Prysma
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Classes

358 skills

Fire Bolt

Mage
Class
Mage
Type
Active
Kind
Fire
Max level
10
SP
12 → 30
Cooldown
5 s

Effect

  • Rains fireballs from the sky onto the enemy, one after another: each also hurts whoever is close to it.
  • Damage: 100% of magic attack per fireball. Fire.
  • Hits: 1 per level.
  • Anyone within 1.5 tiles of the target takes 50% of each fireball.
  • Steam: on a Frozen enemy the ice explodes and hits anyone within 1.8 tiles of it with 80% of the hit.

Needed for

Ice Bolt

Mage
Class
Mage
Type
Active
Kind
Water
Max level
10
SP
12 → 30
Cooldown
6 s

Effect

  • Rains ice shards from the sky onto the enemy, one after another, and slows it.
  • Damage: 100% of magic attack per shard. Water.
  • Hits: 1 per level.
  • Effect: Slowed, moves at 60% speed.
  • Duration: 3 s.

Needed for

Lightning Bolt

Mage
Class
Mage
Type
Active
Kind
Lightning
Max level
10
SP
12 → 30
Cooldown
5 s

Effect

  • Rains lightning inside the circle: each bolt hits enemies within 1.5 tiles of where it lands.
  • Damage: 100% of magic attack per bolt. Lightning.
  • Hits: 1 per level.
  • On a Frozen enemy the first bolt breaks the ice and deals double.
  • Discharge: on a Frozen enemy an electric arc jumps to up to three enemies within 3.5 tiles with 60% of the hit.

Needed for

Frost Grip

Mage
Class
Mage
Type
Active
Kind
Water
Max level
5
SP
16 → 24
Cooldown
2.5 s

Effect

  • Sends a trail of ice along the ground to the enemy: it hits and can freeze it.
  • Damage: 120% of magic attack, +20% per level. Water.
  • Effect: Frozen for 3.6 s, +0.6 s per level.
  • Chance: 44%, +6% per level.
  • The first hit that lands breaks the ice: if it is Lightning, it deals double.
  • Does not freeze bosses.

Requires

Needed for

Earth Spikes

Mage
Class
Mage
Type
Active
Kind
Earth
Max level
5
SP
14 → 22
Cooldown
8 s

Effect

  • Raises rock spikes from the ground inside the circle, in waves: each hits whoever stands on it.
  • Damage: 100% of magic attack per wave. Earth.
  • Hits: 1 wave per level.
  • Effect: Stunned for 0.5 s, only with the first wave. Not on bosses.

Requires

Needed for

Arcane Missiles

Mage
Class
Mage
Type
Active
Kind
Arcane
Max level
3
SP
15 → 21
Cooldown
4 s

Effect

  • Instantly fires a volley of missiles that never miss, split in turn between the target and up to two enemies within 5 tiles of it.
  • Damage: 60% of magic attack per missile. Neutral, or the staff's element.
  • Hits: 4; 5 at level 2, 7 at level 3.

Requires

Needed for

Arcane Shield

Mage
Class
Mage
Type
Active
Kind
Support
Max level
3
SP
25 → 31
Cooldown
20 s

Effect

  • Wraps you in a barrier that absorbs damage in your place.
  • Absorbs: 127 damage; 193 at level 2, 260 at level 3. +2 per point of Intelligence.
  • It never runs out with time: it only disappears once it has absorbed it all.
  • While it holds, hits do not interrupt casting.

Requires

Misty Step

Mage
Class
Mage
Type
Active
Kind
Arcane
Max level
2
SP
12
Cooldown
9 → 6 s

Effect

  • Makes you vanish in a puff of mist and reappear further on, in the chosen direction.
  • Doesn't pass through walls: you stop in front of the first one.

Requires

Unstable Orb

Mage
Class
Mage
Type
Active
Kind
Arcane
Max level
5
SP
18 → 26
Cooldown
8 s

Effect

  • Throws an orb in a straight line: it sticks where you aimed, or on the first enemy it meets. It bursts after 1.5 s, or at once if you cast the skill again.
  • Radius: 2 cells.
  • Damage: 150% of magic attack, +25% per level. Neutral, or the staff's element.
  • Recasting costs no SP. The cooldown starts at the burst.

Requires

Scorching Breath

Mage
Class
Mage
Type
Active
Kind
Fire
Max level
3
SP
16 → 20
Cooldown
10 s

Effect

  • Blows a short cone of flame in front of you: it hits whoever has closed in on you and pushes them back.
  • Length: 3 cells.
  • Damage: 140% of magic attack, +20% per level. Fire.
  • Push: 1 cell. Not on bosses.

Requires