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Magic talents

The Magic tree is for spellcasters — Magery, Necromancy, and any spell-school cast through the standard Spell.Damage pipeline. All damage / crit bonuses are PvM-gated (no effect on player targets).

Three columns: Offensive (Pyromancer) for damage and burst, Defensive (Abjurer) for warding and mana recovery, and Utility for a clickable mana refund plus anti-interrupt focus.


Offensive path

T1 — Mana Surge

Field Value
Type Passive
Max ranks 5
Cost / rank 1 pt
Effect / rank +5% spell damage vs creatures
Rank Spell damage
1 +5%
2 +10%
3 +15%
4 +20%
5 +25%

T2 — Quickcast

Prereq: Mana Surge.

Field Value
Type Passive
Max ranks 3
Cost / rank 1 pt
Effect / rank -5% cast time
Rank Cast speed
1 -5%
2 -10%
3 -15%

T3 — Ignite

Prereq: Quickcast.

Field Value
Type Passive proc
Max ranks 1
Cost 2 pt
Trigger Spell critical strike on a creature
Effect Applies a 4-tick DoT totalling 20% of the crit's damage, ticking once per second over 4 seconds.

Ignite per-tick damage

tick = (crit_damage × 0.20) / 4 Total over 4 s = 20% of the crit hit.

T4A — Mystic Strike

Prereq: Ignite. Branch-exclusive with Lightning Call.

Field Value
Type Active (single-target burst)
Max ranks 1
Cost 2 pt
Cooldown 60 s
Damage type Fire
Base damage A true 2× a Flame Strike on the same target — it uses the same EvalInt + Magery damage scaling a Flame Strike does, so a maxed mage hits about 2× their own Flame Strike (e.g. ~120 where their Flame Strike does ~60). Better EvalInt/Magery = bigger hit.
Crit 15% chance per cast for a 1.5× damage burst (*critical* lands in the caster's journal)
Bleed After the primary hit lands, the target bleeds for 50% of the dealt damage spread over 9 seconds in 3 ticks of 3 s each
Hotbar verb meteor

Mystic Strike damage

primary = 2 × (Flame Strike on this target) — i.e. 60 × spell_damage_scalar × 1.25 where spell_damage_scalar is the same EvalInt + Magery multiplier a Flame Strike applies (×1.5 on crit)
bleed_total = 0.5 × primary (split across 3 ticks of 3 s)

T4B — Lightning Call

Prereq: Ignite. Branch-exclusive with Mystic Strike.

Field Value
Type Active (chain)
Max ranks 1
Cost 2 pt
Cooldown 60 s
Max targets 5 (primary + up to 4 arcs)
Arc range 6 tiles from the previous target
Damage GetNewAosDamage(40 bonus, 1d5, …) scaled by 1 + 0.15 × rank per arc
Stun Each struck creature is paralyzed for 3 s
Hotbar verb chainlightning

T5 — Arcane Cataclysm

Prereq: Mystic Strike OR Lightning Call. Capstone.

Field Value
Type Active buff
Max ranks 1
Cost 3 pt
Cooldown 90 s
Duration 15 s
Effect For 15 s, your spells cost 50% less mana AND crit for +50% bonus damage.
Hotbar verb arcanecataclysm

Defensive path

T1 — Wardweave

Field Value
Type Passive
Max ranks 5
Cost / rank 1 pt
Effect / rank +5% spell-damage reduction

Wardweave multiplies incoming spell damage by 1 - rank × 0.05. Stacks multiplicatively with Iron Skin's all-damage reduction. Hard-capped at 90% reduction so a future rank-cap bump can't grant immunity.

Rank Spell damage reduction
1 -5%
2 -10%
3 -15%
4 -20%
5 -25%

T2 — Reflective Ward

Prereq: Wardweave.

Field Value
Type Passive
Max ranks 3
Cost / rank 1 pt
Effect / rank When a monster's spell strikes your active Magic Reflection, a 15% / 30% / 45% chance (per rank) that the reflection is not consumed — so it keeps reflecting the next spell too.

Rolled on every incoming creature spell. PvM only — against another player's spell, Magic Reflection behaves normally (consumed on the first hit).

T3 — Quick Recovery

Prereq: Reflective Ward.

Field Value
Type Passive (conditional)
Max ranks 1
Cost 2 pt
Trigger Mana drops below 25%
Effect +50% mana regeneration (interval reduced to 0.667x) until mana climbs back over the threshold.

T4A — Force Field

Prereq: Quick Recovery. Branch-exclusive with Mana Shield.

Field Value
Type Active
Max ranks 1
Cost 2 pt
Cooldown 60 s
Duration 10 s
Effect Take zero damage from all sources for 10 seconds. Each absorbed hit shows a single "Force Field absorbs!" overhead on your character. The hit does not register: no floating damage number, no spell interrupt, no Combat-Region tick — you simply do not take it.
Hotbar verb forcefield

PvM only

Force Field does nothing against damage dealt by another player. A blanket 10-second immunity is fine against creatures but would be oppressive in PvP, so when the source of a hit is a player, the shield is skipped and you take the hit normally. Creature damage (including creatures' summons and pets) is still fully nullified.

T4B — Mana Shield

Prereq: Quick Recovery. Branch-exclusive with Force Field.

Field Value
Type Active
Max ranks 3
Cost / rank 2 pt
Cooldown 60 s
Duration 10 s
Effect / rank For 10 s, 15% / 25% / 35% of incoming damage is drained from your mana instead of your health — 1 mana per point absorbed. When your mana runs out, the shield stops absorbing and you take full damage again.
Hotbar verb manashield

Example (rank 1, 15%): a 100-damage hit tries to absorb 15 → drains 15 mana, you take 85. If you only have 10 mana left, it drains 10 and you take 90.

T5 — Time Stop

Prereq: Force Field + Mana Shield. Capstone.

Field Value
Type Active
Max ranks 1
Cost 3 pt
Cooldown 90 s
Duration 4 s
Radius 5 tiles
Effect Freezes every hostile creature within 5 tiles of you for 4 seconds.
Hotbar verb timestop

Utility path

T1 — Arcane Reserve

Field Value
Type Active (clickable mana potion)
Max ranks 5
Cost / rank 1 pt
Cooldown 60 s
Effect Instantly restore mana.
Hotbar verb arcanereserve
Rank Mana restored
1 20
2 25
3 30
4 35
5 40

T2 — Iron Focus

Prereq: Arcane Reserve.

Field Value
Type Passive
Max ranks 4
Cost / rank 1 pt
Trigger You take damage from a creature while casting
Effect / rank 25% chance that the hit does not interrupt (disturb) your spell

When a creature's hit lands mid-cast, Iron Focus rolls its chance to keep the spell alive. At rank 4 the chance is 100% — a creature's damage will never interrupt your cast.

Rank Uninterrupt chance
1 25%
2 50%
3 75%
4 100% (never interrupted)

PvM only

Iron Focus does nothing against damage dealt by another player. In PvP your casts can always be interrupted — the roll only fires when the interrupting damage comes from a creature. The chance is rolled per incoming hit (it is not a one-per-cast guarantee below rank 4).