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2 | Tier | Skill # | Icon | Name | AP | SP | CD | Req. | Description |
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4 | Starter Tier (Level 1+) | 1 | #REF! | Hail Strike | 3 | 0 | 3 | Hydrosophist 1 | Ice pellets fall from the sky, each Chilling and dealing water damage. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. |
5 | 2 | #REF! | Bubblebeam | 2 | 0 | 3 | Hydrosophist 1 | Spray a beam of bubbles, each dealing water damage. Creates a Water surface upon impact. | |
6 | 3 | #REF! | Chilling Touch | 2 | 0 | 3 | Hydrosophist 1 | Target and Chill a nearby character, dealing water damage. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. | |
7 | 4 | #REF! | Hydrobrand | 1 | 0 | 2 | Hydrosophist 1 | Adds water damage to your weapon attacks. Basic attacks will Wet characters for 1 turn if they are not already Wet. | |
8 | 5 | #REF! | Rain | 1 | 0 | 5 | Hydrosophist 1 | Muster a downpour at the target area, creating water surfaces which spread and douse flames. Sets Wet on all characters. | |
9 | 6 | #REF! | Restoration | 1 | 0 | 4 | Hydrosophist 1 | Restore Vitality to the target on-cast and at the start of the next 2 turns. Cleanses Poisoned, Burning, and Bleeding. Additionally, non-Undead targets are also healed for 10% max. Vitality on-cast. | |
10 | 7 | #REF! | Armour of Frost | 1 | 0 | 4 | Hydrosophist 1 | Ice forms a defensive barrier around the target, providing Magic Armour. Cleanses Burning, Stunned, Petrified, Poisoned, Cursed, and Decaying from the target. | |
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12 | Novice Tier (Level 4+) | 8 | #REF! | Ice Fan | 2 | 0 | 3 | Hydrosophist 2 | Shoot an icy projectile at each of 3 targets, dealing water damage. Each icicle Chills targets and creates a small ice surface upon impact. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. |
13 | 9 | #REF! | Ice Shard | 2 | 0 | 3 | Hydrosophist 2 | Shoot a shard of ice, piercing through characters for water damage. The shard Chills enemies and creates a small ice surface. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. | |
14 | 10 | #REF! | Harsh Current | 3 | 0 | 4 | Hydrosophist 2 | Pull enemies towards you with a strong current, dealing water damage. Enemies are then pushed back a short distance and become Wet. | |
15 | 11 | #REF! | Arctic Blast | 2 | 0 | 3 | Hydrosophist 2 | Deal water damage + additional water damage (based on current Magic Armour) and Chilling nearby enemies. Creates an ice surface beneath hit enemies. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. | |
16 | 12 | #REF! | Winter Blast | 2 | 0 | 3 | Hydrosophist 2 | Deal water damage and Chill characters in the target area. This skill freezes any blood and water surfaces in the area. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. | |
17 | 13 | #REF! | Soothing Cold | 1 | 0 | 4 | Hydrosophist 2 | Bestow a mystical enchantment to all allies within 7m, granting Magic Armour regeneration and Magic Armour for 3 turns. The enchantment also provides Slipping Immunity for its duration. | |
18 | 14 | #REF! | Aegis Assault | 2 | 0 | 2 | Hydrosophist 2 | Throw your shield, dealing water damage + additional water damage (based on current Magic Armour) to the target. The shield bounces to an additional target. | |
19 | 15 | #REF! | Conjure Ice Elemental | 2 | 0 | 6 | Hydrosophist 1 Summoning 1 | Fabricate an Ice Elemental at target location. The Elemental lasts 5 turns and is a bulky support. At Summoning 10, the Elemental increases in size and gains additional stats. | |
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21 | Adept Tier (Level 9+) | 16 | #REF! | Dampening Wave | 2 | 0 | 4 | Hydrosophist 3 | Blast a cone of bubbles, dealing water damage and Wetting all characters. Also sets Dampened, reducing damage dealt by 15%. |
22 | 17 | Healing Ritual | 3 | 0 | 4 | Hydrosophist 3 | Send a wave of healing to another target character, restoring vitality. The wave then forks up to 4 times to non-undead allies and undead enemies. | ||
23 | 18 | #REF! | Frozen Bulwark | 1 | 0 | 4 | Hydrosophist 3 | Enchant your target with an icy barrier for 2 turns, providing Magic Armour and 20% max. Magic Armour. Frozen Bulwark also grants 50% Water Resistance at the cost of -20% Fire Resistance. Removes Burning, Necrofire, Bleed Fire, and Frozen upon cast. Whilst enchanted, the target is immune from Freezing and Slipping. | |
24 | 19 | #REF! | Global Cooling | 1 | 0 | 3 | Hydrosophist 3 | Northern winds Freeze susceptible surfaces around you, dealing water damage and Chilling enemies.Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. | |
25 | 19 | #REF! | Cryogenic Stasis | 2 | 0 | 4 | Hydrosophist 3 | Place target ally or an enemy without any Magic Armour into an icy stasis, preventing all damage dealt for 1 turn: Ally: Restores vitality upon thawing. Enemy: Deals water damage upon thawing. Applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. Characters become Chilled upon thawing. | |
26 | 20 | #REF! | Blessing of the North | 1 | 0 | 5 | Hydrosophist 3 | Gain Ice Barrier, providing Magic Armour. On cast, gain additional Magic Armour and 10% Water Resistance for each nearby enemy who is either Chilled, Frozen, or affected by Hypothermia. Whilst guarded by Ice Barrier any attacking characters become Chilled. | |
27 | 21 | #REF! | Ice Wall | 1 | 0 | 5 | Hydrosophist 3 | Draw an impassable wall of ice, spanning up to 10m and lasting 2 turns. This wall creates a frozen surface. | |
28 | 22 | #REF! | Steam Lance | 3 | 1 | 4 | Hydrosophist 3 | Blast steam in a cone in front of you, affecting both allies or enemies (ignoring Magic Armour): Ally: Restores Vitality for each of 3 turns. Enemy: Deals water damage and reduces Water Resistance by 15% and Fire Resistance by 10% on-apply and for each of 2 turns. Leaves a steam cloud for 2 turns. | |
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30 | Master Tier (Level 13+) | 23 | #REF! | Rebuke | 2 | 0 | 4 | Hydrosophist 4 | Push nearby enemies away from you with a forceful blast, dealing water damage and setting Wet. |
31 | 24 | #REF! | Whirlpool | 2 | 0 | 5 | Hydrosophist 4 | Conjure a whirlpool at target location for 3 turns. Whilst in the whirlpool, allies become Wet and gain Movement Speed and 15% Dodging. Whilst in the bubble, enemies become Wet and have reduced Movement Speed and -15% Dodging. | |
32 | 25 | #REF! | Icy Veins | 1 | 0 | 5 | Hydrosophist 4 | Gain Icy Veins, allowing you to apply Hypothermia regardless of whether your targets are Chilled, Frozen, or have Magic Armour. Icy Veins reduces your Physical Resistance by 20% and Movement Speed by 15%. | |
33 | 26 | #REF! | Waterspout | 3 | 0 | 4 | Hydrosophist 4 | Water spouts from below, dealing water damage and applying Lost Footing to all nearby characters. Creates a water surface and sets Wet on characters around you. Setting Lost Footing on an enemy who already has Lost Footing will set Knocked Down if either Armour type is depleted. | |
34 | 27 | #REF! | Song of the Seas | 3 | 0 | 4 | Hydrosophist 4 | Sing an enchanting melody, dealing water damage to enemies and applying Drowning for 2 turns, dealing water damage each turn. Allies who hear the song start Regenerating Vitality for 2 turns. All characters become Wet. | |
35 | 28 | #REF! | Arcane Stitch | 2 | 0 | 5 | Hydrosophist 4 | Restore 50% (+2.5% for each point in Hydrosophist the caster has) of the target's max. Magic Armour. Cleanses Frozen, Stunned, Petrified, Plague, Suffocating, Poisoned, Burning, Necrofire, Terrified, Silenced, Taunted, and Madness. | |
36 | 29 | #REF! | Release the Kraken! | 4 | 2 | 7 | Hydrosophist 4 | Deep from the depths, the Kraken emerges at target location, dealing water damage and applying Drowning for 2 turns, dealing water damage each turn. Enemies without Magic Armour are also Knocked-Down for 1 turn. | |
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38 | Divine Tier (Level 16+) | 30 | #REF! | Waterfall | 3 | 0 | 5 | Hydrosophist 5 | A wall of roaring water moves across the battlefield, dealing water damage and leaving a water surface in its wake. |
39 | 31 | #REF! | Deep Freeze | 3 | 0 | 5 | Hydrosophist 5 | Nefarious winds freeze the battlefield in a cone, dealing water damage to all characters, instantly killing Frozen characters with less than 15% Vitality. Survivors of the blast become Frozen. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10%. | |
40 | 32 | #REF! | Ice Breaker | 2 | 0 | 4 | Hydrosophist 5 | Set off a chain reaction which causes ice surfaces to explode into water, dealing significant water damage and applying Chilled to all characters. | |
41 | 33 | #REF! | Ring of Frost | 3 | 0 | 5 | Hydrosophist 5 | Hail crashes onto the battlefield, each dealing water damage and Chilling all characters. The hail forms a perfectly-circular frozen surface upon impact. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water damage each turn and reducing Water Resistance by 10% | |
42 | 34 | #REF! | Prismatic Bubble | 3 | 0 | 5 | Hydrosophist 5 | Blow a giant bubble at target location, lasting 2 turns. Whilst in the bubble, allies become Wet and gain Deflecting, providing Physical Armor and deflecting all projectiles back to their origin. Whilst in the bubble, enemies become Dampened, reducing damage dealt by 15%. | |
43 | 35 | #REF! | Ride the Tide | 1 | 0 | 5 | Hydrosophist 5 | The oceans rhythm courses through you, granting Low Tide for 1 turn, increasing Hydrosophist and Water Resistance. Upon expiry, Low Tide transforms into High Tide for 1 turn, further increasing Hydrosophist and Water Resistance. Upon expiry, High Tide transforms back into Low Tide for 1 turn. This instance does not transform upon expiry. | |
44 | 36 | #REF! | Hail Storm | 4 | 3 | 4 | Hydrosophist 5 | 20 ice shards rain from the sky, each doing water damage to enemies within 3 range from impact. Hitting a Chilled or Frozen enemy with this skill applies Hypothermia for 2 turns, dealing water each turn and reducing Water Resistance by 10%. Creates an ice surface upon impact. | |
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46 | Crafted Tier | 37 | #REF! | Cleanse Wounds | 2 | 0 | 4 | Hydrosophist 1 Warfare 1 | Instantly restores vitality to the target, and creates a small water surface beneath them. Cleanses Burning, Diseased, Decaying, Poisoned, and Bleeding. This skill may be used on Undead enemies. |
47 | 38 | #REF! | Mass Cleanse Wounds | 2 | 1 | 5 | Hydrosophist 2 Warfare 2 | Command spheres of restorative waters to heal each of your allies and Undead enemies, and create a small water surface beneath them. Cleanses Burning, Diseased, Decaying, Poisoned, and Bleeding. | |
48 | 39 | #REF! | Hydrotherapy | 1 | 0 | 3 | Hydrosophist 1 Huntsman 1 | Consume water and frozen surfaces around you, restoring Vitality and Magic Armour based on the surface area consumed this way. Grants the caster Magic Shell, granting Magic Armour for 1 turn. Cleanses Burning, Necrofire, and Bleed Fire on-cast. | |
49 | 40 | #REF! | Mass Hydrotherapy | 2 | 1 | 5 | Hydrosophist 2 Huntsman 2 | Each ally consumes water and frozen surfaces around them, restoring Vitality and Magic Armour based on the surface area consumed this way. Grants each ally Magic Shell, granting Magic Armour for 1 turn. Cleanses Burning, Necrofire, and Bleed Fire on-cast. | |
50 | 41 | #REF! | Waters of Life | 1 | 0 | 5 | Hydrosophist 1 Polymorph 1 | Draw upon the lifeblood of the planet to gain an enchantment that provides 10% max. Vitality and 15% max. Magic Armour. Additionally, allies who walk into the Waters of Life are healed for each of 3 turns. Undead enemies who walk into the Waters of Life are also healed for each of 3 turns. | |
51 | 42 | #REF! | Vampiric Hunger | 2 | 0 | 4 | Hydrosophist 1 Scoundrel 1 | Initiate a terrible thirst on target ally, setting Vampiric Hunger for 2 turns, adding 50% Life Steal for its duration. Life Steal heals the user based on any non-Piercing damage they deal to Vitality. | |
52 | 43 | #REF! | Vampiric Hunger Aura | 2 | 1 | 5 | Hydrosophist 2 Scoundrel 2 | Initiate a terrible thirst on all nearby allies, setting Vampiric Hunger for 2 turns, adding 50% Life Steal for its duration. Life Steal heals the user based on any non-Piercing damage they deal to Vitality. | |
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