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Skills
Runes
Auxiliary Skills
Runes Skills
Lvl: 5
Passive
Wind Element Damage has a 100% chance to make the enemy enter [Electrify Status], and will cause Wind True Dmg (M.Atk x100%) to all friends around every second. [Electrify Field] lasts 5 seconds.
Lvl: 10
Buff
CD: 40 sec
Skill Delay: 1 sec
Cast Time: 5
For wind, earth, water, fire, and ghost attacks, exclude the elemental attribute with the highest value and increase other elemental attributes by their attribute value difference *100% for 15 seconds
Lvl: 5
Passive
Every time you use ATK Skills, there’s a 50% chance of obtaining Wind, Earth, Water and Fire Elemental Orbs. Elemental Orbs can increase corresponding Element ATK by 5%
Lvl: 5
Passive
Standing in the range of [Fire Pillar], [Flame Guardian] will continuously be added on you. M.DMG as 5 of M.Atk can be absorbed. [Flame Guardian] lasts for 2 seconds
Lvl: 3
Passive
After leaving [Fire Pillar], [Flame Guardian] can last for 6 seconds.
Lvl: 5
Passive
The effect of [Fire Guardian] absorbing DMG increased by 50%
Lvl: 5
Buff
CD: 20 sec
Skill Delay: 1 sec
Cast Time: 5
Fixed Cast Time: 0.3
After use, one [Fire Pillar] will be left at your location every other second. Lasts 13 seconds.
Lvl: 10
Attack
Magic
CD: 1.5 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 15
Summon Lighting Meteor in the designated area. Cause 2400% of M.Atk as Wind M.DMG to all enemies in range.
Lvl: 8
Passive
When hit the enemy with [Lightning Meteor], there’s a 80% chance of triggering [Chain Lightning]
Lvl: 10
Attack
Magic
CD: 4.5 sec
Skill Delay: 1.5 sec
Range: 5
Cast Time: 8
Fixed Cast Time: 0.2
Create a Quicksand Vortex. Cause Water Magic (M.Atk x540%) and Earth M.DMG (M.Atk x750%) to all enemies in the range. Lasts 20 seconds. Up to 2
Lvl: 5
Passive
Enemies in the range of [Quicksand Vortex] have 100% chance of losing Max HP when moving (invalid for Monsters).
Lvl: 10
Attack
Magic
CD: 4 sec
Skill Delay: 1 sec
Range: 6
Cast Time: 8
Summon a sand tornado in the designated area, dealing Earth M. DMG of M. ATK * 1100% and Wind M. DMG or M. ATK * 840% to all enemy units within range. This skill lasts for 5s and can be released in the Earth Realm or Fire Rain.
Lvl: 5
Passive
[Sand Storm] deals 60% DMG to enemies in [Earth Field] and [Quicksand Vortex]
Lvl: 5
Buff
CD: 16 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 8
Designates an enemy and the surrounding enemies within 4m to make their next skill invalid and enter CD automatically and additionally increases the Cooldown Time of this skill by 8 second(s). The skill effect lasts 12 second(s).
Lvl: 5
Buff
Skill Delay: 1 sec
Cast Time: 4
Cause own [Napalm Vulcan] and [Soul Expansion]'s damage increase 30% and SP Cost increase 50%, lasting 120s
Lvl: 10
Passive
When Arcane Master uses an ATK Skill, there is a 25% chance of skipping Skill CD and Cast Delay and obtaining four elemental balls of Wind, Earth, Water, and Fire. Each time when triggered, increases M. Pen. by 5% (same chance of triggering for Auto Attack). Lasts 10 seconds. Stacks up to 3 layers.
Lvl: 5
Buff
CD: 5 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 10
Reduce the Max HP of a designated enemy by 20%. If the target is in [Quicksand Vortex], an extra 20% of Max HP will be reduced. Lasts 20 seconds. Invalid for MVP/Mini
Lvl: 10
Attack
Magic
CD: 3 sec
Skill Delay: 1 sec
Range: 7
Cast Time: 4
Send a huge wind blade to the front, cause Wind M.DMG (M.Atk x2160%) to all enemies in the front range. If the target is in the [Fire Pillar], the enemy will carry [Flame Route] for 3 seconds
Lvl: 3
Passive
The duration of [Flame Route] that enemy carries +3 seconds.
Lvl: 2
Attack
Magic
Range: 6
Deals (M.Atk100%) M.Dmg to the target
[Spell Crit] - auto attacks have a 5% chance to trigger Spell Crit, dealing +10%% damage (Luck increases Crit Rate)
[SP auto attack] - Auto attacks dealt by Mages enjoy M.Atk Bonus +5%
[Auto Holy Spirit -Efficient] - [Auto Holy Spirit] cast chance +2%
[Auto Holy Spirit] - Auto attacks of Mages have a 5% chance to trigger same-level [Soul Strike]
[Auto Attack Igniting] - Using Flame Heart allows auto attacks to trigger [Alight] as well
Lvl: 1
Attack
Magic
CD: 10 sec
Range: 2
Deals (M.ATK 200%) points of M. DMG to surrounding enemies within 2m, knocking them back and stunning them. Gains the Endure effect for 1 sec at the same time.
Lvl: 1
Attack
Magic
CD: 5.5 sec
Skill Delay: 5 sec
Range: 6
Cast Time: 15
Calls down a Comet Crash from the cosmos, dealing [Meteor Storm] Fire Magic Damage to all enemies within 5 meters.
Runes
Each Elemental Orb +(1% ~ 5%) percentage to auto attack damage
Each Elemental Orb +(20 ~ 200) points to auto attack damage
[Energy Coat] +(20 ~ 200) extra points of Def.
[Energy Coat] +(1% ~ 10%) extra Def.
[Heaven's Drive] Fixed Cast Time (-0.1 ~ -1) secs.
[Heaven's Drive] Dmg +(1% ~ 30%).
[Earth Strain] Fixed Cast Time (-0.1 ~ -0.5) secs.
[Earth Strain] removal chance +(1% ~ 10%).
[Earth Strain] Dmg +(1% ~ 30%).
[Lord of Vermilion] skill delay (-0.1 ~ -2) secs.
[Lord of Vermilion] Dmg +(1% ~ 30%).
[Storm Gust] Fixed Cast Time (-0.1 ~ -2) secs.
[Storm Gust] skill delay (-0.1 ~ -2) secs.
[Storm Gust] Dmg +(1% ~ 30%).
[Stasis] Fixed Cast Time (-0.1 ~ -0.6) secs.
Target loses (-1 ~ -100) SP each sec during [Stasis].
[Meteor Storm] and [Comet Crash] CD Time (-0.1 ~ -1.5) secs.
[Meteor Storm] and [Comet Crash] skill delay (-0.1 ~ -2) secs.
[White Barrier] Move Spd Deduction decreases by (10% ~ 30%).
Recover (1% ~ 5%) max SP each second under [White Barrier] status.
Remove all chants under [White Barrier] status.
[Chain Lightning] Dmg +(1% ~ 30%).
When casting an Auto Attack, there’s a (1% ~ 15%) chance of using [Chain Lightning] Lv.10 automatically.
Jumps of [Chain Lightning] no longer increase damage. Damage dealt to all targets depends on the max number of jumps.
[Soul Expansion] damage +(1% ~ 30%).
Additional [Soul Expansion] damage against targets in [White Imprison] status +(1% ~ 30%).
[Soul Expansion] ignores the enemy's M.Def.
Obtained skill [Comet Crash]. Deals (80% ~ 130%) Fire Magic Damage based on [Meteor Storm] total Dmg.
[Comet Crash] Dmg +(1% ~ 20%).
[Tetra Vortex] deals an extra (1% ~ 30%) Dmg to targets with the armor Element other than Wind, Earth, Water and Fire.
[Tetra Vortex] apply Burn, Freezing, Stun or Bleed status ignoring Immunity. (Non-effective against MVP/MINI)
Every 5 seconds, the next auto attack will automatically trigger [Tetra Vortex] Lv. 10
[White Imprison] success rate +(10% ~ 30%).
[White Imprison] makes the target lose (1% ~ 5%) of Max SP every second.
[White Imprison] forces the target's armor to become Ghost type.
[Fire Pillar] DMG +(1% ~ 30%)
[Fire Guardian] DMG Absorption +(1% ~ 30%)
[Flame Guardian] can absorb all DMG and cannot be dispelled
[Quicksand Vortex] DMG +(1% ~ 30%)
[Quicksand Vortex] has a (1% ~ 20%) chance of adding [Water Asphyxia]
[Water Asphyxia] reduces the same percentage of Max SP
New Thought Elemental Ball. Thought ATK +(1% ~ 20%)
Elemental Eddy can cause Thought DMG with the same multiplying power. Attached DMG +(1% ~ 50%)
Elemental Eddy can inflict DMG on enemy units within the White Prison