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Wardenmark · Wiki

Spells

The automatic spell roster.

Spells fire automatically. Open an entry for its attack type, starting values, final rank and related Warden.

Arc BoltA bolt streaks to the nearest foe.
Bolt school24 range · 0.8 s cooldown · final rank 8

Fires at the nearest enemy within 24; the bolt flies straight and stops at the first foe it hits. Ranks 3, 5 and 7 each add a bolt aimed at the next-nearest enemy. It is the Mage’s starting spell and the only spell with eight ranks.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.12 s.

StatRank 1Each rankFinal rank
Damage per bolt6+1.516.5
Cooldown0.8 s−0.06 s0.38 s
Bolts per cast1+1 at ranks 3, 5, 74
Target range24—24
Quarry VolleyA fan of bolts that pierce through the line.
Spread school22 range · 1.5 s cooldown · final rank 6

Fires a fan of piercing bolts, 16° apart, toward the nearest enemy within 22, or straight ahead when none is in range. Each rank adds a bolt to the fan. It is the Archer’s starting spell; line up a crowd so each bolt passes through several foes.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.3 s.

StatRank 1Each rankFinal rank
Damage per bolt6+111
Cooldown1.5 s−0.1 s1.0 s
Bolts per fan3+18
Target range22—22
Ember SigilA burst of fire scorches foes around you.
Nova school6.5 radius · 2.6 s cooldown · final rank 6

A fire burst centered on the Warden that strikes every enemy inside its radius. It has the shortest cooldown of the four novas.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.6 s.

StatRank 1Each rankFinal rank
Damage7+217
Radius6.5+0.69.5
Cooldown2.6 s−0.14 s1.9 s
Frost SigilA wide ring of cold bursts around you.
Nova school7.8 radius · 3.0 s cooldown · final rank 6

A broad cold ring centered on the Warden. It reaches farther than Ember Sigil but fires less often, and it only deals damage; it does not slow enemies.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.6 s.

StatRank 1Each rankFinal rank
Damage7+217
Radius7.8+0.610.8
Cooldown3.0 s−0.14 s2.3 s
Ward OrbsOrbiting wards grind any foe they touch.
Orbit school2 starting orbs · 3.4 radius · final rank 6

Orbs circle the Warden at a fixed distance and damage every enemy they touch, checked every 0.22 seconds. Each rank adds an orb. Haste and Reach do not affect them, and because the orbs strike from their own position they can hit shielded Bulwarks and Corrupted Ents from the side.

By rank

Values before passives.

StatRank 1Each rankFinal rank
Orbs2+17
Damage per touch5+1.512.5
Orbit radius3.4—3.4
Gale AuraA gale whirls at your feet, flaying anything near.
Aura school4.4 radius · final rank 6

A persistent ring at the Warden’s feet that damages every enemy inside it twice a second. It has no cooldown, so Haste does not affect it; Reach widens it.

By rank

Values before passives.

StatRank 1Each rankFinal rank
Damage per pulse1.5+16.5
Pulse interval0.5 s—0.5 s
Radius4.4+0.56.9
Chain SparkLightning arcs from foe to nearby foe.
Chain school18 range · 4 targets · 1.1 s cooldown · final rank 6

Lightning strikes the nearest enemy within 18, then leaps to the closest foe not yet hit, up to 12.6 away from the last. Ranks 3 and 5 each add a target. It is the Trickster’s starting spell and needs packed enemies to reach its full count.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.3 s.

StatRank 1Each rankFinal rank
Damage per target9+1.818
Targets4+1 at ranks 3, 56
Cooldown1.1 s−0.08 s0.7 s
First reach18—18
Leap reach12.6—12.6
Warding CleaveA ring-slash cuts every foe close to you.
Cleave school5.2 radius · 1.4 s cooldown · final rank 6

A ring slash that hits every enemy within its radius of the Warden. It is the Soldier’s starting spell and needs close positioning.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.3 s.

StatRank 1Each rankFinal rank
Damage3.5+213.5
Radius5.2+0.47.2
Cooldown1.4 s−0.07 s1.05 s
War SentryDeploy a turret that fires on nearby foes.
Sentry school15 range · 2.8 s deploy · 8 s turret life · final rank 6

Drops a turret at the Warden’s feet on each cast. The turret shoots the nearest enemy within 15 every 0.24 seconds until its lifetime runs out. Ranks add damage and lifetime but never shorten the 2.8-second deploy cooldown; only Haste does, to no less than 2 seconds. It is the Engineer’s starting spell.

By rank

Values before passives.

StatRank 1Each rankFinal rank
Damage per shot10+115
Turret lifetime8 s+0.6 s11 s
Deploy cooldown2.8 s—2.8 s
Shot interval0.24 s—0.24 s
Range15—15
Raze SigilA searing blast scorches everything around you.
Nova school8 radius · 3.1 s cooldown · final rank 6

A wide fire blast centered on the Warden. It hits hardest of the four novas and reaches farther than Ember Sigil, at a longer cooldown.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.6 s.

StatRank 1Each rankFinal rank
Damage9+219
Radius8.0+0.611.0
Cooldown3.1 s−0.14 s2.4 s
TidelineA frigid tide floods outward, crashing over the swarm.
Nova school8.6 radius · 3.2 s cooldown · final rank 6

A broad wave that expands around the Warden. It has the widest radius of any nova and the longest cooldown.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.6 s.

StatRank 1Each rankFinal rank
Damage8+218
Radius8.6+0.611.6
Cooldown3.2 s−0.14 s2.5 s
UndertowA fan of surging water tears through the line.
Spread school20 range · 1.6 s cooldown · final rank 6

A fan of piercing water bolts, 16° apart, toward the nearest enemy within 20, or straight ahead when none is in range. It matches Quarry Volley’s damage with a slightly shorter range and a longer cooldown.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.3 s.

StatRank 1Each rankFinal rank
Damage per bolt6+111
Cooldown1.6 s−0.1 s1.1 s
Bolts per fan3+18
Target range20—20
LongshotA far-reaching bolt picks off a distant foe.
Bolt school34 range · 0.9 s cooldown · final rank 6

A single-target bolt with the longest reach of any spell. Ranks 3 and 5 each add a bolt aimed at the next-nearest enemy.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.12 s.

StatRank 1Each rankFinal rank
Damage per bolt22+1.529.5
Cooldown0.9 s−0.06 s0.6 s
Bolts per cast1+1 at ranks 3, 53
Target range34—34
Anchor ThrowA heavy anchor hurls out, crushing what it hits.
Bolt school16 range · 0.95 s cooldown · final rank 6

The hardest-hitting bolt in the game, with a short 16 reach, so enemies must come close. Ranks 3 and 5 each add a bolt.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.12 s.

StatRank 1Each rankFinal rank
Damage per bolt27+1.534.5
Cooldown0.95 s−0.06 s0.65 s
Bolts per cast1+1 at ranks 3, 53
Target range16—16
War ShoveA brutal ring-slam batters foes close by and hurls them back.
Cleave school5.2 radius · 1.4 s cooldown · final rank 6

A ring slam like Warding Cleave, slightly weaker, that knocks every struck enemy outward. Warlords are too heavy to move.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.3 s.

StatRank 1Each rankFinal rank
Damage3.2+213.2
Radius5.2+0.47.2
Cooldown1.4 s−0.07 s1.05 s
Knockback3.2+0.354.95
Line BreakerLightning leaps far along the enemy line.
Chain school20 range · 5 targets · 1.2 s cooldown · final rank 6

Lightning that strikes five targets at base rank, one more than Chain Spark, with a longer first reach of 20 and leaps of up to 14. Ranks 3 and 5 each add a target.

By rank

Values before passives. Haste can shorten the cooldown to no less than 0.3 s.

StatRank 1Each rankFinal rank
Damage per target13+118
Targets5+1 at ranks 3, 57
Cooldown1.2 s−0.08 s0.8 s
First reach20—20
Leap reach14—14
Sentry WardDeploy a warding turret — its chilling bolts slow every foe they strike.
Sentry school16 range · 3.0 s deploy · 8 s turret life · final rank 6

A turret like War Sentry with slightly weaker shots that slow each struck enemy by 35% for 1.3 seconds, warlords included. Its deploy cooldown is 3.0 seconds; ranks never shorten it, and only Haste does, to no less than 2 seconds.

By rank

Values before passives.

StatRank 1Each rankFinal rank
Damage per shot8.5+113.5
Turret lifetime8 s+0.6 s11 s
Deploy cooldown3.0 s—3.0 s
Shot interval0.24 s—0.24 s
Range16—16
Slow35% for 1.3 s—35% for 1.3 s