Mage
A scholar of the Silver Tower, commanding fire, ice and teleportation. Devastating area damage from afar, but fragile.
Base skills
Fires a bolt of arcane energy in the aimed direction.
Vanish and reappear ahead, immune to damage for a brief moment.
Hurls a fireball that explodes on contact. Struck foes suffer Burn, smouldering for 3 seconds.
Releases a wave of frost around the body: deals damage, stuns foes for 1.4 seconds and applies 2 stacks of Chill, slowing them.
Ultimate: calls a meteor down on the target point, dealing massive area damage and stunning.
Buff: raises a luminous ward that softens blows taken by 30% for 5 seconds, and increases Defense and max Mana for 20 seconds.
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.
Fires a bolt of arcane energy in the aimed direction.
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.
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.
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.
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.
Buff: gathers arcane power around the body, increasing Attack and max Mana for 20 seconds.
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.
Fires a bolt of arcane energy in the aimed direction.
Blasts cold air around the body, stunning nearby foes and applying 2 stacks of Chill; at 5 stacks, they freeze solid.
Covers an area in ice: anyone standing in it gains Chill over time. At 5 stacks, they freeze.
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.
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.
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.
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.
Fires a bolt of arcane energy in the aimed direction.
Hurls a dark curse: the target bears Curse, draining life and weakening its blows. Stacks up to 3.
Drains the life force of all nearby foes, healing for 30% of the damage dealt.
Calls a zone of deathly miasma from the earth at the target point, inflicting Curse on all who stand within.
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.
Buff: seals a dark pact, increasing Attack and Health for 20 seconds.
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.
