Archmage
Archmagi are the most cunning spellcasters of Gryphonwing Hold. With their water and wind magic they can deal heavy frost damage by freezing the water when the time is right for it. By slowing down their enemies with various water debuffs followed by freezing stuns they are great in kiting various enemies, however because of the light armor they're wearing it's really necessary to keep their enemies at range.
Credits: Elenai for the model.
Special System:
Archmagi use humidity. They can cast water spells with a good humidity but their frost spells will reduce the humidity. Because humidity will only slowly regenerate archmagi have to find a good balance between using water and frost spells. The wind spells of an archmage are based on the humidity so the more humidity you have, the stronger the spell will become. Humidity is devided into 100 points in your special action bar and will be given in percentages. So a 50% humidity is a half bar.
Because of the effect humidity will have on wind spells it's really necessary to know what you're doing when you're playing the Archmage. Are you going for water and wind because it makes your wind spells so strong? Or are you going for water and frost to deal more damage but for a shorter amount of time.
An Archmage as a damage dealer:
Since Archmages can only deal damage they will always get this role in events. Archmages can specialize in water and wind magic so they won't get out of humidity at certain bossfights. Archmages are great for longer events since their damage output is well balanced even when a fight is taking very long.
An Archmage in PvP (player vs. player):
Archmagi are great kiters. Their water spells usually add stacking slow effects to their targets which make it harder for the enemy to get near the Archmage. Then when the enemy is nearby the Archmage can freeze him by using frost magic or get away by using wind magic. All in all an Archmage is very fragile but very strong at range. If you can stay at range you will probably win the match.
Abilities:
The abilities above are just a part of the hero's abilities and might change as well.
Archmagi are the most cunning spellcasters of Gryphonwing Hold. With their water and wind magic they can deal heavy frost damage by freezing the water when the time is right for it. By slowing down their enemies with various water debuffs followed by freezing stuns they are great in kiting various enemies, however because of the light armor they're wearing it's really necessary to keep their enemies at range.

Credits: Elenai for the model.
Special System:
Archmagi use humidity. They can cast water spells with a good humidity but their frost spells will reduce the humidity. Because humidity will only slowly regenerate archmagi have to find a good balance between using water and frost spells. The wind spells of an archmage are based on the humidity so the more humidity you have, the stronger the spell will become. Humidity is devided into 100 points in your special action bar and will be given in percentages. So a 50% humidity is a half bar.
Because of the effect humidity will have on wind spells it's really necessary to know what you're doing when you're playing the Archmage. Are you going for water and wind because it makes your wind spells so strong? Or are you going for water and frost to deal more damage but for a shorter amount of time.
An Archmage as a damage dealer:
Since Archmages can only deal damage they will always get this role in events. Archmages can specialize in water and wind magic so they won't get out of humidity at certain bossfights. Archmages are great for longer events since their damage output is well balanced even when a fight is taking very long.
An Archmage in PvP (player vs. player):
Archmagi are great kiters. Their water spells usually add stacking slow effects to their targets which make it harder for the enemy to get near the Archmage. Then when the enemy is nearby the Archmage can freeze him by using frost magic or get away by using wind magic. All in all an Archmage is very fragile but very strong at range. If you can stay at range you will probably win the match.
Abilities:
Waterbolt![]()
Cooldown: 5.00 seconds
Cast: instant (autocast)
Range: 700 Range
Cost: 25 Energy
Description: Deals Int*1.8 water damage to the target and slows it's movement speed by 40% for 4 seconds. Whenever the target get's hit by Touch of Frost or Grip of Frost while under the effect of the Waterbolt slow it will trigger an additional effect; causing an additional Int*2.1 frost damage while freezing the target for 1.5
seconds.
Touch of Frost![]()
Cooldown: 8.00 seconds
Cast: instant
Range: 700 Range
Cost: 25 Energy and 15 Humidity
Description: Causes the water around the target to change into ice; adding a special effect based on the effect the water has.
Windwalk![]()
Cooldown: 60.00 seconds
Cast: instant
Range: -
Cost: 35 Energy
Description: Makes the Archmage invisible for 4 seconds. During this time the Archmage will regenerate 120 energy.
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