CurrentChaotic Archmage
PreviousNoviceDemon Whisperer
NextSlayer
Lvl: 10
Passive
All fire skills have a 50% chance to inflict Alight status on enemy units hit, dealing 1% M. ATK fire M. DMG every 100 second(s). Lasts 8 second(s). Stacks up to 10 layers
Lvl: 10
Passive
The wizard is good at all offensive magic spells. For every 1,000 points of base M.ATK, increase his M.Pen. by 2%


[Dark Magic Proficiency - Multi-effect] - In the Dark Magic Proficiency, for every 1,000 base M.ATK, increase 0.2% extra M.DEF ignoring
Lvl: 15
Buff
Skill Delay: 1 sec
Form rays with cold air and fire at the enemy, immobiling the target with a 83% chance of freezing nearby enemy units for 15 seconds. Unfrozen enemy targets will receive Water DMG of M.ATK *250%.


[Ice Breaking -Damage] - M.Dmg dealt by breaking ice +15%

[Ice Breaking -Spread] - Freezes all enemies within 2m when the target breaks the ice. Each 1 point expand the range by 1m

[Ice Breaking] - When the frozen statues triggered by Spiritual Ice Array breaks, immediately deal Water Magic Attribute DMG of (M.ATK40% *Spiritual lce Array Skill Lv) to the frozen target
Lvl: 10
Attack
Magic
CD: 1.5 sec
Skill Delay: 1.5 sec
Range: 7.5
Cast Time: 4
Fixed Cast Time: 0.4
Concentrated stripes of thunderbolt. Touch it and you'll feel an electric shock. Inflict Wind Magic DMG of M.ATK *660% on one enemy unit. If there are other enemy units around the target, Lightning Bolt Smash will automatically seek targets and deal damage. Each hop increases damage by 10% for up to 6 hops. The skill also has all Chain Lightning related bonuses


[Lightning Bolt Smash - Jump] - Damage caused by each bounce of Lightning Bolt Smash +3%

[Lightning Bolt Smash - Concussion] - [Lightning Bolt Smash] has a 20% chance of stunning its target for 1 second
Lvl: 5
Passive
Shorten all skills' Fixed Cast Time by 15% and increase the caster's Gear ASPD by 5%
Lvl: 5
Buff
CD: 5 sec
Skill Delay: 2 sec
Range: 6
Cast Time: 6
Fixed Cast Time: 0.6
A spell that removes all but the white magic effect. All enemy units within range are unable to perform Magic DMG type of skills or Auto ATK for 15 seconds. The skill also has all Stasis-related bonuses
Lvl: 10
Attack
Magic
CD: 10 sec
Skill Delay: 2.1 sec
Range: 6
Cast Time: 8
A powerful spell cast by the Gold Demon King Strength. Convert the magic into a black blade of light that seems strong enough to sever everything. Inflict 4 times of powerful Magic DMG of M.ATK *1380% of different Attributes on a single enemy unit and 100% cause one Abnormal Status of burn, frozen, stunned, or bleeding. The CD is fixed and can't be shortened. The skill also has all [Tetra Vortex] related bonuses


[Divine Destruction Slash - Fusion] - Divine Destruction Slash DMG +4%
Lvl: 10
Buff
Fixed Cast Time: 0.2
Considerably improve the spellcaster's comprehending of magic, increasing M.Pen. by 20% at an extra SP Consumption of 30% for 120 seconds.


[Recognized Spell -Proficiency] - During [Recognized Spell] effect SP Cost - 5%
Lvl: 5
Passive
Deals 25% more damage to burning, freezing, stunned and bleeding enemy units


[Status Vulnerability - Enhance] - [Status Vulnerability]’s effect +3%. Auto Attack has a 3%% chance to inflict Burn, Freezing, Stun or Bleeding on the enemy
Lvl: 6
Buff
CD: 12 sec
Range: 6
Cast Time: 4
Cover the caster with thin and transparent ghost power, protecting the caster from all damage except ghost damage. Speed is reduced by 50% while in this stauts. Lasts 5 sec.
Lvl: 5
Buff
CD: 6 sec
Range: 6
Cast Time: 4
Covers an enemy with thin and transparent ghost power with a 70% chance to immobilize them. Enemy caught only takes ghost damage. White Imprison lasts 5s. Target loses 16% HP when this skill expires.


[White Prison - Enhance] - Divine Destruction Slash and Dragon Slash can deal 20% DMG to enemy units in the White Imprison state

[White Imprison - Torment] - Targets inside of [White Imprison] lose 2% of Max HP every second. When [White Prison] is effective on MVP and Mini Monsters, the HP loss will decrease to a fixed amount.
Lvl: 1
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)

[Auto Attack Igniting] - Using Flame Heart allows auto attacks to trigger [Alight] as well

Runes


[Energy Coat] +(20 ~ 200) extra points of Def.

[Energy Coat] +(1% ~ 10%) extra Def.

[Stasis] Fixed Cast Time (-0.1 ~ -0.6) secs.

Target loses (-1 ~ -100) SP each sec during [Stasis].

[Storm Gust] Fixed Cast Time (-0.1 ~ -2) secs.

[Storm Gust] skill delay (-0.1 ~ -2) secs.

[Storm Gust] Dmg +(1% ~ 30%).

[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.

[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

[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.

[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.