
Skills




























Other Skills























Skills

Summon an earth spirit to dig a hole to teleport you to another location within 8 meters

Combine the strength of devil spells and god spells to form a chaotic power. The wizard may choose two magic spells to combine and release. The skills must be learned first to use the corresponding Compound Magic. Selected skills can't be replaced during CD

Summon a tornado in the designated area, dealing Wind M. DMG of M. ATK * 1680% to all enemy units within range. This skill can be released in the Earth Realm or Fire Rain.

Release Divine Destruction Slash on a single enemy target. If there are other enemy units near the target, automatically seek targets and inflict DMG. Each hop reduces DMG by (15- Lightning Bolt Smash skill level *0.5)%% for up to 6 hops

A spell cast by the Overlord Strength. Draw a pentacle to summon thunder strikes within a designated area, inflicting Wind Magic DMG of M.ATK *2400% on all enemy units within range.

Teleport yourself to another location within 8 meters and cast a White Barrier for yourself.

After using Earth Spirit Path, your Move SPD +30% for 3 seconds

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

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

After leaving [Fire Pillar], [Flame Guardian] can last for 6 seconds.

The effect of [Fire Guardian] absorbing DMG increased by 50%

After use, one [Fire Pillar] will be left at your location every other second. Lasts 13 seconds.

While using the Power of Gold Demon King gain 1%%M.Pen. for every6%HP lost

Lock the wizard and a single enemy unit up (unable to perform other operations) and chant for 5 seconds. While casting, the wizard is immune to all controls and interrupting effects. After the chant, deal actual Magic DMG of M.ATK *1500% to the enemy target. If the damage results in death, refresh the skill's CD at once. Otherwise, the wizard dies. The skill defies the Death Resist effect.

Summon a Jellyfish within the designated area, inflicting Water Magic DMG of M.ATK *1080% per second on all enemy units within range for 20 seconds. Up to 2 Jellyfishs can exist at the same time. The skill also has all Quicksand Vortex related bonuses

Enemy units within the Jellyfish Summoning range have a 100% chance of losing Max HP while moving (Invalid for monsters)

Deals DMG in the specified area based on (Dim Wind + Marina Summon) *0.8 Water and Wind M. DMG, and also applies a debuff based on the levels of the Dim Wind and Marina Summon skills. Lasts 8s.

Magic Wind deals extra 60% DMG to enemy units within the Earth Element Field or Jellyfish Summoning range

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).

Inflict Water Magic DMG of the Spiritual Ice Array level *120%% on nearby enemy units with a 100%% chance of causing the Freeze effect and adding the current level's Demon Collapse Array effect

Deals DMG in a large area based on the Wind and Fire M. DMG of Drag Slave + Dynast Brass, and deals 20%% sustained DMG for the next 5s. Can also trigger Fire Pillar Attack and Dynast Brass - Combo skill effects.

Supreme Lightning Bolt Array has a 80% chance of triggering Lightning Bolt Smash after hitting the enemy

The wizard temporarily receives the Gold Demon King Strength, becoming immune to death for 8 seconds and increasing M.Pen. by 30%. However, at the end of the effect, the wizard will be stunned for 5 seconds

When a wizard releases an offensive skill, there's a 25% chance of skipping skill CD and delay

Reduce a specified enemy unit's Max HP by 20%. If the target is within the Jellyfish Summoning range, reduce extra 20% of Max HP for 20 seconds. Invalid for MVP/Mini

All fire skills have a 50% chance to inflict Alight status on enemy units hit for 1 second(s), dealing fire M. DMG equal to 100% of M. ATK of the caster every 8 Second(s). Stacks up to 10 layers.

In the next 30 seconds, Magic skill damage will increases by 50%. When using this skill, one of your wind/earth/water/fire damage will increases by 20%, the effect lasts 30 seconds.
Aesir

Explode after hitting the target, causing damage via high speed vibration. Inflict Neutral Physical DMG of M.ATK *500% on a single enemy unit
Aesir

The wizard is good at all offensive magic spells. For every 1,000 points of base M.ATK, increase his M.Pen. by 2%
Aesir

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%.
Aesir

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
Aesir

A spell cast by the Red-eyed Devil Sabrenic's power. Inflict Fire Magic DMG of M.ATK *3400% on all enemy units within a long range
Aesir

Cover your whole body with spiritual energy. Receive 70% Dmg Reduc., Increase M.Dmg by 10%, ignore 5% M.Def; the effect lasts 25 seconds.

Shorten all skills' Fixed Cast Time by 15% and increase the caster's Gear ASPD by 5%

Summon a fire ball to attack a single enemy target and all enemy units around it, inflicting Fire Magic DMG of M.ATK *400%. The skill also has all Fire Ball related bonuses
Aesir

Form a flame arrow with magic, inflicting Fire Magic DMG of M.ATK *1500% and a small amount of actual Magic DMG. The skill also has all Fire Bolt related bonuses
Aesir

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

Every 10 sec recovers (30 +2% Max SP) SP and increases SP granted by items by 50%

Fire a light ball to light up the area, uncovering nearby Hiding enemy units for 20 seconds. The skill also has all Sight-related bonuses
Aesir

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
Aesir

Considerably improve the spellcaster's comprehending of magic, increasing M.Pen. by 20% at an extra SP Consumption of 30% for 120 seconds.
Aesir

Increases 20% Max SP. For each enemy killed, recovers (Player Level*30%) SP. Only works on single target skill.

Deals 25% more damage to burning, freezing, stunned and bleeding enemy units
Aesir

Creates blizzard, dealing (M. ATK *750%) water M. DMG to all enemies in the target area and knocking them back. Has a 15% chance to freeze them for 7 sec
Aesir

Deals (M.Atk100%) M.Dmg to the target
Aesir

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.

Use a thin layer of transparent Ghost power to cover 1 enemy unit, with a 70% chance to immobilize them. In this state, they won't take any DMG other than Ghost DMG. White Prison lasts 5s, after which the target loses 16% HP. When used against an MVP or Mini monster, the DMG is reduced to a fixed amount of HP loss, and it has no DMG negation effect.
Aesir
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