List of all abilities and what they do:
Mage abilities are:
Deja Vu. You summon illusion copies of yourself, one per upgrade. Other upgrades include the ability to target allies, better control over illusions, and making them more opaque/useful. (Upgrades are twin universe, fractal, and stat bonuses in intelligence, believability, and solidity)
Ignite. You thrust an uncontrollable fireball at the opponent. Upgrades will make it more controlled and larger.
Unstable Gas: Release a toxin into the air, or turn the air into a toxin. A good pick for a poison based character, or an alchemist. Boost in size of the change for alchemy, use of gas weaponry for a poison based character. UG can be bought in a store as well.
Devourer: You link with your opponents mind and steal their energy. It's a visible link, they'll try and stop you. Upgrades make the process faster, but you'd do well to learn to dodge their blows while they strike.
Stone form: Form magical armor around you/your friends. Leveling up will allow you to give them more forms. Good upgrades are heavy armor, basilisk blood, and burrow.
Scavenger: You may steal knowledge of the dead, upgrades allow you to steal strength. Goes hand in hand with graveyard.
Burrow: For each level, you summon more and more complex shapes in the earth, farther and farther away from you. Good upgrades are the other earth manipulations, like stone form, basilisk blood, and heavy armor.
Petrify: A second level upgrade of congeal.
Ablaze: Summon bonuses to attack through fire magic. A magical version of growth.
Gravity pull: Small changes in gravity that become more evident as you level up. Good with dive and burrow.
Firefly: You get a cohort of a firefly for each level.
Scarab: You get a cohort of a scarab for each level.
Blackhole: Final upgrade of gravity pull, not standalone.
Heal: Heal your friends.
Miracle: Final upgrade of heal, not standalone. You will resurrect yourself once per month.
Quanta producing: Produce energy of a certain quanta, helping certain abilities and healing elementals.
Precognition: NOT A PLAYER ABILITY
Psionic Wave: Decrease your opponents ability, eventually negating and reversing it.
Steam: Ability to make steam. Makes good hiding place for rogues, a good duo with unstable gas, and a good starting point for alchemists.
Freeze: intimidate your foes. Upgrades to basilisk blood.
Nymphs Tears: NOT A PLAYER ABILITY
Regeneration: Heal yourself latently.
Photosynthesis: Turn light into life. Literally. Not as effective as heal, but upgrades allow you to use the life energy for things other than healing.
Fighter Abilities:
Dive: You may use speed to boost your attacks. Good upgrades include adrenaline, and anything else that will finish the job in one hit.
Vampire: You gain health for any health your opponent loses. The ratio of health gained to damage dealt improves with level. Good combos are voodoo, drain life, and devourer.
Web: The use of webs. Can be used for fishing, catching, acrobatics, whatever.
Lycanthrope: Turn into something stronger. Upgrades make it more controllable and stronger still.
Antimatter: Use your opponents attacks against them. Increased chance of a critical hit after a successful dodge or block.
Butterfly Effect: Use your INT instead of your STR when fighting. You see their weakness and use things like pressure points to fight smarter, not harder.
Growth: Use your massive size to your advantage. Makes you a great tank, and combines well with rage.
Rage/Beserk: Decrease your armor class, but increase your damage dealt.
Pheonix: Through the use of feints, trick your opponent into letting his guard down. Uses CHR instead of DEX.
Momentum: Start with a penalty to hit, but get more accurate for combos.
Devour: Eat your opponents to gain strength. Upgrades allow you to do this while they live. Goes well with vampire, vulture, and boneyard. The most hated ability in all of the land.
Adrenaline: You get three attacks instead of two. Upgrades allow for four attacks and decrease side effects. Goes well with speed based or combo based abilities.
Immortality: Crazy boost in CON. Goes great with phoenix and miracle.
Paradox: Trick your opponent into punching another enemy, or a wall of fire, or generally harming himself. Uses DEX and CHR instead of STR.
Fiery: Boost in strength while near flames. Goes well with the fireproof secondary ability.
Ranger abilities:
Unfortunately, the only ranger specific ability is snipe, but adrenaline might speed up rate of fire, air producing increases your strength, and other secondary abilities might allow you to carve your own arrows.
Rogue:
Unstable gas: This upgrade makes your poison gaseous. Upgrades make it odorless, colorless, and tasteless.
Infection/Inflate: Learn alternate means of poisoning your opponent, like more effective poison tipped blades.
Liquid Shadow: Turns your opponent into a mindless cannibal, forgetting whatever they knew before, and leeching strength off of others for survival. Third tier poison.
Plague: Increases the odds of your opponent spreading his disease to other opponents.
Aflatoxin: Adds cancerous cells to your opponent when struck. EXTREMELY expensive and frowned upon. Third tier poison.
Steal: Requires mutation secondary ability. Odds of stealing increases with level.
Mutation: Part of the alchemy set, and standalone. Increase in extremity of the change.
Unstable gas: Learn to turn a gas into something flammable. Standalone.
Evolve: Another part of the alchemy set. Boost in control of the change. Not available standalone.
Hatch: Boost in consistency of alchemy. Not available standalone
Luciferin: Makes your alchemy more beneficial. Standalone.
Infest: Increases your control over how rapidly your poison effects your opponent.
Common Combinations:
The Alchemist: Hatch, Evolve, Mutation, Unstable gas = metamorphosis. Turn target creature into another creature of the same stats.
Zombie: Infect, Plague, Liquid Shadow, aflatoxin = Zombify. Turn target creature into a mindless dying man. He'll try and bite the living. Anyone he bites is effected similarly.
Ninja: Steam, snipe, butterfly effect, paradox = Assassinate. Creating your own fog to hide in, you can take down your opponent rom afar without ever being seen.
Beserker: Rage potion, adrenaline, dive, momentum = Beserk. You go into a mindless rage, attacking everything with a ferocity and speed unimaginable. You ignore penalties due to low health.
Scourge: Devour, vampire, scavenger, boneyard = Necromancy. Use the undead to gain health, strength, and knowledge, before turning them upon your opponents.
Swash Buckler: Phoenix, butterfly effect, paradox, adrenaline = Overwhelm. Dodge their attacks with relative ease, make light attacks deal huge damage, make your opponent hit himself, and be too slippery to be touched.
Ultimate thief: Devourer, vampire, scavenger, steal = Leech: Take whatever you need. Items, energy, knowledge, or even life.
Fire being: Fiery, Ablaze, Rain of Fire, Ignite, Fire Lance = Firekind: The flames fuel your strength, and your energy fuels the flames. A walking bonfire.
Illusionist: Deja Vu, Twin Universe, Fractal, and Scavenger = Duplicate: Create solid copies of yourself with minor intelligence and fighting skills. With a maximum of 12 copies, the more you have, the stronger they are.
I THINK that's everything. If somethings wrong just yell at me.