Wizard Skills: Difference between revisions

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==Active Skills==
===Meditation===
Caps at level X


= Active Skills =
Meditating puts you into a deep trance which greatly speeds up the recovery of mana. The trance is a fragile one and will be broken by any disturbance.


== Meditation ==
Caps at X


Requires level 1


Re-use time: 20 seconds
+6 mana regeneration bonus per point


+ 6 mana regeneration per point.
+1 life regeneration bonus per point


+ 1 life generation by point.
20 second re-use time


Re-use reduced by 1 second per point
Re-use reduced by 1 second per point


In-combat regeneration has a 50% reduction, and happens once per 2 seconds.


== Frigid Will ==
Caps at III


Requires level 26
===Quick Cast===
Caps at level X


Requires Master of Ice IV
Requires level 40


Re-use time: 180 seconds
Requires Concentration V


Cancels a targets stun immunity timer
By dedicating a large amount of concentration to a spell, a magic user can reduce the time it takes to cast a spell to nigh instantaneous.


Re-use time lowered by 30 seconds per point


Can only be used every 5 minutes on the same target


Does NOT work in PvP
Your next spell will be cast instantly


== Quick Cast ==
5 minutes 30 seconds re-use time
Caps at X


Requires level 40
Re-use reduced by 30 seconds per point


Requires Concentration V


Re-use time: 300 seconds


Lasts: 10 seconds
===Elemental Defiance===
Caps at level IV


Your next spell will be cast instantly
Requires level 45


Re-use reduced by 30 seconds per point
Requires Channeling X


== Elemental Defiance ==
By focusing an elemental power into its purest form, your spells may strike through the hardiest magical resistances only to be slowed by the actual material and armor surrounding your target.
Caps at IV


Requires level 45


Requires Channeling X


Re-use time: 120 seconds
All spell types are 'Physical'


Lasts: 12 seconds
Physical is resisted by armor and absorb


+25% spellpower if life is greater than 75%
Lasts 6 seconds + 6 seconds per point (30 capped)


+0% spellpower if life is greater than 50%
2 minute re-use time


-25% spellpower if life is less than 50%
===Mana Shield===
Caps at level V


-50% spellpower if life is less than 25%
Requires level 65


All spell types are "Physical"
Requires Transcendence V


Physical is resisted by armor and absorb
"By converting magical energy directly into a magical cloud-like aura, it can keep the harshest attacks and spells from affecting the caster."


== Mana Shield ==
- Study of Arcane Sciences
Caps at X


Requires level 65
- Leaflet XVI, Book XXXVI


Requires Transcendence V


Re-use time: 60 seconds


Absorbs 15% + 2.5% damage per point
Absorbs 10% + 5% damage per point


200% Mana Burn rate
200% Mana Burn rate
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Lasts indefinitely
Lasts indefinitely


== Astral Trance ==
1 minute re-use time when deactivated
Caps at IV


Requires level 70


Requires Transcendence X


Re-use time: ??
==Passive Skills==
===Channeling===
Caps at level X


Lasts: 10 seconds
Enhances the efficiency with which you draw on magical power.
 
 
 
-2% spell mana cost on all spells per point


Intense mana regeneration


= Passive Skills =


== Channeling ==
===Daggers===
Caps at X
Caps at level I


Requires level 1
Requires level 2


-2% spell mana cost on all spells per point
The most basic skill you can learn, but also one of the most important.


== Daggers ==
Caps at I


Requires level 1


Improves your ability to wield and do damage with daggers.
Improves your ability to wield and do damage with daggers.


== Mastery of Fire ==
@Assassin +1% accuracy bonus per two points
Caps at X
 
 
 
===Mastery of Fire===
Caps at level X


Requires level 5
Requires level 5
Improves your ability to deal with the elements of Fire, increasing the power and minimum effect.


+2% spellpower to Fire spells per point
+2% spellpower to Fire spells per point
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+2% minimum effect to Fire spells per point
+2% minimum effect to Fire spells per point


== Mastery of Ice ==
 
Caps at X
 
===Mastery of Ice===
Caps at level X


Requires level 5
Requires level 5
Improves your ability to deal with the elements of Ice, increasing the power and minimum effect.


+2% spellpower to Ice spells per point
+2% spellpower to Ice spells per point
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+2% minimum effect to Ice spells per point
+2% minimum effect to Ice spells per point


== Concentration ==
 
Caps at X
 
===Mastery of Spirit===
Caps at level X


Requires level 10
Requires level 10


Requires Channeling V
Improves your ability to deal with the elements of Spirit, increasing the power and minimum effect.


+2% faster casting time per point


== Mastery of Spirit ==
Caps at X
Requires level 10


+2% spellpower to non-offensive Spirit spells per point
+2% spellpower to non-offensive Spirit spells per point
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+2% minimum effect to Spirit spells per point
+2% minimum effect to Spirit spells per point


== Mastery of Earth ==
 
Caps at X
 
===Mastery of Earth===
Caps at level X


Requires level 20
Requires level 20
Improves your ability to deal with the elements of Earth, increasing the power and minimum effect.


+2% spellpower to Earth spells per point
+2% spellpower to Earth spells per point
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+2% minimum effect to Earth spells per point
+2% minimum effect to Earth spells per point


== Magic Resistance ==
 
Caps at X
 
===Concentration===
Caps at level X
 
Requires level 25
 
Requires Channeling V
 
Allows you to ignore the distractions of battle and focus more closely on drawing on arcane energy.
 
 
 
+2% faster casting time per point
 
 
 
===Magic Resistance===
Caps at level X


Requires level 30
Requires level 30
Through experience and knowledge, a resistance to the most common elements of magic can be developed.


+5% resistance to fire, ice, earth, air, light and dark spells per point
+5% resistance to fire, ice, earth, air, light and dark spells per point


== Critical Spell: Fire ==
 
Caps at X
 
===Critical Spell: Fire===
Caps at level X


Requires level 35
Requires level 35


Requires Mastery of Fire X
Requires Mastery of Fire X
"Through controlled casting of the elements of Fire and Ice, it is possible for these random magical detonations to be confined to spell types that inflict instantaneous damage."
- Study of Arcane Sciences
- Leaflet VII, Book XXI


+1.5% chance per point for 2x damage effects of your Fire Spells
+1.5% chance per point for 2x damage effects of your Fire Spells


== Critical Spell: Ice ==
 
Caps at X
 
===Critical Spell: Ice===
Caps at level X


Requires level 35
Requires level 35


Requires Mastery of Ice X
Requires Mastery of Ice X
"The more unstable a spell element is, the higher the chance for the magical effect to often grow exponentially.  The two most unstable spell elements known currently are Fire and Ice."
- Study of Arcane Sciences
- Leaflet VI, Book XXI


+1.5% chance per point for 2x damage effects of your Ice Spells
+1.5% chance per point for 2x damage effects of your Ice Spells
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+1.5% chance per point maximum stun effect
+1.5% chance per point maximum stun effect


== Transcendence ==
 
Caps at X
 
===Transcendence===
Caps at level X


Requires level 50
Requires level 50


Requires Meditation X
Requires Meditation X
Transcending into a frame of mental freedom is an advanced form of meditation which greatly increases one's awareness.


Only active while Meditating
Only active while Meditating


+ 8 mana regeneration bonus per point
+8 mana regeneration bonus per point


From Transcendence VI onwards, mana regeneration rate in battle will increase by 5% effectiveness per point. In battle, mana regeneration effectiveness is normally 50% of your usual (activate using Meditation).


== Mana Conservation ==
 
Caps at IV
===Mana Conservation===
Caps at level IV


Requires level 60
Requires level 60


Requires Channeling X
Requires Channeling X
A most recent discovery, was that in cases where the magic being cast was so free of impurities that it would actually take less mana to cast the spell.


+4% chance per point to halve mana cost
+4% chance per point to halve mana cost
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-10% Mana Burn per point with Mana Shield
-10% Mana Burn per point with Mana Shield


== Arcane Mastery ==
Caps at X


Requires level 70


-2% penalty to enemy's magic resistance per point
===Arcane Mastery===
Caps at level X
 
Requires level 75


== Mana Flare ==
"Through study of innate magic resistances, advanced pupils will find resistances are not uniform in effect and can thus be pierced."
Caps at level III.


Requires level 100.
- Study of Arcane Sciences


Requires AA 20.
- Leaflet XIII, Book XXVII


12% chance per point that the next spell after a critical will ignore resists.


Spell also ignores caster bonuses. If original damage would have been higher, the Mana Flare is ignored.


The extra damage causes no additional agro.
-2% penalty to enemy's magic resistance per point

Latest revision as of 04:50, 29 May 2023

Warning: This page was generated from the game sources. Manual edits are likely to be overwritten. Any errors encountered on this page are errors in either the source files or the generator used to create this page. Please report issues to the game Discord bug-reports channel.

Active Skills

Meditation

Caps at level X

Meditating puts you into a deep trance which greatly speeds up the recovery of mana. The trance is a fragile one and will be broken by any disturbance.


+6 mana regeneration bonus per point

+1 life regeneration bonus per point

20 second re-use time

Re-use reduced by 1 second per point


Quick Cast

Caps at level X

Requires level 40

Requires Concentration V

By dedicating a large amount of concentration to a spell, a magic user can reduce the time it takes to cast a spell to nigh instantaneous.


Your next spell will be cast instantly

5 minutes 30 seconds re-use time

Re-use reduced by 30 seconds per point


Elemental Defiance

Caps at level IV

Requires level 45

Requires Channeling X

By focusing an elemental power into its purest form, your spells may strike through the hardiest magical resistances only to be slowed by the actual material and armor surrounding your target.


All spell types are 'Physical'

Physical is resisted by armor and absorb

Lasts 6 seconds + 6 seconds per point (30 capped)

2 minute re-use time

Mana Shield

Caps at level V

Requires level 65

Requires Transcendence V

"By converting magical energy directly into a magical cloud-like aura, it can keep the harshest attacks and spells from affecting the caster."

- Study of Arcane Sciences

- Leaflet XVI, Book XXXVI


Absorbs 10% + 5% damage per point

200% Mana Burn rate

Lasts indefinitely

1 minute re-use time when deactivated


Passive Skills

Channeling

Caps at level X

Enhances the efficiency with which you draw on magical power.


-2% spell mana cost on all spells per point


Daggers

Caps at level I

Requires level 2

The most basic skill you can learn, but also one of the most important.


Improves your ability to wield and do damage with daggers.

@Assassin +1% accuracy bonus per two points


Mastery of Fire

Caps at level X

Requires level 5

Improves your ability to deal with the elements of Fire, increasing the power and minimum effect.


+2% spellpower to Fire spells per point

+2% minimum effect to Fire spells per point


Mastery of Ice

Caps at level X

Requires level 5

Improves your ability to deal with the elements of Ice, increasing the power and minimum effect.


+2% spellpower to Ice spells per point

+2% minimum effect to Ice spells per point


Mastery of Spirit

Caps at level X

Requires level 10

Improves your ability to deal with the elements of Spirit, increasing the power and minimum effect.


+2% spellpower to non-offensive Spirit spells per point

+1% spellpower to offensive Spirit spells per point

+2% minimum effect to Spirit spells per point


Mastery of Earth

Caps at level X

Requires level 20

Improves your ability to deal with the elements of Earth, increasing the power and minimum effect.


+2% spellpower to Earth spells per point

+2% minimum effect to Earth spells per point


Concentration

Caps at level X

Requires level 25

Requires Channeling V

Allows you to ignore the distractions of battle and focus more closely on drawing on arcane energy.


+2% faster casting time per point


Magic Resistance

Caps at level X

Requires level 30

Through experience and knowledge, a resistance to the most common elements of magic can be developed.


+5% resistance to fire, ice, earth, air, light and dark spells per point


Critical Spell: Fire

Caps at level X

Requires level 35

Requires Mastery of Fire X

"Through controlled casting of the elements of Fire and Ice, it is possible for these random magical detonations to be confined to spell types that inflict instantaneous damage."

- Study of Arcane Sciences

- Leaflet VII, Book XXI


+1.5% chance per point for 2x damage effects of your Fire Spells


Critical Spell: Ice

Caps at level X

Requires level 35

Requires Mastery of Ice X

"The more unstable a spell element is, the higher the chance for the magical effect to often grow exponentially. The two most unstable spell elements known currently are Fire and Ice."

- Study of Arcane Sciences

- Leaflet VI, Book XXI


+1.5% chance per point for 2x damage effects of your Ice Spells

+1.5% chance per point maximum stun effect


Transcendence

Caps at level X

Requires level 50

Requires Meditation X

Transcending into a frame of mental freedom is an advanced form of meditation which greatly increases one's awareness.


Only active while Meditating

+8 mana regeneration bonus per point


Mana Conservation

Caps at level IV

Requires level 60

Requires Channeling X

A most recent discovery, was that in cases where the magic being cast was so free of impurities that it would actually take less mana to cast the spell.


+4% chance per point to halve mana cost

-10% Mana Burn per point with Mana Shield


Arcane Mastery

Caps at level X

Requires level 75

"Through study of innate magic resistances, advanced pupils will find resistances are not uniform in effect and can thus be pierced."

- Study of Arcane Sciences

- Leaflet XIII, Book XXVII


-2% penalty to enemy's magic resistance per point