Water Magic
Trained by casting water.
Water Damage Projectile
Discovered byReading the Tome of Water Magic (Water Jet now, Frost Mist at level 3, Tide Mend at 10). Sister Elowen in Brightwater's square sells it.
Trained byCasting water spells.
Levels1 to 100
What each level is worth
- cheaper water spells: 0.4 per level, up to 30
Abilities
| Ability | From level | Costs | Does |
|---|---|---|---|
| Water Jet | 1 | 12 mana, 2.5 s cooldown | Damage Water 10 (+2 a level) |
| Frost Mist | 3 | 15 mana, 8 s cooldown | Damage Water 4 (+1 a level); Slow 20 for 5 s |
| Tide Mend | 10 | 20 mana, 15 s cooldown | HealOverTime Water 3 (+0.6 a level) for 10 s |
| Riptide | 15 | 22 mana, 12 s cooldown | Damage Water 4 (+0.8 a level); Push -3 |
| Drowning Grip | 20 | 18 mana, 12 s cooldown | Damage Water 12 (+2 a level); Root 0 for 2 s |
Evolution branches
Each counts one way of using the skill; at its milestones you evolve, hold or sacrifice.
Floodwarden
250Ebb: each finished job restores 12% of your mana
1000Flow: +18% cheaper spells
3000High Tide: each finished job restores 27% of your mana (combines as Chain)
Mending Current
125Cool Water: +9% healing
600Spring's Gift: +15% healing
1500Wellspring: +22.5% healing (combines as Heal)
Undertow
250Dragging Mist: your slows, roots and the rest last 30% longer
1000Breaker: +18% damage against a target above 80% health
3000Drowning Pull: your slows, roots and the rest last 60% longer (combines as Knockback)
Strong Current
250Low Tide: each finished job restores 9% of your mana
1000Harder Jet: +7.5% damage
3000Clear Water: 6% of the damage you deal comes back as health (combines as Heal)
Thicker Mist
250Clinging Mist: your slows, roots and the rest last 22.5% longer
1000Thin Mist: +12% cheaper spells
3000Drowning Mist: your slows, roots and the rest last 37.5% longer (combines as Knockback)
High Tide
250Warm Current: +12% healing
1000Easy Tide: +12% cheaper spells
3000Spring Tide: +18% healing (combines as Heal)
The Undertow
250Strong Current: +7.5% damage
1000Slack Water: 12% shorter cooldowns
3000Drag Under: +15% damage (combines as Knockback)
Coiling Tide
250Tighter Coil: your slows, roots and the rest last 22.5% longer
1000Deep Water: +7.5% damage
3000Grip Master: your slows, roots and the rest last 37.5% longer (combines as Suppress)