Sorcery

an example Sorcery tree

> *"Battlemages bend the elements to their will."*
>
>

*Sorcery* is one of the ten skill trees, first made available to the player through the default Mage class. There are three total classes that contain Sorcery: Mage, Mage Lord, and Spellwarden.

Sorcery is a highly-offensive tree, optimized in many ways to output pure damage. Besides offering elemental resistances and armor (in the front rank only), the tree is entirely composed of damaging spells with various offensive debuffs and passive skills that increase the character's offensive stats. The tree also contains one of the highest damage single-target skills in the game, Incinerate, which also comes with an additional 25% of critical hit.

Specializing into the Sorcery tree will promote the character into a Sorcerer, enabling them to learn Sorcerer-specific skills from skill manuals.

## Fighting Styles

Req.
 Empowered
(def.)
Damage
Dealt
Power
Cost
 Channeling
Quickness
Evasion
 Flickering
Flames
Power Cost
of Flame
Skills
Resist
Flame
Retaliation
Damage

### Synergy

* The item Flaming Elixir will mark all of a character's skills with the *Flame* tag for a single battle. This allows a Flickering Flames user to use all skills at 80% total cost.

## Active Skills

### Legend

 4
 7

### Skills

1. **Ice Spike** (*Spell/Magic/Cold/Missile*) - 35 Power / Full Action / No Cooldown
	* *Launch a piercing shard of magical ice at an enemy target in the same row, inflicting [23] damage.*
	* Ignores up to 20 Armor
	* Improves with ***Intellect***
	* Shortest Path Length: 1 Skill Point
		+ Upgrade: *Increase damage by 10%*
		+ Upgrade: *Ignore half of target's resistance*
2. **Freeze** (*Spell/Magic/Cold/Debuff*) - 30 Power / Full Action / No Cooldown
	* *Magical frost attack on any enemy for [18] damage. If successful, the target's Quickness is reduced.*
	* Applies *Condition* to *Target - **Freezing*** *(Cold/Slow)* for *1 Turn*
		+ *-10 Quickness*
	* Improves with ***Intellect***
	* Shortest Path Length: 2 Skill Points
		+ Upgrade: *Increase damage by 10%*
		+ Upgrade: *Increase condition duration by 1 turn*
3. ***Cold Front*** (Spell/Magic/Cold/Area) - 35 Power / Full Action / 2 Turn Cooldown
	* *Magically freeze two adjacent enemies for [14] damage. Targets also lose 0.25 action.*
	* Improves with ***Intellect***
	* Shortest Path Length: 3 Skill Points
		+ Upgrade: *Increase damage by 10%*
		+ Upgrade: *Reduce cooldown by 1 turn*
4. **Electrocute** (*Spell/Magic/Lightning*) - 32 Power / Full Action / No Cooldown
	* *Call down a lightning strike on any enemy for [7 - 28] damage, increasing with target's current action clock amount.*
	* Always Hits
	* Improves with ***Intellect***
	* Shortest Path Length: 1 Skill Point
		+ Upgrade: Increase damage by 10%
		+ Upgrade: Reduce power cost by 7
5. **Forked Lightning** (*Spell/Magic/Lightning/Area*) - 45 Power / Full Action / 2 Turn Cooldown
	* *A lightning bolt attack against an enemy in the same row, dealing [20] damage. The attack also hits an additional random enemy.*
	* Improves with ***Intellect***
	* Shortest Path Length: 2 Skill Points
		+ Upgrade: *Increase damage by 10%*
		+ Upgrade: *The skill always hits the target*
6. **Lightning Storm** (*Spell/Magic/Lightning/Area*) - 60 Power / Full Action / 2 Turn Cooldown
	* *Electrical magic attack on all enemies for [12] damage.*
	* Improves with ***Intellect***
	* Shortest Path Length: 3 Skill Points
		+ Upgrade: *Reduce power cost by 10*
		+ Upgrade: *Reduce cooldown by 1 turn*
7. **Incinerate** (*Spell/Magic/Flame*) - 20 Power / Full Action / No Cooldown
	* *A short range magic attack, reaching up to two ranks away. The flames inflict [27] damage with an additional 25% chance to cause a critical hit.*
	* Improves with Intellect
	* Shortest Path Length: 1 Skill Point
		+ Upgrade: *Increase damage by 10%*
		+ Upgrade: *Reduce power cost by 5*
8. **Flame Wall** (*Spell/Magic/Flame/Area*) - 50 Power / Full Action / 2 Turn Cooldown
	* *Summon a wall of flame to engulf an entire rank of the enemy formation. Deals [15] damage.*
	* Always Hits
	* Improves with ***Intellect***
	* Shortest Path Length: 2 Skill Points
		+ Upgrade: *Reduce power cost by 10*
		+ Upgrade: *Reduce cooldown by 1 turn*
9. **Fireball** (*Spell/Magic/Flame/Area*) - 40 Power / Full Action / 1 Turn Cooldown
	* *Explosive magic attack for [16] damage. Enemies adjacent to the target take [8] splash damage. Main target is guaranteed to be hit.*
	* Improves with ***Intellect***
	* Shortest Path Length: 3 Skill Points
		+ Upgrade: *Increase damage by 10%*
		+ Upgrade: *Reduce power cost by 5*

## Passive Skills

### Skills

A. **Elemental Flux** - *Each turn, all of your Spell skills are infused with a random element (**Flame**, **Cold**, or **Lightning**). Spells inherently matching that element deal 10% more damage.*

B. **Elemental Mastery** - *Permanently gain +50 resistance to **Flame**, **Cold** and **Lightning**. All Sorcery skills cost -2 power.*

C. **Combat Sorcery** - *While in the front rank, gain the '**Combat Sorcery**' condition.*

* Applies *Condition* to *Self: **Combat Sorcery** (Physical)* until *COMPLETE*
	+ +5 Quickness
	+ +15 Armor

D. **Scorched Earth** - *Your Flame and Lightning skills have a 100% chance to remove all terrain effects on the target square and replace them with '**Scorched Earth**'.*

* Applies *Condition* to *Terrain*: ***Scorched Earth** (Terrain)* until *END OF BATTLE*
	+ -25% Bonus When Healed
	+ Cancels Power Regeneration