Overview Combatants Priests | Rogues


Class Role(s): Healing, DPS

Blood Mages steal the life-force of their enemies and transfer that to other players. In some instances they will pass their own blood to allies as needed, knowing that they have an endless supply of resources.

Most Effective Weapon(s): Wand and Relic
RE Armor: Cloth
DE Armor: Leather

Available Races:

Goblin, Human, Moon Elf, Gnome, Vermi, Dark Elf, Fae, Brownie, Nymph, Jagua



  • 1. Lifeburn - Channel: The Blood Mage spends their own health to deal damage to target dealing x damage per x points of health spent
  • 2. Blood Pool - Channel: The Blood Mage uses the blood of fallen enemies to heal allies within x meters for x health per second (each corpse can only support a total of 6 seconds channeled between all Blood Mages)
  • 3. Blood Tap - MDeals x direct bleed damage to target healing the Blood Mage and Focus Target for x% of damage dealt
  • 4. Blood Bond - Removes x% of the Blood Mage's health and heals target for x% of that value immediately (CAN kill the Blood Mage)


  • 5. Coagulated Blood - Reduces the health cost of healing abilities cast by the Blood Mage by x% for x seconds, also reduces healing the Blood Mage receives from outside sources
  • 6. Marked for Death - Direct damage done to the target over the next x seconds returns x% back to the damage dealer as health

Some mages focus on learning the elements, and some on summoning, but the Blood Mage internalized their studies. While some mages turned such internal studies to bolstering, which resulted in healing and boosting the body, the Blood Mage specialized in manipulating. Manipulating their blood flow quickly led to manipulating that of an enemy. From slowing an enemy's blood flow to creating a bond with their health, the Blood Mage controls the inner workings of the enemy's body for the benefit of the group.

Shining and excelling at healing a group, the Blood Mage is a welcome addition to any party. *Blood Tap allows for the mage to steal health from the target and take it as their own, while *Blood Bond uses the mage's own health to heal its allies. The biggest boon that sets the Blood Mage apart, however, comes in the form of Marked for Death*, which returns healing for the damage dealt, allowing each group member to gain health by damaging the target.

A true mage, this class suffers from a case of squishy, however, its ability to heal as well as deal damage provides it with a bit more survivability than some other mage counterparts. This in turn allows the blood mage to solo quite effectively. This mage’s true potency lies in its group and raid role. A powerful healer in its own right, any damage-dealing class will love having a Blood Mage along for those inevitable times when damage is unavoidable. A Blood Mage allows the group to heal by doing what it is already doing anyway: killing the target.

“A lady once told me that I made her blood boil. I informed her that could certainly be arranged.”

*names may change to protect the innocent

Class Role(s): CC, Group Support

The focus of the Infuser is to distract and paralyze the mind of its enemies, causing them to come to a complete standstill; some enemies even forget what they were just doing. Some Infusers have grown so powerful that they can control the minds of their enemies and force their foes to aid them in battle.

Most Effective Weapon(s): Two Handed Staves
RE Armor: Cloth
DE Armor: Leather

Available Races:

Goblin, Human, Moon Elf, Gnome, Dark Elf, Fae, Oaken, Nymph, Wood Elf



  • 1. Infuse - Enchants the group’s weapons with magical energy. Increasing base attack damage and adding a non-elemental magic proc
  • 2. Confuse - Mesmerizes target, preventing any action to be taken. Broken when target takes damage
  • 3. Confound - Momentarily silences the target and lowers their magical resistances
  • 4. Charm - Charms the target to fight on behalf of the Infuser


  • 5. Mind’s Eye - Returns magic primary resource to surrounding mages
  • 6. Link - Links the target’s mind to the Infuser, increasing target's spell power by % of the Infuser’s own

The Infuser, so named for their ability to infuse ally’s weapons with added effects, is a mage that stands apart. They don’t just infuse the weapons and armor of their group, they enter the enemy’s mind and force their will upon the target. The power of the Infuser lies in its ability to empower attacks while destroying an enemy’s mind. If an Infuser doesn’t wish to fight you, they simply won’t; instead, they may send you to fight a lumbering giant...all by yourself.

This light armor mage may be squishy but any who underestimate them may just find themselves walking off a cliff at the Infuser’s command. Crowd control is where this magical showstopper stands apart from other mages. Few classes can control enemies as effectively as a well-played Infuser. Any group or raid would welcome such a beneficial member to the team, and a skilled Infuser that makes a name for himself may never find themselves lacking for allies.

“My dear you can’t charm every man in the world to do your bidding.”
“Why not? Given the opportunity each of these pets would do the same to a woman. Besides they please me better when they follow orders. Come, I’ll show you.” ~ Excerpt from The Erotic Enchantress.

Class Role(s): DPS, Self Healing (HP Only), Self Support

Death, disease, and undead, what more do you need? No one understands death like the Necromancer. The Assassin may trade in death, the Doom Knight may flirt with it, and some others dip a finger or two into death. The Necromancer has mastered it, bending and forcing it to their will. This mage excels at controlling the minions it summons from the grave.

By using bones from slain enemies, the Necromancer can summon several different types of undead allies to perform different roles in battle. The damage over time abilities of a Necromancer are potent diseases and poisons that wreak havoc on any target. Life taps allow for self sustainability, and fear adds that extra survivability option. Choosing the right pet for the situation can be the difference between an amazing Necromancer and merely a dabbler in dark arts.

“Death is a doorway… and I will lead you through it.” ~ Torin; to the mass corpses left behind on a battlefield

Most Effective Weapon(s): Wand and Relic
RE Armor: Cloth
DE Armor: Leather
Pet Creature Type: Mortal Non-Bestial & Mortal Sentient

Available Races:

Goblin, Human, Moon Elf, Gnome, Troll, Vermi, Dark Elf, Fae, Brownie, Nymph



  • 1. Life Tap - Deals (X) curse damage to target and returns (Y) health back to the Necromancer per tick for (Z) seconds
  • 2. Death Curse - Applies a curse dot on target dealing (X) damage per tick
  • 3. Leeches - Summons Leeches that lasts for (X) seconds, starts out doing (X) damage, increasing by (X) per tick, and dealing (X) damage on the final tick
  • 4. Swarm - Summons undead shades to attack the Necromancer's target (these follow the rules for temporary swarm pets)


  • 5. Summon Death - Summons a permanent pet from the Necromancer’s Necronomicon
  • 6. Reanimate - Raises dead group members for (X) seconds; Targets cannot be healed until rezzed

Pet Swarm Style

Summons massive amounts of undead to destroy their enemies. Uses temporary pets to manipulate the offensive and defensive capabilities of their permanent pets and swarm pets. When the Necromancer needs to pull their pets out of AoEs they will use their temporary pet to create a “Death Anchor” that will pull them in and trap them. Recasting the ability will release the pets.

Enhanced Commands

No enhanced commands.

Permanent Pets

These pets will all be single target focused but will be summoned for different damage types (slashing, fire, air, blunt, etc) and will attack whatever target the player selects

Players can click on a drop down arrow on the ability UI on the cast bar to determine what type of pet they will cast. They must unlock each pet in order to have it available on the menu.

Temporary Pets

These pets will either be summoned to increase the effectiveness of the Permanent pet and, if any are up, Swarm Pets or to pull all pets into the Temporary Pet and protect them from all AoE damage. Players will use “Shift”, “Ctrl”, or “Alt” to swap between turning the pet into a mini-support pet or an undead anchor to pull all other pets out of AoEs (pulls through walls).

When summoned as a defensive pet it will become an “Undead Anchor” that draws ALL of the Necromancer’s pets into itself using unbreakable tethers. This pet will remain active and hold all of the Necromancer’s pets in place at its core until the Necromancer releases it or it is destroyed. Casting the ability a second time removes the anchor and releases the pet(s). Will draw pets through walls and through the ethereal plain. Pets become immune to damage once the anchor begins drawing them in.

Swarm Pets

Swarm pets will consist of creatures within the pages of the Necromancer’s Necronomicon.

These pets will either be summoned to do single target damage or splash AoE damage and will attack UP TO 5 targets that must be highlighted when summoned. Players will use “Shift”, “Ctrl”, or “Alt” to swap between single target and AoE damage. If all of the targets die and if the duration of the pets is above 50% of its maximum duration then a portion of the resource used to summon them is returned for every 5% of its duration remaining over 50% plus a base amount for being above 50%.

Example: Swarm pets summoned at a cost of 100 Momentum with 1:40 duration timer. All targets highlighted when summoned die and there is still 1:00 left (over 50% of the time remaining) on the pets’ durations. At this point the pets will despawn and players will receive 20 Momentum for the pets having more than 50% of their duration left plus another 5 Momentum for every 5 seconds above the 50 second mark for a total of 30 Momentum returned to the player. Cooldown timer is not affected.

Obtaining Pets

Necromancers will obtain pets by performing a series of tasks within the Capture portion of the Domination System (Physical Domination, Spiritual Domination, and Control).

During the Physical Domination phase the Necromancer simply needs to kill any creature (physical only; not spiritual-type or arcane-type creatures).

Once the physical body has been dominated the Necromancer will move on to the Spiritual Domination phase and will need to perform a ritual over the corpse and summon the spirit of the creature and dominate its spirit.

Once the Necromancer has dominated the creature’s spirit, the Necromancer will force the creature into its corpse and move on to the Control phase by forcing the creature to fight alongside the Necromancer (this will cause the Necromancer’s permanent pet to despawn in place of the dominated creature). The creature will fight alongside the Necromancer until its fear of what it is being forced to fight has grown greater than the fear of the Necromancer. Eventually, it will fear the Necromancer so much that it won’t run.

Once the creature’s fear of the Necromancer is so great that it is too afraid to do anything other than stay until it dies, the Necromancer can then carve out a piece of its flesh and use its blood to create a page in his Necronomicon to summon the creature at will. Summoning the creature immediately will seal the creature’s will to the Necromancer’s own, finalizing the blood pact. Time between two Control phases cannot be longer than(x) hours or the creature type will become less afraid of the Necromancer.

Once the Necromancer can summon the pet, then every fight will increase the Combat Control phase of the Domination System to improve its combat effectiveness. This can also be increased through graveyards found within the Capital Cities.

Currently, Necromancer’s cannot trap and enslave spirit-type creatures (AAs or expansion aspect).

Class Role(s): Tank, Self Support

The Summoner and her pet are some of the toughest creatures to walk the land! Summoners have figured out the art of making enemies go back and forth between mage and pet in order to spread the workload. The best Summoners can do this across entire rooms. Truly a sight to behold!

The Summoner: singular among the mages, singular among the tanks… unique in many ways. A pet class, the Summoner relies heavily upon his pet in order to perform his preferred role as a tank. The form of the Summoners guardians depends upon the tomes they have studied in their travels. Unlike the other pet classes, this mage has one focus and so too do his guardians. Each guardian may be different but each guardian is a true tank.

Unable to straight out mitigate damage like a Paladin, unable to avoid damage like a Monk, and unable to siphon powers like the Doom Knight, this tank requires great skill to be played effectively, but the reward is obvious to everyone around. Travelling between the Summoner and its guardian, the target is too preoccupied with reaching its enemy to notice as the group steadily removes its life. Whether swapping threat or swapping life with its pet, the Summoner relies heavily upon their constant guardian.

Of course that is but one of the abilities in their arsenal. Whether summoning phantom weapons and shields to assist the Summoner and their group or creating a summoning circle that prevents any enemies from entering that location, no group could deny the absolute beauty of a well-played Summoner. The reward of excelling at this class is well worth the skill required.

““Put that thing away. Let me show you a true companion!” ~ Salthaar Redumy

Most Effective Weapon(s): Wand and Orb (Caster version of Sword and Shield)
RE Armor: Chainmail
DE Armor: Plate
Pet Creature Type: ALL Elemental (single element)

Available Races:

Goblin, Human, Moon Elf, Gnome, Troll, Dark Elf, Fae, Oaken, Nymph, Jagua



  • 1. Phantom Blade - Summons an Ethereal blade that attacks target generating additional threat
  • 5. Phantasmal Armor - Summoners body covered by a ghostly armor, increasing mitigation and armor value
  • 3. Summoner’s Circle - Creates an area of protection for the Summoner's and/or its pet
  • 4. Summoned Aggression - With a snap of his fingers the Summoner grabs the target’s attention generating x threat


  • 2. Trade Off - Trades threat between Summoner and its Spectral Guard
  • 6. Spectral Guard - Summons a Spectral Guardian tank pet, Pet type and abilities based upon item equipped

Threat-Swap Style

Uses pets to help tank by placing them at a distance and swapping threat back and forth to decrease enemies total damage output.

Enhanced Commands

Beyond that players will have a Harmony System that will allow them to set up priority actions based on what’s going on in the fight. Players will be able to preload four (4) Harmony Layouts so they can swap seamlessly mid-fight. Each Harmony Board will allow for a currently unknown number of presets (to be determined during testing) and can expand upon the base amount through quest rewards and achievement rewards found in the game.

Harmony Board Preset Example:

Summoner: IF “Target begins heavy attack” on “Pet”, THEN “Use *block ability name*”

NOTE 1: All items in “Gold Quotations” are considered items that can be changed to established parameters.

NOTE 2: “*block ability name*” represents the name of an ability whose action is to block an attack by using a shield(s).

Permanent Pets

These pets will be single target or AoE focused; based on Summoner’s spell usage for assigned abilities and when casting the abilities directly. Summoner’s will use Arcane-type pets to help them “Split Tank”. Summoners will place their pet a distance away from them and swap threat between themselves and their pets, causing their enemies to run back and forth causing their enemy target to lose DPS and reducing total outgoing damage.

Temporary Pets

The temporary pet will buff mitigation and efficiency of the Summoner and/or the Spectral Guard (IF the Summoner is in DE armor then the temporary pet will buff whichever of the two holds the threat and if the Summoner is in OE armor then the temporary pet will buff both the Summoner and the Spectral Guard by an amount that is a lower value per target but higher value overall).

Swarm Pets

The Summoner has no swarm pets.

Obtaining Pets

Summoners will obtain pets by performing a series of tasks within the Merit portion of the Honor System (Collection, Influence, and Defense).

During the Collection phase the Summoner will need to find pages found throughout the world in dungeons, libraries, and in the open world (non-tradeable) which will be found on bosses, on the ground, and inside of other books. Each series of pages requires the previous page in order to see the next. The first page in every series will be found in easy to locate areas and not hidden from players but each subsequent pages requires to read and follow the clues from the previous page (each page has the chance to spawn in multiple locations and each player will be flagged for different clues to match).

Once all the pages for a particular pet are found the Summoner will move on to the Influence phase and be required to take those pages to a place of power for that element as described in the text of the pages. Once at the appropriate location the pages attempt to mend themselves into a chapter and replace missing information. During this time the Summoner must taunt the pages in order to influence them to include the Summoner’s name. Completion requires having the attention gauge (a UI element) of the pages split between 40 and 60% of the Summoner and its recreation of a chapter.

Once the chapter has been successfully reassembled the Summoner must perform the Defense phase where she reads the newly created chapter to summon a new guardian. The Summoner must prove its worth to the guardian through combat where the new guardian will call forth creatures that the Summoner must taunt and survive for a set amount of time (roughly two minutes). If at any point in time the Summoner fails then she must return after an hour (real life) time to make a second attempt at the Defense phase. If the Summoner succeeds then the guardian will vow an oath to the Summoner to aide her in combat in the defense of others.

Once the Summoner can summon the pet then every fight will increase the Defense phase of the Honor System to improve its combat effectiveness; this can also be increased by returning to the place of power where they communed with the pet in order to obtain it as an ally.

Class Role(s): Group Support, CC

Techromancers have fused magic with science to create their own automatons to aid them in battle. These creatures can be left to their own devices or be guided by the Techromancer to aid allies directly or to lure enemies into a distracting trap.

Techromancers have stepped into realms previously unstudied by mages. By applying magic to the science that is technology, this mage is witness to something unseen in generations: a new form of magic. Based upon the gizmos they carry, Techromancers summon automaton pets to do their bidding. The varieties of which serve many functions from adding/taking damage, to distracting enemies, or buffing nearby allies.

Mechanical traps allow the Techromancer a bit of control over the field. Locking down unsuspecting targets, causing them to bleed for damage over time, or snaring enemies as they pass through a choke point, a well-placed trap can turn the tide of battle. The hum of their constructs, the metal-on-metal snap of a trap going off, a shot from the pistol... these sounds are a symphony to the Techromancer, one which it conducts with such finesse as to be awe-inspiring. Those who witness the cacophony of carnage that metal wreaks on flesh can attest to the power of this newfound magic.

With the ability to control the flow of combat via traps and with their automatons beside them, the Techromancer may be well-suited for solo combat. The same abilities that allow them to face challenges alone serve any group as well. A chokepoint champion, the Techromancer earns its spot in every raid.

“I love the smell of cog grease in the morning… smells like victory.” ~ Sinjin Gearmaster

Most Effective Weapon(s): Single Hand Pistol and Relic
RE Armor: Cloth
DE Armor: Leather
Pet Creature Type: ALL Mechanical (replicas of some Sentient, Beasital, Insectoid, and Plantoid creatures)

Available Races:

Goblin, Human, Gnome, Dwarf, Troll, Vermi, Dark Elf, Avian, Brownie, Jagua



  • 1. Oil Spill - Targets who pass through are snared and take increased damage from fire effects
  • 2. Snap Trap - Throws out a trap that damages and roots target in place when triggered
  • 3. Electric Coil - Places a charged coil that charges group members' attacks with Lightning
  • 4. Gear Cog Gremlins - Swarm Pets that seek to aid allies in a specified location by increasing their effectiveness during combat


  • 5. Clockwork - Summons a clockwork construct pet based upon equipped item
  • 6. Battery Pack - Summons a Clickable item to restore primary resource for the target

Target Priority System

The Techromancer will control the pets by selecting targets for them to perform actions on. The Techromancer will not directly affect a target but instead will rely on a steady hand and appropriate targeting to command their pets to do so.

Enhanced Commands

No enhanced commands.

Permanent Pets

These pets will be single target or AoE focused based on the target assignment of the Techromancer throughout the fight (each pet will have specific abilities and functions and none of the pets can perform both CC and Support roles). The Techromancer will tell its permanent pet what targets to focus its actions on by using the alternate keys while holding and highlighting all targets (up to 6), and then releasing the ability. The pet will begin either buffing, debuffing, or otherwise CC’ing the chosen targets until they are dead or the pet is told to prioritize new targets. Each additional target beyond the first target, up to six total targets, will reduce the effectiveness of the buff, debuff, or other CC per target, but not overall. Deaths of any of the selected targets will result in higher effects per target for remaining targets. If all of the pet’s targets are dead, the pet will begin to prioritize single targets that are closest to the Techromancer, and for CC pets, have the highest amount of threat on the Techromancer (defensive style). If more than one enemy is directly attacking the Techromancer, then the pet will choose one until otherwise instructed.

Temporary Pets

The Techromancer will place stationary Support pets to buff allies within their auras. Temporary pets cannot be directed to a specific target and will instead stay where they are summoned (determined by the location of the reticle; treated as a ground target AoE) and perform their actions to any allies within its reach.

When the Techromancer needs to position all of their pets out of incoming AoEs, they can use the temporary pet as a type of positioning tool by casting it with the alternate key. This will summon a “Magnetic Leash” that draws in ALL of the Techromancer’s pets into itself using unbreakable magnetic links. This pet will remain active and hold all of the Techromancer’s pets in place at its core until the Techromancer releases it or it is destroyed. Casting the ability a second time removes the pet and releases the leashed pet(s). This link will draw pets through walls as it uses phasing technology; pets become immune to damage once the Magnetic Leash begins drawing them in.

Swarm Pets

The Techromancer will use swarm pets to provide quick, short duration debuffs and stuns to enemies. These pets can be applied to a maximum of six targets. The Techromancer will assign the swarm pets their targets by holding the ability used to summon the pet while targeting an enemy or ally to instruct their pets on which targets to interact with. If all of the targets die and if the duration of the pets is above 50% of its maximum duration, then a portion of the resource used to summon them is returned for every 5% of its duration remaining over 50% plus a base amount for being above 50%.

Example: Swarm pets summoned at a cost of 100 Momentum with 1:40 duration timer. All targets highlighted when summoned die and there is still 1:00 left (over 50% of the time remaining) on the pets’ durations. At this point, the pets will despawn and players will receive 20 Momentum for the pets having more than 50% of their duration left, plus another 5 Momentum for every 5 seconds above the 50 second mark for a total of 30 Momentum returned to the player. Cooldown timer is not affected.

Obtaining Pets

Techromancers will obtain pets by performing a series of tasks within the Experimentation portion of the Creation System (Discovery, Study, Engineering, and Testing).

During the Discovery and Study phases, the Techromancer will need to seek out and discover information about an unlearned technology. Finding the first bit of information will be easy enough and unhidden for the most part. Each piece of information requires the Techromancer to study the knowledge, inspect and study the components, and then to find more pages until they have discovered and studied all aspects of the technology.

The Study phase will require the Techromancer to take a close look at each item (“inspect” the item in their inventory) and locate key locations outlined in the books, notes, and diagrams (which they have to view in order to trigger the discovery points to study on the components).

Once this is done, the Techromancer will begin the Engineering and Testing phases where they will seek out pieces to build a few different versions of the pet. During the Engineering phase, the Techromancer will actually enter a crafting-esque mini game where they will be required to put each of the components together in different arrangements until they find an arrangement that works (determined by the game; same for all Techromancers). Each arrangement will be limited to their testing knowledge, resulting in the first arrangement being a horrible creation but one worth testing. While they can put it together in several different ways the first time, each subsequent Engineering phase will guide the Techromancer to a specific layout. None of the subsequent layouts will be able to be achieved until a Testing phase is done and each Testing phase will unlock more knowledge for the Engineering of better versions of the pet. For every version they build, they take it into combat where it will break down at some point throughout the fight. This results in the Techromancer using different components and recreating the pet until it no longer falls apart during battle and they have a completed pet. Once a pet has survived an entire fight, the Techromancer will take all notes and diagrams and insert it into their book and summon the pet one last time to finalize the process. (NOTE: The Techromancer cannot exploit this system by bringing along friends to “burn” the targets down before the pet is destroyed as it will be destroyed at the end of the fight automatically with no updates if this is attempted.)

Once the Techromancer can summon the pet, then every fight will increase the Testing phase of the Creation System to improve its combat effectiveness. This can also be increased through laboratories found within the Capital Cities.

Class Role(s): Group Support, DPS

Tempests utilize magical techniques that others use to harm their enemies and cast the effects on allies, with a twist. The Tempest can channel elemental effects into bodies and weapons buffing group attacks to take down enemies… a smart Tempest will find their enemy’s weakness first.

Most Effective Weapon(s): Two Handed Sword
RE Armor: Cloth
DE Armor: Leather

Available Races:

Ursa, Orc, Human, Lupine, Moon Elf, Dwarf, Lizar, Ogre, Fae, Oaken, Jagua



  • 1. External Focus - Buff: Group: Coats x allies' physical weapons (no more than half the maximum raid force) within x meters in equipped element
  • 2. Arcane Focus - Buff: Group: Causes x allies’ magical weapons (no more than half the maximum raid force) within x meters to deal additional elemental damage
  • 3. Touch (prefix changes based on equipped element) - Elemental attack that does x direct damage and x damage over time for x seconds
  • 4. Cloak (prefix changes based on equipped element) - Buff: Self: Surrounds the Tempest in a cloak that matches the equipped element to damage enemies within x feet for x damage every second for x seconds

***NOTE: Only ONE (1) Focus can be active at a time***


  • 5. Arcane Stance - Cycles through elements; no cool down when out of combat; 2s cooldown while in combat
  • 6. Regenerative Power - Buff: Group: provides allies (no more than half the maximum raid force) x% chance on hit to return x Primary Resource; cannot proc more than once every x seconds

The Tempest stands apart from most other mages. Not satisfied with standing back and throwing spells, the Tempest wades into the thick of combat. Standing toe to toe and out-damaging the enemy is a thrill the Tempest chases from one fight to the next. The Tempest is a mage in practice but a fighter in spirit.

Instead of throwing out spells to deal damage to the target, the Tempest instead turns the elements upon themselves and their group. Doing so allows the Tempest to coat their weapons for added effect or armor against damage. The strength of the Tempest lies in the strength of the group and a good Tempest will make any group stronger. Surrounding their comrades in a chosen element can make the difference in the face of certain disaster.

The buffs a Tempest possesses make it a melee force to be reckoned with, however it is a mage at heart and as such has a hard time in any weighted armor. Instead this class prefers to rely on magic to not only bolster attacks, but to also keep it protected from harm. Every group scenario benefits from sustained DPS and this is the Tempest’s forte.

“There’s a reason they’re called Tempests. They fight with the fury of a storm, leaving destruction in their wake.” ~ General Mak’lar

Class Role(s): DPS

Wizards have mastered the elements. You could say they live and die by the elements, and you would be correct! The deadliest Wizards will find your true weakness and use it against you with a cold ambition to watch you die in endless agony.