Dark Mage
Dark elemental magic allows you to manipulate the shadows and to hinder vision, creating areas of darkness. It possesses pretty average damage dealing capabilities and utility abilities and comes with the benefit of getting stronger the darker it is around you.
Passives
Twilight’s blessing
- Unlock : Level 1
Darkness magic deals 25% more damage while in the dark.
Somber Sight
- Unlock : Level 10
Being a darkness mage, you have slightly better vision in the dark than most, allowing you to see in places with minimal lighting.
Actives
Somber Missile
- Tier 1 darkness magic
You shoot out a ball of dark magic that deals 1D4/2 * (3 * MAG + LVL * 20)
darkness elemental damage and makes its target see as if it was night for 1 turn.
Shadow Strike
- Tier 1 darkness magic
Charge your fists with darkness mana, making them deal 1d4/2 * (3 * MAG + LVL * 20)
darkness elemental damage and making anyone within melee range of you see anything outside that range as a dark void.
Creeping Shadows
- Tier 2 darkness magic
- Mana cost : 250 per turn1
- Cast time : 1 turn
A channeled spell that requires 1 turn to prepare. Touch a surface with your hands, infusing it with mana, slowly creating a shadow stretching from the location you have hand contact with to a target. Upon reaching your target, the shadow you created will grab onto their limbs while trying to tie them into the surface they come from. After being grabbed, your target will be firmly held in place, blocking half their movement attempts and dealing 1D4/2 * (4 * MAG + LVL * 20)
darkness elemental damage to them every turn. Once it has been created, you can extend your shadow to one additional target every turn, however, doing so will also increase the mana cost by 250 per turn.
Dissolution
- Tier 2 darkness magic
- Mana cost : 500 per turn
Move into a shadow you are currently in contact with, dissolving your body into it. While dissolved into a shadow, you can move anywhere inside of it or any shadow that it is connected to2, and your body will be impossible to find where you are hidden inside of it, you also become immune to all physical attacks, 50% more vulnerable to thunder elemental damage, and 100% more vulnerable to light elemental damage. Coming out of a shadow takes 1 turn, however, it does make a very slight slimy noise as you come out of the shadow in a semi-liquid form that quickly takes the form of your body and solidifies.
Obscure
- Tier 3 darkness magic
- Mana cost : 500 per turn
Spread your mana in the “defined space3” you are currently standing in, stopping any light emissions inside of it and making you aware of the presence and exact location of anything that moves inside of it. This spell can be toggled on and off at the beginning of your turn without counting as your action for the turn.
Aphotic Burst
- Tier 3 darkness magic
- Mana cost : 1000
- Cooldown : 3 turns
Discharge a considerable amount of mana, essentially turning yourself into a bomb. This ability deals 1D4/2 * (5 * MAG + LVL * 20)
dark elemental damage to anyone within melee range of you, while also making their eyes unable to perceive any light for 1 turn. Each time you cast this ability within less than 3 turns since your last use of it, its AOE will become slightly larger4, its MAG
multiplier will be increased by 2, and it’s mana cost will be increased by 1000.
Shadow Army
- Tier 4 darkness magic
- Mana cost: 800 mana, plus 200 mana per target, per turn.
Take control of the shadows being produced by others around you. This skill allows you to give life to the shadows being created by specific people you are currently holding line of sight of5. These shadows cannot be killed and will attack their source with the weapon they were holding at the time of summoning (or their fists if their source was holding none) each turn. The shadows only possess their source’s basic stats and aren’t affected by things such as stat boosting items, buffs, racial changes, or anything of the like, they also cannot use any passives, skills, or spells of any kind.
Midnight Pulse
- Tier 4 of darkness magic
- Mana cost: 1500 mana per turn
Create a large sphere in which no light can enter, and all light emitted is reduced by 75% in a 50-meter radius around you in which you release large pulses of destructive darkness magic every turn, causing everyone that finds themselves within the sphere except yourself to take 1D4/2 * (4 * MAG + LVL * 20)
darkness elemental damage every turn.
Dark Rose
- Tier 5 darkness magic
- Mana cost : 500 mana for the first turn followed by 2000 mana per turn
Force what look like pitch-black rose bushes to grow at someone’s feet. After being allowed to grow for one turn, these bushes will quickly start to grow thorny vines ending in flowers that will follow and constrain your target, causing them to be unable to use any channeled abilities, and to be stabbed whenever they try moving, dealing 1D4/2 * (7 * MAG + LVL * 20)
darkness elemental damage to them in the process.
Shade Dragon
- Tier 5 darkness magic
- Mana cost : 2000 mana per turn
Let your magic run wild in one of your arm, turning it into an imitation of the personification of the pure darkness element, a darkness elder dragon’s head. Once the dragon has been let out, it will instantly spread a thick deep purple mist within a 250-meter radius that eliminates every single source of light it comes in contact with. As the dragon is technically part of your body, any damage it takes will be received by you instead. Being only an imitation, the dragon’s head won’t have a mind of its own, causing it to go on a rampage, making it impossible to be cancel in any way other than dying or completely running out of mana6. Each turn, the dragon will either gobble up a group of 1 to 3 creatures within 50 meters of it, while trying to chew them to death dealing 1D4/2 * (MAG * 8 + LVL * 20)
of darkness elemental damage per turn to each of them, or spew dark flames that deal 1D4/2 * (7 * MAG + LVL * 20)
at a creature at a distance of 50 to 250 meters from it. Once this spell ends, the strain your body will have been forced trough will cause you to be completely unable to move for the next 10 turns, and unable to walk by yourself for the next 20 turns.
Blackout
- Tier 6 darkness magic
- Mana cost : 10000
- Cooldown : 100 turns
Once activated, this spell makes an entire map tile devoid of any light for 10 turns, while also doubling the damage from darkness elemental attacks. Darkness and Chaos mages of tiers 4, 5, and 6 are immune to this, this immunity is also given to some powerful monsters with an affinity for darkness elemental magics like elementals and dragons.
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Including the channelling turn. ↩
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You can move distances up to 200 meters per turn while dissolved into a shadow ↩
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A “defined space” is an “enclosed” space, it can be a large cave room with small pathways leading outside of it, a room, a whole house (as long as no walls separate each section of it), etc. ↩
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Starting from the 3rd cast, the AOE will be large enough to encompass even some people using ranged attacks. This skill’s effective radius starts at a 5-meter radius, and increases by 50 meters with each subsequent use, with a maximum AOE of 250 meters. ↩
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Having a direct line of sight to them is important, however, seeing them isn’t. ↩
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The dragon will not ever go back to sleep unless you die or completely run out of “potential” mana, meaning that even if you run out of mana, it won’t go let go of your arm before forcing you to turn all your health points except 1 into mana. ↩