Mage

A scholar of the Silver Tower, commanding fire, ice and teleportation. Devastating area damage from afar, but fragile.

Base skills

Magic BoltLv 1

Fires a bolt of arcane energy in the aimed direction.

CD: -Mana: -
BlinkLv 10

Vanish and reappear ahead, immune to damage for a brief moment.

CD: 6sMana: 17
FireballLv 14

Hurls a fireball that explodes on contact. Struck foes suffer Burn, smouldering for 3 seconds.

CD: 3.5sMana: 18
Frost NovaLv 18

Releases a wave of frost around the body: deals damage, stuns foes for 1.4 seconds and applies 2 stacks of Chill, slowing them.

CD: 9sMana: 27
MeteorLv 24

Ultimate: calls a meteor down on the target point, dealing massive area damage and stunning.

CD: 30sMana: 51
Mana ShieldLv 12

Buff: raises a luminous ward that softens blows taken by 30% for 5 seconds, and increases Defense and max Mana for 20 seconds.

CD: 45sMana: 22

Archmage

Weaves the elements: fire, lightning, arcana and darkness. Picks the right pairing for devastating reactions.

Resonance · Maximum 100

Flame Lance leaves a burning trail and Scorch; Thunderhead's strikes consume the Scorch for a reaction. Black Hole spends Resonance.

Magic BoltLv 1

Fires a bolt of arcane energy in the aimed direction.

CD: -Mana: -
Flame LanceLv 30

Hurls a spear of fire that pierces through the enemy line (each foe after the first takes 70%) and sets the ground it crosses ablaze for 4 seconds: anyone standing in the trail is burned every half-second and kept Scorched.

CD: 4sMana: 20
ThunderheadLv 32

Calls a thundercloud over the target point that strikes everything beneath it with lightning for 2.5 seconds, leaving Shock. A strike on a Scorched foe resonates: the Scorch bursts for extra damage.

CD: 9sMana: 26
Void RiftLv 34

Tears open an arcane rift at the target point, pulling in and crushing everything within; those who escape are still held by Void for a moment.

CD: 11sMana: 29
Black HoleLv 36

Ultimate: opens a black hole at the target point that drags every foe around it into its heart and grinds them with fire, lightning and darkness on every beat for 3 seconds, leaving Void. Spends all Resonance for more damage; a Scorched foe it strikes resonates.

CD: 32sMana: 54
Arcane FocusLv 30

Buff: gathers arcane power around the body, increasing Attack and max Mana for 20 seconds.

CD: 45sMana: 25

Level 60 awakening: Trinity Convergence

All three elements may be held at once: Scorch, Void and Shock linger on foes for at least 9 seconds, and reactions no longer consume sigils. When all three are on one body, they burst into a trinity reaction — 500% Attack within 80 units, stun for 0.9 seconds — then fade. While Black Hole grinds, its beats burst every body carrying all three without spending them, once a second.

Frost Witch

Slows, freezes, then shatters. Controls the field with walls of ice and zones of cold.

Chill · Maximum 5

Basic attacks and frost spells stack up to 5 layers of Chill to freeze. Shatter consumes Chill for bonus damage; bosses suffer shorter crowd control.

Magic BoltLv 1

Fires a bolt of arcane energy in the aimed direction.

CD: -Mana: -
Frost ConeLv 30

Blasts cold air around the body, stunning nearby foes and applying 2 stacks of Chill; at 5 stacks, they freeze solid.

CD: 7sMana: 18
Ice FieldLv 32

Covers an area in ice: anyone standing in it gains Chill over time. At 5 stacks, they freeze.

CD: 12sMana: 27
Ice ShardLv 34

Fires a piercing shard of ice (each foe after the first takes 70%) that pins the target for a beat and applies 2 stacks of Chill; at 5 stacks, the target freezes.

CD: 4sMana: 20
ShatterLv 36

Ultimate: spends all Chill within, then shatters every stack of Chill on the foes in the target area — the deeper the frost, the harder it breaks.

CD: 26sMana: 50
Winter WardLv 30

Buff: dons a mantle of ice that softens blows taken by 35% for 5 seconds, and increases Attack, Defense and max Mana for 20 seconds.

CD: 45sMana: 22

Level 60 awakening: Chain Frost

Shatter does not stop where it lands: after shattering one body, it leaps to the nearest within 90 units still bearing Chill, then the next, each time at 80% of the last — until no Chill remains nearby.

Dark Mage

Curses, drains souls and summons. Grows stronger the longer the fight, and may sacrifice minions.

Souls · Maximum 10

Striking and killing foes gathers Souls. Curses deal damage over time and weaken Attack; Soul Harvest spends Souls to drain life.

Magic BoltLv 1

Fires a bolt of arcane energy in the aimed direction.

CD: -Mana: -
Curse BoltLv 30

Hurls a dark curse: the target bears Curse, draining life and weakening its blows. Stacks up to 3.

CD: 3.5sMana: 16
Soul DrainLv 32

Drains the life force of all nearby foes, healing for 30% of the damage dealt.

CD: 10sMana: 25
Death NovaLv 34

Calls a zone of deathly miasma from the earth at the target point, inflicting Curse on all who stand within.

CD: 11sMana: 29
Soul HarvestLv 36

Ultimate: spends all Souls to open a gate to the underworld around the body, consuming all Curses laid, crushing everything still standing and healing for 25% of the damage dealt.

CD: 32sMana: 52
Dark PactLv 30

Buff: seals a dark pact, increasing Attack and Health for 20 seconds.

CD: 45sMana: 22

Level 60 awakening: Undying Revenants

Full Souls do not fade but raise the dead: each time 10 Souls are gathered, the last foe the Dark Mage killed nearby rises from its corpse as a Revenant in its own shape — a fallen archer stands off and shoots its arrows — or, with no corpse at hand, a bare soul rises beside its master. Up to 3 Revenants follow the Dark Mage for 60 seconds each, or until their master falls; each turns on what its master is fighting, else the nearest foe, and strikes every 1.5 seconds (60% Attack), leaving Curse. Revenants have real bodies: monsters can hit them, and a fallen Revenant is lost. Their blows and kills gather no Souls: only the Dark Mage's own do.

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