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The Chronomancer starting title is a well rounded class, able to use Fire Ball, Ice Blast, and Lightning Bolt from the start, along with High Velocity, Magic's Reach, and Concentrate runes. What sets this class apart is the unique ability to slow down time. Chronomancer also starts with the Dash ability.

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Statistics based on Medium difficulty Starting Amount
Health 150
Mana 150
Mana Regeneration (%) 105
Stamina 150
Stamina Regeneration (%) 110
Movement Speed 600
Jump Height 500
Casting Speed (%) 100
Physical Resistance 18
Fire Resistance 6
Ice Resistance 6
Lightning Resistance 6
Spell Range & Speed (%) 0
Shaping Bonus (%) 5
Negative Status Duration Reduction (%) 0
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
ActivatedDash
Dash - Similar to Blink, only the player moves in the aimed direction, instead of teleporting. Sometimes Dash will become bugged, only sending the caster straight up into the air, this issue seems to go away when the player leaves the area, and returns to the campaign map.
ActivatedSlowTime
Slow Time - Slows the world down by 25% for a time, but the caster moves at normal speed.

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Starting Spells & Runes Starting Spell & Rune Description
SpellFireball
Fireball - This spell is the bread and butter of Pyromancers. This spell lobs a flaming projectile in an arching fashion, to crash down and explode on impact. Fireball has relatively short range, and can be used with Multi-Shot and/or Chaos Runes to give it an explosive shotgun effect. Or it can become a veritable mortar with Magic's Reach and High Velocity Runes. Fireball doesn't use Seek runes well, as it only begins to seek after reaching the top of its arc. If paired with Chain Reaction Runes, additional fireballs will bounce away from the initial explosion like a cluster bomb.
SpellLightningBolt
Lightning Bolt - Firing in a straight line, Lightning Bolt strike its target for high amounts of damage, stunning and knocking back anyone struck by it. Lightning Bolt was pretty much designed to be used in conjunction with the Chain Reaction rune to bounce off of surfaces or enemies to strike at the nearest opponent. If given the Magic's Reach, this spell becomes a laser like sniping weapon. If given Multi Shot and Chain Reaction runes, this spell can dispatch many enemies at once.
SpellIceBlast
Ice Blast - With a medium ranged arch, Ice Blast is a veritable twin to Fire Ball, detonating on impact sending icy shrapnel out to shred and slow enemies. Like Fire Ball, this spell can be given Multi-Shot and Chaos runes to act like a blunderbuss, or be given Magic's Reach and High Velocity to make it a long distance weapon.
RuneHighVelocity
High Velocity

8% Mana

15% Base - 60% Max Impact Damage

6% Base - 25% Max Splash

50% Base - 200% Max Speed

25% Base - 100% Max Knockback

RuneMagicsReach
Magic's Reach

8% Mana

75% Base - 300% Max Range

75% Base - 300% Max Speed

RuneConcentrate
Concentrate

65% Mana

25% Base - 100% Max Impact Damage

25% Base - 100% Max Splash Damage