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Vocations

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Promotion: Earthshaper

Geomancer

Reads strata, heat and ice to reshape space temporarily and reversibly.

Playstyle

Alternates Earth, Ice and Fire to shape areas and prepare impacts. Each posture favors its element without penalizing the others; positioning, telegraph time and effective area determine the result.

Recommended for

For players who enjoy positioning, map awareness and limited persistent effects.

Primary role

Terrain and crystal caster with three elemental affinities.

Secondary role

Alternates Earth, Ice and Fire to shape areas and prepare impacts. Each posture favors its element without penalizing the others; positioning, telegraph time and effective area determine the result.

Range and position

Mid-range, creating manageable combat spaces.

Limitations

Telegraphed impacts require positioning and preparation time · Concurrent structure limit · Cannot block doors, teleports or critical paths

Equipment direction

Crystal and mineral weapons; cartographs and map books as off-hands. Combines elemental power and protection according to each piece’s role.

Training affinities

Weapon Fighting ×0.90 · Magic Level ×1.00 · Spell Power ×1.15 · Healing Power ×1.15 · Magic Resistance ×1.10 · Shielding ×1.05 · Magecraft ×1.00

Terrain controlEarth, Fire and IceSituational defense
earthfireiceDifficulty: high

Geomancer · Affinity by skill band

The summary numbers above represent base skill 0–49. The bands below use the skill’s own level, without equipment bonuses; not character level.

Skill0–4950–99100–149150+
Weapon Fighting×0.90×0.90×0.90×0.90
Spell Power×1.15×1.15×1.10×1.05
Healing Power×1.15×1.10×1.05×1.00
Shielding×1.05×1.05×1.00×0.95
Magic Resistance×1.10×1.10×1.10×1.10
Magecraft×1.00×1.00×1.00×1.00
Magic Level×1.00×1.00×1.00×1.00

This is the per-action affinity layer. Global training stages, progression requirements and temporary bonuses also apply. It is not a direct damage multiplier.

Spells and postures

After A porta aberta, new ways of combining affinities develop the same seven forces of Alchemia.

The Geomancer reads Earth, heat and Ice as parts of the same terrain. Fractures, passable lanes and brief obstacles reward predicting the next movement and preserving an exit. All three affinities remain part of Alchemia’s seven forces. Strata Bulwark: Scutum family: 14% Physical protection and 10% against Earth, Ice and Fire. Lasts 4s, 4.5s in Faultbound or 3s in Cinderbound. No speed penalty. Replaces the previous personal ward.

As an Earthshaper, the character chooses Faultbound, Rimebound or Cinderbound to specialize in Earth, Ice or Fire. Each posture changes the use of space while retaining target and structure limits. Close-range Earth: Fault Line reaches five squares; Fault Bloom becomes a cross with three targets at ×1.10 budget each. Strata Bulwark lasts 4.5s; other targeting range decreases by one. Ice posture: Rime Needle becomes a small cross with two targets at 65% budget each. Ice/control recovery rules remain; Strata Bulwark lasts 4s. Fire posture: Fumarole becomes a five-square line; Thermal Fracture brings the second impact forward to 1.1s; Caldera pulses 60/40% at 1s/2s. Strata Bulwark lasts 3s.

Companion

Select a compatible option in Power Beasts. Change appearances in Customise Character.

Earth Ogre

Earth Ogre

tank

Deal 1D Earth damage within 2 tiles and taunt the current monster for 2s, if it can be taunted. Shield yourself for 1.5 base H for 5s. You cannot attack during the first 2s. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Stratum Strike · Bond 0

Unlocks at Bond 0. Deal 1D total damage every 2s within 1 tile: half Ice, half Earth. No Spirit cost.

Earthen Snare · Bond 1

Unlocks at Bond 1. Deal 1D Earth damage within 2 tiles and taunt the current monster for 2s, if it can be taunted. Cooldown: 10s. Spirit: 15.

Mineral Recovery · Bond 2

Unlocks at Bond 2. Heal yourself every 4s while below 85% HP. No Spirit cost. Inactive in protection zones; healing caps and talent modifiers apply.

Lithic Shell · Bond 3

Unlocks at Bond 3. Shield yourself for 1.5 base H for 5s. You cannot attack during the first 2s. Cooldown: 32s. Spirit: 30.

Strata Ward · Bond 4

Unlocks at Bond 4. Gain 2 points of Earth protection. Companion only; does not affect the owner, party or other companions.

Renewing Strata · Bond 5

Unlocks at Bond 5. Periodic self-healing removes one eligible poison condition from you. Internal cooldown: 30s. Does not remove quest or boss marks.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Faceted Strike: Basic attack damage +10%; other abilities are unchanged.
  • Mineral Repair: Self-healing +8%, within the healing cap.
  • Dense Core: Base HP +8%, within the talent cap.

Row 2

  • Deep Fault: Taunt normal monsters for 3s instead of 2s.
  • Far Fault: Signature range increases from 2 to 3 tiles.
  • Shard Impact: Remove taunt; signature damage increases from 1D to 1.5D.

Row 3

  • Mineral Ward: Personal Earth protection increases from 2 to 3 points.
  • Emergency Stratum: Personal Earth protection increases to 4 points below 35% HP; otherwise 2.
  • Spirit Lattice: Regain 2 Spirit per 5s in combat, within the total 6/s cap.

Row 4

  • Deep Repair: Self-healing +10%, within the global healing cap.
  • Preventive Binding: Begin healing below 95% HP; each heal -10%. Same 4s interval.
  • Crystal Buffer: Convert 20% of the periodic heal into a personal shield for 3s; heal the other 80%.

Row 5

  • Dense Shell: Shield capacity +20%.
  • Restorative Shell: Heal yourself for 0.3H on expiry, only if the shield did not break.
  • Light Shell: Remove the attack pause; shield -20%.

Row 6

  • Mineral Affinity: Gain 4 points of Earth and 2 points of Ice protection. Companion only.
  • Seismic Discipline: Combat Spirit regeneration increases from 5 to 6 per second; cooldowns are unchanged.
  • Anchored Core: Eligible slows on the companion last 20% less. Does not bypass boss mechanics.

Row 7

  • Twin Faults: If taunt is retained, affect a second monster already in combat; taunt both for 1.5s.
  • Deep Mineral Reserve: Self-healing +20% below 35% HP. Internal cooldown: 24s.
  • Last Stratum: Below 25% HP, take 15% less damage for 4s. Internal cooldown: 90s.

Lizard Earthfighter

Lizard Earthfighter

warrior

Deal 1.1D Earth damage within 3 tiles, plus 0.4D over 4s to the same target. Channel for 1s, then heal yourself for 1.4H. Being unable to act interrupts the channel. Does not heal players. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Shard Strike · Bond 0

Unlocks at Bond 0. Deal 1D total damage every 2s within 1 tile: half Fire, half Earth. No Spirit cost.

Crystal Fracture · Bond 1

Unlocks at Bond 1. Deal 1.1D Earth damage within 3 tiles, plus 0.4D over 4s to the same target. Cooldown: 8s. Spirit: 14.

Crystal Recovery · Bond 2

Unlocks at Bond 2. Heal yourself every 4s while below 85% HP. No Spirit cost. Inactive in protection zones; healing caps and talent modifiers apply.

Crystal Bloom · Bond 3

Unlocks at Bond 3. Channel for 1s, then heal yourself for 1.4H. Being unable to act interrupts the channel. Does not heal players. Cooldown: 30s. Spirit: 30.

Mineral Attunement · Bond 4

Unlocks at Bond 4. Gain 2 points of Earth protection. Companion only; does not affect the owner, party or other companions.

Reclamation · Bond 5

Unlocks at Bond 5. An eligible kill within 5 tiles heals this companion for 2% HP, at most once per 5s. No extra Spirit or XP.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Faceted Strike: Basic attack damage +10%; other abilities are unchanged.
  • Mineral Repair: Self-healing +8%, within the healing cap.
  • Dense Core: Base HP +8%, within the talent cap.

Row 2

  • Deep Fracture: Damage over time increases from 0.4D to 0.55D.
  • Rapid Fracture: Deal the same damage over time in 2s instead of 4s.
  • Restorative Fracture: Remove damage over time; heal yourself for 0.2H after a successful hit.

Row 3

  • Mineral Ward: Personal Earth protection increases from 2 to 3 points.
  • Emergency Stratum: Personal Earth protection increases to 4 points below 35% HP; otherwise 2.
  • Spirit Lattice: Regain 2 Spirit per 5s in combat, within the total 6/s cap.

Row 4

  • Deep Repair: Self-healing +10%, within the global healing cap.
  • Preventive Binding: Begin healing below 95% HP; each heal -10%. Same 4s interval.
  • Crystal Buffer: Convert 20% of the periodic heal into a personal shield for 3s; heal the other 80%.

Row 5

  • Full Crystal Bloom: Healing +15%; channel time increases from 1s to 1.5s.
  • Quick Crystal Bloom: No channel time; healing -15%.
  • Guarded Crystal Bloom: Heal 1H and gain a 0.4H shield for 3s.

Row 6

  • Mineral Affinity: Gain 4 points of Earth and 2 points of Fire protection. Companion only.
  • Seismic Discipline: Combat Spirit regeneration increases from 5 to 6 per second; cooldowns are unchanged.
  • Anchored Core: Eligible slows on the companion last 20% less. Does not bypass boss mechanics.

Row 7

  • Full Reclamation: Reclamation heals 3% HP instead of 2%, with the same 5s cooldown.
  • Crystal Renewal: A periodic heal adds 0.2H healing after 1s. Internal cooldown: 28s.
  • Emergency Reformation: Below 25% HP, heal 8% HP over 4s. Internal cooldown: 90s. Does not prevent death.

Dune Shardling

Dune Shardling

tactical

1.2D total divided among up to 3 engaged monsters. Half is applied over 4 ticks. Deal half the pending Earth damage immediately, subtracting it from its remaining damage. D and H mean the companion's own damage and base healing. “Yourself” refers to the companion. Command and recall are separate actions.

Mana: 20% (max. 1200) · Cooldown: 120s

Abilities and Bond
Mineral Strike · Bond 0

Unlocks at Bond 0. 0.7D Earth now and 0.3D over 3 seconds. Pending Earth damage is capped at 0.6D.

Fault Fracture · Bond 1

Unlocks at Bond 1. 1.2D total divided among up to 3 engaged monsters. Half is applied over 4 ticks. Cooldown: 10s. Spirit: 15.

Mineral Recovery · Bond 2

Unlocks at Bond 2. Recover 1H below 85% HP. Cooldown: 18s. Spirit: 10.

Fault Release · Bond 3

Unlocks at Bond 3. Deal half the pending Earth damage immediately, subtracting it from its remaining damage. Cooldown: 24s. Spirit: 30. Player mana: 50.

Stratum Attunement · Bond 4

Unlocks at Bond 4. Companion primary protection +2 percentage points.

Aftershock · Bond 5

Unlocks at Bond 5. Eligible monsters are slowed 10% for 2s; 6s internal cooldown per target.

Manual signature requires Bond 7. Blue command: 50 mana. Command and recall are separate actions.

Companion talents

Row 1

  • Dense Core: HP +4%.
  • Mineral Repair: Self-healing +3%.
  • Spirit Lattice: Maximum Spirit +4.

Row 2

  • Efficient Fracture: Signature Spirit cost -10%.
  • Far Fracture: Signature range +1; line of sight still required.
  • Seismic Rhythm: Signature cooldown -1s.

Row 3

  • Earth Attunement: Primary protection +2 percentage points.
  • Ice Attunement: Ice protection +1 percentage point.
  • Dense Strata: HP +3%.

Row 4

  • Efficient Release: Command Spirit cost -15%.
  • Release Rhythm: Command cooldown -2s.
  • Sustained Release: Command duration +1s, with no additional damage ticks.

Row 5

  • Mineral Recovery: Self-healing +5%.
  • Recovery Rhythm: Self-heal cooldown -1s.
  • Efficient Recovery: Self-heal Spirit cost -15%.

Row 6

  • Glacial Fault: Slow increases to 12%.
  • Measured Tremors: Basic damage-over-time uses 4 ticks; total unchanged.
  • Release Cycle: Command cooldown -2s.

Row 7

  • Enduring Strata: HP +5%.
  • Lattice Mastery: Signature and command Spirit costs -8%.
  • Deep Attunement: Primary protection +3 percentage points.

Health and damage grow with level and Bond; owner offensive skills are not inherited. Recall before switching; health percentage is preserved and no protection zone is required.

Recalling costs 50 mana. Cooldown is shared; health and Spirit are retained. Talents, presets and equipment remain in the Companion window.

Animagis · Avatars

Select a compatible option in Power Beasts. Change appearances in Customise Character.

Lithic Mantle

Lithic Mantle

Offensive

Eight seconds: offensive avatar, +5% outgoing damage and the existing 2% avatar critical chance (factor 1.14). Ice/Earth walk fields divide one 50-100 budget. The bounded Ice activation pulse defers 40% of its existing total over three ticks.

Mana: 300 · Cooldown: 60s · 8s

Lithic Mantle

Level 100 and vocation promotion.

Crystal Mantle

Crystal Mantle

Defensive

Eight seconds: defensive avatar, 5% less incoming damage. Light Earth fields and the existing root pulse every fifth field, respecting immunity. Activation uses the existing bounded healing/root pulse.

Mana: 300 · Cooldown: 60s · 8s

Crystal Mantle

Level 100 and vocation promotion.

Survey Mantle

Survey Mantle

Tactical

Eight seconds: tactical avatar. Own fields slow eligible monsters by 12% for 2s, with a 6s internal cooldown. Eligible healing spells cost 5% less while standing on your field. Activation uses the existing bounded healing/slow pulse.

Mana: 300 · Cooldown: 60s · 8s

Survey Mantle

Level 100 and vocation promotion.

Witchcraft Book

Gems: Stratum · Lesser / Regular / Greater

Tree skills: spell_power, magic_resist

SpellFirst upgradeSecond upgrade
Shale Spear-3 Mana Cost+4% shared damage budget
Thermal Fracture-5 Mana Cost+4% shared damage budget
Fumarole-5 Mana Cost+4% shared damage budget
Strata Accord-10 Mana Cost+5s Strata Accord duration
Tectonic Confluence-10 Mana Cost+4% shared damage budget

Exclusive weapons and armor

One-handed options allow a compatible off-hand. Two-handed options occupy both positions. Starter equipment has no level requirement; requirements begin at level 50.

adept rimecore staff

Lv. 200 · Forge 3 · 2 imbuements · 2H

45–95 ice

Magic Level +1; Spell Power +1

masterwork rimecore staff

Lv. 300 · Forge 3 · 2 imbuements · 2H

60–122 ice

Magic Level +1; Spell Power +1; Healing Power +1

exalted rimecore staff

Lv. 400 · Forge 4 · 2 imbuements · 2H

69–135 ice

Magic Level +1; Spell Power +1; Healing Power +1

sovereign rimecore staff

Lv. 600 · Forge 4 · 3 imbuements · 2H

78–147 ice

Magic Level +1; Spell Power +2; Healing Power +1

ascendant rimecore staff

Lv. 800 · Forge 4 · 4 imbuements · 2H

82–155 ice

Magic Level +2; Spell Power +2; Healing Power +1

strata mantle

Lv. 300 · Forge 3 · 2 imbuements

Armor 14

Magic Level +1; Spell Power +2; Healing Power +1; Physical protection +2%; Earth protection +3%

tectonic mantle

Lv. 400 · Forge 4 · 2 imbuements

Armor 16

Magic Level +2; Spell Power +2; Healing Power +1; Physical protection +3%; Earth protection +4%

lithosphere mantle

Lv. 600 · Forge 4 · 2 imbuements

Armor 17

Magic Level +2; Spell Power +3; Healing Power +2; Physical protection +4%; Earth protection +5%

worldroot mantle

Lv. 800 · Forge 4 · 2 imbuements

Armor 18

Magic Level +3; Spell Power +4; Healing Power +2; Physical protection +4%; Earth protection +6%

strata cowl

Lv. 300 · Forge 3 · 2 imbuements

Armor 8

Magic Level +1; Spell Power +1; Healing Power +1; Physical protection +1%; Ice protection +3%

strata trousers

Lv. 300 · Forge 3 · 0 imbuements

Armor 8

Magic Level +1; Spell Power +1; Healing Power +1; Fire protection +4%

strata boots

Lv. 300 · Forge 3 · 1 imbuements

Armor 2

Magic Level +1; Speed +10; Healing Power +1; Earth protection +2%

lithosphere cowl

Lv. 600 · Forge 4 · 2 imbuements

Armor 10

Magic Level +2; Spell Power +2; Healing Power +1; Physical protection +2%; Ice protection +4%

lithosphere trousers

Lv. 600 · Forge 4 · 0 imbuements

Armor 10

Magic Level +2; Spell Power +2; Healing Power +1; Physical protection +3%; Fire protection +6%

lithosphere boots

Lv. 600 · Forge 4 · 1 imbuements

Armor 3

Magic Level +1; Speed +15; Healing Power +3; Physical protection +1%; Earth protection +3%

worldroot cowl

Lv. 800 · Forge 4 · 2 imbuements

Armor 11

Magic Level +2; Spell Power +2; Healing Power +2; Physical protection +2%; Ice protection +5%

worldroot trousers

Lv. 800 · Forge 4 · 0 imbuements

Armor 11

Magic Level +2; Spell Power +3; Healing Power +2; Physical protection +3%; Fire protection +7%

worldroot boots

Lv. 800 · Forge 4 · 1 imbuements

Armor 3

Magic Level +1; Speed +15; Healing Power +4; Physical protection +1%; Earth protection +4%

faultline atlas

Lv. 300 · Forge 0 · 1 imbuements

Armor 0

Magic Level +4; Spell Power +2; Healing Power +1; Earth protection +3%; Earth Magic Level +1

glacial survey

Lv. 600 · Forge 0 · 1 imbuements

Armor 0

Magic Level +5; Spell Power +3; Healing Power +2; Ice protection +4%; Ice Magic Level +2

worldroot cartograph

Lv. 800 · Forge 0 · 1 imbuements

Armor 0

Magic Level +6; Spell Power +4; Healing Power +2; Earth protection +4%; Earth Magic Level +3

faultstone loop

Lv. 400 · Forge 0 · 0 imbuements

Armor 0

Spell Power +2; Earth protection +2%

surveyor compass

Lv. 450 · Forge 0 · 0 imbuements

Armor 0

Magic Resist +2; Energy protection +2%

faultglass cluster

Lv. 300 · Forge 3 · 2 imbuements · 1H

54–110 earth

Magic Level +1; Spell Power +2

pyrite faultcore

Lv. 400 · Forge 4 · 2 imbuements · 1H

62–121 earth

Magic Level +1; Spell Power +2

tectonic geode

Lv. 600 · Forge 4 · 3 imbuements · 1H

70–132 earth

Magic Level +1; Spell Power +3

surveyor hood

Lv. 50 · Forge 2 · 1 imbuements

Armor 3

Healing Power +1; Ice protection +2%

surveyor mantle

Lv. 50 · Forge 2 · 1 imbuements

Armor 8

Magic Level +1; Earth protection +3%

surveyor trousers

Lv. 50 · Forge 2 · 0 imbuements

Armor 3

Spell Power +1; Fire protection +2%

surveyor boots

Lv. 50 · Forge 1 · 1 imbuements

Armor 1

Speed +10; Earth protection +1%

schistbound cowl

Lv. 150 · Forge 2 · 2 imbuements

Armor 6

Magic Level +1; Spell Power +1; Healing Power +1; Ice protection +3%

schistbound mantle

Lv. 150 · Forge 2 · 2 imbuements

Armor 11

Magic Level +1; Spell Power +1; Healing Power +1; Physical protection +1%; Earth protection +3%

schistbound legwraps

Lv. 150 · Forge 2 · 0 imbuements

Armor 6

Spell Power +1; Healing Power +1; Fire protection +3%

schistbound boots

Lv. 150 · Forge 2 · 1 imbuements

Armor 2

Speed +10; Healing Power +2; Earth protection +2%

terrainward cowl

Lv. 400 · Forge 4 · 2 imbuements

Armor 8

Magic Level +1; Magic Resist +1; Ice protection +5%

terrainward mantle

Lv. 400 · Forge 4 · 2 imbuements

Armor 14

Magic Level +1; Spell Power +1; Magic Resist +1; Physical protection +1%; Earth protection +5%

terrainward trousers

Lv. 400 · Forge 4 · 0 imbuements

Armor 8

Spell Power +1; Healing Power +1; Magic Resist +1; Physical protection +1%; Fire protection +5%

terrainward boots

Lv. 400 · Forge 4 · 1 imbuements

Armor 2

Magic Level +1; Speed +15; Healing Power +1; Magic Resist +1; Physical protection +1%

bastion strata mantle

Lv. 600 · Forge 4 · 2 imbuements

Armor 17

Magic Level +1; Magic Resist +3; Physical protection +5%; Ice protection +6%

worldmantle vestment

Lv. 800 · Forge 4 · 2 imbuements

Armor 18

Magic Level +1; Magic Resist +4; Physical protection +5%; Ice protection +7%

springvein legwraps

Lv. 600 · Forge 4 · 0 imbuements

Armor 9

Magic Level +1; Healing Power +4; Earth protection +4%; Mana leech chance +100%; Mana leech amount +0.25%

deepwell legwraps

Lv. 800 · Forge 4 · 0 imbuements

Armor 10

Magic Level +1; Healing Power +5; Earth protection +5%; Mana leech chance +100%; Mana leech amount +0.5%

embervein boots

Lv. 600 · Forge 4 · 1 imbuements

Armor 2

Speed +20; Spell Power +2; Earth protection +2%; Fire Magic Level +1

faultflare boots

Lv. 800 · Forge 4 · 1 imbuements

Armor 2

Speed +20; Spell Power +3; Earth protection +3%; Fire Magic Level +1

watershed survey

Lv. 400 · Forge 0 · 1 imbuements

Armor 0

Magic Level +3; Spell Power +1; Healing Power +4; Earth protection +3%

bedrock cartograph

Lv. 650 · Forge 0 · 0 imbuements

Armor 0

Magic Level +2; Magic Resist +3; Physical protection +3%; Earth protection +5%

living aquifer atlas

Lv. 750 · Forge 0 · 0 imbuements

Armor 0

Magic Level +4; Spell Power +2; Healing Power +5; Earth protection +4%; Mana leech chance +100%; Mana leech amount +0.5%

flintglass hood

Lv. 100 · Forge 2 · 1 imbuements

Armor 5

Spell Power +1; Magic Resist +1; Ice protection +2%

flintglass mantle

Lv. 100 · Forge 2 · 1 imbuements

Armor 10

Spell Power +2; Magic Resist +1; Ice protection +4%

flintglass trousers

Lv. 100 · Forge 2 · 0 imbuements

Armor 5

Healing Power +1; Magic Resist +1; Fire protection +2%

flintglass boots

Lv. 100 · Forge 2 · 1 imbuements

Armor 2

Speed +10; Spell Power +1; Ice protection +2%

basaltwatch cowl

Lv. 200 · Forge 3 · 2 imbuements

Armor 7

Magic Level +1; Magic Resist +2; Fire protection +4%

basaltwatch mantle

Lv. 200 · Forge 3 · 2 imbuements

Armor 13

Magic Level +1; Spell Power +1; Magic Resist +2; Fire protection +5%

basaltwatch legguards

Lv. 200 · Forge 3 · 0 imbuements

Armor 7

Magic Level +1; Magic Resist +1; Physical protection +1%; Ice protection +4%

basaltwatch boots

Lv. 250 · Forge 3 · 1 imbuements

Armor 2

Speed +10; Spell Power +1; Magic Resist +1; Fire protection +3%

apprentice survey map

Lv. 50 · Forge 0 · 0 imbuements

Armor 0

Magic Level +1; Healing Power +1; Earth protection +2%

faultglass survey

Lv. 100 · Forge 0 · 0 imbuements

Armor 0

Magic Level +2; Spell Power +2; Earth Magic Level +1

strata field atlas

Lv. 150 · Forge 0 · 1 imbuements

Armor 0

Magic Level +2; Spell Power +2; Healing Power +1

caldera contour atlas

Lv. 200 · Forge 0 · 1 imbuements

Armor 0

Magic Level +2; Magic Resist +2; Fire protection +4%

aquifer recovery chart

Lv. 250 · Forge 0 · 1 imbuements

Armor 0

Magic Level +2; Healing Power +3; Ice protection +4%

peridot faultcore

Lv. 150 · Forge 2 · 1 imbuements · 1H

33–74 earth

Magic Level +1; Spell Power +1

rimecut geode

Lv. 150 · Forge 2 · 1 imbuements · 2H

37–82 ice

Magic Level +1; Spell Power +1

cinder opal cluster

Lv. 150 · Forge 2 · 1 imbuements · 2H

37–82 fire

Magic Level +1; Spell Power +1

aquifer peridot heart

Lv. 250 · Forge 3 · 2 imbuements · 1H

48–96 earth

Magic Level +1; Spell Power +1; Magic Resist +1

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