Specializations/Earthshaker

Earthshaker

Hits the ground, not the enemy — the ground handles the rest.

Top tags control · ground · zone

Chain

None. Earthshaker runs no resource: nothing to generate, nothing to consume.

Spells

Spell Tags Consumes k Floor
Fissure
  • ground
  • burst
0.48 30%

A crack tears along the ground in a straight line, splitting open everything above it. Up to 8 enemies along the line, ties broken by entity id. Committed at cast.

n = enemies split

Upheaval
  • nova
  • control
0.77 15%

Stone pillars erupt in a ring around you and launch anything caught between them upward. Steep falloff: a full surround is thrown much less far than a light one.

n = enemies caught

Tremor
  • zone
  • control
0.23 55%

The ground in an area shakes in periodic pulses, applying a stagger to anything standing on it. Shallow falloff: this one wants a pile. 2 zones per caster, 6 party-wide.

n = enemies standing on it

Aftershock
  • rider
  • economy

Every impact you make leaves a delayed second quake at the same spot moments later. It damages you too if you are still standing there. Delayed quakes are not impacts and cannot spawn further quakes.

Landslide
  • ground
  • clear
0.35 40%

Tear a boulder from the earth and set it rolling. It flattens everything in its path and gathers size as it goes, to a stated ceiling on radius and a stated despawn distance. It cannot be redirected.

n = enemies flattened

Upthrust
  • dash
  • mobility
0.38 35%

Slam the ground beneath your own feet. The eruption throws you clear, cratering what you were standing in and leaving an impact behind you.

n = enemies in the crater

Standing Stone
  • summon
  • defense
0.25 50%

Hammer a menhir up out of the floor. It blocks movement and periodically slams the ground beside it. Its slams are not impacts you make. 1 stone per caster, 4 party-wide.

n = enemies caught by that slam

Softened Earth
  • zone
  • support

Leave the ground Unsettled, a public state applying a slow. Delayed ground effects landing on it resolve immediately and amplified, paying into each struck enemy's general Vulnerability bucket. 2 per second per patch, 3 patches party-wide. Verdict is exempt.

Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and is a spell that states none.