Spell (category type)

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Objects

Command Staff
Command staff.png
Game Version -
Category Type Spell
Category other
Requirements Must be wielding a staff
Use Mode activated
Range personal
Cost -
Cooldown 5
Travel Speed -
Use Speed 1 turn
Description Alter the flow of energies through a staff.
Allows you to change the damage type and damage bonus of your staff.



Acid Alchemy

Acid Infusion
Acid infusion.png
Game Version -
Category Type Spell
Category Acid Alchemy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description When you throw your alchemist bombs, you infuse them with explosive acid that can blind.

In addition all acid damage you do is increased by 5–25%cTS.

Only one of Flame Infusion, Frost Infusion and Acid Infusion can be active.


Caustic Golem
Caustic golem.png
Game Version -
Category Type Spell
Category Acid Alchemy
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description While Acid Infusion is active, the explosions from Throw Bomb will coat your golem in acid for a duration of 2–10cS as (0.03 * Spellpower * Talent Level) varies from 0–8.

While coated, any melee hit against your golem has a chance to trigger a radius 4 cone of acid towards the attacker that does [5]120cTSpD Acid damage to all caught inside. (This can only happen once per turn.)

The triggering chance is 20–55%cL:100% as (0.03 * Spellpower * Talent Level) varies from 0–8.

The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.


Caustic Mire
Caustic mire.png
Game Version -
Category Type Spell
Category Acid Alchemy
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 7
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description A radius 3 pool of acid spawns at the target location, doing [7]60cTSpD Acid damage each turn for 6–10cTS turns.

All creatures caught in the mire will also suffer a 10–40%cTL:100% slowness effect.

The damage will increase with your Spellpower.


Dissolving Acid
Dissolving acid.png
Game Version -
Category Type Spell
Category Acid Alchemy
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 10
Cost 45 Mana
Cooldown 12
Travel Speed -
Use Speed -
Description Acid erupts all around your target, dealing [25]320cTSpD acid damage.

The acid attack is extremely distracting, and may remove up to 1–3cTS:log beneficial physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).

The damage and chance to remove effects will increase with your Spellpower.



Advanced Necrotic Minions

Undead Explosion
Undead explosion.png
Game Version -
Category Type Spell
Category Advanced Necrotic Minions
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range 8
Cost 30 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Minions are only tools. You may dispose of them... Violently.

Makes the targeted minion explode for a percentage of its maximum life in a radius of 1.3–2.7cTS as blight damage.

The percentage of maximum life dealt as damage is 0–25%cL:90% as [20]70cTSpD varies from 0–25.

Beware! Don't get caught in the blast! (unless you know Dark Empathy)


Assemble
Assemble.png
Game Version -
Category Type Spell
Category Advanced Necrotic Minions
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Activated
Range Melee/Personal
Cost 90 Mana
Cooldown 25
Travel Speed -
Use Speed -
Description Combines 3 of your minions into a bone giant.
  • At level 1, it makes a bone giant.
  • At level 3, it makes a heavy bone giant.
  • At level 5, it makes an eternal bone giant.
  • At level 6, it has a 20% chance to produce a runed bone giant.

Only one can be active at any time.


Sacrifice
Sacrifice.png
Game Version -
Category Type Spell
Category Advanced Necrotic Minions
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Range Melee/Personal
Cost 5 Mana
Cooldown 25
Travel Speed -
Use Speed -
Description Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than 22.5–16.5%cTL:10% of your total life.

The effect lasts for (4 + [8]20cTSpD) turns.


Minion Mastery
Minion mastery.png
Game Version -
Category Type Spell
Category Advanced Necrotic Minions
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Each minion you summon has a chance to be a more advanced form of undead.

The advanced minions are the Vampire, Master Vampire, Grave Wight, Barrow Wight, Dread, and Lich.


Advanced Golemancy

Life Tap Golem
Golemancy life tap.png
Game Version -
Category Type Spell
Category Advanced Golemancy
Requirements Have an Alchemist Golem
Lvl (10,11,12,13,14) Mag (22,24,26,28,30),
Use Mode Activated
Range Melee/Personal
Cost 25 Mana
Cooldown 12
Travel Speed -
Use Speed 1 turn
Description You tap into your golem's life energies to replenish your own. Drains (70 + [15]450cTSpD) life.


Gem Golem
Gem golem.png
Game Version -
Category Type Spell
Category Advanced Golemancy
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. The damage type of any particular melee attack will be randomly chosen from among the equipped gems.

You may remove the gems and insert different ones; this does not destroy the gems you remove.

Gem level usable: (Raw Talent Level)

Gem changing is done in the golem's inventory.


Supercharge Golem
Supercharge golem.png
Game Version -
Category Type Spell
Category Advanced Golemancy
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Range Melee/Personal
Cost 20 Mana
Cooldown 24–20cTL:0
Travel Speed -
Use Speed -
Description You activate a special mode of your golem, causing it to regenerate (60 + [15]450cTSpD) life over 7 turns.

If your golem was dead, it is instantly brought back to life with 27–55%cTL:100% life.

While supercharged, your golem is enraged and deals 25% more damage.


Runic Golem
Runic golem.png
Game Version -
Category Type Spell
Category Advanced Golemancy
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Increases your golem's life, mana and stamina regeneration rates by (Raw Talent Level).

At raw talent levels 1, 3 and 5, the golem also gains a new rune slot.

Even without this talent, Golems start with three rune slots.



Aegis

Arcane reconstruction
Heal.png
Game Version -
Category Type Spell
Category Aegis
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 25 Mana
Cooldown 16
Travel Speed -
Use Speed -
Description Imbues your body with arcane forces, reconstructing it to a default state, healing for (40 + [10]520cTSpD) life.

The life healed will increase with your Spellpower.


Shielding
Shielding 2017.png
Game Version -
Category Type Spell
Category Aegis
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 40 Mana
Cooldown 14
Travel Speed -
Use Speed -
Description Surround yourself with strengthening arcane forces.

Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by (20 + [5]400cTSpD / 10)%.

At level 5, it also increases the duration of all shields by 1 turn.

The shield value will increase with your Spellpower.


Arcane Shield
Arcane shield 2017.png
Game Version 1.4.4
Category Type Spell
Category Aegis
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with protective arcane forces.

Each time you receive a direct heal (not a life regeneration effect), you automatically get a damage shield that is proportional to the heal value for 3 turns.

This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.

The strength of the damage shield as a percentage of the heal value is 20–55.4%cL:100% as combat spell damage varies from 0–354.

The shield value will increase with your Spellpower.

Note: Combat spell damage here is defined as: [5]500cTSpD


Aegis
Aegis 2017.png
Game Version -
Category Type Spell
Category Aegis
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range Melee/Personal
Cost 50 Mana
Cooldown 25
Travel Speed -
Use Speed Instant
Description Release arcane energies into any magical shield currently protecting you, further charging it by (40 + [5]500cTSpD / 10)% of its max absorb value.

It will affect at most 3–7cTS:log shield effects.

Affected shields are: Damage Shield, Time Shield, Displacement Shield, and Disruption Shield.

The charging will increase with your Spellpower.



Aether

Aether Beam
Aether beam 2017.png
Game Version -
Category Type Spell
Category Aether
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range 6
Cost 20 Mana
Cooldown 12
Travel Speed -
Use Speed -
Description You focus the aether into a spinning beam of arcane energies, doing [20]150cTSpD arcane damage in a radius of 3 squares with a 25% chance to silence any creature it pierces.

The beam will also damage its epicenter each turn for 10% of the damage (but it will not silence).

The beam spins with incredible speed (1600%).

The damage will increase with your Spellpower.


Aether Breach
Aether breach 2017.png
Game Version -
Category Type Spell
Category Aether
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Activated
Range 7
Cost 50 Mana
Cooldown 8
Travel Speed -
Use Speed -
Description Rupture reality to temporarily open a passage to the aether, triggering 3.3–4.7cTS random arcane explosions in the target area.

Each explosion does [20]180cTSpD arcane damage in radius 2, and will each trigger at one turn intervals.

The damage will increase with your Spellpower.


Aether Avatar
Aether avatar 2017.png
Game Version -
Category Type Spell
Category Aether
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Range 10
Cost 60 Mana
Cooldown 37–25cTL:15
Travel Speed -
Use Speed Instant
Description Fill yourself with aether forces, completely surrounding your body for 5–9cTL:15 turns.

While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%.


Pure Aether
Pure aether 2017.png
Game Version -
Category Type Spell
Category Aether
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with Pure Aether, increasing all your arcane damage by (2 * Raw Talent Level)% and ignoring 17–50%cTL:100%,raw arcane resistance of your targets.

At level 5 it allows Aegis spells to be used while in Aether Avatar form.



Air

Lightning
Lightning.png
Game Version -
Category Type Spell
Category Air
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 10
Cost 10 Mana
Cooldown 3
Travel Speed -
Use Speed -
Description Conjures up mana into a powerful beam of lightning, doing ([20]350cTSpD / 3) to [20]350cTSpD damage

The damage will increase with your Spellpower.


Chain Lightning
Chain lightning 2017.png
Game Version -
Category Type Spell
Category Air
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range 10
Cost 40 Mana
Cooldown 8
Travel Speed -
Use Speed -
Description Invokes a forking beam of lightning doing ([10]250cTSpD / 3) to [10]250cTSpD damage and forking to another target.

It can hit up to 4–8cTS:log targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.

The damage will increase with your Spellpower.


Feather Wind
Feather wind 2017.png
Game Version -
Category Type Spell
Category Air
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Sustained
Range Melee/Personal
Cost 10 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description A gentle wind circles around the caster, increasing carrying capacity by [10]110cTSpD and increasing defense against projectiles by [4]30cTSpD.

At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.

At level 5 it also grants 5–25%cTS:0.75P movement speed and removes (2.5 * Talent Level) fatigue.


Thunderstorm
Thunderstorm 2017.png
Game Version -
Category Type Spell
Category Air
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range 6
Cost 100 Mana
Cooldown 15
Travel Speed -
Use Speed -
Description Conjures a furious, raging lightning storm with that follows you as long as this spell is active.

Each turn, a random lightning bolt will hit up to (Talent Level) of your foes within a range of 6, dealing 1 to [15]80cTSpD damage in a ball of radius 1 centered on each target.

This powerful spell will drain (1.5 * Raw Talent Level) mana with each hit.

The damage will increase with your Spellpower.



Animus

Consume Soul
Consume soul.png
Game Version -
Category Type Spell
Category Animus
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 1 Soul
Cooldown 10
Travel Speed -
Use Speed -
Description Crush and consume one of your captured souls, healing your for (40 + [10]520cTSpD) life and restoring 1/3 the heal amount in mana.

The life and mana healed will increase with your Spellpower.


Animus Hoarder
Animus hoarder.png
Game Version -
Category Type Spell
Category Animus
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Your hunger for souls grows ever more. When you kill a creature you rip away its animus with great force, granting you 10–80%cTS chances to gain one more soul.

In addition you are able to store 2–8cTS more souls.


Animus Purge
Animus purge.png
Game Version -
Category Type Spell
Category Animus
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 4
Cost 2 Souls and 45 Mana
Cooldown 15
Travel Speed 20
Use Speed -
Description Try to crush the soul of your foe, doing [35]330cTSpD darkness damage (that can never kill the target).

If the target is left with less than 10–25%cTL:50% life you try to take control of its body.

Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.

Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.

Only one husk can be controlled at any time, if this spell is cast again it will dispel the previous husk, even if no new one is created.

Bosses, other undeads and summoned creatures can not be turned into husks.

The damage and chance will increase with your Spellpower.


Essence of the Dead
Essence of the dead.png
Game Version -
Category Type Spell
Category Animus
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range Melee/Personal
Cost 2 Souls and 20 Mana
Cooldown 25
Travel Speed -
Use Speed -
Description Crush and consume two souls to empower your next 1–5cTS spells, granting them a special effect.

Affected spells are:



Arcane

Arcane Power
Arcane power.png
Game Version -
Category Type Spell
Category Arcane
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 25 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by 5–20cTS:0.75P and arcane resistance by (5 + [10]500cTSpD / 18)%.


Manathrust
Manathrust.png
Game Version -
Category Type Spell
Category Arcane
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range 10
Cost 10 Mana
Cooldown 3
Travel Speed -
Use Speed -
Description Conjures up mana into a powerful bolt doing [20]230cTSpD arcane damage.

At level 3, it becomes a beam.

The damage will increase with your Spellpower.


Arcane Vortex
Arcane vortex.png
Game Version -
Category Type Spell
Category Arcane
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 10
Cost 35 Mana
Cooldown 12
Travel Speed -
Use Speed -
Description Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing ([20]340cTSpD / 6) arcane damage to all foes in line.

If no foes are found, the target will take 150% more arcane damage.

If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.

The damage will increase with your Spellpower.


Disruption Shield
Disruption shield.png
Game Version -
Category Type Spell
Category Arcane
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range Melee/Personal
Cost 10 Mana
Cooldown 30
Travel Speed -
Use Speed Instant
Description Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana.

Generates (3 - [10]200cTSpD / 100) mana (minimum 0.5) per damage point taken. The Shielding talent affects this ratio.

If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn, up to a maximum total damage of (2 * Max Mana Before Sustains).

While the arcane storm rages, you also gain (50 + [10]500cTSpD / 10)% arcane resistance.

Only usable when below 25% mana.

The mana generated per damage received decreases with your Spellpower.


Conveyance

Phase Door
Phase door 2017.png
Game Version -
Category Type Spell
Category Conveyance
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 4–13.4cL:40 as [10]15cTSpD varies from 0–9.4
Cost 10 Mana
Cooldown 8
Travel Speed -
Use Speed -
Description Teleports you randomly within a small range of up to 4–13.4cL:40 as [10]15cTSpD varies from 0–9.4.

At level 4, it allows you to specify which creature to teleport.

At level 5, it allows you to choose the target area (radius 6–2cTL:0). If the target area is not within line of sight, there is a 35% chance the spell will fizzle.

The range will increase with your Spellpower.


Teleport
Teleport 2017.png
Game Version -
Category Type Spell
Category Conveyance
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range 100 + Spellpower
Cost 20 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Teleports you randomly within a large range (100 + Spellpower), with a minimum range of 15.

At level 4, it allows you to specify which creature to teleport.

At level 5, it allows you to choose the target area (radius 19–15cTL:0).


Displacement Shield
Displacement shield 2017.png
Game Version -
Category Type Spell
Category Conveyance
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 8
Cost 40 Mana
Cooldown 35
Travel Speed -
Use Speed -
Description This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.

Any time the caster should take damage, there is a (40 + 5 * Talent Level)% chance that it will instead be warped by the shield and hit the designated target.

Once the maximum damage (50 + [20]400cTSpD) is absorbed, the time runs out ( (10 + 3 * Talent Level) turns up to a maximum of 25), or the target dies, the shield will crumble.


Probability Travel
Probability travel 2017.png
Game Version -
Category Type Spell
Category Conveyance
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 4–20cS as (0.06 * Spellpower * Talent Level) varies from 0–16
Cost 200 Mana
Cooldown 40
Travel Speed -
Use Speed -
Description When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.

Teleports up to a range of 4–20cS as (0.06 * Spellpower * Talent Level) varies from 0–16.

After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to (4.5 - 0.5 * Raw Talent Level)% of the number of tiles you blinked through.

The range will improve with your Spellpower.



Deeprock

Deeprock Form
Deeprock form.png
Game Version -
Category Type Spell
Category Deeprock
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Active
Range Melee/Personal
Cost 15 equilibrium, 60 mana
Cooldown 30
Travel Speed -
Use Speed Spell
Description You call upon the very core of the world, harnessing its power to transform your body.

For %d turns you become a Deeprock Elemental, gaining two size categories.

This increases your Physical damage by 5 + [10]250cTSpD/10 and Physical damage penetration by 6.6–13cTL:100, and armour by 7.3–11.5cTS:0.75P.

The effects increase with spellpower.


Volcanic Rock
Volcanic rock.png
Game Version 1.4.9
Category Type Spell
Category Deeprock
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description When you turn into a Deeprock elemental your Arcane damage is increased by 5 + [10]250cTSpD/10, Arcane damage penetration by 6.6–13cTL:100 and you gain the power to invoke volcanos.


Boulder Rock
Boulder rock.png
Game Version 1.4.9
Category Type Spell
Category Deeprock
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description When you turn into a Deeprock elemental your Nature damage is increased by 5 + [10]250cTSpD/10, Nature damage penetration by 6.6–13cTL:100 and you gain the power to throw boulders.


Mountainhewn
Mountainhewn.png
Game Version 1.4.9
Category Type Spell
Category Deeprock
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description While in deeprock form, you become indomitable, granting you 0.27–0.55cTL:1 resistance to cuts, poisons, diseases and stuns.

At level 5 and higher, while Deeprock Form is active, all incoming damage is applied against physical resistance instead of the normal resistance type.


Divination

Arcane Eye
Arcane eye 2017.png
Game Version -
Category Type Spell
Category Divination
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 100 (requires line of sight to target square)
Cost 15 Mana
Cooldown 10
Travel Speed -
Use Speed Instant
Description Summons an ethereal magical eye at the designated location that lasts for (10 + 3 * Talent Level) turns.

The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5–9cTS range around it.

It does not require light to do so, but it cannot see through walls.

Casting the eye does not take a turn.

Only one arcane eye can exist at any given time.

At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.

At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.


Keen Senses
Keen senses 2017.png
Game Version -
Category Type Spell
Category Divination
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 40 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description You focus your senses, getting information from moments in the future.

Improves your capacity to see invisible foes by [2]45cTSpD, to see through stealth by [2]20cTSpD, and to perform a critical spell cast by [2]12%cTSpD.

The effects will improve with your Spellpower.


Vision
Vision 2017.png
Game Version -
Category Type Spell
Category Divination
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 20 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description Form a map of your surroundings in your mind in a radius of (5 + [2]12cTSpD).


Premonition
Premonition 2017.png
Game Version -
Category Type Spell
Category Divination
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range Melee/Personal
Cost 120 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.

If the attack is not physical, you will erect a temporary shield that reduces all damage of this type by (10 + [2]25cTSpD)% for 5 turns.

This effect can only happen once every 5 turns, and happens before damage is taken.

The bonus will increase with your Spellpower.



Earth

Pulverizing Auger
Dig.png
Game Version -
Category Type Spell
Category Earth
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 3–7cTS (maximum 10)
Cost 15 Mana
Cooldown 6
Travel Speed -
Use Speed -
Description Fire a powerful beam of stone shattering forces, digging out up to 1–5cTS:log walls in its path.

The beam also affects any creatures in its path, dealing [30]300cTSpD physical damage to all.

The damage will increase with your Spellpower.


Stone Skin
Stone skin.png
Game Version -
Category Type Spell
Category Earth
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description The caster's skin grows as hard as stone, granting a [10]23cTSpD bonus to Armour.

The bonus to Armour will increase with your Spellpower.


Mudslide
Mudslide.png
Game Version -
Category Type Spell
Category Earth
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 40 Mana
Cooldown 12
Travel Speed -
Use Speed -
Description Conjures a mudslide, dealing [10]250cTSpD physical damage in a radius of 4–8cTS. Any creatures caught inside will be knocked back.

The damage will increase with your Spellpower.


Stone wall
Stone wall.png
Game Version -
Category Type Spell
Category Earth
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 7
Cost 50 Mana
Cooldown 40
Travel Speed -
Use Speed -
Description Entomb yourself in a wall of stone for (2 + [5]12cTSpD) turns (maximum 25).

At level 4, it becomes targetable.

Any hostile creature caught in the radius will also suffer [20]250cTSpD physical damage.

Duration and damage will improve with your Spellpower.



Eldritch Shield

Eldritch blow
Eldritch blow.png
Game Version 1.5.5
Category Type Spell
Category Eldritch shield
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 10 Mana + 3 Equilibium
Cooldown 10
Travel Speed -
Use Speed -
Description Channel eldritch forces into a melee attack, hitting the target with your weapon and shield for (60%–[50]300cTSpD%)cTWD arcane damage.

If either attack hits, the target will be stunned for 2.5–4.5cTS turns.

The chance for the attack to stun increases with your Physical Power, but it is considered a magical attack and thus is resisted with spell save, rather than physical save.

Damage increases with Spellpower.


Eldritch infusion
Eldritch infusion.png
Game Version 1.5.5
Category Type Spell
Category Eldritch shield
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode sustained
Range Melee/Personal
Cost 50 Mana + 15 Equilibium
Cooldown 30
Travel Speed -
Use Speed -
Description Imbues your shields with arcane power, dealing [15]40cTSpD arcane damage with each melee strike and (0.7 * [15]40cTSpD) arcane damage when hit.

The damage will increase with Spellpower.


Eldritch fury
Eldritch fury.png
Game Version 1.5.5
Category Type Spell
Category Eldritch shield
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana + 20 Equilibium
Cooldown 12
Travel Speed -
Use Speed -
Description Channel eldritch forces into a ferocious melee attack, hitting the target three times with your shields doing 60–160%cTWD Nature damage.

If any of the attacks hit, the target will be dazed for 4–8cTS turns.

The chance for the attack to daze increases with you Physical Power, but it is considered a magical attack and thus is resisted with spell save, rather than physical save.


Eldritch slam
Eldritch slam.png
Game Version 1.5.5
Category Type Spell
Category Eldritch shield
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana + 10 Equilibium
Cooldown 20
Travel Speed -
Use Speed -
Description Slam your shield on the ground creating a shockwave.

You perform a melee attack for 130–260%cTWD Arcane damage against everyone within radius 2–6cTS.


Eldritch Stone

Stone spikes
Stone spikes.png
Game Version -
Category Type Spell
Category Eldritch stone
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Active
Range Melee/Personal
Cost 8 equilibrium, 20 mana
Cooldown 12
Travel Speed -
Use Speed Spell
Description Stony spikes erupt from the ground in a 4.7–5.8cTS radius cone. Creatures caught in the area will be cut for [50]250cTSpD Physical damage dealt over 6 turns. The damage increases with your Spellpower, and the chance to apply the detrimental effect(s) improves with Spellpower or Physical Power, whichever is greater.


Poisoned spikes
Poisoned spikes.png
Game Version -
Category Type Spell
Category Eldritch stone
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Coats your stone spikes with insidious poison, dealing [10]200cTSpD total nature damage over 6 turns while reducing all healing by [30]50cTSpD% or [30]50cTPD%.

The damage increases with Spellpower and the chance to poison and healing reduction increases with either Spellpower or Physical Power, whichever is greater.


Eldritch spikes
Eldritch spikes.png
Game Version -
Category Type Spell
Category Eldritch stone
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Imbues your stone spikes with arcane forces, dealing [10]180cTSpD Arcane damage and silencing each target hit for 3–8cTL:12 turns.

The damage increases with Spellpower and the chance to silence increases with either Spellpower or Physical Power, whichever is greater.


Impaling spikes
Impaling spikes.png
Game Version -
Category Type Spell
Category Eldritch stone
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Your stone spikes grow in length, instantly dealing [10]200cTSpD Physical damage and disarming targets hit for 3–8cTL:12 turns.

The damage increases with Spellpower and the chance to disarm increases with either Spellpower or Physical Power, whichever is greater.



Energy Alchemy

Lightning Infusion
Lightning infusion.png
Game Version -
Category Type Spell
Category Energy Alchemy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.

In addition all lightning damage you do is increased by 5–25%cTS.


Dynamic Recharge
Dynamic recharge.png
Game Version -
Category Type Spell
Category Energy Alchemy
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description While Lightning Infusion is active, explosions from your Throw Bomb energize your golem.

All talents on cooldown on your golem have 20–75%cTL:100% chance to be reduced by 1. At talent levels greater than 6, the cooldowns will be reduced by 2 turns.


Thunderclap
Thunderclap.png
Game Version -
Category Type Spell
Category Energy Alchemy
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 3–8cTS
Cost 40 Mana
Cooldown 12
Travel Speed -
Use Speed -
Description By crushing an alchemist gem you generate a thunderclap in a cone of radius 3–8cTS dealing [10]250cTSpD damage, split evenly between physical damage and lightning damage.

All creatures caught inside are knocked back and disarmed for a duration of 2–7cS as (0.03 * Spellpower * Talent Level) varies from 0–8.

The duration and damage will increase with your Spellpower.


Living Lightning
Living lightning.png
Game Version -
Category Type Spell
Category Energy Alchemy
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range 1–4cTL:6
Cost 100 Mana
Cooldown 40
Travel Speed -
Use Speed -
Description Infuse your body with lightning energy, bolstering your movement speed by +5–15%cTS:0.9P.

Each turn, a foe within range 1–3cTL:6 will be struck by lightning and be dealt [10]70cTSpD Lightning damage.

In addition, damage to your health will energize you.

At the start of each turn in which you have lost at least 20% of your maximum life since your last turn, you will gain (50 + 0.1 * [5]500cTSpD)% of a turn.

The effects increase with your Spellpower.



Enhancement

Fiery hands
Fiery hands 2017.png
Game Version -
Category Type Spell
Category Enhancement
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 40 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Engulfs your hands (and weapons) in a sheath of fire, dealing [5]40cTSpD fire damage per melee attack and increasing all fire damage dealt by [5]14%cTSpD.

Each hit will also regenerate (Talent Level / 3) stamina.

The effects will increase with your Spellpower.


Earthen Barrier
Earthen barrier 2017.png
Game Version -
Category Type Spell
Category Enhancement
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range Melee/Personal
Cost 45 Mana
Cooldown 25
Travel Speed -
Use Speed -
Description Hardens your skin with the power of earth, reducing physical damage taken by [10]60%cTSpD for 10 turns.

Damage reduction will increase with your Spellpower.


Shock Hands
Shock hands 2017.png
Game Version -
Category Type Spell
Category Enhancement
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Sustained
Range Melee/Personal
Cost 40 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Engulfs your hands (and weapons) in a sheath of lightning, dealing [3]20cTSpD lightning damage with a chance to daze (25%) per melee attack and increasing all lightning damage dealt by [5]14%cTSpD.

Each hit will also regenerate (Talent Level / 3) mana.

The effects will increase with your Spellpower.


Inner Power
Inner power 2017.png
Game Version -
Category Type Spell
Category Enhancement
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range Melee/Personal
Cost 75 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description You concentrate on your inner self, increasing all your stats by [2]10cTSpD.

The stat increase will improve with your Spellpower.



Explosive Admixtures

Throw Bomb
Throw bomb.png
Game Version -
Category Type Spell
Category Explosive Admixtures
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 5–9cTS:raw
Cost 5 Mana
Cooldown 4
Travel Speed -
Use Speed -
Description Imbue an alchemist gem with an explosive charge of mana and throw it.

The gem will explode for [15]150cTSpD physical damage in a radius of 1, with effective spellpower equal to the average of your spellpower and the gem's spellpower (20/35/50/65/70 per tier).

Each kind of gem will also provide a specific effect.


Alchemist Protection
Alchemist protection.png
Game Version -
Category Type Spell
Category Explosive Admixtures
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Grants (20 * Raw Talent Level)% protection to you and your golem against the damage of your Throw Bomb and Shockwave Bomb, and against external elemental damage (fire, cold, lightning and acid) by (3 * Raw Talent Level)%.

Other friendly creatures are also protected against your Throw Bomb, but not against Shockwave Bomb.

At talent level 5, the protection will prevent all side effects of your bombs too.


Explosion Expert
Explosion expert.png
Game Version -
Category Type Spell
Category Explosive Admixtures
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Your Throw Bomb now affects an area of radius 2–6cTS:raw.

Explosion damage may increase by (100 / (6 - Raw Talent Level) )% if the explosion is not contained, to ( 194 * Log10(2 * Radius + 1) / (6 - Raw Talent Level) )% if the area of effect is confined.


Shockwave Bomb
Shockwave bomb.png
Game Version -
Category Type Spell
Category Explosive Admixtures
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 5–9cTS:raw
Cost 32 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Crush together two alchemist gems, making them extremely unstable.

You then throw them to a target area of radius 2, where they explode on impact, dealing [15]120cTSpD physical damage, based on the average of your spellpower and the gem's spellpower (20/35/50/65/70 per tier), and knocking back any creatures in the blast radius.

Each kind of gem will also provide a specific effect.


Fire

Flame
Flame.png
Game Version -
Category Type Spell
Category Fire
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 10
Cost 12 Mana
Cooldown 3
Travel Speed 20
Use Speed -
Description Conjures up a bolt of fire, setting the target ablaze and doing [25]290cTSpD fire damage over 3 turns.

At level 5, it will create a beam of flames.

The damage will increase with your Spellpower.


Flameshock
Flameshock.png
Game Version -
Category Type Spell
Category Fire
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Conjures up a cone of flame with radius 4–8cTS:raw. Any targets caught in the area will suffer Burning Shock, stunning them and dealing [10]250cTSpD fire damage over 3–7cTS:raw turns.

The damage will increase with your Spellpower.


Fireflash
Fireflash.png
Game Version -
Category Type Spell
Category Fire
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 7
Cost 40 Mana
Cooldown 8
Travel Speed 4
Use Speed -
Description Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing [28]280cTSpD fire damage in a radius of 2–6cTS:raw.

The damage will increase with your Spellpower.


Inferno
Inferno.png
Game Version -
Category Type Spell
Category Fire
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 10
Cost 100 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Raging flames burn foes and allies alike, doing [15]80cTSpD fire damage in a radius of 5 each turn for 6–10cTS turns.

The damage will increase with your Spellpower.


Fire Alchemy

Flame Infusion
Fire infusion.png
Game Version -
Category Type Spell
Category Fire Alchemy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.

In addition all fire damage you do is increased by 5–25%cTS.

Only one of Flame Infusion, Frost Infusion and Acid Infusion can be active.


Smoke Bomb
Smoke bomb.png
Game Version -
Category Type Spell
Category Fire Alchemy
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range 6
Cost (82 - 10 * Talent Level) Mana
Cooldown 34
Travel Speed -
Use Speed -
Description Throw a smoke bomb, blocking everyone's line of sight. The smoke will last for a duration of 2–10cS as (0.03 * Spellpower * Talent Level) varies from 0–8.

If a creature inside is a victim of fire burns the smoke will be consumed instantly, and the burning effect will be replicated on all foes within the smoke that were not already burning. The replicated burns will have their durations increased by 1/3 of the Smoke Bomb's normal duration.


Fire Storm
Fire storm.png
Game Version -
Category Type Spell
Category Fire Alchemy
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 70 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description A furious fire storm rages around the caster, doing [5]120cTSpD fire damage in a radius of 3 each turn for a duration of 5–12.67cS as (0.05 * Spellpower + Talent Level) varies from 0–7.66.

You closely control the firestorm, preventing it from harming your party members.


Body of Fire
Body of fire.png
Game Version -
Category Type Spell
Category Fire Alchemy
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range 6
Cost 250 Mana
Cooldown 40
Travel Speed 2.4
Use Speed -
Description Turn your body into pure flame, increasing your fire resistance by [5]45%cTSpD, burning any creatures attacking you for [5]25cTSpD fire damage, and projecting up to (Talent Level) random slow-moving fire bolts per turns at each enemy in sight, doing [15]70cTSpD fire damage with each bolt.

The projectiles will safely pass through your friends without harming them.

This powerful spell drains (0.1 * Raw Talent Level) mana while active.



Frost Alchemy

Frost Infusion
Frost infusion.png
Game Version -
Category Type Spell
Category Frost Alchemy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.

In addition all cold damage you do is increased by 5–25%cTS.

Only one of Flame Infusion, Frost Infusion and Acid Infusion can be active.


Ice Armour
Ice armour.png
Game Version -
Category Type Spell
Category Frost Alchemy
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description While Frost Infusion is active, explosions from your Throw Bomb deposit a layer of ice on your golem for a duration of 2–10cS as (0.03 * Spellpower * Talent Level) varies from 0–8.

This ice provides your golem with [10]25cTSpD additional armour, melee attacks against it deal [5]70cTSpD Cold damage to the attacker, and 50% of its damage is converted to Cold.

The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.


Flash Freeze
Flash freeze.png
Game Version -
Category Type Spell
Category Frost Alchemy
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana
Cooldown 20
Travel Speed -
Use Speed Instant
Description Invoke a blast of cold all around you with a radius of 2–6cTS, doing [10]250cTSpD Cold damage and freezing enemies to the ground for a duration of 2–10cS as (0.03 * Spellpower * Talent Level) varies from 0–8.

Affected creatures can still act, but cannot move.

The duration will increase with your Spellpower.


Ice Core
Ice core.png
Game Version -
Category Type Spell
Category Frost Alchemy
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range 6
Cost 100 Mana
Cooldown 40
Travel Speed -
Use Speed -
Description Turn your body into pure ice, increasing your Cold damage affinity by 5–20%cTL:50% and your physical resistance by [5]45%cTSpD.

All direct critical hits (physical, mental, spells) against you have a 10–50%cTS lower Critical multiplier (but always do at least normal damage).

The effects increase with your Spellpower.



Golemancy

Refit Golem
Refit golem.png
Game Version -
Category Type Spell
Category Golemancy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 10 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description Take care of your golem:
  • If it is destroyed, you will spend some time to reconstruct it. This will take 15 alchemist gems and 20 turns to complete. Your golem will be brought back with 1/3 of its maximum life.
  • If it is alive but hurt, you will be able to repair it with 2 alchemist gems for (44 + 0.8–3.3%cTL:20% * Golem Max Life + [15]550cTSpD) life.
The repair amount scales with your Golem Power talent level, and uses an effective spellpower equal to the average of your spellpower and the gem's spellpower (20/35/50/65/70 per tier).

Note: You will learn this talent automatically upon learning Golem Power.


Golem Power
Golem power.png
Game Version -
Category Type Spell
Category Golemancy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Improves your golem's proficiency with weapons, increasing its accuracy, physical power and damage.

The bonus is equivalent to investing the same number of raw talent points in Combat Accuracy, Staff Mastery, Weapons Mastery, Dagger Mastery and Exotic Weapons Mastery for your golem.


Golem Resilience
Golem resilience.png
Game Version -
Category Type Spell
Category Golemancy
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Improves your golem's armour training and damage resistance.

At raw talent level 3, increases armour, armour hardiness, and reduces the chance of being critically hit as if the equivalent number of talent points were invested in Armour Training. For raw talent levels above or below 3, the bonus to armour is adjusted by ±1.4, armour hardiness by ±5%, and the reduction in critical hit chance by ±1.9% per level.

Increases damage resistance as if the equivalent number of raw talent points were invested in Thick Skin.

Increases healing factor by (10 + Raw Talent Level)%.

The golem can always use any kind of armour, including massive armours.


Invoke Golem
Invoke golem.png
Game Version -
Category Type Spell
Category Golemancy
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 10 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description You invoke your golem to your side, granting it a temporary melee power increase of [15]50cTSpD for 5 turns.


Golem Portal
Golem portal.png
Game Version -
Category Type Spell
Category Golemancy
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range Melee/Personal
Cost 40 Mana
Cooldown 14–10cTL:0
Travel Speed -
Use Speed -
Description Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a (25 + 15 * Raw Talent Level)% chance to target your golem instead.



Grave

Will o' the Wisp
Will o the wisp.png
Game Version -
Category Type Spell
Category Grave
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 60 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a (30 + 10 * Talent Level)% chance to create a will o' the wisp.

The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for (20 + [25]300cTSpD) cold damage.

The damage will increase with your Spellpower.


Vampiric Gift
Vampiric gift.png
Game Version -
Category Type Spell
Category Grave
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range Melee/Personal
Cost 250 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Vampiric energies fill you; each time you deal damage, you have 25–45%cTL:100% chance to heal for a portion of the damage done.

The percentage of damage converted into healing is 0–18.65%cL:100% as [5]30cTSpD varies from 0–18.65.

The absorption percent will increase with your Spellpower.


Chill of the Tomb
Chill of the tomb.png
Game Version -
Category Type Spell
Category Grave
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 7
Cost 30 Mana
Cooldown 8
Travel Speed 4
Use Speed -
Description Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing [28]280cTSpD cold damage in a radius of 2–6cTS:raw.

The damage will increase with your Spellpower.

Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps.


Cold Flames
Cold flames.png
Game Version -
Category Type Spell
Category Grave
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 5
Cost 40 Mana
Cooldown 22
Travel Speed -
Use Speed -
Description Cold Flames slowly spread from 6–10cTS spots in a radius of 3 around the targeted location. The flames deal [10]90cTSpD cold damage, and have a chance of freezing.

Damage improves with your Spellpower.


Ice

Ice Shards
Ice shards 2017.png
Game Version -
Category Type Spell
Category Ice
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range 10
Cost 12 Mana
Cooldown 3
Travel Speed 4
Use Speed -
Description Hurl ice shards at the targets in the selected area. Each shard travels slowly and does [18]200cTSpD ice damage, hitting all adjacent targets within a radius of 1 upon impact.

This spell will never hit the caster.

If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%.

The damage will increase with your Spellpower.


Frozen Ground
Frozen ground 2017.png
Game Version -
Category Type Spell
Category Ice
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Activated
Range Melee/Personal
Cost 25 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Blast a wave of cold all around you with a radius of 2–6cTS, doing [10]280cTSpD cold damage and freezing creatures to the ground for 4 turns.

Affected creatures can still act, but cannot move.

For each affected creature that is also wet the cooldown of Shatter decreases by 2.

The damage will increase with your Spellpower.


Shatter
Shatter 2017.png
Game Version -
Category Type Spell
Category Ice
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Range 10
Cost 25 Mana
Cooldown 15
Travel Speed -
Use Speed -
Description Shatter all frozen targets in your line of sight, doing [10]320cTSpD cold damage.

Depending on the target's rank, there will also be an additional effect:

  • Critters will be instantly killed
  • +50% critical chance against Normal rank
  • +25% critical chance against Elites or Bosses

All affected foes will get the wet effect.

At most, it will affect (2 + Talent Level) foes.

The damage will increase with your Spellpower.


Uttercold
Uttercold 2017.png
Game Version -
Category Type Spell
Category Ice
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with Uttercold, increasing all your cold damage by (2 * Raw Talent Level)% and ignoring 17–50%cTL:100% cold resistance of your targets

In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by (20 * Raw Talent Level)%.



Meta

Disperse Magic
Disperse magic 2017.png
Game Version -
Category Type Spell
Category Meta
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 10
Cost 40 Mana
Cooldown 7
Travel Speed -
Use Speed -
Description Removes up to 1–5cTS:log magical effects (good effects from foes, and bad effects from friends) from the target.

At level 3, it can be targeted.


Spellcraft
Spellcraft 2017.png
Game Version -
Category Type Spell
Category Meta
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 70 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description You learn to finely craft and tune your offensive spells.

You try to carve a hole in spells that affect an area to avoid damaging yourself. The chance of success is (20 * Raw Talent Level)%.

In addition, you hone your damaging spells to spellshock their targets. This talent gives a bonus of ([10]320cTSpD / 4) to Spellpower solely for the purposes of overcoming the target's Spell Save. Spellshocked targets suffer a temporary 20% penalty to damage resistances.


Quicken Spells
Quicken spells 2017.png
Game Version -
Category Type Spell
Category Meta
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Sustained
Range Melee/Personal
Cost 80 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Reduces the cooldown of all spells by (6.67 * Raw Talent Level)%, up to a maximum of 30%.


Metaflow
Metaflow 2017.png
Game Version -
Category Type Spell
Category Meta
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range Melee/Personal
Cost 70 Mana
Cooldown 50
Travel Speed -
Use Speed -
Description Your mastery of the arcane flows allow you to reset the cooldown of 2–7cTS:log of your spells of tier (Talent Level) or less.



Necrosis

Blurred Mortality
Blurred mortality.png
Game Version -
Category Type Spell
Category Necrosis
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description The line between life and death blurs for you; you can only die when your life reaches negative (50 * Raw Talent Level + 1–5%cTL:100% * Max Life).


Impending Doom
Impending doom.png
Game Version -
Category Type Spell
Category Necrosis
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range 7
Cost 70 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Your target's doom draws near. Its healing factor is reduced by 80%, and will take a percentage of its remaining life (or (200 + [28]850cTSpD), whichever is lower) over 10 turns as arcane damage.

The damage dealt as a percentage of remaining life is 50–117%cL:150% as [10]100cTSpD varies from 0–67.

The damage will increase with your Spellpower.


Undeath Link
Undeath link.png
Game Version -
Category Type Spell
Category Necrosis
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana
Cooldown 18
Travel Speed -
Use Speed -
Description Absorb a percentage of the maximum life of each of your necrotic minions (even into negative life, possibly destroying them). This will heal you for the greatest amount absorbed.

The percentage absorbed is 20–66.7%cL:100% as [10]70cTSpD varies from 0–46.7.

The healing will increase with your Spellpower.


Lichform
Lichform.png
Game Version -
Category Type Spell
Category Necrosis
Requirements Lvl (20,21,22,23,24) Mag (40,42,44,46,48)
Complete the From Death, Life quest.
Not already undead.
Use Mode Sustained
Range Melee/Personal
Cost 150 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description This is your true goal and the purpose of all necromancy - to become a powerful and ever living Lich!

If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.

All liches gain the following intrinsic abilities:

  • Poison, cut, and fear immunity.
  • 100% disease and stun resistance.
  • 20% cold and darkness resistance.
  • No need to breathe.
  • Infusions do not work.

Also:

  • At level 1: -3 to all stats, -10% to all resistances. Such meager devotion!
  • At level 2: Nothing.
  • At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
  • At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energy regeneration.
  • At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
  • At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration. Fear my power!
  • At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.

The undead cannot use this talent.

While active, it will drain 4 mana per turn.

Once you die and turn into a Lich you can not invest any more in this talent.

Note: Completing the quest, From Death, Life puts a free class point into this talent that cannot be removed.


Necrotic Minions

Create Minions
Create minions.png
Game Version -
Category Type Spell
Category Necrotic Minions
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 5 Mana
Cooldown 14
Travel Speed -
Use Speed -
Description Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura, you will raise an undead minion (up to 1–5cTS:log minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.

The minions level is your level plus -6–2cS as (Talent Level) varies from 0.9–5.

Note: Learning this talent will automatically grant you the Necrotic Aura talent as well.


Aura mastery
Aura mastery.png
Game Version -
Category Type Spell
Category Necrotic Minions
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 1–5cTS, and reduces the decay rate of your minions outside the aura by (Raw Talent Level)%, up to a maximum reduction of 7%.

At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead.


Surge of Undeath
Surge of undeath.png
Game Version -
Category Type Spell
Category Necrotic Minions
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 45 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by [10]60cTSpD, their Armour penetration by [10]50cTSpD and their critical hit chance by [6]25%cTSpD for 6 turns.

The effects will increase with your Spellpower.


Dark Empathy
Dark empathy.png
Game Version -
Category Type Spell
Category Necrotic Minions
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description You share your powers with your minions, granting them [15]80%cTSpD of your resistances and saves.

In addition all damage done by your minions to you or your other minions is reduced by (20 * Raw Talent Level)%.

The effect will increase with your Spellpower.



Nightfall

Rigor Mortis
Rigor mortis.png
Game Version -
Category Type Spell
Category Nightfall
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 7
Cost 60 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description Invoke a ball of darkness that deals [28]280cTSpD darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by (6.5 * Talent Level)%.

Necrotic minions' damage against those creatures is increased by (10 + [10]30cTSpD)%.

The effects last for 3.6–6.3cTS turns.

The damage done and the minions' damage increase will increase with your Spellpower.


Fear the Night
Fear the night.png
Game Version -
Category Type Spell
Category Nightfall
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description Invoke a cone dealing [10]230cTSpD darkness damage in a radius of 4–8cTS. Any creatures caught inside must make a check against their Mental Save or be knocked back by 4 grids.

The damage will increase with your Spellpower.


Invoke Darkness
Invoke darkness.png
Game Version -
Category Type Spell
Category Nightfall
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 10
Cost 10 Mana
Cooldown 3
Travel Speed 20
Use Speed -
Description Conjures up a bolt of darkness, doing [25]230cTSpD darkness damage.

At level 3, it will create a beam of shadows.

At level 5, none of your Nightfall spells will hurt your minions.

The damage will increase with your Spellpower.


Circle of Death
Circle of death.png
Game Version -
Category Type Spell
Category Nightfall
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range 6
Cost 40 Mana
Cooldown 16
Travel Speed -
Use Speed -
Description Dark fumes erupt from the ground in a circle of radius 3 for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.

Only one bane can affect a creature.

Banes last for 4.5–6.5cTS turns, and also deal [15]40cTSpD darkness damage.

The damage will increase with your Spellpower.


Phantasm

Illuminate
Illuminate 2017.png
Game Version -
Category Type Spell
Category Phantasm
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 5 Mana
Cooldown 14
Travel Speed -
Use Speed -
Description Creates a globe of pure light within a radius of 6–10cTS that illuminates the area.

At level 3, it also blinds all who see it (except the caster) for 3 turns.

At level 4, it also deals [28]180cTSpD light damage.

At level 5, the blind duration is extended by 1 turn.


Blur Sight
Blur sight 2017.png
Game Version -
Category Type Spell
Category Phantasm
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Sustained
Range Melee/Personal
Cost 30 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description The caster's image blurs, granting a bonus to Defense of 0–28.6%cS:0.75P as (Spellpower * Talent Level) varies from 0–267.

The bonus will increase with your Spellpower.


Phantasmal Shield
Phantasmal shield 2017.png
Game Version -
Category Type Spell
Category Phantasm
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Sustained
Range Melee/Personal
Cost 20 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal [20]120cTSpD light damage to the attacker.

The damage will increase with your Spellpower.


Invisibility
Invisibility 2017.png
Game Version -
Category Type Spell
Category Phantasm
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range Melee/Personal
Cost 150 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description The caster fades from sight, granting [10]50cTSpD bonus to invisibility.

Beware -- you should take off your light, or you will still be easily spotted.

As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.

This powerful spell constantly drains your mana (2 per turn) while active.

The invisibility bonus will increase with your Spellpower.



Shades

Shadow Tunnel
Shadow tunnel.png
Game Version -
Category Type Spell
Category Shades
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range 10
Cost 25 Mana
Cooldown 20
Travel Speed -
Use Speed -
Description Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them (20 + [15]60cTSpD)% evasion for 5 turns.

The evasion chance will increase with your Spellpower.


Curse of the Meek
Curse of the meek.png
Game Version -
Category Type Spell
Category Shades
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Activated
Range 10
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Reaches through the shadows into quieter places, summoning (Talent Level) harmless creatures.

Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.

If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul.


Forgery of Haze
Forgery of haze.png
Game Version -
Category Type Spell
Category Shades
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Range 10
Cost 70 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Through the shadows, you forge a temporary copy of yourself, existing for 4–8.1cTL:30 turns.

The copy possesses your exact talents and stats.

It will have a percentage of your life equal to 20–58%cL:100% as [20]500cTSpD varies from 0–384.

All damage dealt by your copy will be multiplied by 40–76%cL:140% as [10]500cTSpD varies from 0–361.


Frostdusk
Frostdusk.png
Game Version -
Category Type Spell
Category Shades
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with Frostdusk, increasing all your darkness and cold damage by (2 * Raw Talent Level)%, and ignoring 17–50%cTL:100%,raw of the darkness resistance of your targets.

In addition, all darkness damage you take heals you for 17–50%cTL:100% of the damage.


Staff Combat

Channel Staff
Channel staff.png
Game Version -
Category Type Spell
Category Staff Combat
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 8
Cost 5 Mana
Cooldown 0
Travel Speed 20
Use Speed -
Description Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 40–110cTWD staff damage.

The bolt will only hurt hostile targets, and pass safely through friendly ones.

This attack always has a 100% chance to hit, and ignores the target's Armour.

When projecting a bolt with your staff, it gains a 20% damage modifier from your Magic stat.


Staff Mastery
Staff mastery.png
Game Version -
Category Type Spell
Category Staff Combat
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description Increases Physical Power by (10 * Talent Level) and increases weapon damage by (22.4 * √ Talent Level)% when using staves.


Defensive Posture
Defensive posture.png
Game Version -
Category Type Spell
Category Staff Combat
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Sustained
Range Melee/Personal
Cost 20 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Adopt a defensive posture, increasing your Defense and Armour by [10]20cTSpD.


Blunt Thrust
Blunt thrust.png
Game Version -
Category Type Spell
Category Staff Combat
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range Melee/Personal
Cost 12 Mana
Cooldown 12
Travel Speed -
Use Speed -
Description Hit a target for 100–150%cTWD melee damage and stun it for 2–6cTS turns.

Stun chance will improve with Spellpower.

At level 5, this attack cannot miss.


Stone

Earthen Missiles
Earthen missiles 2017.png
Game Version -
Category Type Spell
Category Stone
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range 10
Cost 10 Mana
Cooldown 6
Travel Speed 20
Use Speed -
Description Conjures 2 missile shaped rocks that you target individually at any target or targets in range. Each missile deals ([20]200cTSpD / 2) physical damage, and an additional ([20]200cTSpD / 12) bleeding damage every turn for 5 turns.

At talent level 5, you can conjure one additional missile.

The damage will increase with your Spellpower.


Body of Stone
Body of stone 2017.png
Game Version -
Category Type Spell
Category Stone
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Sustained
Range Melee/Personal
Cost 70 Mana
Cooldown 12
Travel Speed -
Use Speed Instant
Description You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.

Your stone form and your affinity with the earth while the spell is active has the following effects:

  • Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 16.7–35.7%cTL:50%.
  • Grants [5]80%cTSpD Fire Resistance, [5]50%cTSpD Lightning Resistance, [5]20%cTSpD Acid Resistance, and (10 * Talent Level)% Stun Resistance.

Resistances scale with your Spellpower.


Earthquake
Earthquake 2017.png
Game Version -
Category Type Spell
Category Stone
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Activated
Range 10
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Causes a violent earthquake that deals [15]80cTSpD physical damage in a radius of 2.5–4.5cTS each turn for 4–8cTS turns, and potentially stuns any and all creatures it affects.

The damage will increase with your Spellpower.


Crystalline Focus
Crystalline focus 2017.png
Game Version -
Category Type Spell
Category Stone
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by (2 * Raw Talent Level)% and ignoring 17–50%cTL:100%,raw physical resistance of your targets.

Also raises your physical and magical saves by (5 * Talent Level).



Stone Alchemy

Create alchemist gems
Create alchemist gems.png
Game Version -
Category Type Spell
Category Stone Alchemy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost 30 Mana
Cooldown 0
Travel Speed -
Use Speed -
Description Carve 40 to 80 alchemist gems out of a natural gemstone.

Alchemists gems are used for many other spells, and each gem type creates a different effect.

Note: This talent is granted upon learning Stone Alchemy/Extract Gems. It cannot be unlearned by itself, nor can it be improved beyond level 1.


Extract gems
Extract gems.png
Game Version -
Category Type Spell
Category Stone Alchemy
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range Melee/Personal
Cost -
Cooldown 0
Travel Speed -
Use Speed -
Description Extract magical gems from metal weapons and armours. At this skill level you can work with materials up to tier (Raw Talent Level).

Note: Grants the Stone Alchemy/Create Alchemist Gems talent.


Imbue item
Imbue item.png
Game Version -
Category Type Spell
Category Stone Alchemy
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range Melee/Personal
Cost 80 Mana
Cooldown 100
Travel Speed -
Use Speed -
Description Imbue a body armor up to tier (Raw Talent Level) with a gem, granting it additional powers.

You can only imbue items once, and it is permanent.


Gem portal
Gem portal.png
Game Version -
Category Type Spell
Category Stone Alchemy
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 20 Mana
Cooldown 20 - 2 * Raw Talent Level
Travel Speed -
Use Speed 1
Description Crush 5 alchemists gems into dust to mark impassable terrain next to you. You immediately enter it and appear on the other side of the obstacle, up to 4–20cS grids away as (0.06 * Spell Power * Talent Level) varies from 0–16.


Stone Touch
Stone touch.png
Game Version -
Category Type Spell
Category Stone Alchemy
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 1–5cTS
Cost 45 Mana
Cooldown 15
Travel Speed -
Use Speed -
Description Touch your foe and turn it to stone for 3.6–6.3cTS turns.

Stoned creatures are unable to act or regenerate life, and are very brittle.

If a stoned creature is hit by an attack that deals more than 30% of its life, it will shatter and be destroyed.

Stoned creatures will gain 20% physical resistance, 50% lightning resistance, and 80% fire resistance.

At level 3 the touch will become a beam.

This spell may fail against creatures resistant to being stunned, that are specifically immune to stoning or instant kills.


Storm

Shock
Shock 2017.png
Game Version -
Category Type Spell
Category Storm
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Activated
Range 10
Cost 8 Mana
Cooldown 4
Travel Speed -
Use Speed -
Description Conjures up a bolt of lightning, doing ([25]200cTSpD / 3) to [25]200cTSpD lightning damage and dazing the target for 3 turns.

If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.

The damage will increase with your Spellpower.


Nova
Nova 2017.png
Game Version -
Category Type Spell
Category Storm
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range Melee/Personal
Cost 12 Mana
Cooldown 8
Travel Speed -
Use Speed -
Description Lightning emanates from you in a circular wave with radius 2.7–5.5cTS, doing ([28]170cTSpD / 3) to [28]170cTSpD lightning damage and possibly dazing anyone affected (75% chance).

The damage will increase with your Spellpower.


Hurricane
Hurricane 2017.png
Game Version -
Category Type Spell
Category Storm
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Sustained
Range 10
Cost 100 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Each time one of your lightning spells dazes a target, it has a (30 + 5 * Talent Level)% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of 2.

Each turn, the afflicted creature and all creatures around it will take ([25]150cTSpD / 3) to [25]150cTSpD lightning damage.

At talent level 3, the Hurricane's radius is increased to 3.

The damage will increase with your Spellpower.


Tempest
Tempest 2017.png
Game Version -
Category Type Spell
Category Storm
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with a Tempest, increasing all your lightning damage by (2 * Raw Talent Level)% and ignoring 17–50%cTL:100% lightning resistance of your targets.

Your Lightning and Chain Lightning spells also gain a (9 * Talent Level)% chance to daze, and your Thunderstorm spell gains a (4.5 * Talent Level)% chance to daze.



Temporal

Congeal Time
Congeal time 2017.png
Game Version -
Category Type Spell
Category Temporal
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 6
Cost 10 Mana
Cooldown 30
Travel Speed 2
Use Speed -
Description Project a bolt of time distortion, decreasing the target's global speed by (8 * Talent Level)% and all projectiles it fires by (5 + [5]700cTSpD / 10)% (maximum 90%), for 7 turns.


Time Shield
Time shield 2017.png
Game Version -
Category Type Spell
Category Temporal
Requirements Lvl (4,5,6,7,8) Mag (20,22,24,26,28)
Use Mode Activated
Range Melee/Personal
Cost 25 Mana
Cooldown 18
Travel Speed -
Use Speed -
Description This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.

Once either the maximum damage (50 + [50]450cTSpD:PM) is absorbed, or the time runs out (6–10gtl) turns, the stored damage will return as a temporal restoration field over time (5 turns).

Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).

While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 42–50%gtl.

The shield's max absorption will increase with your Spellpower.


Essence of Speed
Essence of speed 2017.png
Game Version -
Category Type Spell
Category Temporal
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Sustained
Range Melee/Personal
Cost 250 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Increases the caster's global speed by 9–45%cTS:0.75P.


Time Prison
Time prison 2017.png
Game Version -
Category Type Spell
Category Temporal
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range 10
Cost 100 Mana
Cooldown 40
Travel Speed -
Use Speed -
Description Removes the target from the flow of time for a duration of 4–12cS as (0.03 * Spellpower * Talent Level) varies from 0–8.

In this state, the target can neither act nor be harmed.

Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.

The duration will increase with your Spellpower.



Water

Glacial Vapour
Glacial vapour.png
Game Version -
Category Type Spell
Category Water
Requirements Lvl (0,1,2,3,4) Mag (12,14,16,18,20)
Use Mode Activated
Range 8
Cost 12 Mana
Cooldown 8
Travel Speed -
Use Speed -
Description Glacial fumes rise from the ground, doing [4]50cTSpD cold damage in a radius of 3 each turn for 3–7cTS turns.

Creatures that are wet will take 30% more damage and have 15% chance to get frozen.

The damage will increase with your Spellpower.


Freeze
Freeze.png
Game Version -
Category Type Spell
Category Water
Requirements Level: (4, 5, 6, 7, 8)

(20, 22, 24, 26, 28) Mag

Use Mode activated
Range 10
Cost 14 Mana
Cooldown 8-12 (increases with talent_raw)
Travel Speed -
Use Speed 1 turn
Description Condenses ambient water on a target, freezing it for (2 + talent_level_raw) turns and damaging it for ((12-180) * (5 + talent_level_raw) / 5).

The damage will increase with your Spellpower. Note that stun immunity also protects against the freezing effect. Targets encased in ice are immune to further negative status effects and resist 40% of incoming damage, which is instead applied to the ice block.


Tidal Wave
Tidal wave.png
Game Version -
Category Type Spell
Category Water
Requirements Lvl (8,9,10,11,12) Mag (28,30,32,34,36)
Use Mode Activated
Range Melee/Personal
Cost 25 Mana
Cooldown 10
Travel Speed -
Use Speed -
Description A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of (1 + 0.5 * Duration), doing ([5]90cTSpD / 2) cold damage and ([5]90cTSpD / 2) physical damage to all inside, as well as knocking back targets each turn.

The tidal wave lasts for (3 + [5]5cTSpD) turns.

All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with other cold spells.

The damage and duration will increase with your Spellpower.


Shivgoroth Form
Shivgoroth form.png
Game Version -
Category Type Spell
Category Water
Requirements Lvl (12,13,14,15,16) Mag (36,38,40,42,44)
Use Mode Activated
Range 10
Cost 25 Mana
Cooldown 20
Travel Speed -
Use Speed Instant
Description You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for (4 + Talent Level) turns.

While transformed, you do not need to breathe, gain access to the Ice Storm talent at level (Raw Talent Level), gain (10 + 0.2 * [50]450cTSpD)% resistance to cuts and stuns, gain (5 + 0.1 * [50]450cTSpD)% cold resistance, and all cold damage heals you for (60 + 0.2 * [50]450cTSpD)% of the damage done.

The power will increase with your Spellpower.


Wildfire

Blastwave
Blastwave 2017.png
Game Version -
Category Type Spell
Category Wildfire
Requirements Level (10,11,12,13,14) Magic (22,24,26,28,30)
Use Mode Activated
Range Melee/Personal
Cost 12 Mana
Cooldown 5
Travel Speed -
Use Speed -
Description A wave of fire emanates from you with a radius of 2–6cTS, knocking back anything caught inside and setting them ablaze, doing [28]180cTSpD fire damage over 3 turns.

The damage will increase with your Spellpower.


Burning Wake
Burning wake 2017.png
Game Version -
Category Type Spell
Category Wildfire
Requirements Level (14,15,16,17,18) Magic (14,16,18,20,22)
Use Mode Sustained
Range Melee/Personal
Cost 40 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for [10]55cTSpD fire damage for 4 turns.

The damage will increase with your Spellpower.


Cleansing Flames
Cleansing flames 2017.png
Game Version -
Category Type Spell
Category Wildfire
Requirements Level (18,19,20,21,22) Magic (38,40,42,44,46)
Use Mode Passive
Range -
Cost -
Cooldown -
Travel Speed -
Use Speed -
Description When your Burning Wake talent is active, your Inferno and Burning Wake effects have a (10 * Raw Talent Level)% chance, each turn, to remove a status effect (physical, magical, curse or hex) from the targets.

If the target is hostile, it will remove a beneficial effect.

If the target is friendly, it will remove a detrimental effect (but still burn).


Wildfire
Wildfire 2017.png
Game Version -
Category Type Spell
Category Wildfire
Requirements Level (22,23,24,25,26) Magic (46,48,50,52,54)
Use Mode Sustained
Range Melee/Personal
Cost 50 Mana
Cooldown 30
Travel Speed -
Use Speed -
Description Surround yourself with Wildfire, increasing all your fire damage by (2 * Raw Talent Level)%, ignoring 17–50%cTL:100% fire resistance of your targets and reducing self-inflicted fire damage by (14 * Talent Level)%.