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Wind Magic - Version 6 vs Version 7
Aug 26, 2026, 01:26 AM
Removed an unverifiable staff-channelling claim and a fabricated archetype theme
Sep 7, 2026, 02:25 AM
Reframed the wind branch identity off pre-launch trailers
1-Wind magic is one of the named branches of Fatekeeper's skill tree. Its identity centers on movement disruption: knockbacks, projectile redirection, and ranged force pressure. Pre-launch trailers show the spell-focused archetype channelling ranged elemental damage at distance, paired with crowd-shaping behaviors; specific archetype names for the wind branch have not been officially published.1+Wind magic is one of the named branches of Fatekeeper's skill tree. Its identity centers on movement disruption: knockbacks, projectile redirection, and ranged force pressure. Trailer footage shows the spell-focused archetype channelling ranged elemental damage at distance, paired with crowd-shaping behaviors. No official material has ever published an archetype name for the wind branch, and any class-style name attached to it elsewhere is invented.2233Named Wind Spells4455Two wind spells have been named in the live build. Windblast is a forceful gust that pushes enemies, and a June 2026 update reworked it to scale with Spellpower across its arc, range, and force: a higher base arc, a base physical impact that slightly shoves or knocks over small enemies, a higher projectile speed, and a range raised from 4 meters to 6 meters, with arc, range, and force all scaling further with Spellpower. Herald of Winter received the same set of changes, pairing the wind branch with a frost theme. Both confirm that the wind school leans on push pressure and Spellpower scaling rather than raw single-target damage.6677Likely Behaviors88991010Knockback gusts. Push enemies away or into hazards.Projectile redirection. Alter the trajectory of incoming or outgoing projectiles.Movement enhancement. Wind branches in many ARPGs offer mobility-leaning passives, though Paraglacial has not yet detailed which mobility nodes Fatekeeper includes.11111212Synergies13131414Spell alteration. Multi-projectile and ricochet nodes also affect wind spells, broadening crowd coverage.Telekinesis. Wind plus telekinesis makes the Druid the master of pushing enemies around the room.Skirmisher hybrid. Wind movement nodes pair well with daggers for fast, hit-and-run play.15151616Open Questions17171818Specific wind spell names, projectile shapes, damage types, and the boundary between wind and a hypothetical lightning or storm school are all unconfirmed. Wind is named in the skill-tree dev material as a branch but has not yet been the subject of a dedicated dev blog.