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358 skills

Ice Wall

Sorcerer
Class
Sorcerer
Type
Active
Kind
Water
Max level
5
SP
20
Cooldown
8 s

Effect

  • Raises a wall of five ice crystals across your aim: monsters can't get through.
  • Duration: 6 s, +1 s per level.
  • Players pass through it.

Requires

Needed for

Frost Nova

Sorcerer
Class
Sorcerer
Type
Active
Kind
Water
Max level
5
SP
30
Cooldown
8 s

Effect

  • Blasts a ring of ice around you: hits whoever is inside and can freeze them.
  • Damage: 100% of magic attack, +20% per level. Water.
  • Effect: Frozen for 3 s.
  • Chance: 48%, +8% per level.
  • Does not freeze bosses.

Requires

Needed for

Still Ground

Sorcerer
Class
Sorcerer
Type
Active
Kind
Arcane
Max level
5
SP
40
Cooldown
40 s

Effect

  • Opens a circle of pale stone on the ground. Anyone inside, you and your allies, is not hit by monster skills that strike inside a circle on the ground.
  • Radius: 2.75 cells, +0.25 per level.
  • Duration: 7 s, +1 s per level.
  • Basic attacks, bolts, thrusts and slashes still get through.
  • Works on bosses too.

Requires

Arcane Eye

Sorcerer
Class
Sorcerer
Type
Active
Kind
Arcane
Max level
1
SP
10
Cooldown
1 s

Effect

  • Shows a monster's sheet: level, HP, element, size, race, what it is weak to and what it resists.

Elemental Reactions

Sorcerer
Class
Sorcerer
Type
Passive
Max level
5
Class level
51

Effect

  • Each of your Fire, Water, Lightning or Earth spells leaves the mark of its element on the enemy for 4 s. The mark shows above its head.
  • A spell of another element uses up the mark and causes a reaction:
  • Fire and Earth, Magma: a pool of lava 1.5 tiles wide for 3 s. Whoever stands in it takes a third of the reaction every 0.5 s.
  • Lightning and Water, Current: hits it and jumps to every marked enemy within 4 tiles.
  • Fire and Water, Steam: hits it and whoever is within 1.8 tiles of it.
  • Lightning and Earth, Quake: hits whoever is within 1.5 tiles and stuns them for 1 s. The stun doesn't work on bosses.
  • Water and Earth, Mud: hits it and slows it by 40% for 3 s, even if it is a boss.
  • Fire and Lightning, Plasma: one extra hit, on it alone.
  • Reaction damage: 60% of the hit at level 1, +10% per level.
  • Quagmire marks with Earth whoever is in the mud when you cast it. Reactions leave no marks and don't set off others.

Requires

Needed for

Elemental Cycle

Sorcerer
Class
Sorcerer
Type
Passive
Max level
5
Class level
51

Effect

  • Cast three spells of three different elements in a row, each within 6 s of the last: an orb for each element lights up above your head.
  • With three orbs, your next spell costs 0 SP and deals more damage. Then the orbs are used up.
  • Damage: +10% per level.
  • If you repeat an element, the cycle starts again from it.
  • Fire, Water, Lightning and Earth spells count. Singularity doesn't.

Requires

Transmutation

Sorcerer
Class
Sorcerer
Type
Active
Kind
Arcane
Max level
5
Class level
51
SP
30
Cooldown
20 s

Effect

  • Turns an enemy into a toad: it doesn't attack, casts no skills and walks at half speed.
  • Duration: 2 s at level 1, +0.25 s per level.
  • Cooldown: 20 s, -1 s per level.
  • The toad takes damage as before, and hits don't turn it back.
  • Not on bosses.

Requires

Singularity

Sorcerer
Class
Sorcerer
Type
Active
Kind
Arcane
Max level
5
Class level
60
SP
70
Cooldown
60 s

Effect

  • Opens a black core on the ground that pulls enemies within 4 tiles toward its centre for 2 s. Then it bursts and hits whoever is within 3 tiles.
  • Damage: 400% of magic attack at level 1, +60% per level.
  • Element: that of the last spell you cast; Neutral if you haven't cast one. On an enemy with a mark of another element it causes the reaction.
  • Bosses aren't pulled, but they take the damage.

Requires