Channeler |
Elemental magic user, the gateway to the elemental specialists. Channelers can evoke the power of many natural elements to damage and hinder their foes.
Channeler spells tend to be more expensive than the Sorcerer's spells, but their spells can be used more often, making Channelers more effective in battle as long as they have the necessary mana. Channelers' growth rate of intelligence is higher than Sorcerers', but you may still find it helpful to purchase a high-end staff or to use various skills that can get you extra mana.
Prerequisite: Sorcerer level 2
Strength Agility Intelligence Base Attributes: 12 8 30 Level Bonus: +1.8 +0.8 +3.4 Range: 600 Attack: Magic Armor: Light
Channeler Active Skill Set: | Evocation |
Ignite Deals damage over time to one enemy. |
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Ignite Information
Ignite will inflict a great deal of damage on an enemy if you wait for it to reach its full effect. If you have a lot of mana, you can auto-cast Ignite to keep all enemies burning, but if you're running out of mana it may serve you better to select enemies with a lot of health or near the back to ensure that Ignite has time to inflict its maximum damage.
Hoarfrost Damages and slows one enemy. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 8 sec. | 6 sec. | 165 | 600 | Unit | Enemy, Non-hero | 250 damage, slowed (frost) | 150 | 150 |
2 | 12 sec. | 6 sec. | 165 | 600 | Unit | Enemy, Non-hero | 350 damage, slowed (frost) | 235 | 385 |
3 | 16 sec. | 6 sec. | 165 | 600 | Unit | Enemy, Non-hero | 450 damage, slowed (frost) | 320 | 705 |
Hoarfrost Information
Hoarfrost isn't the most efficient way to damage your enemies, but the damage is respectable, and the slowing effect can significantly reduce the damage they inflict back on you. Hoarfrost is particularly useful when engaging a few powerful monsters, such as golems or dragons; consider alternating targets to keep several slowed simultaneously.
Chain
Lightning Damages a series of enemies, inflicting 15% less damage each jump. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | N/A | 0.5 sec. | 300 | 700 | 4 Units | Enemy, Non-hero | 200 damage (to first target) | 150 | 150 |
2 | N/A | 0.5 sec. | 300 | 700 | 6 Units | Enemy, Non-hero | 300 damage (to first target) | 330 | 480 |
3 | N/A | 0.5 sec. | 300 | 700 | 8 Units | Enemy, Non-hero | 400 damage (to first target) | 510 | 990 |
Chain Lightning Information
This spell costs a lot of mana, but it provides a way to inflict a lot of damage on multiple targets very quickly. Unlike other area-of-effect spells, the targets don't need to be in any particular arrangement, but you need a certain number of targets reasonably close to get maximum effect.
Earthquake Slows enemies in an area. This spell must be channeled for full effect. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 15 sec. | 20 sec. | 100 | 700 | 250 | Enemy, Non-hero | Enemies slowed 67% | 100 | 100 |
2 | 25 sec. | 20 sec. | 100 | 700 | 250 | Enemy, Non-hero | Enemies slowed 89% | 200 | 300 |
3 | 35 sec. | 20 sec. | 100 | 700 | 250 | Enemy, Non-hero | Enemies slowed 96% | 300 | 600 |
Earthquake Information
Since Earthquake needs to be channeled and doesn't inflict damage, it won't be of much use if you're fighting by yourself, but this can be a nice way to hold melee monsters in place while any allies with ranged attacks whittle down their HP. Consider your positioning carefully when you cast this spell.
Draw
Power Tactical Skill Causes the user to take 25% increased damage, but regain mana equal to 60% of the damage taken. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost |
1 | Toggleable | None | None | N/A | N/A | Self |
+25% damage taken 60% of damage taken restores mana |
140 |
Draw Power Information
Be careful when using Draw Power, because you can die much more quickly, but if you can't seem to get enough mana, this can provide a substantial bonus. Consider combining Draw Power with Etherblood to mitigate the increased damage.Additional armor or other effects which reduce the damage you take will not reduce the mana regained from Draw Power.
Elemental Force Mastery Reduces magic damage received. |
Level | Effect | Skill Point Cost | Cumulative Cost |
1 | Reduces magic damage taken to 75% | 120 | 120 |
2 | Reduces magic damage taken to 60% | 200 | 320 |
3 | Reduces magic damage taken to 50% | 280 | 600 |
Elemental Force Information
Elemental Force will significantly reduce damage taken from magical attacks, making it particularly useful against the dragons and elementals, but won't help you with damage taken from spells. You may find it helpful to learn both Elemental Force and another mastery, then switch between them depending on what monsters you're fighting.
Etherblood Mastery Makes the user's percentage of remaining health and mana equal by gradually converting health into mana or mana into health. |
Level | Effect | Skill Point Cost | Cumulative Cost |
1 | Converts up to 10/sec (health into mana or mana into health) | 150 | 150 |
2 | Converts up to 20/sec (health into mana or mana into health) | 250 | 400 |
3 | Converts up to 30/sec (health into mana or mana into health) | 350 | 750 |
4 | Converts up to 40/sec (health into mana or mana into health) | 450 | 1200 |
5 | Converts up to 50/sec (health into mana or mana into health) | 550 | 1750 |
Etherblood Information
As long as you don't need too much too quickly, Etherblood effectively allows you to use health as mana or mana as health, by converting whichever you have more of into whichever you have less of. This can allow casters in the rear of a party who don't get attacked often to cast more spells by consuming their health, or fighters on the front lines to take more hits by using mana to absorb damage. Etherblood will also ensure that you always benefit from your maximum regeneration rate of health and mana whenever you use either, which provides the fringe benefit that you only need to visit one fountain between waves, rather than both.Any spell or effect that heals you also provides you more mana when you use Etherblood, so if your party has a dedicated healer, they can give you extra mana when you're not taking damage. Additionally, effects that restore your mana can be used to restore health, so you can have a Wizard cast Epiphany on you if you're taking damage, or equip staves to help regenerate your health.
Higher levels of Etherblood can get expensive, but you don't necessarily need them all; just get this skill at a high enough level that your health and mana stay roughly equal most of the time.