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Guides/Starter builds/Pyro Human Magician (starter build)

Pyro Human Magician

Wiki starter build, based on these sourcesElemental Rangerburningfireburst

Dragon's Breath puts Burning on a whole pack at once. A charged Fireball eats the stacks for a big hit and turns on Ashen Escalation. Between casts, crossbow shots on Burning enemies fire the small fireballs of Ember Cascade.

The build

Race and classElemental Ranger
Level25
Skill points60 of 60

Open this build in the planner

The planner opens Elemental Ranger with the tree and the attributes of this guide. Its Damage tab gives a damage per second estimate for your own gear and target.

Level 25 gives 48 points; the last 12 come from first boss kills.

Why the wiki picked this build

Fireball is the spell players name most often, and the Human Magician is the second most discussed pair. Players post two fire plans: a burn and burst tree built on Dragon's Breath and Fireball, and a crossbow tree built on Ember Cascade. A player's build tier list puts both in tier B. This guide joins them. The full pyro trees players shared were pictures, so this is the wiki's own tree based on those posts and the video guides below.

  • Discord messages that name the Human mage: 188
  • Messages in the build and balance channels that name Dragon's Breath: 35
  • Messages that name Ember Cascade: 47
  • Messages that name the Pyreweaver set: 191

Counted on our copy of the official Dimraeth Discord, bot messages left out. A count shows how much players talk about a build, not how strong it is.

Why it works

  • The whole tree runs on Burning. Dragon's Breath makes it, Fireball and Ashen Escalation cash it in, and Ember Cascade fires more embers the more there is.
  • The tree raises your maximum Burning well past what Fireball eats in one hit, so a target keeps stacks for the embers after each cast.
  • Wildfire Dragon spreads the stacks, so the same rotation works on a pack and on a single boss.
  • Crit against Burning enemies and damage against Burning enemies work on almost every hit, because almost every target burns.

The nodes that make it work

The first line under each node is the game text.

  • Wildfire DragonWhen a Dragon's Breath projectile applies Burning to an enemy, it also applies 1 Burning to up to 2 nearby enemies.Your Burning engine. Every projectile that burns one enemy also burns the enemies next to it, so a pack gets stacks fast.
  • Charged FireballFireball becomes a Hold to Cast Spell. Charge Fireball for up to 1.5 seconds. At full charge, Fireball deals 50% increased Fire Damage and travels 20% faster.Hold Fireball to charge it for more damage. Players who post this build take it together with Combusting Fireball.
  • Combusting FireballFireball consumes up to 10 Burning stacks from each enemy hit. For each Burning stack consumed, Fireball deals 5% increased Fire Damage to that enemy.Fireball eats Burning stacks and hits harder for each one. The balance notes cut the bonus from 12 to 5 percent per stack, so it is weaker than older guides say.
  • Ashen EscalationWhenever your spells consume Burning, gain 10% Burning Damage per stack consumed, up to 100%, for 8 seconds.Each time Fireball eats stacks, your Burning ticks harder for a few seconds. The balance notes capped the bonus, and it raises Burning Damage only, not Fire Damage.
  • Ember CascadeHitting a Burning enemy with a ranged attack fires a small fireball at the target. The number of fireballs increases by the number of Burning stacks, up to 10.Crossbow shots on a Burning enemy fire small fireballs, more of them with more stacks. It gives you damage while Fireball and Dragon's Breath are on cooldown.
  • Max Burning IncreaseIncrease the maximum Burning you can apply by 3.The biggest Max Burning node. More Burning means more ticks, more embers and more stacks for Fireball to eat.
  • Lord of CindersIncrease your damage against Full Health enemies by 10%. Increase your damage vs. Burning enemies by 12%Extra damage against Burning enemies, which is nearly every target in this build.

Spells

  • Dragon's BreathFrom the skill tree · cooldown 16 sYour opener. Cast it on the pack or the boss to put Burning on everything in front of you.
  • FireballFrom the skill tree · cooldown 3 sCharge it on the target with the most Burning. With Combusting Fireball it eats the stacks for your biggest hit.
  • ConflagrationFrom Spellbook Conflagration · cooldown 5 sA spellbook. It spreads the Burning of one target to the enemies around it. Use it on packs.
  • FireburstFrom Spellbook Fireburst · cooldown 12 sA spellbook. A burst of fire around you that also applies Burning. Use it when enemies get close.
  • Weapon SwapFrom the skill tree · cooldown 8 sSwap to the crossbow and jump back. Crossbow shots are what fire the embers of Ember Cascade.

Spell bar, pet and item bar

Slot 2Fireball
Slot 4Fireburst
Dash keyDash
Defensive keyParry

The spell bar has five slots, then the dash and the defensive spell of your race on their own keys (the game HUD: Spell1 to Spell5, DashSpell, DefensiveSpell).

Pet

Ember Hound · casts Flamebound Charge every 8 seconds

Its charge dashes through enemies, leaves a fire pit and applies Burning to every enemy it hits, so it adds stacks while your spells are on cooldown. In 4 of the video guides below, the creator uses it.

A pet can reach level 8 while you are level 25: one pet level per 3 of yours, and never above 20.

Item bar

The item bar has 4 slots.

  • Lesser Health PotionA healing draft brewed with enchanted water and herbs.Your only real heal. You have little Health, so drink it early, not at the last moment.
  • Lesser Concentration PotionA clarity potion distilled from rare flowers and arcane essence.Dragon's Breath and a charged Fireball empty your Concentration in long boss fights. This refills it without melee hits.
  • Thaumablossom TeaA rare herbal tea brewed under moonlight.A drink that raises max Concentration and gives Concentration on every hit, so crossbow shots refill it.
  • Flaming OilUse to coat your weapon, causing it to deal split Fire Damage.Crossbow shots deal part of their damage as Fire Damage for a short time, so your Fire Damage lines count on them too.

Levelling order

Each level gives 2 skill points, and the first kill of some bosses gives one more. The level shown is the first level with enough points for the step, before any boss point.

  1. Level 6 10 points

    Fireball is your only spell at the start, so make it strong. Take the Fire Damage nodes, then Explosive Impact, its damage nodes and Charged Fireball.

    The nodes of this step

    Concentration Boost, Fire Damage Increase, Fire Damage Increase, Fire Damage Increase, Fire Apprentice, Explosive Impact, Fireball Damage Increase I, Fireball Damage Increase II, Fireball Damage Increase III, Charged Fireball

  2. Level 14 15 points

    Walk the Spell Haste line to Emberborne Adept and unlock Dragon's Breath. Take its cooldown nodes, Remote Dragon so you can move while it fires, the extra projectiles, and then Wildfire Dragon.

    The nodes of this step

    Spell Haste, Spell Haste, Spell Haste, Emberborne Adept, Attack Speed Increase, Attack Speed Increase, Dragon's Breath, Dragon's Breath Cooldown Reduction I, Dragon's Breath Cooldown Reduction II, Dragon's Breath Cooldown Reduction III, Remote Dragon, Dragon's Breath Rate Of Fire Increase I, Dragon's Breath Rate Of Fire Increase II, Dragon's Breath Rate Of Fire Increase III, Wildfire Dragon

  3. Level 19 11 points

    Now make Fireball the payoff. Take Combusting Fireball, then the Burning line up to Ashen Escalation, with the big Max Burning node on the way.

    The nodes of this step

    Fireball Cooldown Reduction I, Fireball Cooldown Reduction II, Combusting Fireball, Max Burning Increase, Max Burning Increase, Max Burning Increase, Burning Damage Increase, Burning Damage Increase, Burning Damage Increase, Burning Damage Increase, Ashen Escalation

  4. Level 22 6 points

    Cross the Thrust Damage nodes to Heat Vision Sight and the keystone Ember Cascade. From here your crossbow shots add damage between casts.

    The nodes of this step

    Thrust Damage Increase, Thrust Damage Increase, Thrust Damage Increase, Thrust Damage Increase, Heat Vision Sight, Ember Cascade

  5. Level 25 and 6 boss points 12 points

    Add crit against Burning enemies and Lord of Cinders. Then raise your maximum Burning with the small nodes and Wild-fire Ranger.

    The nodes of this step

    Critical Chance vs. Burning, Critical Chance vs. Burning, Critical Chance vs. Burning, Critical Chance vs. Burning, Lord of Cinders, Critical Damage vs. Burning, Critical Damage vs. Burning, Critical Damage vs. Burning, Critical Damage vs. Burning, Max Burning Increase, Max Burning Increase, Wild-fire Ranger

  6. Level 25 and 12 boss points 6 points

    Spend the last points on Critical Damage, the Combusting Fireball Increase I nodes so Fireball eats more stacks, a Dragon's Breath damage node and an extra target for Wildfire Dragon.

    The nodes of this step

    Critical Damage Increase, Critical Damage Increase, Combusting Fireball Increase I, Combusting Fireball Increase II, Dragon's Breath Damage Increase I, Wildfire Dragon Increase I

Attributes

Raise Intelligence and Memory just enough for Conflagration first. After that, everything goes into Intelligence: each point gives 1 Magic Power, against 0.5 for Adventure, and it costs less.

AttributeStartAt level 25Base XP costOne point gives
Memory781805 Concentration
Charisma771800.5 Magic Power, 0.5 Support Power
Adventure662000.5 Physical Power, 0.5 Magic Power
Physique5522010 Health
Intelligence8501601 Magic Power
Agility552200.5 Physical Power, 0.5 Attack Speed %
Strength442401 Physical Power
Energy662005 Stamina

Points are trained cheapest first: each one goes to the attribute whose next point costs the least XP at that moment. The whole plan costs 124403 XP.

Training order, point by point

Intelligence 1, Memory 1, Intelligence 41

Stat priorities

  • Intelligence first: each point gives 1 Magic Power and its base cost is 160, against 0.5 Magic Power for Adventure at a base cost of 200.
  • Memory only up to 8, with Intelligence at 10, the needs of Conflagration. More Memory adds nothing this build uses.
  • On gear, Burning Damage before Fire Damage: its line starts at 12 against 6, and Burning Damage Increase in the tree already stacks on it.
  • Critical Damage before Critical Chance: Critical Damage Increase alone gives 18 Critical Damage, and the crit against Burning nodes cover the chance.
  • Max Burning and Spell Haste on bracers. Each Max Burning line adds stacks for Ember Cascade and Fireball.
  • Health on the defensive slots. Physique gives 10 Health per point, but the attribute plan leaves it at the start value, so gear is where your Health comes from.

The planner link trains them in this order up to level 25. A point costs base x (1 + (points above your start - 1) / 3) ^ 1.1 + 100 x your level in XP, so the order changes the total.

Full gear

Every slot, as a target: Mythical, 3 stars, forge level 12. That is the best piece a player can own in this version of the game. The planner link carries this gear, so the planner shows its totals and damage.

Damage slots roll Fire Damage and Burning Damage. A Burning Damage line starts at 12, a Fire Damage line at 6, so Burning Damage is the larger roll and it feeds the damage that ticks all fight. The amulets and badges take Critical Damage (a line starts at 8) over Critical Chance (3), because the tree already gives Critical Chance against Burning enemies. The bracers take Max Burning and Spell Haste: more stacks for the embers and faster casts. Undercoat, belt and charm cannot roll damage, so they carry Health, Concentration and defences.

The stat values follow the game's forge rule for each piece's stars and forge level. The planner uses the same rule.

  • Rune · Pyreweaver · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 16.5 Fire Damage
    Extra stats: 24.7% Burning Damage, 8.2% Magic Damage, 10.3 Fire Piercing, 5.9 Magic Piercing, 5.6 Attack Speed, 14.1 HP
  • Ring 1 · Pyreweaver · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 16.5 Fire Damage
    Extra stats: 24.7% Burning Damage, 2.1 Max Burning, 2.1 Burning Duration, 9.8 Fire Piercing, 7.4% Magic Damage, 14.1 HP
  • Ring 2 · Pyreweaver · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 33.1% Burning Damage
    Extra stats: 12.4 Fire Damage, 2.1 Max Burning, 2.1 Burning Duration, 9.8 Fire Piercing, 7.4% Magic Damage, 5.3 Attack Speed
  • Bracer 1 · Pyreweaver · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 2.8 Max Burning
    Extra stats: 24.7% Burning Damage, 12.4 Fire Damage, 2.1 Burning Duration, 5.9 Spell Haste, 7.4% Magic Damage, 14.1 HP
  • Bracer 2 · Pyreweaver · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Spell Haste
    Extra stats: 24.7% Burning Damage, 12.4 Fire Damage, 2.1 Max Burning, 2 Burning Duration, 7.4% Magic Damage, 14.1 HP
  • Badge 1 · Pyreweaver · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 24.7% Burning Damage, 12.4 Fire Damage, 7.8% Magic Damage, 5.6 Attack Speed, 14.1 HP
  • Badge 2 · Enflamed · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 24.7% Burning Damage, 12.4 Fire Damage, 7.8% Magic Damage, 5.6 Attack Speed, 14.1 HP
  • Amulet 1 · Enflamed · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3% Critical Rate
    Extra stats: 16.5% Critical Multiplier, 24.7% Burning Damage, 12.4 Fire Damage, 7.8% Magic Damage, 5.6 Spell Haste, 14.1 HP
  • Amulet 2 · Enflamed · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 24.7% Burning Damage, 12.4 Fire Damage, 7.8% Magic Damage, 5.6 Spell Haste, 14.1 HP
  • Charm · Enflamed · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 Concentration
    Extra stats: 6.2 Spell Haste, 16.5 HP, 16.5 Stamina, 15.7 Stamina Regen, 11.2 Armor, 10.6 Resistance
  • Under-coat · Convergence · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 HP
    Extra stats: 12.4 Armor, 12.4 Resistance, 8.2 Movement Speed, 11.8 Fire Resistance, 11.2 Decay Resistance, 14.1 Stamina
  • Belt · Convergence · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 HP
    Extra stats: 12.4 Armor, 12.4 Resistance, 8.2 Movement Speed, 11.8 Fire Resistance, 11.2 Decay Resistance, 14.1 Stamina

While levelling

Gear sets

A character wears 12 runes. The bonuses listed are the ones these piece counts switch on.

Stat totals

Everything the tree and the target gear add, stat by stat. Tree nodes give a flat amount or a percent; gear counts each piece at its target stars and forge level, plus the set bonuses the piece counts switch on.

StatSkill treeGear
Armor+36
Attack Speed+6%+22.1
Burning Damage+120%+238.7%
Burning Duration+8.3%
Concentration+9+22
Critical Chance+26.9
Critical Chance vs. Burning+24%
Critical Damage+24%+82.5
Critical Damage vs. Burning+40%
Damage vs. Burning+12%
Damage vs. Full Health+10%
Decay Resistance+22.4
Fire Damage+18%+127.8
Fire Piercing+29.9
Fire Resistance+23.6
Health+173.3
HP Percent+7%
Magic Damage+79%
Magic Piercing+5.9
Max Burning+12+9.1
Movement Speed+5%+16.4%
Resistance+35.4
Spell Haste+10+41.6
Stamina+44.7
Stamina Regen+15.7
Thrust Damage+21%

Conditional stats (against Bleeding, Burning or Stunned targets) only count against those targets. Spell upgrades and keystones are not stats and are listed under the key nodes.

Farming route

  • Pyreweaver first, because it is the core set. Early goblins drop only runes, undercoats and belts. The Rageborn Ripper in the bounty for Goblin King drops rings, amulets and charms, and the goblin cave chests drop the badges and bracers.
  • Run bounties at deed tier three or higher. The plain goblins add Mythical pieces and three star rolls only from tier three, the Rageborn Ripper from tier two.
  • Enflamed comes only from Briarheart The Firecursed. Its bounty rolls Mythical at every tier, so run it once your damage allows.
  • Convergence comes from Wildwood wolves, dryads and treants. You need only two pieces, so take the first good ones.

Chance per kill is for a piece of that set on a normal kill. A deed run at a higher tier changes the rarity (the bounty and set pages show each tier); in this version tier 3 is the highest a world can open.

Pyreweaver

CreatureChance per killPiecesRarityStars
Goblin Flaskrat1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Flaskrat Empowered1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Ripper1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Ripper Empowered1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Rageborn Flaskrat1.67%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 50%, Uncommon 40%, Rare 10%2
Rageborn Flaskrat1.67%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 50%, Uncommon 40%, Rare 10%2

Where to farm it · Every source in the drop finder

Enflamed

CreatureChance per killPiecesRarityStars
Briarheart The Firecursed100%Rune, Undercoat, Belt, Charm, Ring, Amulet, BadgeCommon 40%, Uncommon 30%, Rare 25%, Mythical 5%2, 3

Where to farm it · Every source in the drop finder

Convergence

CreatureChance per killPiecesRarityStars
Dryad Beastwarden33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2

Where to farm it · Every source in the drop finder

How to play it

The core rotation

  1. Before the pull, drop to range and swap to the crossbow with Weapon Swap.
  2. Open with Dragon's Breath. With Remote Dragon it keeps firing from where you cast it, so step away at once.
  3. Shoot the Burning targets with the crossbow while Dragon's Breath runs. Every hit on a Burning enemy fires the small fireballs of Ember Cascade.
  4. When the target has a big stack, charge Fireball fully and release it. Combusting Fireball eats the stacks and Ashen Escalation turns on for a few seconds.
  5. While Ashen Escalation is up, keep shooting so the Burning ticks and the embers hit with the bonus. Cast Fireball again each time it is ready.
  6. Recast Dragon's Breath as soon as it is ready and repeat. When Concentration runs low, basic attacks refill it.

Bosses

Packs

In a group

  • In a group, let the melee players hold the boss and stay at crossbow range. Your Burning ticks while you move.
  • Your stacks help anyone who deals Fire Damage to Burning enemies. Tell your group before you consume them with Fireball.

Defence

At level 25 with this attribute plan, before gear:

Health200
Concentration50
Stamina49
Healthgear +173.3
HP Percentgear +7%
Armorgear +36
Resistancegear +35.4
  • Dash is on its own key. It costs 10 Stamina and gives a short burst of speed. Use it to leave the ground attacks of bosses.
  • Parry is on its own key too. While you hold it, hits deal no damage and drain Stamina instead. If Stamina runs out, you are stunned for 1.5 seconds.
  • Players have no stun bar. Only guarding makes you immune to a stun, so block the big hits you cannot dodge.
  • Weapon Swap jumps you back when you swap to the crossbow. It is your second escape.
  • The build has no shield. Barrier needs Charisma 18, which this attribute plan does not reach. Your defence is range, the dash and the Health on gear, plus the Health from Pyreweaver at 6 pieces.

Your dash and defensive spell

  • Dash cooldown 0.35 s, 10 StaminaPress to cast. Dash a short distance in your movement direction, briefly gaining Move Speed.
  • Parry cooldown 0.25 sHold to block. While blocking, incoming hits deal no damage and instead drain your Stamina based on the damage blocked. A perfect parry heavily reduces the Stamina drained and counters with a slash, dealing Strike Damage to nearby enemies. If your Stamina runs out, the block breaks and you are Stunned for 1.5 seconds.

Stuns and guarding

  • Players have no stun bar: monsters cannot build up a stun on you the way you do on them.
  • Guarding makes you immune to stuns. A guard costs 0.8 Stamina per point of damage blocked (0.2 on a perfect guard); if the guard breaks you are stunned for 1.5 seconds.

Hard fights

Health is the solo value on Moderate: Physique x 20. Hard difficulty and every extra player raise it.

  • Wildwood Wolf Alpha level 4 · 2400 Health soloThe early wall. You have only Fireball and a few nodes at this point. Kite it with the crossbow, and dash away from its lunges.
  • Goblin Basher level 4 · 800 Health soloPlayers report that its hits stun you. Stay at crossbow range, and block if it reaches you, since guarding is the only stun immunity.
  • Goblin King level 18 · 12000 Health solo · defences: Magic 30, Physical 30It has a Magic defence of 30, so every spell hits it for less. Build a full Burning stack before each Fireball.
  • Rotting Treant level 15 · 8000 Health solo · defences: Magic 15, Physical 15A big, slow target with a Magic defence of 15. Easy to stack Burning on, but it hits hard up close, so stay at range.
  • Briarheart The Firecursed level 19 · 14000 Health solo · defences: Magic 30, Physical 30Its Fire defence in our data is 0, so fire works on it as on any other boss. You farm it for Enflamed.
  • Aelwynor The Wildroot Father level 20 · 30000 Health solo · defences: Magic 30, Physical 30The final boss has a Physique of 1500, far above the other bosses on this list, so the fight is long. Bring Concentration potions and keep Dragon's Breath on cooldown.

Alternatives and what you trade

Nodes

Gear

  • Four Burnward instead of four Enflamed: Fire Resistance and Fire Damage in place of the mortar shot. Easier to farm, less damage.
  • Six Pathweaver in place of Pyreweaver for a crossbow heavy version. A video guide below uses it. You lose the bonus against Burning enemies.

Spells

  • Inferno in place of Fireburst: it absorbs Burning from nearby enemies and hits a target area. It is a tree spell, so it costs points this tree does not have.
  • Flaming Strike in place of Fireburst if you want a charged melee hit that applies Burning. It needs Adventure and Energy this plan does not buy.

Switching into this build

Refunding a whole 60 point tree: each new level gives 1 free refund (up to 24 by level 25), and every point past the free ones costs 1 gold times a multiplier that grows with the points you have paid to refund in the past (SkillTree.CalculateRefundCost).

Points you paid to refund beforeMultiplierGold for 60 points, no free refunds
0 to 20x160
21 to 50x1.1569
51 to 100x1.378
101 to 200x1.590
more than 200x1.75105

Attributes reset with Elixir of Rebirth (buy price 500 gold), sold by Befr once the shop is upgraded. It returns the XP spent on attributes; your level drops with it, and your skill points stay. Shops

Weak points

  • The newest balance changes cut Combusting Fireball and capped Ashen Escalation. Guides from before those changes show bigger numbers.
  • The newest patch also lowered the damage of the small fireballs from Ember Cascade.
  • Dragon's Breath without Remote Dragon holds you in place, and a charged Fireball takes time. With low Health, a hit can kill you.
  • Almost all the damage needs Burning first. The first seconds of a fight are slower while the stacks build.

Changed in the newest patch

The newest patch changed none of the nodes, spells or sets of this build in the game tables.

Not in the game files

These points matter for the build, but the game files we read do not settle them. The guide says so rather than guess.

  • The game files do not give the base maximum Burning a player can apply, so we cannot say exactly how many stacks stay after each cast.
  • We have not found how a Magic defence value turns into damage taken in the code we read.
  • The fireball count of Ember Cascade rises with Burning stacks, but its per fireball damage lives in code we have not read for the newest patch.

Sources

This is a wiki starter build, based on the sources below. The wiki put the tree together from these posts and videos and checked it with the planner. It is not one player's build, and players are not named here: each link shows the post on Discord.

Discord posts

Videos

Community builds

4 builds that players shared for this race and class are on the builds page, each with its source. See them

Poison Elf ShadowIce Human Magician
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