Primary Abilities
The six craftable primary abilities (Blood, Phase, Flame, Thunder, Health, and Rotten) with each one's passive perk, active power, and default cooldown.
Primaries are the abilities you choose. Craft a primary's ability item (recipes are on the Crafting page and in the in-game codex) and right-click it to bind it. If you already had a primary bound, the old one is returned to you as an item. You can unbind at any time from the ability menu (a two-click confirm) to get the item back.
Primaries level up to level 5 through PvP kills; each level shortens the cooldown and strengthens the effects. There is also an optional hardcore setting in abilities.yml (drop-on-death, off by default): when enabled, dying unbinds your primary and drops its item.
Each ability below has one passive and one active, nothing more. You equip a single primary at a time (alongside your secondary), so across both slots you carry two passives and two actives in total.
Every number below is a default. Exact cooldowns, damage, and ranges live in abilities.yml and can be tuned freely; see Balance. New to abilities? Start with How Abilities Work.
- Passive: permanent Strength II.
- Active: suspend every player in a cone in front of you (5 blocks deep by default, longer at higher levels) and drain their health. Victims hang in the air for a few seconds while taking damage every second.
- Cooldown: 300 seconds by default.

- Passive: Speed II and permanent Glowing. You are fast, but everyone can see where you are.
- Active: briefly phase into a tethered spectator scout. For a few seconds (4 by default) you roam free of your body, up to a set distance from where you cast (10 blocks by default), then you are returned to a safe spot.
- Cooldown: 300 seconds by default.

- Passive: none. Flame is purely an active power.
- Active: conjure a fireball a few blocks above your head. After a short fuse it detonates, damaging players in the blast (6 block radius and 8 damage by default, both stronger at higher levels) and setting them on fire for a few seconds.
- Cooldown: 300 seconds by default.

- Passive: bonus melee reach (half a block by default), and every 10th melee hit summons lightning on your target.
- Active: a charged window (20 seconds by default, longer at higher levels) where lightning comes much more often: every 4th melee hit on a player triggers a strike that deals bonus damage (4 extra by default, more at higher levels).
- Cooldown: 300 seconds by default.

- Passive: a larger health pool (15 hearts by default) plus a chance to heal a little every time you land a melee hit (20% chance by default).
- Active: surge to a huge health pool for a while (20 hearts for 60 seconds by default, longer at higher levels), with a much better heal-on-hit chance (50% by default).
- Cooldown: 300 seconds by default.

- Passive: you thrive on rotten flesh and sicken on normal food. Eating rotten flesh grants Absorption II and Regeneration II for a while; eating any other food gives you short Poison I and Hunger I instead.
- Active: raise a horde of allied zombies (6 by default, lasting 30 seconds; longer at higher levels) and give nearby players Nausea (within 6 blocks by default).
- Cooldown: 300 seconds by default.
