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Home › The Codex › Kugan: Specializations › Conjurer

Conjurer

Mage · 10 Kugan skills · 1 active, 9 passive

WIP The lore and ratings of this specialization are being written.

Spell Specialization

Passive Max Lv 5
ID
4040
Type
Passive
Max level
5
Cost to learn
1

Each level grants +2 to one attribute and +1% HP/SP.

LevelAttribute
1INT
2DEX
3AGI
4LUK
5INT

Spell Fire

Passive Max Lv 5
ID
4041
Type
Passive
Max level
5
Cost to learn
1

Enables the use of a Minor Version of Fire Bolt.

LevelSkill
1Fire Bolt Level 2
2Fire Bolt Level 4
3Fire Bolt Level 6
4Fire Bolt Level 8
5Fire Bolt Level 10
Already in Skill Tree

Fire Bolt gets (by rank): damage +2/4/6/8/10%, critical chance +2/4/6/8/10%, casting time -2/4/6/8/10% and after-cast delay -2/4/6/8/10%, for an SP cost +4/8/12/16/20%.

Spell Cold

Passive Max Lv 5
ID
4042
Type
Passive
Max level
5
Cost to learn
1

Enables the use of a Minor Version of Cold Bolt.

LevelSkill
1Cold Bolt Level 2
2Cold Bolt Level 4
3Cold Bolt Level 6
4Cold Bolt Level 8
5Cold Bolt Level 10
Already in Skill Tree

Cold Bolt gets (by rank): damage +2/4/6/8/10%, critical chance +2/4/6/8/10%, casting time -2/4/6/8/10% and after-cast delay -2/4/6/8/10%, for an SP cost +4/8/12/16/20%.

Spell Lightning

Passive Max Lv 5
ID
4043
Type
Passive
Max level
5
Cost to learn
1

Enables the use of a Minor Version of Lightning Bolt.

LevelSkill
1Lightning Bolt Level 2
2Lightning Bolt Level 4
3Lightning Bolt Level 6
4Lightning Bolt Level 8
5Lightning Bolt Level 10
Already in Skill Tree

Lightning Bolt gets (by rank): damage +2/4/6/8/10%, critical chance +2/4/6/8/10%, casting time -2/4/6/8/10% and after-cast delay -2/4/6/8/10%, for an SP cost +4/8/12/16/20%.

Spell Earth

Passive Max Lv 5
ID
4044
Type
Passive
Max level
5
Cost to learn
1

Enables the use of a Minor Version of Earth Spike.

LevelSkill
1Earth Spike Level 2
2Earth Spike Level 4
3Earth Spike Level 6
4Earth Spike Level 8
5Earth Spike Level 10
Already in Skill Tree

Earth Spike gets (by rank): damage +2/4/6/8/10%, critical chance +2/4/6/8/10%, casting time -2/4/6/8/10% and after-cast delay -2/4/6/8/10%, for an SP cost +4/8/12/16/20%.

Spell Mastery

Passive Max Lv 5
ID
4045
Type
Passive
Max level
5
Cost to learn
1

Improves the element modifier of all your attacks:

When your element is strong against the target, the bonus is increased by 3/6/9/12/15% (by rank) of its value.

When your element is weak against the target, the penalty is reduced by 3/6/9/12/15% (by rank) of its value.

Example: at rank 5, a Fire attack deals 146% damage to an Earth target instead of 140%, and 66% to a Water target instead of 60%.

LevelMastery bonus
1Element bonus and penalty improved by 3%
2Element bonus and penalty improved by 6%
3Element bonus and penalty improved by 9%
4Element bonus and penalty improved by 12%
5Element bonus and penalty improved by 15%

Spell Avoidness

Passive Max Lv 5
ID
4046
Type
Passive
Max level
5
Cost to learn
1

Gives a 3/6/9/12/15% chance (by rank) to completely avoid a magic attack.

LevelAvoid Rate
13%
26%
39%
412%
515%
  • The total chance to dodge magic attacks from all sources is capped at 75%.

Spell Blessing

Passive Max Lv 5
ID
4047
Type
Passive
Max level
5
Cost to learn
1

Each of your attacks with the Fire, Water, Earth or Wind element has a chance to give you a positive status (see the table for the chance and duration):

Fire: Brave (status resistance +50%, SP recovery 0.5% per second, Max SP +25%).

Water: Recovery (status durations halved, HP recovery 0.5% per second, Max HP +25%).

Earth: Fortitude (50% chance to resist knockback and interruption, knockback distance halved, healing and potions received +33%, faster recovery after being hit).

Wind: Swift (30% chance to take only 1 damage from an attack, whatever its type).

LevelChanceDuration
13%Duration 4 seconds
26%Duration 5 seconds
39%Duration 6 seconds
412%Duration 7 seconds
515%Duration 8 seconds
  • Physical attacks with a Fire, Water, Earth or Wind element can also trigger it.

Spell Variation

Passive Max Lv 5
ID
4048
Type
Passive
Max level
5
Cost to learn
1

Stacking: MATK buffCast speed buff (shared)

Each time one of your magic attacks deals damage with an element different from your previous magic attack, you get MATK +20/40/60/80/100% (by rank) of your Base Level and casting time -2/4/6/8/10% for 7 seconds.

Each new different element in a row raises the bonus and the duration: x1.5 for the 2nd element, x2 for the 3rd, x2.5 for the 4th and x3 from the 5th (21 seconds).

The same element twice in a row restarts the streak, but the active bonus is kept until it ends: a weaker bonus never replaces a better one. Area spells and spells that hit over time count as the same element again from their second hit.

Example: at rank 5 and Base Level 99, after 5 different elements in a row: MATK +297 and casting time -30% for 21 seconds.

LevelMATK bonusCasting Time
1MATK +20% of Base LevelCasting time -2%
2MATK +40% of Base LevelCasting time -4%
3MATK +60% of Base LevelCasting time -6%
4MATK +80% of Base LevelCasting time -8%
5MATK +100% of Base LevelCasting time -10%

Spell Armor

Active Max Lv 5
ID
4049
Type
Active
Max level
5
Cost to learn
2
LP Cost
30
Casting Time
2 seconds (interruptible)
Cooldown
No
Duration
60 seconds
Target
Self

The player can choose an element among fire, water, earth and wind (chosen in the Kugans window, Alt+K). For the duration, his element of defense will be this one.

As long as he is under the effects of this ability and the skill is not at level 5, negative effects occur: his skills cost more SP and his natural SP recovery is reduced.

While under the effect of this skill the user deals increased damage with that element (physical, magical and special).

When hit in melee (by any type of attack), the user has a chance to cast the bolt of the element (Fire Bolt, Cold Bolt, Lightning Bolt or Earth Spike) level 3 on the attacker, and the same chance to cast the Elemental Attack of the element (Fire, Water, Wind or Earth Attack) level 3.

LevelSP of all skillsnatural SP recoveryElemental BoostBolt when hit (melee)Elemental Attack when hit (melee)
1SP use rate +100%SP regen -40%+4%2%2%
2SP use rate +75%SP regen -30%+8%4%4%
3SP use rate +50%SP regen -20%+12%6%6%
4SP use rate +25%SP regen -10%+16%8%8%
5--+20%10%10%
  • Armor family (Spell, Poison, Virtue, Occult, Death, Spirit and Witch Armor): 60 seconds, 2 seconds of casting time, the same SP drawbacks below level 5 and the same Elemental Boost; each armor then has its own effect.
  • The skill fails (LP refunded) if no element was chosen in the Kugans window (Alt+K).
  • This effect takes priority over cards and items that set the armor element (for example Ghostring Card).
  • The two counter spells are rolled separately. Melee = attacks the server flags as short range: most spells are long range and do not trigger them.
Generated from game data (client skilldescript.lub, server skill_kugan_specialization_db.yml) · November 08, 2026
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