a 900 AOE.
Rank 2:
- Troll Battle Call
![]()
(Hotkey:R)
20 Manacost
Grants a 20% damage bonus and +1 armor bonus to all friendly units in a 2000 AOE.
Lasts 20 seconds.
- Spirit Link
![]()
(Hotkey:I)
Links the health of up to 4 units in a 4000 AOE.
Each unit that takes damage within spirit link has 50% distributed with other linked unites.
Rank 3:
- Map Magic
![]()
(Hotkey:A)
20 Manacost
Increases the range of radar skills of friendly units. Lasts 90 seconds.
- Angelic Elemental
![]()
(Hotkey:G)
Projects a ball of energy forward that buffs units it touches.
Buffed units get a 25% damage increase and +3 armor for 20 seconds.
Sage
Inventory Slots :6
The Sage is the super subclass of the Priest.
Most of his abilities focus on casting useful defensive buffs and healing spells on nearby allies.
Pros:
- High durability
- Extremely powerful in team combat
- Powerful both defensively and offensively
- Very difficult to kill anyone near the Sage
- Ability to increase the effectiveness of meat is invaluable
Cons:
- Difficult to master
- Low inventory space
- Mana intensive
Abilities
Level 1 Abilities
Sage's Spells
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with ultimate Sage spells.
Each rank up gives you a new spell.
Rank 1:
- Increase Metabolism
![]()
(Hotkey:E)
When cast on a troll, will cause them to gain an additional 25 health per meat eaten
As well as giving a 20% boost to move speed.
It costs 20 mana, lasts 20 seconds, and has a 30 second cooldown.
Rank 2:
- Maximum Fervor
![]()
(Hotkey:F)
A spell that can only target himself that gives the effects of a Fervor Potion.
Costs 30 mana with a cooldown of 60 seconds.
Rank 3:
- Light Gate
![]()
(Hotkey:Z)
The Sage summons white magic forming it into balls of energy.
The energy balls form a ring and slowly dissipate, casting boosting spells on all allies within as they do.
The longer this spell is channeled, the longer the gate remains open and the more spells the energy balls cast.
Additionally, while standing inside the gate, some of the Sage's spells have alternate forms.
Self Preservation -> Preserve All
Resist All -> Omniresist
Increase Metabolism -> The Heat
Maximum Fervor -> Hidden Potential
Healing Wave -> Multiwave
Inherited Skills
![]()
(Hotkey:Q)
Spellbook containg all combined spells of Master Healer/Booster.
Omnicure
![]()
(Hotkey:W)
10 Manacost
Casts cure all on all nearby friendly trolls.
Resist All (Anti-Magic Shell)
![]()
(Hotkey:Q)
5 Manacost
Makes a unit magic immune for 20 seconds.
Spirit Link
![]()
(Hotkey:I)
Links the health of up to 4 units in a 4000 AOE.
Each unit that takes damage within spirit link has 50% distributed with other linked unites.
Mix Health
![]()
(Hotkey:H)
Mix Energy
![]()
(Hotkey:X)
Equalizes the mana of the Priest and a target.
Mix Heat
![]()
(Hotkey:M)
Equalizes the heat of the Priest and a target.
The Glow
![]()
The Priest's starting passive.
Grants a 10% movement bonus and 5% attack speed bonus in a 400 AOE.
Also grants periodic bonus heat.
Healing wave
![]()
(Hotkey: D)
20 Manacost
Casts a healing spell that bounces up to 7 times in a 3000 AoE.
Healing for 30 health initially.
Amount healed decreases by 10% each bounce.
Self Preservation
![]()
(Hotkey:F)
Refills 50 of every stats to the caster.
(HP/MANA/HEAT)
Map Magic
![]()
(Hotkey:A)
20 Manacost
Increases the range of radar skills of friendly units. Lasts 90 seconds.
Troll Battle Call
![]()
(Hotkey:R)
20 Manacost
Grants a 20% damage bonus and +1 armor bonus to all friendly units in a 2000 AOE.
Lasts 20 seconds.

Mage
Inventory Slots : 3
The Mage class focuses on short bursts of heavy magical damage and debuffs.
It specializes in dealing damage, and is a useful combat support, but is quite vulnerable on its own.
- Can easily function independently.
- Quite powerful both defensively and offensively.
Cons:
- Slow movementspeed.
- Small inventory.
- Mana intensive.
- Many abilities and cooldowns to manage.
- Several items specifically limit this class's potential.
Abilities
Level 1 Ability
Null
![]()
The Mage's starting ability.
30 Manacost
Slows movement / attack speeds and reduces the target's damage output.
Level 2 Abilities
Look up Offensive skill
![]()
(Hotkey:R)
Obtained/upgrades at levels 2/3/4
Essentially a spellbook of Mage's spells.
Each rank grants new spells.
Rank 1:
- Negative Blast
![]()
(Hotkey:G)
10 Manacost
Deals 35 and slows the target for a short duration.
- Flame Spray
![]()
(Hotkey: F)
Deals 20 damage per target to nearby enemies around the caster.
If there is no enemies nearby nothing happens.
- Pump up
![]()
(Hotkey:W)
Increases a friendly units movement speed for 20 seconds by 10% and attack speed by 30%.
Rank 2:
- Reduce Food
![]()
(Hotkey:R)
10 Manacost
Lowers the enemy's food /meat in inventory by 0-2.
Cannot reduce to less than 1 food.
- Depress
![]()
(Hotkey: D)
10 Manacost
Reduces target's mana/energy and applying depress.
Will depress other enemy units nearby the depressed unit.
Depress drains mana/energy over time.
- Mage Fire
![]()
(Hotkey:M)
Conjures a Mage Fire
Heats up faster, has better range and burns down enemy buildings faster.
Lasts 30 seconds.
Rank 3:
- Metronome
![]()
(Hotkey:E)
20 Manacost
Casts a random spell on target that will bounce through nearby enemy units nearby.
Most of those spells are from scrolls.
Elementalist
Inventory Slots : 3
One of the two subclasses of Mage.
The Elementalist is a heavily combat oriented class.
Most of its abilities deal burst damage to multiple enemies.
The Elementalist is generally more powerful against multiple opponents than a single opponent.
Pros:
- Massive spell damage
Can easily function independantly.
Quite powerful both defensively and offensively.
Very good in team battles
Cons:
- Small inventory.
- Very long cooldowns.
- Very mana intensive.
- Countered easily with items/Anti Magic Shell.
Abilities
Level 1 Abilities
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook containing basic Mage spells Null,Negative blast,Pump up,Reduce food,Mage fire.
- Null
![]()
The Mage's starting ability.
30 Manacost
Slows movement / attack speeds and reduces the target's damage output.
- Negative Blast
![]()
(Hotkey:G)
10 Manacost
Deals 35 and slows the target for a short duration.
- Pump up
![]()
(Hotkey:W)
Increases a friendly units movement speed for 20 seconds by 10% and attack speed by 30%.
- Reduce Food
![]()
(Hotkey:R)
10 Manacost
Lowers the enemy's food /meat in inventory by 0-2.
Cannot reduce to less than 1 food.
- Mage Fire
![]()
(Hotkey:M)
Conjures a Mage Fire
Heats up faster, has better range and burns down enemy buildings faster.
Lasts 30 seconds.
Look up Elemental spell
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with advanced Elementalist spells.
Each rank up gives you a new spell.
Rank 1:
- Eruption
![]()
(Hotkey:Z)
10 Manacost
Causes a pillar of fire to shoot forth around the caster dealing 40 damage to nearby targets.
- Splitting fire
![]()
(Hotkey: F)
25 Manacost
Deals 40 damage to up to 6 targets in an 800 AoE.
For each target, more fire is added dealing an additional 20 damage.
- Defender energy.
![]()
(Hotkey: D)
Creates an orb of energy that swirls around the position of the targeted area.
Stunning and damaging every enemy it touches.
Rank 2:
- Electromagnet
![]()
(Hotkey: L)
Pulls enemies towards you in a 700 AoE.
- Chain Lightning
![]()
(Hotkey: X)
Deals 45 damage to the primary target and bounces 3 times.
Each bounce deals less damage.
- Freezing Blast
![]()
(Hotkey: R)
Deals 70 damage to the target.
Deals 35 damage to all other units next to the target in a 300 AoE.
Units hit are slowed and lose extra heat over time over 25 seconds.
Standing next to a fire removes the cold buff negating the heat loss.
Rank 3:
- Storm Earth and Fire
![]()
(Hotkey: T)
The ultimate elemental spell.
Hits nearby enemies with lightning, earth, and fire.
Hypnotist
Inventory Slots : 3
The Hypnotist is one the subclasses of the Mage.
The Hypnotist is a special class that focuses on damaging the enemy's energy.
The Hypnotist is generally more powerful against a single opponent than multiple opponents.
Pros:
- Massive damage to energy, providing an alternate method of killing enemies.
- Can easily function independently.
- Very good against lone opponents.
- Many crowd control spells and debuffs.
Cons:
- Slow speed.
- Small inventory.
- Mana intensive.
- Many abilities and cooldowns to manage.
- Several items specifically limit this class's potential.
- Countered easily with items/Anti Magic Shell.
Abilities
Level 1 Abilities
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook containing basic Mage spells Null,Negative blast,Pump up,Reduce food,Mage fire.
- Null
![]()
The Mage's starting ability.
30 Manacost
Slows movement / attack speeds and reduces the target's damage output.
- Negative Blast
![]()
(Hotkey:G)
10 Manacost
Deals 35 and slows the target for a short duration.
- Pump up
![]()
(Hotkey:W)
Increases a friendly units movement speed for 20 seconds by 10% and attack speed by 30%.
- Reduce Food
![]()
(Hotkey:R)
10 Manacost
Lowers the enemy's food /meat in inventory by 0-2.
Cannot reduce to less than 1 food.
- Mage Fire
![]()
(Hotkey:M)
Conjures a Mage Fire
Heats up faster, has better range and burns down enemy buildings faster.
Lasts 30 seconds.
Hypnotist's spells.
![]()
(Hotkey: Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with advanced Hypnotist spells.
Each rank up gives you a new spell.
Rank 1:
- Hypnosis
![]()
(Hotkey: H)
Puts an enemy in a special form of sleep that can be used with Dream Eater.
Deals 20 damage.
Restores 75 energy to the target.
- Dream Eater
![]()
(Hotkey: D)
Only effects enemies under Hypnosis.
Removes 20 health and 50 energy from the enemy and gives the Hypnotist 50 health and energy.
- Anger
![]()
(Hotkey: A)
Increases attack speed by 75% while damaging for 10 damage per second.
Lasts 10 seconds.
Rank 2:
- Depression Orb
![]()
(Hotkey:R)
Hurls an orb outward that casts depression on any nearby enemies.
Can collide with an enemy,causing massive mana loss.
- Depression Aura
![]()
A passive depression aura that slows enemies as well as zap mana.
Stacks with Depression type effects.
Rank 3:
- Jealousy
![]()
(Hotkey:A)
Causes all nearby friendly units of the target to attack it.
Affects any units including Ensnare traps and Omnitowers.
- Seizures
![]()
(Hotkey: S)
Manipulates the targets brain sending small electric pulses through his nerves causing him seizures.
The seizures do 4 damage per stun and have a random chance of occuring.
The effect stops after 8 seconds.
- Stupefying Field
![]()
(Hotkey: C)
A channeling spell that greatly reduces the attack and movement rates of all nearby trolls.
While channeling, you are immune to magic.
Dementia Master
Inventory Slots : 3
The Dementia Master is the super subclass of the Mage.
He is a very complicated class with many abilities.
He retains many spells of the Elementalist and the Hypnotist.
In addition, the Dementia Master has the ability to summon demons in battle using Dementia Runes and Dark Gate.
Pros:
- Insanely high damage output.
- Can easily function independantly.
- Very powerful both defensively and offensively.
- Can disable or slow enemy units temporarily.
- Very good in team battles.
Cons:
- Countered easily with items/Anti Magic Shell.
- Very difficult to master.
- Very mana intensive.
Abilities
Level 1 Abilities
Look up Dementia Spell
![]()
(Hotkey:Z)
Obtained/upgrades at levels 1/2/4.
Essentially a spell book with ultimate Dementia spells.
Each rank up gives you a new spell.
Rank 1:
- Open Dark Gate
![]()
(Hotkey:Z)
The Dementia Master channels balls of energy which he uses to construct a gate.
As the balls dissipate, they cast spells on enemies inside the gate.
The longer the gate is channeled the longer it lasts and the faster the orbs cast spells.
Runes carried by the Dementia Master have increased range inside the gate.
He can use the gate and Dementia Summoning to summon monsters from the Dementia Realm.
Rank 2:
- Summon Dementia Rune (Nel)
![]()
(Hotkey:Q)
Summons a Nel rune.
Nel runes are used for crippling spells.
They circle the caster untill activated.
When activated they seek nearby enemy targets and blast them with its element.
5 Runes can circle the caster at a time.
- Summon Dementia Rune (Ka)
![]()
(Hotkey:W)
Summons a Ka rune.
Ka runes are used for fire spells.
They circle the caster untill activated.
When activated they seek nearby enemy targets and blast them with its element.
5 Runes can circle the caster at a time.
- Summon Dementia Rune (Lez)
![]()
(Hotkey:E)
Summons a Lez rune.
Lez runes are used for ice spells.
They circle the caster untill activated.
When activated they seek nearby enemy targets and blast them with its element.
5 Runes can circle the caster at a time.
- Activate Runes
![]()
(Hotkey:A)
Casting this spell causes circling runes around the caster to become active and seek targets.
Runes will seek any enemies inside a dark gate if the caster casts this inside the gate as well.
This skill can also be used in a gate to perform a dementia summoning.
Rank 3:
- Dementia Summoning Passive
![]()
Passively gives the Dementia Master the ability to summon a monster from dementia space using Dementia Runes.
Summoning must be performed close to the center of an open dark gate and you must have a correct rune order.
This skill also gives a 10% evasion bonus to the Dementia Master.
Dementia Summoning Rune Order left to right:
Lez Nel Lez Lez Ka : Ice Demon
Nel Nel Ka Nel Lez: Crippling Demon
Ka Lez Ka Nel Ka: Fire Demon
Inherited Skills
![]()
(Hotkey:Q)
Spellbook containg all combined spells of Hypnotis/Elementalist.
Null
![]()
The Mage's starting ability.
30 Manacost
Slows movement / attack speeds and reduces the target's damage output.
Negative Blast
![]()
(Hotkey:G)
10 Manacost
Deals 35 and slows the target for a short duration.
Mage Fire
![]()
(Hotkey:M)
Conjures a Mage Fire
Heats up faster, has better range and burns down enemy buildings faster.
Lasts 30 seconds.
Anger
![]()
(Hotkey: A)
Increases attack speed by 75% while damaging for 10 damage per second.
Lasts 10 seconds.
Depression Aura
![]()
A passive depression aura that slows enemies as well as zap mana.
Stacks with Depression type effects.
Eruption
![]()
(Hotkey:Z)
10 Manacost
Causes a pillar of fire to shoot forth around the caster dealing 40 damage to nearby targets.
Chain Lightning
![]()
(Hotkey: X)
Deals 45 damage to the primary target and bounces 3 times.
Each bounce deals less damage.
Splitting fire
![]()
(Hotkey: F)
25 Manacost
Deals 40 damage to up to 6 targets in an 800 AoE.
For each target, more fire is added dealing an additional 20 damage.
Seizures
![]()
(Hotkey: S)
Manipulates the targets brain sending small electric pulses through his nerves causing him seizures.
The seizures do 4 damage per stun and have a random chance of occuring.
The effect stops after 8 seconds.
Stupefying Field
![]()
(Hotkey: C)
A channeling spell that greatly reduces the attack and movement rates of all nearby trolls.
While channeling, you are immune to magic.
Jealousy
![]()
(Hotkey:E)
Causes all nearby friendly units of the target to attack it.
Affects any units including Ensnare traps and Omnitowers.

Hunter
Inventory Slots : 3
The Hunter class focuses on hunting animals such as elk and hawks.
It is a strong class early game and gets weaker as the game progresses.
Hunters start with the ensnare ability, allowing him to kill elk easily.
Pros:
- The best class for team leveling.
- Can very easily acquire food.
- Great beginning class for noobs.
- Quite powerful both defensively and offensively.
Cons:
- Smallest inventory of any class.
- Cannot easily make or carry combat items.
- Can be outmatched by non-combat oriented classes late game.
Abilities
Level 1 Ability
Ensnare
![]()
(Hotkey:R)
Hunter's starting ability.
Traps the target with a net, rendering it incapable of moving.
Level 2 Abilities
Track
![]()
(Hotkey:E)
Obtained/upgrades at levels 2/3/4.
Gives vision of the target and reduces armor, amplifying the damage the target receives.
Each rank increases the effect of the spell.
Rank 1:
- -1 Armor , Lasts 15 on heroes, 30 on normal units.
Rank 2:
- -2 Armor , Lasts 20 on heroes, 30 on normal units.
Rank 3:
- -3 Armor , Lasts 25 on heroes, 30 on normal units.
Warrior
Inventory Slots :3
One of the two subclasses of Hunter.
Pros:
Can level very quickly
Can easily acquire food for the team
Great beginning class for noobs
Quite powerful both defensively and offensively
Potential to do very high damage in team battles
Cons:
- Unlike tracker, dosent retain Track.
Very few slots limit customization
Cannot easily make or carry combat items
Can be outmatched by non-combat oriented classes late game
Abilities
Level 1 Abilities
Ensnare
![]()
(Hotkey:R)
Hunter's starting ability.
Traps the target with a net, rendering it incapable of moving.
Base Skills
![]()
(Hotkey:Q)
Activates a spellbook containing Warrior's combat passives.
Endurance
![]()
The Warrior's other starting ability.
Grants a 35% chance to decrease incoming physical damage by 10.
Cannot reduce damage to less than 3.
Gaint Swing
![]()
Grants a chance to do bonus damage to all nearby enemies.
Obtained/upgrades 1/2/4
Each rank increases chance/damage
Rank 1:
- 19% chance to deal 10 bonus damage
Rank 2:
- 21% chance to deal 15 bonus damage
Rank 3:
- 23% chance to deal 20 bonus damage
Tracker
Inventory Slots : 3
One of the two subclasses of Hunter.
Pros:
- Fast movement speed.
- Can level very quickly.
- Can easily acquire food for the team.
- Great beginning class.
- Quite powerful offensively.
- Can keep track of enemy troll's locations for a long time.
Cons:
- Very few slots limit customization.
- Cannot easily make or carry combat items.
- Can be outmatched by non-combat oriented classes late game.
- Most abilities are neutralized by cure-all and Cure all potion.
- Unlike Warrior, dosent gain combat passives.
Abilities
Level 1 Abilities
Ensnare
![]()
(Hotkey:R)
Hunter's starting ability.
Traps the target with a net, rendering it incapable of moving.
The Way of the Tracker
![]()
(Hotkey:Q)
Activates a spellbook containing Trackers's combat spells.
Rank 1:
- Greater Track.
![]()
(Hotkey:E)
Reduces targets armor by 4 and grants vision of the unit.
Lasts 30 seconds on heros, 35 on normal units.
Rank 2:
- Dysentry Track.
(Hotkey: S)
The targets once affected leaves physical tracks behind them.
Tracks of their footsteps can be seen in the terrain.
- Sniff
(Hotkey: F)
Target a recently killed creature's bone or hide to reveal a trail to the enemy.
Rank 3:
- Hide Tracking Beacon
(Hotkey: D)
Permanently places a tracking beacon in an enemy.
- Query Beacon
(Hotkey: Q)
Pings the location of the tracking beacon on the map.
Juggernaut
Inventory Slots : 3
Juggernaut is the Supersubclass of Hunter
The Juggernaut is the super subclass of the Hunter. The Juggernaut is a combat oriented class that also has the tracking abilities of the Tracker. The Juggernaut can also take great amounts of punishment due to his survivability passives and blocking damage. Most of the Juggernauts other abilities are used for tracking down enemies.
Pros:
- Can level very quickly
- Can easily acquire food for the team
- Very powerful both defensively and offensively
- Naturally the most powerful troll in the game
- Skills can substitute for lack of item space
- Able to track enemy trolls
Cons:
- Very few slots limit customization
- Cannot easily make or carry combat items
Abilities
Level 1 Abilities
Ensnare
(Hotkey:R)
Hunter's starting ability.
Traps the target with a net, rendering it incapable of moving.
Inherited Skills
![]()
(Hotkey:Q)
Essentially a spellbook of all combined hunter abilities.
Greater Track.
![]()
(Hotkey:E)
Reduces targets armor by 4 and grants vision of the unit.
Lasts 30 seconds on heros, 35 on normal units.
Dysentry Track.
(Hotkey: S)
The targets once affected leaves physical tracks behind them.
Tracks of their footsteps can be seen in the terrain.
Sniff
(Hotkey: F)
Target a recently killed creature's bone or hide to reveal a trail to the enemy.
Hide Tracking Beacon
(Hotkey: D)
Permanently places a tracking beacon in an enemy.
Query Beacon
(Hotkey: Q)
Pings the location of the tracking beacon on the map.
The Juggernaut
(Hotkey:Q)
Obtained/upgrades at 1/3/4
Both an actual passive and a spellbook for 2 additional passives of Juggernaut.
Each rank upgrade makes the passives stronger
Initial passive gives chance to block damage.
Provides Spell damage reduction (Magic resistance)
In later levels gives stats/armor
Rank 1:
- 45% chance to block 13 damage. 20% magic resistance.
Rank 2:
- 45% chance to block 13 damage. 20% magic resistance.
+2 armor +2 all stats.
Rank 3:
- 45% chance to block 13 damage. 20% magic resistance.
+2 armor +2 all stats.
Rage passive which increases his attack speed by 10% and movement speed by 18%
Last edited: