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Wind Magic
May 12, 2026 at 03:48 AM
Added 1 image for visual coverage.
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.

Knockback 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.
Staff-channelled hybrid. Trailer footage has shown the Druid wielding a staff while channeling ranged spells; the specific archetype name has not been officially published, though the visuals fit a wind plus storm theme.
Spell 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.
Specific 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.