Terramancers are elementalists who choose the oldest patience in the world.
Earth does not hurry. It waits, supports, shelters, crushes, and remembers the weight of everything built upon it. A Terramancer learns to turn that weight into power.
Their magic favors defense, resources and control. Earth spells strengthen endurance, punish overextension, and give the caster tools to remain present when other mages would be forced away. Their summon is a durable companion, their devotion rewards commitment, and their elemental mastery makes stone and soil into both barrier and weapon.
They rarely win through sudden brilliance. Instead, they make the fight heavier with each exchange, until the enemy realizes that every step forward has been paid for twice.
To face a Terramancer is not merely to strike the earth.
It is to discover that the earth can strike back.
Tank
★★★★☆
Earth's identity emphasizes defense, resources and durable elemental support.
Tactical
★★★☆☆
Earth zones, defensive tools and elemental commitment provide strong positional play.
Healer
★☆☆☆☆
Sustain is defensive rather than healing-focused.
Buffer
★★★☆☆
Earth enhancement, devotion and defensive elemental tools provide useful self-buffs.
Debuffer
★★★☆☆
Earth magic commonly pressures movement, defense or positioning, though less broadly than water or wind.
DPS Melee Physical
★★☆☆☆
Earth Attack can add weapon-range elemental physical pressure.
DPS Ranged Physical
☆☆☆☆☆
No ranged physical identity is present.
DPS Magical
★★★☆☆
Earth spells and elemental mastery provide solid magical damage, but durability is equally important.
Special
★★★★☆
Earth devotion, elemental expertise and defensive summon play create a distinct grounded caster profile.
Resources
★★★★☆
The earth path is explicitly resource-oriented and favors sustained presence.
Mobility
★☆☆☆☆
The specialization is built to hold ground rather than move quickly.
Earth Elemental Specialization
PassiveMax Lv 5
ID
4210
Type
Passive
Max level
5
Cost to learn
1
Each level grants +2 to one attribute and +1% HP/SP.
Level
Attribute
1
INT
2
VIT
3
DEX
4
VIT
5
INT
Attribute bonuses are cumulative: at level 5 you get INT +4, VIT +4, DEX +2 and Max HP/SP +5%.
When the bolt in question is used the user receives two positives effects.
The first effect is a 15% resistance to damage buff for a short period of time.
The second effect is the positive status Fortitude for that same amount of time.
The duration of those effects depends on the devotion to the element.
Level
Duration
1
1 seconds
2
2 seconds
3
3 seconds
4
4 seconds
5
5 seconds
Devotion to the element increases this effect and can go as far as increasing the bonus by 50% in case of devotion equal to or greater than 100%. Durations are rounded down to the second.
Fortitude : Gives 50% chance to resist knockback or cancel, halved knockback distance, increase by 33% heal/potion received and hit recovery speed
Those effects are also received when the bolt is cast by Earth Elemental Attack.
Without a staff, bow or gun, the range of the minored Earth Spike is reduced from 9 to 6 cells.
Earth Attack is a NPC skill which deal at weapon range some Earth attribute physical damage.
Each level of this Kugan also increases the damage of Earth Attack by 3% (15% at level 5), whatever the level of Earth Attack used: you can learn this Kugan at level 5 and spam a lower level of the skill while keeping the full bonus.
Level
Skill
SP
Cast
Cooldown
Damage
ASD
Damage bonus
1
Earth Attack Level 2
9
0
0
200% of ATK
0
+3%
2
Earth Attack Level 4
18
0
0
400% of ATK
0
+6%
3
Earth Attack Level 6
27
0.2s
2s
600% of ATK
0.5s
+9%
4
Earth Attack Level 8
36
0.6s
6s
800% of ATK
0.6s
+12%
5
Earth Attack Level 10
45
1s
10s
1000% of ATK
0.7s
+15%
Already Earth Spike in Skill Tree
Cooldown reduced by 5/10/15/20/25%, damage increased by 0.25*INT%, this bonus damage is doubled if base INT > base DEX and base STR.
Devotion to the element grants a chance to cast the elemental bolt when Earth Attack is used, at the level of the bolt acquired, limited to 2 levels per Kugan level and to the level of Earth Attack used; chance to cast the spell is equal to devotion rate (100% or higher = always). The bolt is only cast if Earth Spike is learned.
If the user is under Double Casting: the bolt's level is reduced by half +1.
Chances of inflicting Sick status (15 seconds) and SP cost are increased.
Level
Bonus
SP cost
1
Chance to inflict Sick status 8%
+2
2
Chance to inflict Sick status 16%
+4
3
Chance to inflict Sick status 24%
+6
4
Chance to inflict Sick status 32%
+8
5
Chance to inflict Sick status 40%
+10
Devotion to the element grants better chance to inflict status, up to +50% at a devotion of 100% or more.
Sick : Double after hit delay, each hit received has increased damage based on actual HP (5%, up to the attacker's minimum ATK or MATK), cured by Cure, considered as common status, resistance attribute is DEF.
Chances of inflicting Feeble status (15 seconds) and SP cost are increased. Feeble is only inflicted by Wizards and High Wizards, on targets entering the Quagmire.
Level
Bonus
SP cost
1
Chance to inflict Feeble status 4%
+2
2
Chance to inflict Feeble status 8%
+4
3
Chance to inflict Feeble status 12%
+6
4
Chance to inflict Feeble status 16%
+8
5
Chance to inflict Feeble status 20%
+10
Feeble : All damage inflicted reduced by 25%, cured by Cure, considered as common status, resistance attribute is MDEF.
Without a staff, bow or gun, the range of the minored Quagmire is reduced from 9 to 6 cells.
Devotion to the element increases the SP cost increase, up to +50% at a devotion of 100% or more.
Slightly improve mastery of Earthquake by increasing damage and reducing casting time, after skill delay and SP cost.
Level
Damage bonus
Casting Time
After Skill Delay
SP cost
1
+1%
-2%
-2%
-2 SP
2
+2%
-4%
-4%
-4 SP
3
+3%
-6%
-6%
-6 SP
4
+4%
-8%
-8%
-8 SP
5
+5%
-10%
-10%
-10 SP
Devotion to the element increases this effect and can go as far as increasing the bonus by 50% in case of devotion equal to or greater than 100%.
Without a staff, bow or gun, the range of the minored Earthquake is reduced from 9 to 6 cells.
Earth Elemental Strike
PassiveMax Lv 5
ID
4216
Type
Passive
Max level
5
Cost to learn
1
The character increases his mastery of the Earth element and receives a double advantage:
When his attacks are increased thanks to the element then the gain is improved.
When his attacks are reduced due to the element then the loss is reduced.
Level
Mastery bonus
1
Mastery 4%
2
Mastery 8%
3
Mastery 12%
4
Mastery 16%
5
Mastery 20%
Devotion to the element increases this effect and can go as far as increasing the bonus by 50% in case of devotion equal to or greater than 100%.
Earth Elemental Charm
PassiveMax Lv 5
ID
4217
Type
Passive
Max level
5
Cost to learn
1
Elemental Earth attribute attacks of any kind have a passive chance to inflict status stone (5 seconds).
Damage increased against targets under the effect of status stone, the element of attack does not matter here.
Also grants Earth Elemental Expertise, improving earth ratios below 100%.
Level
Skill
Bonus damage
Expertise
1
Chance to inflict Stone status 1%
Damage +2%
Earth Expertise +4%
2
Chance to inflict Stone status 2%
Damage +3%
Earth Expertise +8%
3
Chance to inflict Stone status 3%
Damage +4%
Earth Expertise +12%
4
Chance to inflict Stone status 4%
Damage +5%
Earth Expertise +16%
5
Chance to inflict Stone status 5%
Damage +7%
Earth Expertise +20%
Devotion to the element increases this effect and can go as far as increasing the bonus by 50% in case of devotion equal to or greater than 100%. At level 5, devotion can raise the Expertise up to 30%.
Earth Elemental Enhancement
ActiveMax Lv 5
ID
4218
Type
Active
Max level
5
Cost to learn
1
LP Cost
10
Casting Time
3 seconds (interruptible)
Cooldown
No
Duration
120 seconds
Target
Self
Earth element damage is increased, the bonus in question depends on the type of attack.
Soul Strike and Napalm Beat become element of Earth.
Other elements inflict reduced damage instead.
Level
Magical Earth Damage
Other Earth Damage
Other elements
1
+2%
+3%
-2%
2
+4%
+6%
-4%
3
+6%
+9%
-6%
4
+8%
+12%
-8%
5
+10%
+15%
-10%
Devotion to the element increases this effect and can go as far as increasing the bonus by 50% in case of devotion equal to or greater than 100%.
Other Damage: physical attacks get the full bonus, special (misc) attacks get the magical bonus.
The reduction applies to every other element (Neutral included) and to all types of attack; it is not modified by devotion.
Earth Elemental Summon
ActiveMax Lv 5
ID
4219
Type
Active
Max level
5
Cost to learn
2
LP Cost
30
Casting Time
5 seconds (interruptible)
Cooldown
60 seconds
Duration
180 seconds
Summons an elemental to fight alongside the player.
The Earth Elemental is turned towards tanking.
Summon's power depends on user's Base Level and INT.
Can consume Earth Essence (set in the Kugans window, Alt+K) for extra summon power.
Do not stack with other summons.
Level
Summon Power
1
22% of (80% Base Level + 40% total INT)
2
29% of (80% Base Level + 40% total INT)
3
36% of (80% Base Level + 40% total INT)
4
43% of (80% Base Level + 40% total INT)
5
50% of (80% Base Level + 40% total INT)
Earth Elemental
Devotion to the element increases the summon's power and can go as far as doubling it in case of devotion equal to or greater than 100%.
Using this skill removes your other summons. The elemental appears within 3 cells of the user.
Generated from game data (client skilldescript.lub, server skill_kugan_specialization_db.yml) · November 08, 2026