Conjurer
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Skills
The skills this class is offered on level-up in this version, with each one's share of the offers, and the abilities it can learn in each.
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Summoning Magic 12%
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Occultism 12%
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- Master of Fire
- Master of Ice
- Master of Storms
- Arcane Secrets needs: Arcane Training
- Cold Death needs: Master of Ice
- Ignite needs: Master of Fire
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Enlightenment 10%
- Arcane Intuition
- Intelligence
- Scholar
- Academy Award needs: Artifact Handling
- Graduate needs: Scholar
- Mentoring needs: Graduate
- Silver City Magistrate needs: Academy Award
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Sorcery 10%
- Arcane Renewal
- Arcane Ritual
- Mysticism
- Arcane Brilliance needs: Arcane Ritual
- Counterspell needs: Intelligence
- Cult Master needs: Drain Soul
- Distract needs: Exorcism
- Forge Master needs: Armorer
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Defense 8%
- Armorer
- Evasion
- Vitality
- Defensive Formation needs: Evasion
- Power of Deflection needs: Stand Your Ground
- Stand Your Ground needs: Vitality
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Dark Magic 8%
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Logistics 8%
- Estates
- Pathfinding
- Scouting
- March of the Golems needs: Artificial Glory
- Navigation needs: Snatch
- Snatch needs: Pathfinding
- Spymaster needs: Scouting
- Swift Mind needs: Arcane Intuition
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Luck 8%
- Erratic Mana
- Magic Resistance
- Soldier's Luck
- Caster's Luck needs: Fateweaver
- Chaotic Absorption needs: Electrocute
- Critical Hit needs: Soldier's Luck
- Fateweaver needs: Erratic Mana
- Mining needs: Estates
- Warrior's Luck needs: Magic Resistance
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Artificer 4%
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Offense 4%
- Archery
- Battle Frenzy
- Tactics
- Flaming Arrows needs: Archery
- Offensive Formation needs: Tactics
- Power of Speed needs: Retribution
- Retribution needs: Battle Frenzy