Spells
Current to Beta 25Arcane
- Arcane Power: 50 mana, 30 cooldown, sustained
+ (5, 9, 13, 16, 18) spellpower
- Manathrust: 10 mana, 3 cooldown, 10 range
(0.96 * [20 + spellpower] * talent modifier) rebalanced arcane damage, beam at talent >= 3.
- Manaflow: 40 cooldown, 10 duration
+ (0.091 * [10 + spellpower] * talent modifier) rebalanced mana regeneration per turn.
- Disruption Shield: 150 mana, 30 cooldown
Fire
- Flame: 12 mana, 3 cooldown, 10 range, 2000% velocity
(1.16 * [25 + spellpower] * talent modifier) rebalanced fire damage over 3 turns, beam at talent >=5
- Flameshock: 30 mana, 18 cooldown, (4, 5, 6, 7, 8) cone range
(0.55 * [10 + spellpower] * talent modifier) rebalanced fire damage, stunning for (3, 4, 5, 6, 7) turns.
- Fireflash: 40 mana, 8 cooldown, 7 range, 400% velocity, (2, 3, 4, 5, 6) radius
(1.09 * [28 + spellpower] * talent modifier) rebalanced fire damage
- Inferno: 100 mana, 30 cooldown, 10 range, 5 radius
Wildfire
- Blastwave: 12 mana, 5 cooldown, (2, 3, 4, 5, 6) radius
(0.70 * [28 + spellpower] * talent modifier) rebalanced fire damage over 3 turns, knocking back ???
- Burning Wake: 40 mana, 30 cooldown, sustained
(0.70 * [10 + spellpower] * talent modifier / 4) rebalanced fire damage per turn in on ground for 4 turns behind Flame, flameshock, fireflash and blastwave.
- Cleansing Flames:
(10, 20, 30, 40, 50)% chance for burning wake to remove (physical, magical, curse, hex) effect from those affected. removes buffs from enemies, debuffs from friendlies.
- Wildfire: 50 mana, 30 cooldown, sustained
+ (2, 4, 6, 8, 10)% fire damage, +(10, 20, 30, 40, 50)% fire resist penetration (percent or percentage point?)
Earth
- Stone Skin: 30 mana, 10 cooldown, sustained
+ (0.091 * [10 + spellpower] * talent modifier) rebalanced armor.
- Dig: 40 mana, 10 range
Removes up to (1, 2, 3, 4, 5) walls/trees etc. Must be contiguous?
- Strike: 18 mana, 6 cooldown, 10 range, 600% velocity
(0.79 * [8 + spellpower] * talent modifier) rebalanced physical damage, and knocking it back ???
- Stone Wall: 70 mana, 50 cooldown, 7 range
Stone
- Earthen Missiles: 10 mana, 3 cooldown, 10 range, 2000% velocity
(0.52 * [15 + spellpower] * talent modifier) rebalanced physical damage total per projectile, half instant, half over 5 turns. Shoots (two, or three at talent >= 5) independently targeted projectiles.
- Body of Stone: 70 mana, 12 cooldown, sustained
+ (0.38 * [5 + spellpower] * talent modifier) rebalanced Fire resistance, (0.095 * [5 + spellpower] * talent modifier) rebalanced lightning and physical resistances, (10 * talent)% knockback resistance, - (talent / 2) cooldowns on Earthen Missiles, Earthquake and Strike
- Earthquake: 50 mana, 30 cooldown, 10 range, (2 + talent / 2) radius
Affect an area for ( 3 + talent) turns, dealing (0.30 * [15 + spellpower] * talent modifier) rebalanced physical damage per turn, and trying to stun.
- Crystalline Focus: 50 mana, 30 cooldown, sustained
+ (2, 4, 6, 8, 10)% physical damage, +(10, 20, 30, 40, 50)% physical resist penetration (percent or percentage point?)
Water
- Corrosive Vapour: 25 mana, 8 cooldown, 8 range, 3 radius
(0.24 * [4 + spellpower] * talent modifier) rebalanced acid damage per turn in area for (talent + 2) turns
- Freeze: 14 mana, 15 cooldown, 10 range,
(0.80 * [12 + spellpower] * talent modifier) rebalanced cold damage, freezes for 3 turns.
- Tidal Wave: 55 mana, 10 cooldown,
(0.43 * [5 + spellpower] * talent modifier) rebalanced damage, half cold and half physical, trying to knock back for (0.024 * [5 + spellpower] * talent modifier) rebalanced turns, affecting radius of ( 1 + duration / 2)
- Ice Storm: 40 mana, 30 cooldown, 3 radius, (5 + spellpower / 20 + talent) duration
Ice
- Ice Shards: 12 mana, 3 cooldown, 10 range, 300% velocity, 1 targeting radius.
(0.85 * [18 + spellpower] * talent modifier) rebalanced ice damage bolt launched at each enemy within targeting radius.
- Frozen Ground: 25 mana, 10 cooldown, (2, 3, 4, 5, 6) radius
(0.82 * [10 + spellpower] * talent modifier) rebalanced cold damage, sticking them to the ground for 4 turns.
- Shatter: 25 mana, 15 cooldown, 10 radius
(0.82 * [10 + spellpower] * talent modifier) rebalanced cold damage to (2 + talent, rounded up) enemies. Of those affected, critters are instantly killed, normal have +50 critical rate, elite have +10 critical rate.
- Uttercold: 50 mana, 30 cooldown, sustained
+ (2, 4, 6, 8, 10)% cold damage, +(10, 20, 30, 40, 50)% cold resist penetration (percent or percentage point?)
Air
- Lightning: 10 mana, 3 cooldown, 10 range, beam
(1.21 * [20 + spellpower] * talent modifier) rebalanced lightning damage to 1 / 3 as much.
- Chain Lightning: 40 mana, 8 cooldown, 10 range
(0.91 * [10 + spellpower] * talent modifier) rebalanced lightning damage, to 1 / 3 as much, targeting (4, 5, 6, 7, 8) enemies, chosen randomly (?) within a range of 10 of the last target hit, and beaming between them. No enemy may be targeted twice, and the caster cannot be targeted.
- Feather Wind: 50 mana, 10 cooldown, sustained
+ (0.14 * [4 + spellpower] * talent modifier) rebalanced ranged defense, +(0.50 * [10 + spellpower] * talent modifier) rebalanced encumbrance, at talent >= 4, you levitate.
- Thunderstorm: 170 mana, 15 cooldown, 5 range, sustained, -(1.2, 2.4, 3.6, 4.8, 6.0) mana per turn
Storm
- Nova: 12 mana, 8 cooldown, (2 + talent * 0.7, rounded down) radius
(0.66 * [28 + spellpower] * talent modifier) rebalanced lightning damage to 1 / 3 as much, and 75% chance to daze for 3 turns.
- Shock: 8 mana, 3 cooldown, 10 range
(0.80 * [25 + spellpower] * talent modifier) rebalanced lightning damage to 1 / 3 as much, and dazes for 3 turns.
- Hurricane: 100 mana, 30 cooldown, (2 or 3 if talent >= 3) radius
Any lightning attack that dazes an enemy has a (30 + talent * 5)% chance to debuff the enemy for 10 turns, making it the center of a hurricane that deals (0.60 * [25 + spellpower] * talent modifier) rebalanced lightning damage to 1 / 3 as much.
- Tempest: 50 mana, 30 cooldown, sustained
+ (2, 4, 6, 8, 10)% lightning damage, +(10, 20, 30, 40, 50)% lightning resist penetration (percent or percentage point?)
Meta
- Disperse Magic: 40 mana, 7 cooldown, (10 range at talent >= 3)
Removes (talent, rounded down) spell effects and sustained spells. Can be either good or bad.
- Spell Shaping: passive
(20, 40, 60, 80, 100)% chance to carve a hole in the area of your AoE spells, avoiding hitting yourself.
- Quicken Spells: 80 mana, 30 cooldown, sustained
Reduces all spell cooldowns by (7, 13, 20, 27, 30)%
- Metaflow: 70 mana, 50 cooldown
Temporal
- Congeal Time: 20 mana, 30 cooldown, 6 range, 200% velocity
Slows the target by (talent * 8)% for 7 turns. Note that a 100% slower is -50% global speed.
- Time Shield: 50 mana, 30 cooldown, (5 + talent, rounded down) duration
(50 + [1.17 * (50 + spellpower) * talent modifier] rebalanced ) damage absorbed, all absorbed damage is returned as damage over 5 turns when the spell ends
- Time Prison: 140 mana, 40 cooldown, 10 range
Place the target in a time prison for (4 + spellpower * 0.03 * talent) turns. Time Prison stops the target from acting and prevents all damage to it, but it can still be buffed, debuffed, reduce cooldowns, and count down existing effects. You may cast this on yourself.
- Essence of Speed: 250 mana, 30 cooldown, sustained
+ (talent * 9)% global speed
Phantasm
- Illuminate: 5 mana, 14 cooldown, (5 + talent) radius
Illuminates area. At talent >= 3, blinds all except the caster for (3 + talent) turns.
- Blur Sight: 30 mana, 10 cooldown
+ (0.14 * [4 + spellpower] * talent modifier) rebalanced defense
- Phantasmal Shield: 60 mana, 10 cooldown, sustained
Deals (0.23 * [10 + spellpower] * talent modifier) rebalanced arcane damage to the attacker when hit in melee.
- Invisibility: 200 mana, 30 cooldown, sustained, -5 mana per turn
+ (0.23 * [10 + spellpower] * talent modifier) rebalanced invisibility power.
Conveyance
- Phase Door: 10 mana, 8 cooldown, (4 + [0.07 * (10 + spellpower) * talent modifier] rebalanced) range
Teleports randomly within the range. At talent >= 4, you can choose a target within range of 10. Enemies will have Continuum Destabilization (spellpower * 0.3) applied to them for 100 turns when teleported. They will still be teleported centered on you. At talent >= 5, you can pick the exit area within the range of the spell, and having a accuracy of (6, 5, 4, 3, 2) radius. It has a 35% chance to fizzle and work randomly if the target is out of your line of sight. Enemies can resist, measuring your spellpower against the sum of their continuum destabilization and spell saves.
- Teleport: 20 mana, 30 cooldown, (100 + spellpower[1]) range
Teleports randomly within the range and minimum of 15. At talent >= 4, you can choose a target within range of 10. Enemies will have Continuum Destabilization (spellpower * 0.3) applied to them for 100 turns when teleported. They will still be teleported centered on you. At talent >= 5, you can pick the exit area within the range of the spell, and having a accuracy of (20 - talent) radius. Enemies can resist, measuring your spellpower against the sum of their continuum destabilization and spell saves.
- Displacement Shield: 70 mana, 35 cooldown, 8 range, ([10 + talent * 3, rounded down] max of 25) duration
(20 + 5 * talent)% chance of transferring damage to the target, up to a maximum of (50 + [0.14 * (4 + spellpower) * talent modifier] rebalanced) damage. The shield ends by duration, transferring the max damage, or if the target dies.
- Probability Travel: 200 mana, 40 cooldown, sustained
Divination
- Arcane Eye: 15 mana, 10 cooldown, (10 + talent * 3, rounded down) duration, instant, 100 range, (4 + talent, rounded down) sight radius
Creates an eye that does not occupy space, and is not a creature at the target location. It can see creatures, without light, but not through walls. At talent >= 4, it can be cast on and follow a creature (including yourself), at talent >= 5, it sees through invisibility, stealth, and all other similar effects.
- Keen Senses: 40 mana, 30 cooldown, sustained
+ (0.22 * [2 + spellpower] * talent modifier) rebalanced See Invisible, +(0.098 * [2 + spellpower] * talent modifier) rebalanced See Through Stealth, +(0.059 * [2 + spellpower] * talent modifier) rebalanced Spell Critical rate.
- Vision: 20 mana, 20 cooldown, (5 + [0.14 * (4 + spellpower) * talent modifier] rebalanced) radius
Maps the surroundings, including ground tiles and items.
- Premonition: 120 mana, 30 cooldown
Nature
- Regeneration: 30 mana, 10 cooldown, 10 duration.
+ (0.12 * [5 + spellpower] * talent modifier) rebalanced health per turn.
- Heal: 60 mana, 10 cooldown
+ (0.79 * [40 + spellpower] * talent modifier) rebalanced health.
- Restoration: 30 mana, 15 cooldown
Cures (talent, rounded down) poisons, at talent >= 3, cures diseases as well.
- Nature's Call: 60 mana, 100 cooldown, ([talent * spellpower / 10] min of 5, max of 90) duration
Enhancement
- Fiery Hands: 40 mana, 10 cooldown, sustained
+ (0.19 * [5 + spellpower] * talent modifier) rebalanced fire damage per melee attack, +(0.067 * [5 + spellpower] * talent modifier) rebalanced % fire damage.
- Earthen Barrier: 45 mana, 25 cooldown, 10 duration
+ (0.27 * [10 + spellpower] * talent modifier) rebalanced physical resistance.
- Frost Hands: 40 mana, 10 cooldown, sustained
+ (0.097 * [3 + spellpower] * talent modifier) rebalanced ice damage per melee attack, +(0.067 * [5 + spellpower] * talent modifier) rebalanced % cold damage.
- Inner Power: 75 mana, 10 cooldown, sustained
+ (0.049 * [5 + spellpower] * talent modifier) rebalanced to all stats, up to maximum of +11.
Explosive Admixtures
Gem power is based on gem tiers. it is (20, 35, 50, 65, 70) for tiers 1-5.
- Throw Bomb: 5 mana, 4 cooldown, (5 + dex[6], rounded up) range, (1 + [raw explosion expert talent] radius)
Deals (0.68 * [15 + (spellpower + gem power) / 2] * talent modifier) rebalanced damage, increased and changed to the type of the infusion. Uses one alchemist gem, and applies its effect.
- Alchemist Protection: passive
+ (3, 6, 9, 12, 15) cold, fire, lightning and acid resistances, protects you and your golem from (20, 40, 60, 80, 100)% of your gem bomb's damage. At talent >= 5 avoid all side effects as well.
- Explosion Expert: passive
Increases the radius affected by Throw Bomb. also increases damage based on how much less than the maximum area is affected. The maximum area is (25, 45, 77, 109, 145) tiles . The damage is increased by ( 100 * log [tiles reduced] / [5, 4, 3, 2, 1] ) %.
- Shockwave Bomb: 32 mana, 10 cooldown, (5 + dex[6], rounded up) range, 2 radius
Infusion
- Fire Infusion: passive
Your gem bombs hit for (talent * 7) % more damage, half applied as instant fire damage, and half applied as fire damage over 3 turns. Increases shockwave bomb damage by (talent * 5)%, even when another infusion is active. Bonus gem bomb damage from alchemist's gems are added to this multiplier.
- Acid Infusion: 30 mana, 30 cooldown, sustained.
Your gem bombs hit for (talent * 5) % more damage, applied as acid damage that can blind. In addition, all fire damage is changed to (15, 30, 45, 60, 75)% as much acid damage. The gem bomb bonuses of agates, opals, onyxes, rubies and diamonds have no effect while this is active.
- Lightning Infusion: 30 mana, 30 cooldown, sustained.
Your gem bombs hit for (talent * 5) % more damage, applied as lightning damage that can daze. In addition, all fire damage is changed to (15, 30, 45, 60, 75)% as much lightning damage. The gem bomb bonuses of agates, opals, onyxes, rubies and diamonds have no effect while this is active.
- Frost Infusion: 30 mana, 30 cooldown, sustained.
Golemancy
- Golem Power: passive
+ (1, 2, 3, 4, 5) levels of weapon combat and combat accuracy for your golem.
- Golem Resilience: passive
+ (1, 2, 3, 4, 5) levels of Health and Armor Training for your golem.
- Invoke Golem: 10 mana, 20 cooldown
teleports your golem next to you, and gives it +(0.22 * [15 + spellpower] * talent modifier) rebalanced melee power for 5 turns.
- Golem Portal: 40 mana, (14, 13, 12, 11, 10) cooldown
Switch places with your golem, (40, 55, 70, 85, 100)% chance for any enemy that was targeting you to target your golem instead.
- Refit Golem: 10 mana, 20 cooldown
Advanced Golemancy
- Life Tap: 25 mana, 12 cooldown
Heals you for (70 + [1.96 * (15 + spellpower) * talent modifier] rebalanced) life, damaging your golem for the same amount
- Gem Golem: passive
You can insert tier (1, 2, 3, 4, 5) gems into your golem's two gem slots. The color of the gem in the slot changes the melee damage type as follows: Black is acid, blue is lightning, green is nature, red is fire, violet is arcane, white is cold, and yellow is light. If there are two different colors of gems, the damage type is randomly chosen between them.
- Supercharge Golem: 20 mana, (25 - talent, rounded down) cooldown, 7 duration
Revives your golem with (20 + talent * 7)% life if it is dead. Its damage is also increased by 25%, and regenerates (60 + [(1.96 * [15 + spellpower] * talent modifier) rebalanced, then /7]) health per turn.
- Runic Golem: passive
+ (1, 2, 3, 4, 5) mana, life, and stamina regeneration. At raw levels 1, 3, and 5 it gains an additional rune slot (to the three it starts with ???).
Fire Alchemy
- Heat: 10 mana, 5 cooldown, 10 range
Hits for (0.88 * [25 + spellpower] * talent modifier) rebalanced fire damage over 5 turns. Can be changed to less damage and a different damage type by the Infusion skills.
- Smoke Bomb: 80 mana, 34 cooldown, 6 range, 1 radius,
Blocks line of sight through the area for (2 + spellpower[0.03] * talent) turns.
- Fire Storm: 40 mana, 30 cooldown, 3 radius, (5 + spellpower[0.05] + talent) duration
Hits for (0.43 * [5 + spellpower] * talent modifier) rebalanced fire damage, following the caster. Can be changed to less damage and a different damage type by the Infusion skills.
- Body of Fire: 250 mana, 40 cooldown, sustained, -(0.4, 0.8, 1.2, 1.6, 2.0) mana per turn, 8 range, 240% velocity
+ (0.21 * [5 + spellpower] * talent modifier) rebalanced fire resistance, fires bolts at random targets within range, dealing (0.30 * [15 + spellpower] * talent modifier) rebalanced fire damage. Also deals (0.12 * [5 + spellpower] * talent modifier) rebalanced fire damage to the attacker when hit in melee.Can be changed to less damage and a different damage type by the Infusion skills.
Stone Alchemy
- Extract Gems: 5 mana, 20 cooldown
You can extract a gem from weapons, body armor, shields, boots, and gauntlets, but not tools or shot.You can extract from items of grade (Iron, Steel, Dwarven Steel, Stralite, Voratun), creating grade 1-5 gems, respectively.
- Imbue Item: 80 mana, 100 cooldown
You can imbue with grade (1, 2, 3, 4, 5) gems, improving one piece of chest armor permanently. The item must be in your inventory to be selected.
- Gem Portal: 20 mana, 20 cooldown
Teleport to the far side of a piece of impassable terrain, up to (4 + [spellpower(0.06) * talent] rounded down) grids away. Uses 5 alchemist gems.
- Stone Touch: 45 mana, 15 cooldown, (1 if talent < 3, or talent if talent >= 3) range beam,
Stones the target for (3 + talent / 1.5, rounded down) turns.
- Create Alchemist Gems: 30 mana
Staff Combat
requires staff
- Channel Staff: 5 mana, 8 range, 2000% velocity
Cast a bolt of the staff's damage type for (40-110)% weapon damage.
- Staff Mastery: passive
Increases damage with staves by (100 * square root[talent / 10])%
- Defensive Posture: 80 mana, 30 cooldown, sustained
+ (0.091 * [10 + spellpower] * talent modifier) defense, and -(half of the defense bonus) physical power(?)
- Blunt Thrust: 12 mana, 6 cooldown
Attacks for (100-150)% weapon damage, dazing for (4 + talent) turns