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Earth mages

Earth mages are heavy frontline fighters with some of the most powerful defensive utility and area-of-effect spells in the game, being best suited for direct approaches to problems and melee combat. Earth mages also uniquely cause physical damage rather than elemental damage.

Passives

Down-to-earth

  • Unlock : Level 1

As long as you are standing on earth, stone, or sand, you gain 2% mana regen per turn.

Shale Shell

  • Unlock : Level 50

You have begun to naturally strengthen your defenses with the mana running trough your body, making it so that as long as you don’t start running out of mana, you are more resistant to injuries. All armor values are now increased by 20%1.

Actives

Pebble Shot

  • Tier 1 earth magic

Shoot a small rock at your enemy, dealing 1D4/2 * (MAG * 2 + LVL * 20), though this spell is slightly weaker than other tier 1 ranged spells, it has the unusual attribute to be purely physical damage, while also often causing the target’s focus to be redirected to you.

Stone Armaments

  • Tier 1 earth magic
  • Cooldown : 3 turns

Conjure up any type of weapon that uses STR to calculate its damage from stone. Weapons made from this skill can be used on the same turn as they were created. Weapons created this way have -1 to their statistical multiplier2. These weapons are somewhat fragile, breaking after 3 turns. Alternatively, this skill can also be used to surround your fists in stone, protecting them and serving as a weapon that deals 1D4/2 * (STR * 4 + LVL * 20). This skill can also be used to create Bulkwarks that offer STR * 4 + LVL * 20 defense.

Stone Body

  • Tier 2 earth magic
  • Cast mana cost : 500 mana
  • Maintenance mana cost : 100 mana per turn

Cover yourself in stone, gaining STR * 4 body-wide defense and massively increasing your weight3. This skill doesn’t hinder mana regeneration. While using this skill, you cannot use AGI.

Earth Wall

  • Tier 2 earth magic
  • Mana cost : LVL * 20 mana

Elevate a 5*5 meters chunk of the ground from a target location you can see 6 meters above ground, this “wall” has LVL * 20 HP, receives half damage from slashes and most magic but double damage from explosions and heavy attacks.

This spell can be re-used4 on walls that have been up for at least 1 turn to cause them to fall unto a target, dealing the wall’s current health as physical damage, covering the enemy in dirt and stones and potentially stunning them. The walls last 4 turns. This spell can be used multiple times during a turn, however, each subsequent cast increases the mana cost by LVL * 10.

Rockslide

  • Tier 3 earth magic
  • Mana cost : 1500 mana
  • Cast time : 1 turn

Pull large rocks towards the surface for a turn before making them erupt from the ground, creating rough, stoney terrain and launching some of the rocks into the sky. The activation of this spell breaks the focus every surrounding creature and has a 50% chance to deal 1D4/2 * ((STR + MAG) * 3) physical damage to every surrounding creature (including yourself). After being cast, this spell reduces every surrounding creature’s AGI by half, unless they are flying.

Stone Impact

  • Tier 3 earth magic
  • Mana cost : 1000 mana
  • Cooldown : 4 turns

Conjure up mana in your legs and stomp the ground with one of your feet, creating a supersonic pillar of rock come out of the ground at a 10° to 40° angle, hitting a target within melee range with enough strength to throw most foes into the air as they writhe in pain. Pushes the target out of melee range and deals 1D4/2 * (STR * 6 + LVL * 20) damage.

Tectonic Displacement

  • Tier 4 earth magic
  • Mana cost : 3000 mana
  • Cooldown : 10 turns

Pull at the earth itself, creating fractures under its surface, forcing the ground below you to shift. This spell allows you to move a non-flying target right next to another non-flying target and causing both targets to lose their footing, making them unable to move for the next 2 turns5. For an additional 1000/2000 mana, this spell can be cast on 3/4 targets.

Dust Storm

  • Tier 4 earth magic
  • Mana cost : 2500 mana
  • Cooldown : 5 turns

Disjoint all the soil particles and throw them in the air, creating a dust storm that blinds and slows every surrounding creature (including yourself) for 4 turns. Every creature in the area will have to take 2 turns instead of 1 to close distances. The initial use of this skill also breaks every creature’s focus.

Idol of protection

  • Tier 5 earth magic
  • Mana cost : 5000 mana
  • Cooldown : 100 turns
  • Cast time : 3 turns
  • Duration : 5 turns

Create an “idol of protection” from the earth, an empty shell marked with your mana. When the idol is completed, it is immobile, has no defense and has your maximum health. If you die while the Idol is still standing, you will come back to life where the idol was.

Earthquake

  • Tier 5 earth magic
  • Mana cost : 2500 mana per channelling turn, 1000 per use turn6
  • Channel time : 2 turns

Slowly pull tectonic plates into one another under your feet before releasing them, causing a violent movement leading to an earthquake. Continuously breaks the focus of every surrounding creature, excluding yourself, reduces any use of AGI by non-flying creatures by 50% and causes every attack other than earthquake to have an additional 50% miss chance. Deals 1D4/2 * ((STR + MAG) * 4 + LVL * 20) physical damage to every surrounding non-flying creature, except yourself. Your focus cannot be broken during this spell’s channelling or use.

Sinkhole

  • Tier 6 earth magic
  • Mana cost : 10000 mana
  • Cooldown : 240

The earth quakes, and the mountains tumble. While channelling all your mana into your fists, smash the ground, disjointing all the rocks under your feet, creating a hole in a 100-meter radius around you going all the way down to the abyss. This causes everyone caught in the hole to fall for 3 turns straight while in complete darkness before finally hitting the ground, taking damage relative to their weight and STR, generally leading to death.

Tectonic Blast

  • Tier 6 earth magic
  • Mana cost : 10000 mana
  • Cooldown : 240

While channelling all your mana into your fists, smash the ground, disjointing all the rocks under your feet from the rest of the earth, creating a pillar in a 100-meter radius around you going 10000 meters into the sky at an absurd velocity. You have complete control of all the earth and stone composing the pillar. The pillar breaks apart and falls back into the hole it comes from after 10 turns.


  1. The values are all rounded to the nearest 10.

  2. Over time, it is not rare to see mages develop their skill with this spell, causing them to eventually learn the alternative spells “Mineral armaments” and “Geological armaments”.

  3. To be able to move while using this skill, you need at least LVL * 2 + 10 STR.

  4. Making a wall fall does require repaying the mana-cost.

  5. You are able to target yourself with this skill.

  6. Once the channelling time is over, you can cast this spell for as many turns as you want.