Image | Name | Training In | Grants Mastery For | Description | Quotes |
Mage's Apprentice | - | Charged Bolt, Arcane Barrage | Grants Mastery In: Charged Bolt, Arcane Barrage | Practitioners learn basics of magic by practicing with hand-me-down enchanted items are given to them by their masters. This skill is learned automatically and cannot be unlearned. | |
Soul Leech | - | - | Passives: Soul Leech: Critical: Attacks with Spells have a 20% chance to restore 1 Spell Point to the Caster. |
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Greater Soul Leech | - | - | Passives: Greater Leech: 10% increased Critical chance with Spells. |
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Soul Stealer | - | - | Passives: Soul Stealer: Critical hits with Spells will restore 1 extra Spell Point to the caster and remove 1 Spell Point from the target |
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Sorcerer: Novice | - | Magnar's Mind Jab | Grants Mastery In: Magnar's Mind Jab | - | |
Sorcerer: Journeyman | - | - | Intelligence +2 | - | |
Sorcerer: Master | - | Oscon's Halt Foe | Grants Mastery In: Oscon's Halt Foe | ||
Grand Sorcerer | - | - | Passives: Intelligence +3 |
Sorcerers deal in illusions and tricks of the mind. They excel at invading the minds of the enemy and implanting thoughtsthat foil well well laid plans. They're able to infiltrate your thoughts and break your concentration with Mind Jabs and summon terrifying illusions. Grand Sorcerers are so tapped into the thoughts of their opponents they can symphathetically gain spell points when their opponents do. | |
Psychic Backlash | - | - | Passives: |
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Conjuror: Novice | - | Dragon's Breath | Grants Mastery In: Dragon Breath | - | |
Conjuror: Journeyman | - | - | Strength +2 | - | |
Conjuror: Master | - | Warstrike | Grants Mastery In: Warstrike | - | |
Grand Conjuror | - | - | Passives: Strength +4 |
Grand Conjurors coalesce the elemental forces around them and focus them into a weapon of destruction . They excel at dealing massive damage against groups of enemies with sweeping Dragon's Breaths, rapid-fire Arcane Bolts, and arcing Warstrikes. Grand Conjurors are capable of leaving unstable Conjuror's Marks on their targets that explode from the slightest disturbance, amplifying their area damage. | |
Archmage | - | Spectre Touch, Mangar's Mallet, Summon Herb | Passives: Grants Mastery In: Spectre Touch, Mangar's Mallet, Summon Herb Strength +4 |
All Practitioners strive their entire lives to reach the ranks of the Arch Mages. Only the most studied and dedicated of Practitioners are able to reach this hallowed status of magical practice. By mastering at least 3 of the four magical schools they can unlock the secrets of the universe and wield the most powerful spells in existence. | |
Wizard: Novice | - | Gate | Grants Master In: Gate | - | |
Wizard: Journeyman | - | - | Constitution +3 | - | |
Wizard: Master | - | Prime Summoning | Grants Mastery In: Prime Summoning | - | |
Grand Summoner | - | - | Passives: Constitution: +6 |
Wizards bargain with the damned realm of Melefia for assistance of demons. They're able to summon shadowy wraiths, summon spirits to occupy the bodies of the dead, and the greatest wizards among us, known as Grand Summoners, can call upon the power of the mighty and mysterious Herb. | |
Magician: Novice | Feathered Charm | - | Training In: Feathered Charm | - | |
Magician: Journeyman | - | - | Spell Points +1 | - | |
Magician: Master | - | - | Intelligence +1 Strength +2 |
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Grand Magician | - | Vorpal Plating | Spell Points +2 | Magicians study the art of enchantment. They import magical properties onto inanimate objects. This can be used capriciously or helpfully. They can remove the gravity from your pants and make you float away, charge the air in front of you with blinding light, or inbue your weapon with magical properties. Its best to be on a magicians's good side. |
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