A male Pyromancer

Pyromancers are destructive mages whose sole focus is the mastery of fire, from launching massive incinerating blasts, to trapping their opponents behind a smoldering wall of flame. No other Ascended can match the sheer destruction at the Pyromancer’s fingertips.


Pyromancers keep their enemies at bay with well-placed fire spells, until they can be immolated at the Pyromancer’s leisure.


Pyromancers excel at roasting their enemies from afar, and so must be wary of foes able to charge into melee quickly or defend themselves against searing flames.

General OverviewEdit

The main strength of Pyromancers comes from their control of Cooldowns. Their spells are fairly strong overall, some equivalent spells of other mage types have a stronger per-shot damage, but Pyromancers at higher training levels get multiple upgrades that can reduce or even eliminate the cooldowns and/or casting times of their three main combat spells: Fireball, Flame Bolt and Cinder Burst. They can also use the Internalize Charge buff that has no cooldowns to boost the damage of a limited number of spells. This results in an almost frantic onslaught of fire spells being cast against a single target. It can be a bit difficult to get used to this fast paced skill use as the skills never trigger themselves so you're constantly switching between them, but if you aren't disrupted no other class can match the damage output you can put on a target.

Recommended Secondary SoulsEdit

Defensively the Pyromancer is definitely very lacking with a limited shield, one single-target crowd control ability and only cloth armor. For a mainly PvE build it is highly recommended to have a summoning soul like the Elementalist or Necromancer to get a pet; even the lowest level possible pet (such as the Lesser Earth Elemental for the aforementioned Elementalist) can have a notable effect of diverting NPC damage off of you. Usually only a single point will be needed. For a main soul where you will spend most of your off-main points due to the level limits, the Stormcaller is an excellent choice for its improved AoE and crowd control abilities, and the Warlock can be handy due to its self-healing skills.


"Stay here. Those tricks the Elves taught you won’t frighten the Storm Legion." Phynnious Rothmann’s brother said, laughing.

Imbecile, Phynnious thought, watching his fellow tribesmen ride to battle. My tricks frightened even my teachers!

Sickly son of a Mathosian chieftan, Phynnious Rothmann was sent to study magic with the Elves — less to bring the arcane arts to his people than to stay out from under stomping, booted feet. But the Elves sent him home early: not because his research into fire magic nearly burned their sacred grove to the ground, but because the urgency of human youth made them uncomfortable.

Rothmann trudged over to the edge of the cliff to watch as slowly, the valor of the united tribesmen overcame the mindless discipline of Crucia’s Storm Legion. Suddenly, an electric blast erupted in the middle of the battlefield. Whether thanks to lightning or terror, the hair on the back of Phynnious’s neck stood up and he whispered, "Stormtouched."

Crucia herself, dragon of storms, had possessed the Legion’s commander. Phynnious knew she could bring to bear superhuman tactics and storm magic that would eradicate every northman in that valley. He knew this even as he rode to the battlefield, quick as a midsummer fire through dry scrub. Leaping off his horse, Phynnious turned into a streak of flame and flashed toward the front line just as the Mathosians quavered on the edge of disaster.

Standing on the front line, Rothmann conjured exploding fissures of magma, completing in mere seconds an incantation that took his Elf tutors minutes. White-hot flame lanced from his fingers, sending charred chunks of Legionaries flying in all directions. The Storm Legion’s rally became a rout.

An arrow slammed into Rothmann’s shoulder, jarring him into a state of sharp focus. The possessed Storm Legion leader advanced, aiming his second arrow at the mage’s heart. Phynnious screamed at his assailant, exhaling waves of flame that burned the bow away. The general drew his sword and charged through the flames. Two steps from Phynnious he stopped, a statue of solid ash.

Phynnious’s laughter blew the ash away on the northern breeze, joined by with the roar of his clansmen as they ran down the fleeing Storm Legion, even as a voice hissed from the sky: "I will kill you, little mage."

Years later, as Phynnious fixed the keystone to Crucia’s prison, he taunted, "Remember what you promised me?" and laughed again, breathy and crackling like a bonfire.


  • "Fire is a hazard,’ says the coward. ‘Fire is a tool,’ says the fool. I say fire is a weapon, a friend, a state of mind, and that the bold man and the craven burn just as fast."


Name Ranks Points Mana Range Casting Cooldown Description
Improved Fireball 0/3 0 Passive Increases your critical strike chance of your Fireball ability by 5/10/15%.
Ignition 0/5 0 Passive Decreases the cast time of your Fire spells by 4/8/12/16/20%.
Fiery Concentration 0/3 0 Passive Reduces the amount of pushback suffered while casting Fireball and Cinder Burst by 33/66/100%.
Combust 0/3 5 Passive Your Fireball spell has a 20% chance to ignite the enemy dealing an additional 10/20/30% of its damage over 8 seconds. This effect stacks up to 3 times.
Improved Smoldering Power 0/5 5 Passive Increases the mana cost reduction provided by your Smoldering Power by 5/10/15/20/25% , and allows Smoldering Power to be cast in combat. If cast in combat, Smoldering Power will not be castable again for 3 minutes/2 minutes 30 seconds/?/?/?, or until combat ends.
Burning Bonds 0/1 5 43 25 m 1.5 sec. 30 sec. Roots the enemy in place for up to 8 seconds. Damage caused will break the effect.
Improved Burning Bonds 0/2 5 Passive Reduces the cast time of your Burning Bonds spell by 50/100%.

Requires Burning Bonds Rank 1

Fiery Resolve 0/3 10 Passive Reduces the duration of hostile stuns and silences cast on you by 10/20/30%.
Flicker 0/1 10 22 Instant 20 sec. Frees the caster from immobilizing, and other crowd control type, effects and teleports them 15 meters forward.
Improved Grounding 0/3 10 Increases mana regeneration rate by 33/66/100% while you are standing in one of your ground effects.
Improved Flame Bolt 0/3 15 Passive Your Flame Bolt spell has a 33/66/100% chance on hit to increase your fire damage by 10% for 10 seconds.
Burning Bright 0/3 15 Passive Increases your Fire damage by 8/16/24% and reduces your maximum health by 5%.
Fire Storm 0/1 15 269 25 Channeled A conflagration erupts at the selected area burning all enemies within, causing 272 Fire damage over 10 seconds. +50 Charge
Wildfire 0/3 20 Passive Your Fireball casts have a 10/20/30% chance to reset and reduce the cooldown of your next 3 Flame Bolt to 0 seconds.

Requires Improved Flame Bolt Rank 3

Unbreakable Bonds 0/1 20 Passive Your Burning Bonds spell no longer breaks on damage.

Requires Improved Burning Bonds Rank 2

Pyromancer's Armor 0/1 20 22 Instant Shields the Mage for 1 hour, giving their damaging Fire spells a 10% chance to reset the cooldown of their Cinder Burst ability and reduce the cast time of their next Cinder Burst by 100%. Only 1 Armor may be active at a time.
Fire Shield 0/3 25 After being hit you have a 10/20/30% chance to receive a shield that absorbs damage up to the value of 15% of your maximum health for the next 10 seconds. This effect can occur once every 30 seconds.
Improved Ground of Power 0/5 25 Passive Decreases the additional damage you take while standing in your Ground of Power by 2/4/6/8/10%. Increases the additional damage you deal while standing in your Ground of Power by 1/2/3/4/5%.
Backdraft 0/1 25 155 25 m .5 seconds 30 seconds Blasts the selected area with a powerful attack, causing 90 to 90 damage and stunning all enemies within for 2 seconds. +10 Charge.

Requires Fire Storm Rank 1

Heat Wave 0/1 30 0 Instant 3 min. Resets the cooldown of the Mage's Fire spells, reduces their casting time by 50% and reduces the global cooldown of all spells by 0.5 seconds for 15 seconds. Does not trigger a global cooldown when cast.