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Nature Magic Skill Tree

Nature Magic Skill Tree overview

Nature magic specializes in healing and makes use of plants in various ways.

From backgrounds (7): Mage, Forest Keeper, Hunter, Gardener, Druid, Prodigy, Cursed Child

Basic attack: Basic Magic Missile - Requires a Nature Staff.

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)

All Nature Magic skills, in full (7)

Basic Magic Missile icon

Basic Magic Missile

SKILL_BasicMagicMissile · Active Magic SingleHostile Basic attack Mandatory root

Deals 100% of Magic Attack Power as magic damage to the target.

MandatoryRequires a Nature StaffPositionRoot (before tier 1)

Numbers

Range5 tiles
Cooldown0s
Energy cost0
Durability cost1 (Primary)

Range in context

Basic Magic Missile range and area shown on a dungeon room
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 cast 105 magic per target
= MAtk 88.5 x 100% x 1.082 crit x 1.1 dmg bonus
Versus benchmark 19.5% of Acid Slogel HP
Damage per second 65.3 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.
Strange Seed icon

Strange Seed

SKILL_StrangeSeed · Active Magic MultipleHostile Weapon skill

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

Range5 tiles
Cooldown18s
Energy cost3
Durability cost2 (Primary)
Required equipmentNature Staff

Range in context

Strange Seed range and area shown on a dungeon room
159 magic damage / target - 53 per energy
3energy

Damage

Shown for stock Perion, Nature Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast 159 magic per target
= MAtk 98.2 x 150% x 1.079 crit
Versus benchmark 29.4% of Acid Slogel HP
Damage per energy 53 per energy (3 energy)
Damage per second 9.5 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.
Mucus Sprayer icon

Mucus Sprayer

SKILL_MucusSprayer · Active Magic SingleAlly

Germinates the target strange seed into a Mucus Sprayer.

PositionTier 1, column 1Skill points8RequiresNature Staff

Numbers

Range5 tiles
Cooldown8s
Energy cost3
Durability cost2 (Primary)
Required equipmentNature Staff

Range in context

Mucus Sprayer range and area shown on a dungeon room
Clinging Vines icon

Clinging Vines

SKILL_ClingingVines · Active Magic MultipleHostile

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.

PositionTier 1, column 2Skill points8RequiresNature Staff

Effects & keywords

Numbers

Range7 tiles
AreaDirection, radius 7
Cooldown8s
Energy cost5
Durability cost2 (Primary)
Required equipmentNature Staff

Range in context

Clinging Vines range and area shown on a dungeon room
1 target: 159 dmg (31.8/energy) | 3 targets: 477 dmg (95.4/energy)
5energy

Damage

Shown for stock Perion, Nature Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast 159 magic per target
= MAtk 98.2 x 150% x 1.079 crit
Versus benchmark 29.4% of Acid Slogel HP
Damage per energy 31.8 per energy at 1 target, 95.4 at 3 targets (5 energy)
Damage per second 21.3 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.
Solar Bloom icon

Solar Bloom

SKILL_SolarBloom · Active Magic SingleAlly

Germinates the target strange seed into a Solar Bloom.

PositionTier 1, column 3Skill points8RequiresNature Staff

Numbers

Range5 tiles
Cooldown8s
Energy cost3
Durability cost2 (Primary)
Required equipmentNature Staff

Range in context

Solar Bloom range and area shown on a dungeon room
Snatching Prey icon

Snatching Prey

SKILL_SnatchingPrey · Active Magic SingleAlly

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.

PositionTier 2, column 1Skill points10Level4RequiresClinging Vines, Mucus SprayerRequiresNature Staff

Effects & keywords

  • Rooting (on allies): Unable to move from the current position.

Numbers

Range5 tiles
Cooldown8s
Energy cost1
Durability cost2 (Primary)
Required equipmentNature Staff

Range in context

Snatching Prey range and area shown on a dungeon room
1 target: 106 dmg (106/energy) | 3 targets: 318 dmg (318/energy)
1energy

Damage

Shown for stock Perion, Nature Wooden Staff at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast 106 magic per target
= MAtk 98.2 x 100% x 1.079 crit
Versus benchmark 19.6% of Acid Slogel HP
Damage per energy 106 per energy at 1 target, 318 at 3 targets (1 energy)
Damage per second 14.2 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.
Sunheart Bloom icon

Sunheart Bloom

SKILL_SunHeartBloom · Active Magic SingleAlly

Germinates the target Solar Bloom into a Sunheart Bloom.

PositionTier 2, column 3Skill points10Level4RequiresClinging Vines, Solar BloomRequiresNature Staff

Numbers

Range5 tiles
Cooldown8s
Energy cost3
Durability cost2 (Primary)
Required equipmentNature Staff

Range in context

Sunheart Bloom range and area shown on a dungeon room