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Fire mages

Fire mages are damage-heavy glass-cannons that receive incredible damage scaling in exchange for a complete lack of mobility, utility and defense.

Fire mages also scale purely off of your stats rather than based on your stats and level, making them combat hyper-specialist that heavily rely on stats; the level multiplier on every spell is replaced by a +7 to the statistical multiplier.

Passives

Scorched Flesh

  • Unlock : Level 1

Using most fire spells while wearing metal armor will cause the armor to become incredibly hot, causing yourself to get burned in the process. Any fire spells cast while wearing metal armor makes you receive LVL * 6 damage per piece of metal armor1.

Inner flame

  • Unlock : Level 1

Being a fire mage, your body naturally stabilises its own temperature, allowing you to be immune to the side effects of being hot or cold.

Actives

Fire Punch

  • Tier 1 fire magic

Infuse your fists with fire mana to punch an enemy, dealing 1D4/2 * (10 * MAG) fire elemental damage.

Flare

  • Tier 1 fire magic

Shoot out a small flare from your fingers towards a target, burning them on contact, dealing 1D4/2 * (10 * MAG) fire elemental damage.

Fireball

  • Tier 2 fire magic
  • Mana cost : 350 mana

Every fire mage’s signature spell : a simple, yet effective fireball. Shoot out a ball made of pure flames at a target, dealing 1D4/2 * (11 * MAG) fire elemental damage and bursting on impact, dealing half as much damage to every other creature within melee range of the main target.

Flame Stream

  • Tier 2 fire magic
  • Mana cost: 250 mana per turn
  • Cast time : 1 turn

Charge up and shoot out a stream of flames that engulfs a target, dealing 1D4/2 * (11 * MAG) fire elemental damage to them, while also going past them and burning any other creature behind them, dealing equal damage to them.

Torch

  • Tier 3 fire magic
  • Mana cost : 1000 mana

Create a short flame from your wrist that reaches thousands of degrees Celsius. The flames are hot enough to quickly start melting through most metals and burns through flesh like nothing else, letting you deal 1D4/2 * (MAG * 12) fire damage to a single target within melee range. When used for a second turn in a row on the same target, this skill gains 50% pierce, and 100% pierce on the third turn.

Overheat

  • Tier 3 fire magic
  • Mana cost : 500/1000/1500 (initial cast)
  • Health cost : 10%/20%/30% (per turn)

Raise the air temperature around yourself, increasing the strength of your flames at the cost of your own well-being. Overheat cannot be active for less than 2 turns. Overheat can kill you. When casting overheat, you can pick which tier of it you want to use, the tier of Overheat cannot be changed after use.

Overheat I : Heat up the air around yourself to water-boiling temperatures, increasing all statistical multipliers on your fire spells by 1. Costs 500 mana to cast and 10% of your health per turn.

Overheat II : Heat up the air around yourself to around 200°C, increasing all statistical multipliers on your fire spells by 2. Costs 1000 mana to cast and 20% of your health per turn. The heat from this skill will leave slight burn marks on your body.

Overheat III : Heat up the air around yourself to 300-400°C, increasing all statistical multipliers on your fire spells by 3. Costs 1500 mana to cast and 30% of your health per turn. The heat from this skill will leave quite large permanent burn scars on your body.

Smoldering

  • Tier 4 fire magic
  • Mana cost : 1500 mana (on cast); 1000 mana per turn (excluding the first turn)

Produce flames around your own body, dealing 1D4/2 * (12 * MAG) fire elemental damage to every creature within melee range of you, while also instantly burning up any vegetation in that same range. This spell takes 1 turn to activate, however once activated, it will stay active, allowing you to take other actions while Smoldering still deals damage, until you decide to deactivate Smoldering.

Jet Charge

  • Tier 4 fire magic
  • Cooldown : 2 turns
  • Mana cost : 2000 mana

Produce flames from your feet that you synchronise to give you an explosive run, allowing you to instantly reach a target outside of melee range before putting up a foot against them and causing another explosion, dealing 1D4/2 * (12 * MAG) fire elemental damage to the target. If the target wins an AGI confrontation against you, they will be able to react to the charge.

Inferno

  • Tier 5 fire magic
  • Mana cost : 2000 mana

Produce a condensed ball of inferno from thin air that you throw at a target. Once the ball makes contact with anything, it will implode, engulfing the target in unnatural flames, dealing 1D4/2 * (13 * MAG) fire elemental damage to it and half as much damage to any other creature within melee range of the target.

Sun’s Call

  • Tier 5 fire magic
  • Mana cost : 3000 mana on cast; 2000 mana per turn (excluding initial cast turn)
  • Cast time : 1 turn

Infuse your voice in fire mana and reproduce a ritual chant to request the sun’s strength, causing it to burn brighter and hotter in a 25-meter radius around yourself. Any creature, except yourself and those you consider allies, caught in this radius will receive 1D4/2 * (13 * MAG) fire elemental damage every turn from the effect of the sun. Plants caught in this area will quickly start to dry up. This spell requires concentration to be used.

Ignition

  • Tier 6 fire magic
  • Cooldown : 60 turns
  • Mana cost : 10000 mana

Gather an army’s worth of fire mana inside of yourself before instantly releasing it, causing truly unextinguishable flames2 to cover every inch of space3 within a 250 meter radius around yourself for 5 turns.

On the first turn, as there is still air to burn through and the flames reach their highest temperatures, every creature touched by the flames (except yourself) take 1D4/2 * (14 * MAG + LVL * 20) fire elemental damage.

On the second to fifth turn, the flames deal 1D4/2 * (10 * MAG) fire elemental damage to every creature they touch (except yourself) every turn.

During the sixth turn, as the flames subside, air violently rushes into the area of this spell to fill the vacuum that was created, dealing (5 * MAG + LVL * 20) blunt physical damage to every creature in the area (except yourself).

For the duration of this spell, the intense flames around you allow you fuel your body without oxygen. All oxygen in the area will be burned within a turn. These flames can burn away or melt most armors within a few turns.


  1. This excludes things like rings and necklaces.

  2. Even after they burn all the oxygen in the area (which only takes a turn), the flames will keep on burning.

  3. This includes the sky.