Based on pure theoretical ability alone, the Earl Of Evilosity may be the absolute worst mad scientist in this or any kingdom.
Luckily for him, people usually keep their opinions to themselves when you're an elemental mage who can conjure 76 different types of pure flame by simply snapping your fingers. Having steadily climbed the ranks of evil wizard nobility from the title of Baron to Earl, EE (as his assistant Pickles calls him) slavishly tends to his labor of love, the Conquer-tron 2000. This lightning-powered machine is supposed to unleash some kind of high-powered conquering rays (or something...) but the Earl has never really been able to explain it properly to anyone. What everyone does know for sure, though, is that the abili
ty to give a coherent lecture is less useful in Opulencia than being able to level entire castles with ridiculously powerful elemental magic. When you need to ensure the mind-boggling destruction of every enemy in sight, the Earl of Evilosity is just the wizard you want.
Call a flaming meteorite down from the sky after a short delay to impact for X physical damage and set enemies ablaze for Y magical damage over 3 seconds.
Rank II
LVL 17 Mage
Cost: 25 mana
Cooldown: 0.50 sec.
Call a flaming meteorite down from the sky after a short delay to impact for X physical damage and set enemies ablaze for Y magical damage over 3 seconds.
Rank III
LVL 29 Mage
Cost: 25 mana
Cooldown: 0.50 sec.
Call a flaming meteorite down from the sky after a short delay to impact for X physical damage and set enemies ablaze for Y magical damage over 3 seconds.
Raise your armor by X, your magic resistance by Y, reflect Z damage back to melee attackers, and shock all attackers, making them vulnerable to magic damage.
Rank II
LVL 15 Mage
Cost: 20 mana
Cooldown: 0.50 sec.
Raise your armor by X, your magic resistance by Y, reflect Z damage back to melee attackers, and shock all attackers, making them vulnerable to magic damage.
Rank III
LVL 27 Mage
Cost: 20 mana
Cooldown: 0.50 sec.
Raise your armor by X, your magic resistance by Y, reflect Z damage back to melee attackers, and shock all attackers, making them vulnerable to magic damage.
Throw a bolt of lightning for X magical damage, getting weaker as it bounces to 4 targets. All targets are shocked, becoming vulnerable to magic damage.
Rank II
LVL 18 Mage
Cost: 25 mana
Cooldown: 0.50 sec.
Throw a bolt of lightning for X magical damage, getting weaker as it bounces to 5 targets. All targets are shocked, becoming vulnerable to magic damage.
Rank III
LVL 30 Mage
Cost: 25 mana
Cooldown: 0.50 sec.
Throw a bolt of lightning for X magical damage, getting weaker as it bounces to 6 targets. All targets are shocked, becoming vulnerable to magic damage.
Act as a lightning rod, stunning and dealing X magical damage per second to enemies around you for 4 seconds. Enemies are also shocked, becoming vulnerable to magic damage.
Rank II
LVL 23 Mage
Cost: 40 mana
Cooldown: 0.50 sec.
Act as a lightning rod, stunning and dealing X magical damage per second to enemies around you for 4 seconds. Enemies are also shocked, becoming vulnerable to magic damage.
Send black tendrils that sap foes in a cone ahead of you, dealing X magical damage, restricting their movement and increasing your Armor value by 5% per second per target.
Rank II
LVL 16 Mage
Cost: 15 mana + 10 mana per sec.
Cooldown: 1 sec.
Send black tendrils that sap foes in a cone ahead of you, dealing X magical damage, restricting their movement and increasing your Armor value by 5% per second per target.
Rank III
LVL 28 Mage
Cost: 15 mana + 10 mana per sec.
Cooldown: 1 sec.
Send black tendrils that sap foes in a cone ahead of you, dealing X magical damage, restricting their movement and increasing your Armor value by 5% per second per target.
The time between casting the spell and the impact of the projectile has been reduced. The area of effect is the same across all the levels of the skill. Both impact damage and damage over time affect the same area.