Abilities
There are a total of nine elements which are sorted by their closeness to similar elements and their association with the destruction or creation. In the line shown below, you can see the four elements on the left (darkness, chaos, wind and ice) being associated with destruction, with fire being neutral and the four elements on the right (earth, nature, thunder and light) being associated with creation.
Class wide abilities
Passives
Autolysis
- Unlock : Level 1
For most mages, mana is synonymous with life, as without it, their death is nothing but assured, this particular relation to mana has lead many mages over the years to develop techniques to allow them to use their own life as mana. This skill allows you to pay for mana costs with your health (at twice the cost) instead of your mana1. Using Autolysis disables your natural mana regeneration for the next 3 turns.
Progression
As mages get more battle experience, they often experience eureka moments, allowing them to instantly learn new spells.
Name | Level Requirement | Description |
---|---|---|
Progression I | 1 | Instantly unlock a single set of tier 1 spells from one of the main spell trees. |
Progression II | 5 | Instantly unlock a single tier 1 spell from one of the main spell trees. |
Progression III | 10, 15, 20 | Instantly unlock a single tier 1 or 2 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element. |
Progression IV | 25, 30, 35, 40, 45 | Instantly unlock a single tier 1, 2, or 3 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element. |
Progression V | 50, 55, 60, 65, 70 | Instantly unlock a single tier 1, 2, 3, or 4 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element. |
Progression VI | 75, 80, 85, 90, 95, 100 | Instantly unlock a single tier 1, 2, 3, 4, or 5 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element. |
Divinity
- Unlock : Becoming an elemental god
Having become an elemental god, you can now cast the 6th tiered spell of the element you represent, proving your authority when it comes to it. Alternatively, you can also unlock tier 6 spells by learning them directly from the current elemental god as long as you are at least level 100.
Efficient casting
- Unlock : Level 50 and knowing at least 20 different mage spells2
Your experience with various spells has allowed you to understand how to use mana ever so slightly more efficiently, reducing the mana cost of casting mage spells by 10%.
Magnus
- Unlock : Level 100
You have gotten so much experience in casting magic that giving shape to mana to produce magic has become a trivial task for you, allowing you to use two different active spells3 per turn.
Actives
Magic condensation
- Unlock : Level 1
Allows you to condense your own mana into a liquid which can later be drunk by any magic who use the same element as you (archers can drink any mana potions). The effect of mana potions half after 80 turns, and they go bad after 140 turns. Using this ability disables all mana regen for the next 2 turns.
Innovation
- Unlock : Level 1
Before becoming a mage, you had to study magic and its history, which allowed you to develop some knowledge relating to the development and creation of spells, allowing you to modify and create new spells. The result4 from modifying or creating a spell depends on your luck and intelligence stats. Modifying a spell from the highest tier you currently know in its element takes 20 turns, while doing so for a spell from a tier lower than your highest unlocked tier of its element only takes 10 turns. Creating a new spell of the same tier as your currently highest unlocked tier from its element takes 40 turns, while it only takes 20 if you are creating a spell from a lower tier. When creating or modifying spells which use two elements, the duration will be high if you are trying to produce a spell of your highest currently unlocked tier from any of the two elements, and the short duration will only be used if you are producing a spell from a tier lower than your currently highest unlocked tier in both elements.
Scholar
- Unlock : Level 1
Mages are known to be very avid readers, however, unlike most bookworms, mages actually do so with a specific goal in mind, to learn new magics. You can study books to learn new spells, which you then simply have to practice using them to finally acquire them. This process can be used to learn spells of a tier too high for you to unlock with your current level of the Progression skills. This is also the main way for mages to learn secondary spells. The time this takes depends on the tier of the spell you are trying to learn (as a standalone variable), on its tier relative to your current highest tiered spell you know from its element, on how much experience you have with its element, and on your intelligence and magic stats.
Elemental Brews
- Unlock : Tier 3 of an element
- Channel time : 2 turns
Condense elementally charged mana into a special type of magic potion known as an elemental brew. Depending on your primary element, the potion’s effect will vary. Creating an element brew costs 50% of your mana. Elemental brews go bad after 60 turns.
-
Producing a dark brew creates a very light-feeling, dark green liquid. If it is vigorously shaken for a 5-10 seconds, it will start to slowly turn into a opaque and thick dark cloud which blinding people inside of it for 3 to 5 seconds before starting to turn into the gas at a ridiculous speed, covering a 10 diameter radius around the brew’s current location. If the liquid comes into contact with someone’s skin, it will deal
MAG * 5 + LVL * 20
darkness damage and reduce their accuracy by 25% for the next 5 turns5. -
Making a chaos brew creates a light pitch black somewhat gooey liquid that produces an illusion on itself, making it look like water instead. Consuming a chaos brew severely reduces your cognitive abilities, making you lose 75% of your intelligence for the next 5 turns, after which you will fall asleep for 3 turns. It should be noted that people will still remember what happened while under the effect of a chaos brew. Coming into contact with the chaos brew without consuming it will instead make you see double, reducing your accuracy by 50% for 5 turns.
-
Thunder brews are made after having condensed your maximum mana; when consumed, lighting will strike the person who drank it, making them and anyone touching them (up to 5 people can be affected) move at a rate of five map tiles per turn for two turns and allowing them to escape most fights instantly.
-
Light brews can be thrown, making anyone hit by it have enlightened vision for
% of max mana condensed / 25
turns and healing them formana condensed / 2
, the throw has (AGI
) accuracy if the target is moving. These brews cannot be filled with more than your maximum mana.
-
This skill cannot be used to create mana potions or elemental brews. You can pay mana costs with a mix of both health and mana but are unable to use a mix to use spells which require more than your maximum number of mana. ↩
-
This includes main elemental spells, unique variants of spells (in which case, both the original and unique variants will count), and secondary elemental spells. ↩
-
Including channeling spells, as long as they don’t require you to keep your focus to stay active. ↩
-
How close to the desired effect the modified/newly created spell will be. ↩
-
If this effect is applied on the same target twice, it will simply get refreshed. ↩