Thaumaturgy (category)
Orb of Thaumaturgy | ||
![]() | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Spell | |
Category | Thaumaturgy | |
Requirements | Level (10,11,12,13,14) Magic (22,24,26,28,30) | |
Use Mode | Activated | |
Cost | 35 mana | |
Range | 10 | |
Cooldown | 20 | |
Travel Speed | Instantaneous | |
Use Speed | Instant | |
Description | You create an orb attuned to thaumaturgy for 2–6cTS turns.
While it lasts, any beam spell you cast will be duplicated and also cast for free at the orb for 45–75% (100% - 55–25cTL:0%) of the normal damage. |
Multicaster | ||
![]() | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Spell | |
Category | Thaumaturgy | |
Requirements | Level (14,15,16,17,18) Magic (30,32,34,36,38) | |
Use Mode | Sustained | |
Cost | 70 mana | |
Range | Melee/Personal | |
Cooldown | 30 | |
Travel Speed | Instantaneous | |
Use Speed | Spell | |
Description | Casting beam spells has become so instinctive for you that you can now easily weave in other spells at the same time.
Anytime you cast a beam spell there is a 15–30cTL:100% chance to automatically cast an offensive spell that you know. Beam spells duplicated by the Orb of Thaumaturgy can also trigger this effect. This can only happen once (or twice with Orb of Thaumaturgy) per turn. The additional cast will cost mana but no turn, will not active its cooldown and can trigger on spells currently on cooldown. During Aether Avatar only compatible spells are used. Eligible spells: Aether Beam, Aether Breach, Arcane Vortex, Blastwave, Chain Lightning, Earthen Missiles, Earthquake, Fireflash, Flameshock, Freeze, Frozen Ground, Glacial Vapour, Illuminate, Inferno, Mudslide, Nova, Shock, Tidal Wave |
Slipstream | ||
![]() | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Spell | |
Category | Thaumaturgy | |
Requirements | Level (18,19,20,21,22) Magic (38,40,42,44,46) | |
Use Mode | Sustained | |
Cost | 40 mana | |
Range | Melee/Personal | |
Cooldown | 20 | |
Travel Speed | Instantaneous | |
Use Speed | Spell | |
Description | By weaving arcane triggers around you feet you can use the residual energies of your beam spells for free movement.
Each time you cast a beam spell you can move right afterwards without spending a turn. This spell has 2–7cTS charges. Once all charges are spent it unsustains. If you exit combat with some charges left it will after 10 turn regenerates its charges, if you have enough mana. |
Elemental Array Burst | ||
![]() | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Spell | |
Category | Thaumaturgy | |
Requirements | Level (22,23,24,25,26) Magic (46,48,50,52,54) | |
Use Mode | Activated | |
Cost | 25 mana | |
Range | 10 | |
Cooldown | 16 | |
Travel Speed | Instantaneous | |
Use Speed | Spell | |
Description | Using your near-perfect knowledge of beam spells you combine them all into a powerful 3-wide beam of pure energy.
The beam deals [28]370cTSpD thaumic damage and always goes as far as possible. Thaumic damage can never be resisted by anything but "Resistance: All", always uses your highest resistance penetration and highest damage type bonus and can never be altered into other damage types. It can trigger Burning Wake and Hurricane. It is affected by the wet status (+30% damage) if you are in Shivgoroth Form. It has a 25% chance to either stun or freeze the targets for 3 turns (if Crystalline Focus or Uttercold are active, respectively). Each time you deal damage with a beam spell, the remaining cooldown is reduced by 1 (this can happen only once per turn). The damage will increase with your Spellpower. |