Legends of the Soulbringer Online
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Guide › Skills

Air Magic

Trained by casting wind.

Air Damage Projectile

Discovered byReading the Tome of Air Magic (Gust now, Cyclone at level 3, a fan of three air blades at 10). Sister Elowen in Brightwater's square sells it.
Trained byCasting air spells.
Levels1 to 100

What each level is worth

Abilities

AbilityFrom levelCostsDoes
Gust
A hard gust of wind at a foe.
1 12 mana, 2.5 s cooldown Damage Air 10 (+2 a level)
Blink
The Mage's step: eight metres the way you face, in a flash -- through nothing solid. Twelve metres at Air Magic 60. Once every 15 seconds.
1 15 mana, 15 s cooldown
Cyclone
A whirl of wind about a foe: a little harm, and for two seconds it is too spun about to use anything.
3 15 mana, 9 s cooldown Damage Air 4 (+1 a level); Daze 0 for 2 s
Wind Blades
Three blades of wind in a narrow fan: the middle one goes where you aim, the others find their own foes along the arc. At one foe alone it is one blade.
10 15 mana, 8 s cooldown Damage Air 7 (+1.4 a level)
Hunting Gale
Three fists of wind find the closest foes, each its own, and throw each one four paces back. You need no target. A gust with nothing to find blows itself out.
15 22 mana, 12 s cooldown Damage Air 4 (+0.8 a level); Push 4
Downdraft
A column of wind slammed down on the foe: it strikes, and throws the foe to the ground for a second.
20 18 mana, 12 s cooldown Damage Air 14 (+2.4 a level); Knockdown 0 for 1 s
Recall
The Mage's way home: three seconds of wind, and you stand at the waystone you last left by, on this land or another. Your party has ten seconds to step into the portal you leave behind and follow. Not in a fight, not while trading; a blow while it gathers breaks it. Once every five minutes.
30 30 mana, 300 s cooldown

Evolution branches

Each counts one way of using the skill; at its milestones you evolve, hold or sacrifice.

Gale

counts air spells cast
250Gust after Gust: 18% shorter cooldowns
1000Light as Air: +15% cheaper spells
3000Hurricane Pace: 45% shorter cooldowns (combines as Chain)

Skydancer

counts kills with air spells
125Slipstream: 12% less damage taken while you are below 50% health
600Rising Wind: +4.5% damage for each kill in a row without being hurt, up to +22.5%
1500Backdraft: 18% of what your guard stops is thrown back at the attacker (combines as Reflect)

Eye of the Storm

counts first gusts with air spells on a fresh target
250Longer Daze: your slows, roots and the rest last 30% longer
1000First Gust: +18% damage against a target above 80% health
3000Stunning Squall: your slows, roots and the rest last 60% longer (combines as Stun)

Flicker

counts uses of Blink
250Airy Stride: +12% cheaper spells
1000Quick Flicker: 15% shorter cooldowns
3000Wind at Your Back: +12% damage (combines as Area)

Homeward Wind

counts uses of Recall
250Light Return: +12% cheaper spells
1000Wind Remembers: 15% shorter cooldowns
3000Always Near Home: 22.5% shorter cooldowns (combines as Buff)

Gust after Gust

counts uses of Gust
250Second Gust: 12% shorter cooldowns
1000Harder Gust: +7.5% damage
3000Hurricane: 22.5% shorter cooldowns (combines as Chain)

Longer Daze

counts uses of Cyclone
250Spinning Longer: your slows, roots and the rest last 22.5% longer
1000Thin Air: +12% cheaper spells
3000Dizzying Squall: your slows, roots and the rest last 37.5% longer (combines as Stun)

Sharper Wind

counts uses of Wind Blades
250Keener Blades: +7.5% damage
1000Quick Draft: 12% shorter cooldowns
3000Gale: +4.5% damage for each kill in a row without being hurt, up to +22.5% (combines as Chain)

The Long Gale

counts uses of Hunting Gale
250Harder Gusts: +7.5% damage
1000Quick Air: 12% shorter cooldowns
3000Storm Front: +15% damage (combines as Knockback)

Falling Sky

counts uses of Downdraft
250Heavier Air: your slows, roots and the rest last 22.5% longer
1000Long Fall: +7.5% damage
3000Downdraft Master: your slows, roots and the rest last 37.5% longer (combines as Knockback)

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