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Where all other starting titles and casters, use ranged spells, the Battlemage starts with up-close melee combat abilities. With the highest number of starting abilities, and the unique spell Sparkwhip, this title starts quite unique. The Battlemage comes equipped with Phalanx to block attacks, Vault & Haste to move in and out of combat quickly, and Spellblade, a single downward slashing ability, which requires cooldown after each swing.

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Statistics based on Medium difficulty Starting Amount
Health 150
Mana 150
Mana Regeneration (%) 100
Stamina 150
Stamina Regeneration (%) 100
Movement Speed 645
Jump Height 500
Casting Speed (%) 88
Physical Resistance 62
Fire Resistance 23
Ice Resistance 23
Lightning Resistance 23
Spell Range & Speed (%) -30
Shaping Bonus (%) 0
Negative Status Duration Reduction (%) 20
Cooldown Reduction (%) 0
Mana Threshold (%) 0
Damage Absorbed by Mana (%) 0
Left Rune Starting Position (%) 25
Top Rune Starting Position (%) 25
Right Rune Starting Position (%) 25
Enhanced Damage (%) 0
Fire Damage (%) 0
Ice Damage (%) 0
Lightning Damage (%) 0

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Starting Abilities Ability Description
ActivatedPhalanx
Phalanx - The caster holds this ability to block projectiles, and the effect dissipates once let go. Requires less precise timing than other protection abilities.
ActivatedVault
Vault - Allows player to jump a great distance.
ActivatedSpellblade
Spellblade - Creates a large sword in the caster's hands as the strike downward in a melee attack.
PassiveHaste
Haste - Increases movement speed of the wearer.

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Starting Spells & Runes Starting Spells & Rune Description
SpellSparkwhiip
Requires editing. The starting spell of the Battle Mage title.