Home biome: Swamp
Mirefolk
Damage over time, alchemist
Brewers and trappers of the marsh. Fights near
them go slow and end badly.
- Elements
- Q WaterE Earth
- At home
- Passives use their home value and Q / E cooldowns are 10 % shorter. Off in arenas, duels, dungeons and on tiles at Blight level 2 or higher.
- Resonant classes
- CryomancerHexerClericMonk
Passives
Base value everywhere, home value in the swamp biome. The racial track (0 to 50) raises both by up to 50 %.
| Passive | Base | Home |
|---|---|---|
| Slow Poison (DoT damage) | +6 % | +9 % |
| Brewer (potion duration) | +10 % | +15 % |
| Thrifty Hands (focus cost) | −8 % | −12 % |
| Bog Lungs (DoT damage taken) | −8 % | −12 % |
Race skills
Q in the primary element, E in the secondary. Both work with any item or an empty hand.
Slot QMythicBog Spit
Mythic form: Drowning Mire
Water10 s
Mirefolk · race
Slot EMythicSinkhole
Mythic form: Swallowing Deep
Earth26 s
Mirefolk · race
Knack · /race knack
Bog Still
Brew one potion batch anywhere without a station
(within 60 s).
Out of combat. No slot, no element, no level.