| Master of Magic
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|
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Full: For 1...49...61 seconds, all of your elemental attributes are set to 8...13...14, and your elemental spells return 30% of their Energy cost.
Concise: (1...49...61 seconds). Your elemental attributes are set to 8...13...14 and elemental spells return 30% of their Energy cost.
| Energy Storage
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0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21
|
| Elemental attributes
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8 |
8 |
9 |
9 |
10 |
10 |
10 |
11 |
11 |
12 |
12 |
12
|
13 |
13 |
14 |
14 |
14 |
15 |
15 |
16 |
16 |
16
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| Duration
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1 |
5 |
9 |
13 |
17 |
21 |
25 |
29 |
33 |
37 |
41 |
45
|
49 |
53 |
57 |
61 |
65 |
69 |
73 |
77 |
81 |
85
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[edit] Acquisition
Signet of Capture:
- Combines well with Prismatic insignia to receive a +20 armor bonus while this enchantment is active.
- While this skill is very useful for build flexibility, builds based on it are especially vulnerable to enchantment removal.
- The Journey to the North bonus supersedes Master of Magic.
- Heroes will only cast Master of Magic during battle; they sometimes cast other spells before setting up the enchantment. To work around this behavior, manually click Master of Magic, and use a covering enchantment (e.g. Aura of Restoration) prior to engaging foes.
- Low level characters can maintain this enchantment (and thereby cast powerful elemental magic) after taking advantage of an Elite Tome.
- Any attribute bonuses from runes or headgear are negated by this enchantment.
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[edit] Related skills
[edit] Trivia
[edit] Related articles