Difference between revisions of "Magic Mastery (skill tree)"

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Support, Control, Weakening Effects
Support, Control, Weakening Effects


{{SkillTable/head|hidden bonus=1|passive bonus=1}}
==Skill List==
{{SkillTable/head}}
{{SkillTable/subtitle|Treatise I}}
{{SkillTable/subtitle|Treatise I}}
{{SkillTable/row|Seal of Finesse}}
{{SkillTable/row|Seal of Finesse}}

Latest revision as of 18:00, 12 June 2023

Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

This page shows all Magic Mastery skills.


Learn a wide range of secret tecniques to increase the effectiveness of your spells and counter harmful magic

Main focus:
Support, Control, Weakening Effects

Skill List

SkillBasic StatsDescription
Treatise I
Seal of Finesse
Seal of Finesse
Spell
Type:
No Target
Energy:
10
Cooldown:
12
Reduces Backfire Damage by 40% and activates Seal of Finess for 10 turns:

-4% Backfire Chance
-3% Fumble Chance
-5% Backfire Damage Change
-5% Cooldowns Duration

Remaining on the same tile grants an extra stack of the effect (up to V).
Moving to other tiles decreases the number of stacks.
Moving with I stack removes the effect.
Precise Movements
Precise Movements
Passive
Each Ability Point invested into a specialized Magic School grants its Spells -1.5% Backfire Chance.

Remaining on the same tile grants -5% Backfire Chance.

The effect stacks up to 3 times.
Dissipation
Dissipation
Passive
Each point of received Magic or Nature Damage, replenishes 1 Energy and grants +1.5% Magic and Nature Resistance for 5 turns.

The effect stacks up to 20 times.
Seal of Power
Seal of Power
Spell
Type:
No Target
Energy:
18
Cooldown:
20
Activates Seal of Power for 5 turns:

+20% Magic Power
+10% Weapon Damage
+1 Bonus Range

Casting specialized spells transforms "Seal of Power" into the Seal of a corresponding Magic School and prolongs the effect´s duration by 3 turns (up to 9).

Pyromancy: +15% Pyromantic Power, +25% Weapon Damage, dealt as Fire, +5% Miracle Chance, +5% Crit Chance

Electromancy: +15% Electromantic Power, +25% Weapon Damage, dealt as Shock, -5% Backfire Chance, -5% Fumble Chance
Geomancy: +15% Geomantic Power, -15% Damage Taken, +15% Block Chance, -5% Backfire Damage Change

Casting Magic Mastery spells activates the original Seal.
Treatise II
Seal of Insight
Seal of Insight
Spell
Type:
No Target
Energy:
10
Cooldown:
14
Reveals 2-3 Places of Power on random tiles in a 2 radius around the caster that last for 20 turns.

Moving to an empowered tile grants the caster an effect of "Place of Power", which persists as long as they don´t move to other tiles:

+7.5% Magic Power
-5% Spells Energy Cost
+5% Miracle Chance
+15% Energy Restoration

Remaining on the Place of Power grants an extra stack of the effect (up to IV) and using Spells reduces the number of stacks.
Lingering Incantations
Lingering Incantations
Passive
Grants -10% Spells Energy Cost.

Increases the duration of magical effects, areas, and summoned entities by 25%.
Seal of Cleansing
Seal of Cleansing
Spell
Type:
Target Object
Range:
6
Energy:
14
Cooldown:
24
Removes all physical and magical effects from the target and everyone adjacent to it and destroys all summoned magical entities in its area of effect - this includes burning tiles and puddles of unholy blood, acid, and magma.
Applies the affected Wraiths and the Undead with +20% Damage taken for 15 turns.

Each removed effect or destroyed entity reduces all active Cooldowns by 1 turn and replenishes 4% Max Energy to the caster.

When used on yourself:
Grants +10% Miracle Chance and -10% Damage Taken for 6 turns per each removed positive effect
Body and Spirit
Body and Spirit
Passive
Grants +10% Fatigue Resistance.

Using Spells grants +10% Weapon Damage and +2.5% Crit Chance for 4 turns.

Basic strikes and using Attack skills grant +10% Magic Power and -5% Backfire Chance for 4 turns.

Both effects stacks up to 3 times.
Treatise III
Thaumaturgy
Thaumaturgy
Passive
Grants all Spells +5% Miracle Chance and +35% Miracle Potency.

Miracles grant -5% Backfire Chance and -5% Backfire Damage Change for 5 turns and also apply all enemies within Vision with -5% Magic Resistance and -5% Nature Resistance for 5 turns.

Both effects stack up to 2 times.
Seal of Reflection
Seal of Reflection
Spell
Type:
Target Object
Range:
6
Energy:
24
Cooldown:
30
Applies the target with "Seal of Reflection" for 8 turns:

+35% Magic Resistance
+25% Nature Resistance
+10% Physical Resistance
+50% Damage Reflection

While the target is under the effect of the Seal, all spells aimed at it will be Redirected to a random target within 8 tiles (if there is one).
Treatise IV
Seal of Shackles
Seal of Shackles
Spell
Type:
Target Object
Range:
5
Energy:
24
Cooldown:
26
Applies the target with "Seal of Shackles" for 6 turns:

-50% Energy Restoration
+100% Abilities Energy Cost
+100% Cooldown Duration
+25% Fumble Chance
+25% Backfire Chance
Using abilities deals Arcane Damage equal to 25% the Energy spent.
Arcane Lore
Arcane Lore
Passive
Grants +1% Magic Power and +0.5% Miracle Chance for each Ability Point invested into Sorcery trees.
Magic Mastery abilities count as well.

Page last edited during patch: 0.8.1.8