Legends of the Soulbringer Online
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Guide › Skills

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

Abilities

AbilityFrom levelCostsDoes
Water Jet
A jet of water driven at a foe.
1 12 mana, 2.5 s cooldown Damage Water 10 (+2 a level)
Frost Mist
A cold mist about a foe: a little harm, and it walks 20% slower for five seconds.
3 15 mana, 8 s cooldown Damage Water 4 (+1 a level); Slow 20 for 5 s
Tide Mend
A slow tide of healing: you and every ally within six metres are mended a little every second for ten seconds.
10 20 mana, 15 s cooldown HealOverTime Water 3 (+0.6 a level) for 10 s
Riptide
Three ropes of water find the closest foes, each its own, and drag each one three paces towards you. You need no target. A rope with nothing to find falls as rain.
15 22 mana, 12 s cooldown Damage Water 4 (+0.8 a level); Push -3
Drowning Grip
Water that coils round a foe's legs and holds: it strikes, and the foe is rooted for two seconds (it can still fight).
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

counts water spells cast
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

counts kills with water spells
125Cool Water: +9% healing
600Spring's Gift: +15% healing
1500Wellspring: +22.5% healing (combines as Heal)

Undertow

counts first jets with water spells on a fresh target
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

counts uses of Water Jet
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

counts uses of Frost 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

counts uses of Tide Mend
250Warm Current: +12% healing
1000Easy Tide: +12% cheaper spells
3000Spring Tide: +18% healing (combines as Heal)

The Undertow

counts uses of Riptide
250Strong Current: +7.5% damage
1000Slack Water: 12% shorter cooldowns
3000Drag Under: +15% damage (combines as Knockback)

Coiling Tide

counts uses of Drowning Grip
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)

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