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JUPITER SERIES (6)
Dark Age of Camelot

JUPITER SERIES (6)

Discover the full range of abilities for the Beastling class in Dark Age of Camelot, including offensive spells, support skills, and their PP costs.

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Discover the full range of abilities for the Beastling class in Dark Age of Camelot, including offensive spells, support skills, and their PP costs.

Alright, let's dive into the 'JUPITER SERIES (6)' section, which seems to be all about the Beastling class and its related forms in Dark Age of Camelot. Think of this as your go-to reference for what this particular summoner can do. We've got a breakdown of all their unique psynergy points (PP) abilities, from direct damage to helpful buffs.

The Beastling, along with its alternate forms like Wildrunner, Shapeshifter, Beast Master, and Prime Beast, shares a common set of skills. These are categorized by their PP cost, range, and a brief description of what they do. It's super important to know these so you can manage your resources effectively in combat and out.

Here's the rundown of what each ability does:

Beastling Abilities

Offensive Spells

  • Beastform — Costs 8 PP. This is a core ability that calls on the power of your inner beast.
  • Slap — Costs 4 PP. A basic attack to slap a creature or object forcefully.
  • Ray — Costs 6 PP, hits up to 3 targets (|||). Strikes with a magnetic storm.
  • Storm Ray — Costs 10 PP, hits up to 3 targets (|||). A more powerful magnetic storm attack.
  • Destruct Ray — Costs 21 PP, hits up to 3 targets (|||). Unleashes a tumult of magnetic force.
  • Whirlwind — Costs 5 PP, hits up to 3 targets (|||). Sends things flying with a tornado's power.
  • Tornado — Costs 14 PP, hits up to 5 targets (|||||). A mighty tornado attack.
  • Tempest — Costs 27 PP, hits up to 5 targets (|||||). Strikes with a fearsome windstorm.
  • Slash — Costs 4 PP. Strikes with a blade of focused air.
  • Wind Slash — Costs 9 PP, hits up to 3 targets (|||). A razor-sharp blade of air.
  • Sonic Slash — Costs 20 PP, hits up to 5 targets (|||||). A supersonic blade of wind.

Support and Utility

  • Spirit Sense — Costs 1 PP. Lets you sense someone's heart, even beyond death. Useful for tracking or finding hidden things.
  • Track — Costs 1 PP. Sniff out a faint smell, great for following targets or finding items.
  • Boon — Costs 4 PP. Restores at least 80 HP with a gentle wind. Your basic heal.
  • Nature's Boon — Costs 8 PP. Restores at least 180 HP with a gentle wind. A stronger heal.
  • Vital Boon — Costs 11 PP. Restores at least 600 HP with a gentle wind. Your big heal for emergencies.
  • Cure Poison — Costs 2 PP. Cleanses the body of poison, a must-have for certain zones.
  • Restore — Costs 3 PP. Removes sleep, stun, and delusion effects, keeping you in the fight.

Heads up: All these abilities are identical across the Beastling, Wildrunner, Shapeshifter, Beast Master, and Prime Beast forms. So, once you learn them on one, you know them for all!

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