Base Element |
Description |
Opposite
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Sprays last up to 16 hits in increments of 2 hits.
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Base Element |
Description |
Opposite
|
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Sprays last up to 16 hits in increments of 2 hits.
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Base Element |
Description |
Opposite
|
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Sprays last up to 16 hits in increments of 2 hits.
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Base Element |
Description |
Opposite
|
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Sprays last up to 16 hits in increments of 2 hits.
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Element |
Added Damage |
Cumulative Effects |
Notes
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See STORMS
|
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70
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99 / 121.2 / 140 / 156.5 damage. Increased range, velocity.
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Wets.
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0
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-
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Shocks. Doubles typical damage.
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15
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21.2 / 26 / 30 / 33.5 damage.
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Ignites. Negates lightning. Increased range, velocity.
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0
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Increased range, velocity.
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Knockback.
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Base Element |
Description |
Opposite
|
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Lightning arcs jump between close targets to damage multiple enemies (or allies). Discharges up to 8 hits.
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|
Element |
Added Damage |
Cumulative Effects |
Notes
|
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See STORMS
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31.25
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44.2 / 54.1 / 62.5 / 69.9 damage.
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Shocks.
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0
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Increases burn strength.
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Ignites.
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0
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-
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Chills.
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Typical Examples :
Area Of Effect (Hold shift while right clicking)
Novas
Additional elements increase nova radius for all elements and damage for Lightning, Cold, Ice and Steam.
Element Combo |
Description |
Effects |
Damage |
Comment |
Standard PC KeyCode
|
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Tsunami Explosion
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Knockback, Wets
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0
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Additional increases AOE and knockback.
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Q
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Earthquake
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Knockdown
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-
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Additional increases AOE radius.
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D
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Weaving Life
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-
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Heals ~359
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Additional increases AOE radius.
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W
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Arcane Nova
|
-
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425
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Additional increases AOE radius.
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S
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Storm Spiral
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Shocks
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250 (x1)
~559 (x5)
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Additional increases AOE radius and damage.
Hold for a second strike.
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A
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Chilling Nova
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Chills
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11-25 (x1)
12-56 (x5)
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Additional increases AOE radius and damage.
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R
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Flame Explosion
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Sets on Fire
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50-60 (x1)
50-134 (x5)
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Additional increases AOE radius and damage.
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F
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Ice Nova
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-
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275 (x1)
615 (x5)
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Additional increases AOE radius and damage.
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Q-R
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Vaporous Burst
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Wets
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138-280 (x1)
160-626 (x5)
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Additional increases AOE radius and damage.
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Q-F
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Magma Eruption
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Sets on Fire, Knockdown
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60 (x1)
120 (x4)
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Additional increases AOE radius, increases damage.
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D-F
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Chilling Core
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Chills, Knockdown
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25 / 0 (Wet)
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Additional increases AOE radius, increases damage.
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D-R
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Frozen Fissures
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Knockdown
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275 (x1)
550 (x4)
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Additional increases AOE radius,
increases AOE radius and damage.
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D-Q-R
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Geyser
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Knockdown
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280 (x1)
560 (x4)
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Additional increases AOE radius,
increases AOE radius and damage.
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D-Q-F
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Entropic Eruption
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Knockdown
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225 (x1)
450 (x4)
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Additional increases AOE radius, increases damage.
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S-D
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Frost Entropic Nova
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Chills
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475 / 1425 (Wet) (x1)
525 / 1575 (Wet) (x4)
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Additional increases AOE radius, increases damage.
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S-R
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Igniter's Arcane Wrath
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Sets on Fire
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545 (x1)
665 (x4)
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Additional increases AOE radius, increases damage.
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S-F
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Vile Volts
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Shocks
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755 (x1)
1085 (x4)
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Additional increases AOE radius, increases damage.
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S-A
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Arcane Iceberg
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-
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500
775 (x4)
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Additional and increase AOE radius and damage.
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S-Q-R
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Vaporous Magic
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Wets
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785 (x1)
1145 (x4)
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Additional increases AOE radius, increases damage.
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S-Q-F
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Fury of the Wizard
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Chills, Shocks
|
805 / 2415 (Wet)
1047 / 3140 (Wet) (x3)
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Additional increases AOE radius, increases damage.
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S-R-A
|
|
Destructive Magic (Clears small pests)
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Wets, Shocks
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1260
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Additional increases radius, increase damage.
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S-QF-A
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Self-Cast Effects (middle mouse button)
Single Element
Casts a single element on yourself.
Element Combo |
Description
|
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Heal 179 hp. Self-casting life will also cure a wizard in a poisoned state, even if healing is prevented by a Shield. Stacking Life elements prolongs the healing effect over several seconds.
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Creates a protective shield around your wizard. Also reduces the amount of force needed to lift the wizard off the ground. Prevents from becoming 'wet', 'chilled', 'frozen', 'poisoned' or being ignited on fire. Also prevents negating the effects of these by self-casting the appropriate element. Personal shields decay over time and can be restored by boosting (which requires you to stand still for a short time) but prevents the wizard from healing himself or getting healed by someone else. Also causes Player to be knocked back and interrupted when he takes any melee or ranged damage.
|
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Ignites wizard on fire doing damage over time. Negates 'wet', 'chilled' and 'frozen'.
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Douses the wizard, making him 'wet'. While wet, attempting to cast a lightning spell will result in 250 self-inflicted damage, unless cyber mage whill heal 250 and be stacked. Self-casting water negates the 'on fire' effect.
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Chills the wizard, slowing him down. Casting while wet will freeze the wizard. Self-casting fire will negate chilled and frozen statuses.
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Drops a stone on the wizard's head, dealing damage. Casting with 5 conjured will instantly kill an unshielded wizard, useful for getting back to a checkpoint. Note this can be used offensively as well, such as when a foe is standing on a bridge above you.
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Imbue Weapon (Hold shift while left clicking)
Elemental Blades
Imbues your weapon with an element then swings your weapon with it (shown in order of precedence).
Element Combo |
Description
|
|
Sets a shield in front of the caster as a long wall
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Vertical slash that sends out a fissure
|
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Vertical downward ice slash
|
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Horizontal swing dealing life damage
|
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Horizontal swing dealing arcane damage
|
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Forward thrust emitting steam
|
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Forward thrust emitting lightning
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Forward thrust emitting fire
|
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Forward thrust emitting cold
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Forward thrust emitting water
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Enchanted Blades
Horizontal Swing
Fissure Blades
Travels into the direction the caster is facing. Ignores some elements.
Element Combo |
Description |
Additional Effects |
Standard PC KeyCode
|
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Earth Fissure - Knockdown - No damage
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-
|
D
|
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Water Fissure - Knockback, Wets - No damage
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Additional increases knockback power.
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D-Q
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Fire Fissure - Knockdown, Sets on Fire - No damage
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Additional increases fire strength.
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D-F
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Cold Fissure - Knockdown, Chills - No damage
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-
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D-R
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Arcane Fissure - Knockback, No damage
|
Additional increases knockback power.
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D-S
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Steam Fissure - Wets - No damage
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-
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D-Q-F
|
Ice Blades
Vertical swing, ignores most elements.
Element Combo |
Description |
Standard PC KeyCode
|
|
Ice Blade - 180 Damage
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Q-R
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Fissuring Ice Blade - 180 Damage - Launches Fissure
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Q-R-D
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Ice Blade - 180 Damage - Wets
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Q-R-Q
|
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Ice Blade - 180 Damage - Chills
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Q-R-R
|
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Enormous Ice Blade - 402 Damage
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Q-R-Q-R-Q-R-Q-R-Q-R
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Exploding Wall Blade of Death (Use with caution!) - Too much damage - Kills
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E-Q-R-Q-R-A-S
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Shield
Base Element |
Description |
Opposing Element
|
|
The Shield element is unique in that it takes priority over all others and is its own opposite; One can only have a single shield element in any given cast, and attempting to add another will cancel the current one.
|
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The four cast modes of Shield all provide some form of protection to the player, and the mode of casting simply effects the arrangement:
- Self-cast effects either provide immunity to elements or create a personal physical barrier on the player.
- Force casts lay out a shield in a semi-circle in front of the caster.
- Area casts lay out a shield in a full circle surrounding the caster.
- Imbued weapon casts lay out the shield in a line directly in front of the caster.
Self-cast
Note: Self-casts do not stack. Casting a new self-cast will replace the existing one.
Armor
Casting Shield alone, or using a solid element (Earth or Ice) with a Shield element creates a protective armor suit around the player that absorbs physical damage, but slows the player down and does not provide protection against status effects on its own.
Resistance Aura
Caster gains an aura that grants immunity to a certain element to ALL players or monsters within the range. Opposite Auras cancel out. The aura lasts for 15 seconds, and stacking elements increase radius and time by 5 seconds. There is no limit on the amount of damage it can absorb, making it very useful for resisting high damage spells such as thunderbolt, or element-based damage with dangerous knockback (goblin bombs).
Force, Area, & Imbue Weapon Casts
All Shield Force, Area, and Imbue casts are the same except for where it is cast:
Cast Type |
Description
|
|
A beam cast will cast in front of you along a semi-circle.
|
|
An area cast will do the same as a beam cast, only all around you in a full circle.
|
|
A weapon imbue cast will do the same as a beam cast, only in front of you in a straight line.
|
Walls
As with Self-casts, using Shield alone or with Earth or Ice produces something different than the others by themselves.
Walls provide physical walls to block enemy attacks. Walls may have an effect when they rise, when they are struck, if they explode upon death, as well as possessing a passive spraying effect to their surroundings. Some general information:
- Ice walls last a very short time. Adding additional to an Ice Wall primarily increases the longevity of the wall (they appear to have fewer cracks in them) and secondarily increases its damage.
- Stone walls last a fairly long time. Adding additional to a Stone Wall primarily makes the wall a lot tougher (and slightly changes its shape and color) and secondarily increases its longevity.
- Walls imbued to weapons are generally more powerful.
Element Combo |
Description |
Effects |
Rise/Spray/Explode Damage |
Additional Effects |
Standard PC KeyCode
|
|
Barrier
|
Deflects Beams
|
- / - / -
|
Use Boost (Space) to recharge its health.
|
E
|
|
Ice Wall
|
Knockdown
|
275-550 / - / - (x1)
550-1100 / - / - (x4)
|
Additional increases longevity and rising damage.
|
E-QR
|
|
Stone Wall
|
Knockdown
|
- / - / -
|
Additional increases wall toughness/duration.
|
E-D
|
|
Combination Wall
|
Same as Ice and Stone
|
275-550 / - / - (x1)
476-952 / - / - (x3)
|
The Ice portion explodes before the Stone one.
|
E-QR-D
|
|
Ice Spout Wall
|
Wets
|
275-550 / - / -
|
-
|
E-QR-Q
|
|
Life Crystals of Redemption
|
Knockdown, Heals, Explodes
|
95-245 / - / -
|
149 healing per wall on rise and explode. 0-599 healing spray.
Additional slightly increases healing.
|
E-QR-W
|
|
Chilly Ice Wall
|
Knockdown, Chills
|
300-600 / - / -
~318-637 / - / - (x3)
|
Additional slightly increases direct hit damage.
|
E-QR-R
|
|
Tesla Coils
|
Knockdown, AOE Shocks
|
557-1083 / 0-130 / -
765-1473 / 0-675 / - (x3)
|
Additional increases duration, direct hit damage, and
lightning damage per tick, while only increases direct hit damage.
|
E-QR-A
|
|
Arcane Ice Wall
|
Knockdown, Explodes
|
500-1000 / ~0-113 / 225
600-1200 / ~0-113 / 225 (x3)
|
Additional increases direct hit damage.
|
E-QR-S
|
|
Chilly Exploding Electric Ice Wall
|
Knockdown, Chills
Shocks, Explodes
|
775-1639 / 0-355 / 89-355
|
-
|
E-QR-S-A-R
|
|
Energy Crystals of Doom
|
Knockdown, Shocks
Explodes
|
775-1817 / 0-710 / 89-355
|
-
|
E-QR-QR-S-A
|
|
Geyser Wall
|
Knockdown, Wets
|
- / - / -
|
Additional increases element time.
|
E-D-Q
|
|
Life-Giving Stone Wall
|
Knockdown, Heals, Explodes
|
-
|
149 healing per wall on Rise and Explode.
Will heal other walls.
|
E-D-W
|
|
Chilly Geyser Wall
|
Knockdown, Chills
|
25-50 / - / - (x1)
43-87 / - / - (x3)
|
Additional increases element time and damage.
|
E-D-R
|
|
Arcane Stone Wall
|
Knockdown, Explodes
|
~225-450 / - / ~56 (x1)
~390-779 / - / ~56 (x3)
|
Additional increases rising damage
and possibly returned damage when struck.
|
E-D-S
|
|
Volcano Wall
|
Knockdown, Sets on fire
|
~120 / ~30 / -
|
Additional increases element time,
and increases starting burning tick slightly.
|
E-D-F
|
|
Steam Geyser Wall
|
Knockdown, Wets (spray)
|
280-560 / - / - (x1)
485-970 / - / - (x3)
|
Additional increases element time.
|
E-D-Q-F
|
Note that does NOT produce a Lightning explosion
Mines
Combining a Shield with a Beam element gives you mines. Mines are detonated when anyone passes over them, including you! They also detonate if more bombs are placed on them. If you are inside a barrier or wall, mines can be laid outside them.
Cast Type |
Description
|
|
Force cast will lay four mines can be laid in an arc in front of you.
|
|
Area cast will lay a circle of twelve mines surrounding you.
|
|
A weapon imbue cast will lay three to four mines in a straight line away from you.
|
- Additional Life or Arcane mines increase their power and area of effect.
Element Combo |
Description |
Effects |
Damage |
Standard PC KeyCode
|
|
Healing Mines
|
Knockback except for target, shield boost
|
599 healing
|
E-W
|
|
Arcane Mines
|
Large knockback
|
225
|
E-S
|
|
Water Mines
|
Wets, Knockback
|
225
|
E-S-Q
|
|
Frost Mines
|
Chills, Knockback
|
225
|
E-S-R
|
|
Lightning Mines
|
Shocks, Knockback
|
355 (x1)
450 (x3)
|
E-S-A
|
|
Fire Mines
|
Sets on Fire, Knockback
|
225
|
E-S-F
|
|
Steam Mines
|
Wets, Knockback
|
225
|
E-S-Q-F
|
|
Fire Lightning Mines (SAFE Mines)
|
Sets on Fire, Shocks, Knockback
|
355
|
S-A-F-E
|
|
Super Fire Lightning Mines
|
Sets on Fire, Increasing DoT, Knockback, Shocks
|
485
|
E-S-F-F-A
|
|
Cold Lightning Mines (ARSE Mines)
|
Chills, Shocks, Large Knockback
|
355
|
A-R-S-E
|
|
Steam Lightning Mines
|
Wets, Shocks, Knockback
|
485
|
E-S-Q-F-A
|
Storms
Additional elements increases duration.
See also
|