basic weapon attack (mandatory root) · active · passive P - lines show unlock requirements · top-right corner = energy cost per cast (skill-point cost shows on hover)
MandatoryRequires a Nature StaffPositionRoot (before tier 1)
Numbers
Range
5 tiles
Cooldown
0s
Energy cost
0
Durability cost
1 (Primary)
Range in context
105 magic damage / target
Damage
Shown for stock Mage recruit, Water Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast105 magic per target
= MAtk 88.5 x 100% x 1.082 crit x 1.1 dmg bonus
Versus benchmark19.5% of Acid Slogel HP
Damage per second65.3 per second (at attack speed)
Versus median 1x the median magic active per cast
Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.
Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.
A strange seed sprouts from the target tile, knocking back units in that location by 1 tiles and dealing 150% of Magic Attack Power as damage to enemy units. The strange seed heals adjacent friendly units' Current Health for 15% of Magic Attack Power every second.
Granted bya Nature StaffFreeequip the weapon, no skill pointsPositionRoot (before tier 1)
Numbers
Range
5 tiles
Cooldown
18s
Energy cost
3
Durability cost
2 (Primary)
Required equipment
Nature Staff
Range in context
159 magic damage / target - 53 per energy
3
Damage
Shown for stock Perion, Nature Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast159 magic per target
= MAtk 98.2 x 150% x 1.079 crit
Versus benchmark29.4% of Acid Slogel HP
Damage per energy53 per energy (3 energy)
Damage per second9.5 per second (from the 18 s cooldown)
Heal Restores 15 health to an ally per cast (about 0.9/s at this cadence)
Versus median 1.5x the median magic active per cast
Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.
Summons vines from the ground 7 tiles in the target direction, dealing 150% of magic attack power as damage to enemy units and inflicting Rooting and Stiffness for 3 seconds.
Shown for stock Perion, Nature Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast159 magic per target
= MAtk 98.2 x 150% x 1.079 crit
Versus benchmark29.4% of Acid Slogel HP
Damage per energy31.8 per energy at 1 target, 95.4 at 3 targets (5 energy)
Damage per second21.3 per second at 1 target, 63.8 at 3 targets (from the 8 s cooldown)
Area 7 cells (Direction radius 7): up to 7 targets, 1,113 total if every cell is hit
Versus median 1.5x the median magic active per cast
Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.
The targeted Mucus Sprayer throws a hooked vine in all directions, dealing 100% of the vine's magic attack power as magic damage to enemy units caught in the vine and granting Rooting for 3 seconds.
Shown for stock Perion, Nature Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast106 magic per target
= MAtk 98.2 x 100% x 1.079 crit
Versus benchmark19.6% of Acid Slogel HP
Damage per energy106 per energy at 1 target, 318 at 3 targets (1 energy)
Damage per second14.2 per second at 1 target, 42.6 at 3 targets (from the 8 s cooldown)
Versus median 1x the median magic active per cast
Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.