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Huppermage's Rune
Elementalist Mage
 


Huppermages are able to combine Fire, Air, Water and Earth to cast spells with multiple effects. Masters of elemental runes, they honour the Krosmic Balance, a mysterious force that aims to maintain balance in the universe.
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roles
Damage Dealer Positioner Buffer
Spells
Telluric Wave
Celestial Wave
Ether
Stinger
Runification
Manifestation
Flamethrower
Cataract
Stalagmite
Ember
Elemental Drain
Morph
Storm
Tectonic Breach
Astral Blade
Telluric Blade
Polarity
Quadramental Current
Burning Stroke
Volcano
Glacier
Stalactite
Journey
Runic Repulsion
Elemental Shield
Elemental Guardian
Deflagration
Flood
Contribution
Creation
Icy Shards
Sun Lance
Runic Treatment
Runic Overcharge
Propagation
Elemental Trap
Transfixing Gust
Hurricane
Striking Meteor
Comet
Imprint
Elemental Cycle
Telluric Wave

Telluric Wave 1 - 6 Range / 3AP

Inflicts Earth damage and applies the Earth state. Places an Earth rune at the target's location. The target's elemental state modifies the effects it undergoes: • Air: steals 3 Range (1 turn) • Water: -2 MP (1 turn) • Fire: +20% damage suffered (1 turn)
Required level: :
1|25|52

Normal effects

Earth Rune
15 to 19 (Earth damage)
'Earth' state ()
Elemental Combination

Critical effects

Earth Rune
20 to 24 (Earth damage)
'Earth' state ()
Elemental Combination

Other characteristics

Probability of Critical Hit
5%
Casts per turn
3
Casts per player per turn
2
Modifiable range
Yes
Line of sight
Yes
Cast in a straight line only
Yes
Free cells
No
Media
Classes