Elements
by Marc F.
1. Aeromancy - Path of air and wind
1.1. Attack speed is increased by 25% if it dealt a critical strike in the past 2 seconds
1.2. Attack speed can not be lowered, increases by that amount instead
1.3. When hit by a basic attack, increases attack speed by 15% for 2 seconds
1.4. 10 % increased attack speed
2. Aquamancy - Path of water and fluids
2.1. Casting Speed is increased by 20%
2.2. Deals 10% increased damage with spells
2.3. If if dealt damage with a spell in the past 6 seconds, basic attack damage is increased by 20%
2.4. 20 % reduced damage taken from spells
3. Etherealism - Path of ghostly manifestations
4. Umbralism - Path of dark magic and the void
4.1. Penetration is increased by 10%
5. Illusionism - Path of mind tricks, deception and control
6. Hexes - Path of curses and debuffs
7. Conjuration - Path of summoning creatures and reanimating dead
8. Pyromancy - Path of fire, flames and heat
8.1. Deals 10% increased damage with basic attaks.
8.2. Deals 15% damage with basic attacks if it has taken a critical strike in the past 5 seconds
8.3. Reflects 10% of damage taken back to the attacker
8.4. basic attack damage and attack speed is increased by 20%, if it has killed in the past 10 seconds
9. Electromancy - Path of lightning, thunder and electrical currents
9.1. Critical rating increased by 10%
9.2. 30% reduced damage taken from critical hits
9.3. Critical damage increased by 15% against bosses
9.4. Critical hits deal 20% of their damage to one nearby enemy
10. Cryomancy - Path of ice and cold
10.1. When hit by a basic attack, has a 20% chance to reduce the attackers attack speed by 20% for 2 seconds
10.2. damage dealt reduced enemy attack and cast speed by 10%
10.3. All slowing effect are 50% stronger
10.4. Slowed enemies have 10% reduced defense
11. Viromancy - Path of poison, diseases and corruption
11.1. Damage over time effects deal 20% increased damage
11.2. Damage over time effects last 30% longer
11.3. Takes 25% reduced damage over time.
11.4. Damage over time effects deal 35% increased damage, if it affected by by damage over time
12. Arcanism - Path of pure arcane energies
13. Naturalism - Path of druidic rites, fauna and flora
14. Sanctomancy - Path of shields, barriers and buffs
15. Kineticism - Path of forces, gravity and space manipulation