Elementalist
Spell-damage mage - scale up your fire and energy, run a bottomless mana pool, and let your procs drop meteors and chain lightning.
Overview
The Elementalist is the pure-damage mage. Its passives push your spell damage, keep your mana topped up so you can keep casting, and harden you against enemy magic. The forks let you specialize into fire or energy, beef up summoned elementals, or unlock burst cooldowns. It is the class for players who want to stand back and delete monsters with spells.
It runs on Magery and Resisting Spells. There are no elemental resists on gear here - spell mitigation is handled by the Resisting Spells skill, which the class buffs directly.
Passive Bonuses
Always on against monsters, scaling with your Elementalist level. Maxed at level 14:
| Bonus | Per level | At level 14 |
|---|---|---|
| Direct-damage spell damage vs monsters | +1% | +14% |
| Mana regeneration (off in PvP) | +5% | +70% |
| Effective Resisting Spells | +2 | +28 |
| Damage taken | -1% | -14% |
Signature Procs
Two procs fire off your own attacks and spell casts against monsters (not your elementals' hits). The weaker triggers at 0.2% per level (2.8% at 14); the stronger at 0.1% per level (1.4% at 14). PvM only.
- Volcanic Blast (weaker): a meteor drops onto the target for 0.5x per level of the spell damage that triggered it, plus a 5-second burn at 0.1x per level per second.
- Electrification (stronger): a heavy bolt hits the target, then arcs to nearby monsters - up to 4 more of them within 5 tiles (5 in total) - dealing 50 damage per level to each and stunning them for 0.5 seconds per level.
Fork Abilities
At levels 2, 4, 6, 8, 10, 12 and 14 you pick one of two, permanent for the build. Each costs Essence (10 / 20 / 30 / 40 / 50 / 60 / 70).
| Level | Option A | Option B |
|---|---|---|
| 2 | Fire Mastery - +2% fire spell damage per level (Magic Arrow, Fireball, Explosion, Flamestrike) | Energy Mastery - +2% energy spell damage per level (Lightning, Energy Bolt, Chain Lightning) |
| 4 | Elemental Mastery - +5% summoned-elemental damage per level | Elemental Fortitude - +7.5% elemental max HP per level |
| 6 | Arcane Mastery - +2.5% damage per level on the seven direct-damage spells (Magic Arrow, Fireball, Lightning, Energy Bolt, Explosion, Flamestrike, Chain Lightning) | Mana Conduit - +2.5% mana regen per level (stacks with the passive, off in PvP) |
| 8 | Storm Caller - 2% per level chance, when one of your damage spells lands on a monster, to fire a bonus 12-20 damage lightning bolt | Elemental Aegis - +3% damage reduction per level while you control an elemental |
| 10 | Arcane Overload - active: +35% spell damage for 30s, usable again 120s after activation | Elemental Sanctuary - active: your elementals are immune to damage for 30s, 5-min cooldown |
| 12 | Mana Leech - 10% of the spell damage you deal comes back as mana | Mana Burn - your spells cost 20% more mana and hit 20% harder (in PvP you still pay the mana but get no extra damage) |
| 14 | Summon Mastery - sometimes what answers you is a Greater elemental, half again as strong in every stat and skill | Explosive Death - your summons detonate when they die, a quarter of their maximum health across 4 tiles and a 2-second stun on everything caught in it; it never hits a player |
Your summoned elementals resist the monster auto-dispel (players can still dispel them), so they stick around in a fight instead of popping.
How It Plays
PvM. Pick a lane and burn. Fire Mastery plus Arcane Mastery makes a Flamestrike specialist; Energy Mastery plus Storm Caller turns every cast into a lightning lottery. The mana passives mean you rarely run dry, so you can chain nukes where an ordinary mage would have to sit and meditate. The elemental forks give you a second track - a tanky pet mage - if you would rather field a Fire Elemental and support it. Both procs are area damage, so packs melt.
PvP. The spell-damage bonus, procs and mana regen are all PvM only (mana regen is explicitly suppressed in PvP), so against players you cast at your raw numbers, and the Resisting Spells buff drops with them. Play the Elementalist to farm and clear, not to duel.
Coins & Leveling
The Elementalist spends Essence. Earn class XP worth 10% of the gold your kills drop (active class only), fill the bar, then pay the Elementalist Guildmaster the target level times ten in Essence per level (about 1,050 for the full climb to 14). Fork abilities cost extra coins. Coins drop for everyone off tough monsters, and Prism Coins cover any class coin you are short.
Not Locked In
Your first class is free and instant. Changing later takes a 2-minute channel (hold still, take no damage, dismiss your elementals first) plus a cooldown between swaps. Each class keeps its own level and forks, so leaving and returning does not reset your Elementalist.
One character can also hold multiple skill builds through the Personality system - two slots to start, up to five for gold or Ether Charged Powder, swapped with a 2-minute channel (a fresh slot starts your skills at zero to retrain). A caster build and a melee or crafting build can share the same character.
Crafted Class Item
Elementalist Spellbook. A class spellbook that strengthens your magic. Fill it with Magery scrolls like any spellbook. While it is on you with charges remaining, your spells deal +10% damage to monsters (never to players). It holds a thousand charges and spends one for each Magery spell you cast from a book; scrolls, wands and other schools of magic do not touch it. When it empties it crumbles to dust.
How to make it: Inscription, no skill requirement: twenty-five blank scrolls, five leather, and one Elemental Essence, the Elementalist's coin (a Prism Coin can stand in for it). One craft makes one book.