Category:Skills Usable in Medium Armor
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Magical Ability |
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School: Vitriomancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Bow Required | |
Tags: Ranged, Projectile | |
With a simple magic trick, you enchant your arrows, which then deal extra acid damage and corrode your targets. |
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Damage Acid: 30 to 45 * (1 + %MagicalPower) Stacks Corrosion: 5 to 7.5 * (1 + %MagicalPower) (reduced by: Fortitude) |
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0 | 30 |
Magical Ability |
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School: Vitriomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You spray with acid anyone in a cone in front of you. |
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Cone Length: 3.5 Cone Width: 120 Damage Acid: 120 to 180 * (1 + %MagicalPower) Stacks Corrosion: 10 to 15 * (1 + %MagicalPower) (reduced by: Fortitude) |
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6 | 180 |
Physical Ability |
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School: Hunting | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Melee, Trap | |
You place an acid could trap on the ground, which activates after a short delay. Upon activation, the trap begins to release potent acidic fumes that continuously damage and corrode anyone within its radius, until it runs out. |
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Activation Delay: 2 Trap Area Radius: 6 Damage Acid Per Second: 50 to 75 * (1 + %PhysicalPower) Stacks Corrosion Per Second: 5 to 7.5 * (1 + %PhysicalPower) (reduced by: Fortitude) Duration Trap: 8 |
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20 | 150 |
Magical Ability Ultimate |
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School: Vitriomancy | |
Ability Type: Self | |
Pre-Cast Time: 1 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure a thick acidic rain all around you, burning anyone within range over time. |
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Channeling Duration: 6 Area Radius: 8 Damage Acid Per Second: 40 to 60 * (1 + %MagicalPower) Stacks Corrosion Per Second: 10 to 15 * (1 + %MagicalPower) (reduced by: Fortitude) |
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30 | 150 /sec |
Magical Ability |
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School: Vitriomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a small projectile that explodes as it collides with the first enemy on its path, covering in acid any other enemy close enough to the impact location. |
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Area Radius: 2 Damage Acid: 140 to 210 * (1 + %MagicalPower) Stacks Corrosion: 10 to 15 * (1 + %MagicalPower) (reduced by: Fortitude) |
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6 | 180 |
Magical Ability |
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School: Vitriomancy | |
Ability Type: Target (Corroded Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You mold the acid covering your opponent into sharp spikes, to pierce and burn him from the inside. The power of this ability scales with the amount of corrosion charges on the victim. |
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Damage Acid: 100 to 150 * (1 + %MagicalPower) Damage Pierce: 100 to 150 * (1 + %MagicalPower) Damage Amplification Per Stack: 1% |
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12 | 360 |
Magical Ability |
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School: Vitriomancy | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You release a whirl of sharp acidic waves all around you, to slash and corrode any nearby creature. |
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Area Radius: 3 Damage Acid: 140 to 210 * (1 + %MagicalPower) Damage Slash: 140 to 210 * (1 + %MagicalPower) Stacks Corrosion: 10 to 15 * (1 + %MagicalPower) (reduced by: Fortitude) |
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12 | 360 |
Magical Ability |
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School: Druidcraft | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure the powerful breath of an arboreal dragon, poisoning any creature within range. |
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Channeling Duration: 3 Cone Length: 15 Cone Width: 70 Damage Poison Per Second: 800 Stacks Poison Per Second: 40 (reduced by: Fortitude) |
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15 | 200 /sec |
Magical Ability |
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School: Illusionism | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You release a wave of psyonic energy that hits every enemy in a cone in front of you, damaging them and atrophying their muscles for a few seconds. |
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Cone Length: 3 Cone Width: 120 Damage Energy: 100 to 200 * (1 + %MagicalPower) Duration Atrophied: 3 * (1 + %MagicalPower) (reduced by: Willpower) |
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12 | 240 |
Physical Ability |
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School: Leadership | |
Ability Type: Sustained | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
While this ability is active, you and every nearby ally become immune to the effects of Daze and Confusion. |
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Area Radius: 3 to 4.5 * (1 + %PhysicalPower) |
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10 | -500 Max Mana |
Physical Ability |
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School: Leadership | |
Ability Type: Sustained | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
While this ability is active, you and every nearby ally become immune to the effects of Fear. |
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Area Radius: 3 to 4.5 * (1 + %PhysicalPower) |
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10 | -500 Max Mana |
Physical Ability |
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School: Leadership | |
Ability Type: Sustained | |
Pre-Cast Time: 1 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
While this ability is active, every nearby opponent finds your figure extremely imposing and intimidating, to the point of feeling crushed and slowed just by your presence. |
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Area Radius: 2 * (1 + %PhysicalPower) Damage Crush Per Second: 24 to 36 * (1 + %PhysicalPower) |
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10 | -600 Max Mana |
Magical Ability |
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School: Druidcraft | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee | |
While in this form, your skin is covered by countless thorns which react to any melee attacker, piercing and bleeding them as they hit you. |
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Damage Pierce: 50 to 75 * (1 + %MagicalPower) Stacks Bleeding: 2 to 3 * (1 + %MagicalPower) (reduced by: Fortitude) |
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10 | -500 Max Mana |
Physical Ability Ultimate |
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School: Archery | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, AoE | |
You shoot several arrows towards the sky, which fall down after a brief delay, hitting any creature within a specific area of your choice. All creatures in range are pierced and crippled by the barrage. |
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Area Radius: 2 Damage Pierce: 400 to 600 * (1 + %PhysicalPower) Duration Cripple: 2.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
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24 | 300 |
Physical Ability |
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School: Warfare | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Ranged, AoE, Mobility | |
You jump to a visible location of your choice, crushing and crippling any opponent in range upon landing. |
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Area Radius: 3 Damage Crush: 140 to 210 * (1 + %PhysicalPower) Duration Cripple: 2 * (1 + %PhysicalPower) |
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12 | 180 |
Magical Ability Ultimate |
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School: Vitriomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a black slimy projectile, that explodes as it collides with the first enemy on its path, corroding and covering with black ooze any other enemy close enough to the impact location too. The black ooze effect lasts until the victims are no longer corroded, and significantly amplifies the effects of the corrosion. |
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Area Radius: 3 Damage Acid: 240 to 360 * (1 + %MagicalPower) Effects Amplification: 60% Stacks Corrosion: 20 to 30 * (1 + %MagicalPower) (reduced by: Fortitude) |
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24 | 720 |
Physical Ability |
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School: Knife Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
Your next attack is a guaranteed hit that deals extra damage and makes your victims bleed. |
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Extra Weapon Damage: 50 to 75 * (1 + %PhysicalPower) Stacks Bleeding: 5 to 7.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
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6 | 90 |
Magical Ability |
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School: Venomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile | |
You throw a sticky venomous mass that collides with the first enemy on its path, poisoning and blinding him for a few seconds. |
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Damage Poison: 100 to 150 * (1 + %MagicalPower) Duration Blind: 1 to 1.5 * (1 + %MagicalPower) (reduced by: Fortitude) Stacks Poison: 5 to 7.5 * (1 + %MagicalPower) (reduced by: Fortitude) |
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6 | 180 |
Physical Ability |
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School: Warfare | |
Ability Type: Sustained | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: | |
While this ability is active, you thirst for the blood of your enemies. Any hit against bleeding opponents deals extra damage and makes you recover some health. Both effects are calculated as a portion of the base damage of your weapon, not of actual damage dealt. |
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Weapon Damage Increase: 8 to 12% * (1 + %PhysicalPower) Health Recovered: 6 to 9% * (1 + %PhysicalPower) |
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10 | -400 Max Mana |
Magical Ability |
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School: Necromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Linked Effects, Ranged | |
You create a link between yours and your victim's souls, so that whenever you take damage, your victim takes a potion of that damage too, as pure damage. |
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Link Max Distance: 10 Link Max Duration: 4 to 6 * (1 + %MagicalPower) Damage Percentage: 20 to 30% * (1 + %MagicalPower) |
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12 | 240 |
Magical Ability Ultimate |
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School: Necromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE, Wall | |
You summon a wave of bones that grows in an arc in front of you, piercing any creature on its path. Every creature in range receives damage and becomes both Crippled and Bleeding. The bones at the end of the arc remain in place for some time, creating an impassable wall. |
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Cone Length: 8 Cone Width: 90 Damage Pierce: 200 to 300 * (1 + %MagicalPower) Duration Cripple: 2 to 3 * (1 + %MagicalPower) (reduced by: Fortitude) Duration Wall: 10 Stacks Bleeding: 10 to 15 * (1 + %MagicalPower) (reduced by: Fortitude) |
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24 | 480 |
Magical Ability |
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School: Druidcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Wall | |
A wall of brambles sprouts at a location of your choice, blocking anyone from passing through. The wall lasts for a few seconds, and as soon as it appears, it entangles all nearby enemies in roots. |
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Duration Rooted: 1 to 1.5 * (1 + %MagicalPower) (reduced by: Fortitude) Duration Wall: 5 |
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15 | 300 |
Magical Ability |
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School: Pyromancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Bow Required | |
Tags: Ranged, Projectile | |
With a simple magic trick, you enchant your arrows, which then deal extra fire damage and heat up your targets. |
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Damage Fire: 30 to 45 * (1 + %MagicalPower) Stacks Warm: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
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0 | 30 |
Magical Ability |
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School: Pyromancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
A burning pillar falls from the sky, hitting and Stunning every creature within the impact area. |
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Area Radius: 2 Damage Crush: 120 to 180 Damage Fire: 150 to 225 * (1 + %MagicalPower) Duration Stun: 0.75 * (1 + %MagicalPower) (reduced by: Fortitude) Stacks Warm: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
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12 | 360 |
Magical Ability |
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School: Pyromancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Unarmed | |
Tags: Melee | |
You gather a good amount of burning-hot energy in your hands, and release it upon your enemies as soon as you hit them, inflicting extra damage. You can hit incorporeal beings while using this ability. |
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Damage Fire: 30 to 45 * (1 + %MagicalPower) Stacks Warm: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
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0 | 30 |
Physical Ability |
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School: Leadership | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: AoE, Status Removal | |
With a motivating call, you command your nearby allies to endure their wounds in battle. Thanks to this, you all manage to shake away all your PhysicalDebuffs, and gain a fortitude boost for a few seconds. |
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Area Radius: 8 Bonus Fortitude: 100 to 300 * (1 + %PhysicalPower) Duration Buff: 6 |
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12 | 180 |
Magical Ability Ultimate |
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School: Vitriomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a pressurized shell filled with acid at a specific location, which bursts upon collision and covers any creature in range with acid. Anyone directly hit by the projectile shell, takes extra crush damage and is briefly stunned in place. |
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Area Radius: 4 Damage Acid: 180 to 270 * (1 + %MagicalPower) Damage Crush: 180 to 270 * (1 + %MagicalPower) Duration Stun: 1 (reduced by: Fortitude) Stacks Corrosion: 30 to 45 * (1 + %MagicalPower) (reduced by: Fortitude) |
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24 | 720 |
Magical Ability |
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School: Vitriomancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Unarmed | |
Tags: Melee | |
You conjure a thin layer of acid to coat your hands, allowing your attacks to inflict extra damage upon your opponents, corroding them with each hit. You can hit incorporeal beings while using this ability. |
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Damage Acid: 30 to 45 * (1 + %MagicalPower) Stacks Corrosion: 5 to 7.5 * (1 + %MagicalPower) (reduced by: Fortitude) |
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0 | 30 |
Magical Ability Ultimate |
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School: Aeromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You release a lightning bolt that bounces between multiple enemies several times. |
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Bounce Distance: 4 to 6 Bounces Max: 6 Damage Shock: 80 to 120 * (1 + %MagicalPower) Stacks Shocked: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
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24 | 720 |
Physical Ability Ultimate |
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School: Leadership | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Linked Effects, Ranged | |
You challenge an enemy of your choice, creating a link between the two of you. While the link is active, you deal more damage to him and he deals less damage to you. |
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Link Max Distance: 15 Link Max Duration: 30 Damage Increase: 10 to 15% * (1 + %PhysicalPower) Damage Reduction: 5 to 7.5% * (1 + %PhysicalPower) |
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10 | 250 |
Physical Ability |
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School: Leadership | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: AoE | |
You command allies within 8 meters from you to charge in battle, which allows you all to run faster for a few seconds. |
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Duration Buff: 4 to 6 * (1 + %PhysicalPower) Move Speed Bonus: 30% * (1 + %PhysicalPower) |
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18 | 220 |
Magical Ability |
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School: Cryomancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Bow Required | |
Tags: Ranged, Projectile | |
With a simple magic trick, you enchant your arrows, which then deal extra ice damage and chill down your targets. |
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Damage Ice: 30 to 45 * (1 + %MagicalPower) Stacks Chilled: 5 to 7.5 * (1 + %MagicalPower) (reduced by: Willpower) |
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0 | 30 |
Magical Ability |
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School: Cryomancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Unarmed | |
Tags: Melee | |
You gather a good amount of biting-cold energy in your hands, and release it upon your enemies as soon as you hit them, inflicting extra damage. You can hit incorporeal beings while using this ability. |
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Damage Ice: 30 to 45 * (1 + %MagicalPower) Stacks Chilled: 5 to 7.5 * (1 + %MagicalPower) (reduced by: Willpower) |
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0 | 30 |
Magical Ability |
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School: Pyromancy | |
Ability Type: Sustained | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee | |
You summon a barrier of flames around you, which increases your fire resistance, and damages any nearby opponent. |
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Area Radius: 2 Damage Fire Per Second: 50 to 75 * (1 + %MagicalPower) Resistance Fire: 80 to 120 * (1 + %MagicalPower) Stacks Warm Per Second: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
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10 | -600 Max Mana |
Magical Ability |
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School: Cryomancy | |
Ability Type: Sustained | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee | |
You summon a barrier of frost around you, which increases your ice resistance, and damages any nearby opponent. |
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Area Radius: 2 Damage Ice Per Second: 50 to 75 * (1 + %MagicalPower) Resistance Ice: 80 to 120 * (1 + %MagicalPower) Stacks Chilled Per Second: 5 to 7.5 * (1 + %MagicalPower) (reduced by: Willpower) |
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10 | -600 Max Mana |
Magical Ability |
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School: Aeromancy | |
Ability Type: Sustained | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee | |
You summon a barrier of lightnings around you, which increases your shock resistance, and damages any nearby opponent. |
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Area Radius: 2 Damage Shock Per Second: 20 to 30 * (1 + %MagicalPower) Resistance Shock: 80 to 120 * (1 + %MagicalPower) Stacks Shocked Per Second: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
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10 | -600 Max Mana |
Magical Ability |
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School: Druidcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE, Summon | |
You cover a large portion of terrain in spider webs, entangling all creatures in range as the webs spawn. Anyone inside the webs is slowed. |
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Area Radius: 6 Duration Webbed: 1.4 to 2.1 * (1 + %MagicalPower) (reduced by: Fortitude) Duration Webs: 4 to 6 * (1 + %MagicalPower) |
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18 | 360 |
Physical Ability |
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School: Mace Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
With your next attack you hit your opponent head with extreme force, inducing him to re-experience a portion of the same damage over time for the next few seconds. Multiple istances of this effect can be active at the same time on the victim. |
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Damage Percentage: 50 to 75% * (1 + %PhysicalPower) Duration Effect: 6 |
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3 | 60 |
Physical Ability |
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School: Swordsmanship | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
If this ability is ready, the next time you block a melee attack, you immediately strike back at your opponent, dealing extra damage. The counter attack cannot be dodged or blocked in any way. |
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Extra Weapon Damage: 80 to 120 * (1 + %PhysicalPower) |
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6 to 4 | 90 |
Physical Ability Ultimate |
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School: Knife Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You strike your target with intent to kill, dealing extra pure damage for each percentage point of health it's missing. |
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Damage Pure: 4 to 6 * (1 + %PhysicalPower) |
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24 | 300 |
Physical Ability |
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School: Knife Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
Your next attack is a guaranteed hit that deals extra damage and cripples your victims. |
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Extra Weapon Damage: 40 to 60 * (1 + %PhysicalPower) Duration Cripple: 2 to 3 * (1 + %PhysicalPower) (reduced by: Fortitude) |
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6 | 90 |
Physical Ability |
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School: Mace Fighting | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE, Mobility | |
You dash in a straight line swinging your weapon all around you, and hitting and crippling every enemy within range. |
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Area Radius: 2 Distance Dash: 5 Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) Duration Cripple: 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
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12 | 180 |
Magical Ability |
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School: Druidcraft | |
Ability Type: Target (Rooted Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You force the roots entangling one of your enemies to constrict him forcefully until they burst, crushing and crippling the victim. |
|
Spell Charges: 3 * (1 + %MagicalPower) Damage Crush: 200 to 300 * (1 + %MagicalPower) Duration Cripple: 1.5 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
12 | 240 |
Physical Ability Ultimate |
|
---|---|
School: Leadership | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Ranged, AoE | |
You unleash a powerful shout, which deals massive crush damage to any enemy in a cone if front of you, and stuns them. Both the damage amount and the stun duration are doubled for the first enemy in range. |
|
Cone Length: 8 Cone Width: 40 Damage Crush: 200 to 300 * (1 + %PhysicalPower) Duration Stun: 0.8 * (1 + %PhysicalPower) (reduced by: Willpower) |
|
24 | 300 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You conjure a set of crystalline chains and shackles around your victim. A shackled creature is Silenced, and loses some mana over time, but if it has less mana than the amount it would lose, the remainder is dealt as Pure damage. |
|
Duration Debuff: 2 to 3 * (1 + %MagicalPower) (reduced by: Willpower) Mana Loss Per Second: 80 to 120 * (1 + %MagicalPower) |
|
12 | 360 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee | |
While in this form, your skin becomes crystal-like, and any creature that hits you at melee range loses some mana and is Silenced for a few seconds. If a creature has less mana than the amount it would lose, the remainder is dealt as Pure damage. |
|
Duration Silence: 0.5 * (1 + %MagicalPower) (reduced by: Willpower) Mana Loss: 100 to 150 * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Unarmed | |
Tags: Melee | |
You infuse your hands with magical energy that emulates the dangerous properties of certain magical crystals. While using this ability, your attacks leech mana from your opponents and silence them for a brief time. Creatures with less mana than the amount they would lose, take the remainder as pure damage. You can hit incorporeal beings while using this ability. |
|
Mana Stolen: 40 to 60 * (1 + %MagicalPower) Duration Silence: 0.5 * (1 + %MagicalPower) (reduced by: Willpower) |
|
0 | 30 |
Magical Ability |
|
---|---|
School: Restoration | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE, Healing | |
You reduce the amount of poison circulating in every ally within a specific area of your choosing. |
|
Area Radius: 3 Stacks Poison: 20 to 40 * (1 + %SpiritualPower) |
|
5 | 100 |
Magical Ability |
|
---|---|
School: Restoration | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE, Healing | |
You partially restore the health of every ally within a specific area of your choosing. |
|
Area Radius: 3 Health Recovered: 60 to 90 * (1 + %SpiritualPower) |
|
5 | 100 |
Magical Ability Ultimate |
|
---|---|
School: Necromancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
If this ability is ready, its effect triggers as soon as you would either go unconscious or die, making you Immortal and take reduced healing for a brief time instead. If you manage to kill any creature before the timer runs out, the spell ends and you regain a portion of your health, otherwise you die on the spot. |
|
Duration Effect: 15 Max Health: 30 to 45% * (1 + %MagicalPower) |
|
120 to 60 | 0 |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You curse any enemy within a specific area of your choice, damaging them and preventing them from recovering health for a few seconds. |
|
Area Radius: 3 Damage Energy: 200 to 300 * (1 + %MagicalPower) Duration Unhealable: 2.4 to 3.6 * (1 + %MagicalPower) |
|
12 | 240 |
Physical Ability |
|
---|---|
School: Knife Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
Your next attack is a guaranteed hit that deals extra damage and makes your victims deal less damage. |
|
Extra Weapon Damage: 60 to 90 * (1 + %PhysicalPower) Damage Reduction: 10 to 15% * (1 + %PhysicalPower) Duration Debuff: 5 |
|
12 | 180 |
Physical Ability |
|
---|---|
School: Axe Fighting | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You take advantage of a crowd of unorganized opponents, swinging your weapon in the fray, and rebounding each attack from one enemy to the other. The basic weapon damage you inflict is amplified for each extra enemy you hit simultaneously with this ability, past the first one. |
|
Cone Length: 3 Cone Width: 120 Damage Amplification Per Creature: 14 to 21% * (1 + %PhysicalPower) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Cryomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, Ranged, AoE | |
While channeling this spell, anyone within a specific area of your choice starts cooling down at an alarming rate, and takes ice damage over time. If you complete the channeling, you also freeze your victims. |
|
Channeling Duration: 2 Area Radius: 3 Damage Ice Per Second: 120 to 180 * (1 + %MagicalPower) Stacks Chilled Per Second: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 100 /sec |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE, Status Removal | |
You attempt to dispel all MagicalBuffs, debuffs and protections from all the creatures within a specific area of your choosing. The chance to dispel each effect is calculated separatley. |
|
Area Radius: 3 Dispel Chance: 30 to 45% * (1 + %MagicalPower) |
|
8 | 240 |
Physical Ability |
|
---|---|
School: Knife Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, Status Removal | |
Your next attack is a guaranteed hit that deals extra damage and removes a few random buffs from your victims. |
|
Extra Weapon Damage: 60 to 90 * (1 + %PhysicalPower) Buffs Removed: 1 to 2 |
|
12 | 180 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile | |
You shoot two arrows at the same time. The base damage of each arrow is modified by your perception. |
|
Damage Modifier : 60% * (1 + %PhysicalPower) |
|
6 to 4 | 90 |
Physical Ability |
|
---|---|
School: Fencing | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You quickly hit your opponent twice, with both attacks dealing extra damage. |
|
Extra Weapon Damage: 10 to 30 * (1 + %PhysicalPower) |
|
6 | 90 |
Physical Ability |
|
---|---|
School: Hunting | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Mobility, Status Removal | |
You quickly dash backwards, freeing yourself from any snaring effect. |
|
Spell Charges: 0.8 to 1.2 * (1 + %PhysicalPower) Distance Dash: 2 to 3 * (1 + %PhysicalPower) |
|
10 to 8 | 100 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You shoot a multitude of small stone bullets in a wide line in front of you. The projectiles pierce through multiple enemies, dealing less damage every time, and Slows them all down for a few seconds. |
|
Spell Charges: 3 * (1 + %MagicalPower) Line Length: 8 Line Width: 2 Damage Pierce: 100 to 150 * (1 + %MagicalPower) Damage Falloff: 0% Duration Slow: 1.2 to 1.8 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 120 |
Magical Ability Ultimate |
|
---|---|
School: Geomancy | |
Ability Type: Self | |
Pre-Cast Time: 2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you call forth several earthquake shocks localized in a large area around yourself. All creatures in range are damaged and stunned by the shockwaves, but the damage is reduced the futher away from you the victim is. |
|
Channeling Duration: 6 Area Radius: 10 Damage Crush: 200 to 300 * (1 + %MagicalPower) Damage Falloff: 50% Duration Stun: 1.25 * (1 + %MagicalPower) (reduced by: Fortitude) Shockwaves Count: 4 |
|
30 | 150 /sec |
Magical Ability |
|
---|---|
School: Pyromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure the powerful breath of an ember dragon, damaging any creature within range. |
|
Channeling Duration: 3 Cone Length: 15 Cone Width: 70 Damage Fire Per Second: 800 Stacks Warm Per Second: 80 (reduced by: Willpower) |
|
15 | 200 /sec |
Magical Ability Ultimate |
|
---|---|
School: Witchcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
Every ally within a specific area of your choice gets empowered for a few seconds. Empowered creatures deal more damage, have more health and are immune to the weakened effect. |
|
Area Radius: 3 Damage Increase: 6 to 9% * (1 + %MagicalPower) Duration Buff: 3 to 4.5 * (1 + %MagicalPower) Health Bonus: 100 to 150 * (1 + %MagicalPower) |
|
24 | 720 |
Magical Ability |
|
---|---|
School: Witchcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, Ranged, AoE | |
While channeling this spell, you charge up a globe of magical energy at a location of your choice. As soon as the channeling ends or gets interrupted, a blast of energy is released, damaging and hexing any opponent in range. The blast power depends on how long you channeled the spell. |
|
Channeling Duration: 2 Area Radius: 3 Damage Energy Per Second: 300 to 450 * (1 + %MagicalPower) Stacks Hexed Per Second: 6 to 9 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 100 /sec |
Physical Ability Ultimate |
|
---|---|
School: Warfare | |
Ability Type: Self | |
Pre-Cast Time: 0 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Status Removal | |
You enter a battlerage, refusing to die no matter what for a brief period of time. While enraged, you are immortal, you deal more damage with regular attacks, you move faster, and you gain immunity from anything that would incapacitate you, snare you, or slow you down, but you won't be able to use any other ability in battle. This ability can be used also while incapacitated. |
|
Damage Increase: 50 to 75% * (1 + %PhysicalPower) Duration Effect: 8 Move Speed Bonus: 5 to 7.5% * (1 + %PhysicalPower) |
|
30 | 300 |
Magical Ability Ultimate |
|
---|---|
School: Druidcraft | |
Ability Type: Self | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE | |
You summon fast-growing roots and vines all around you, which trample all over nearby enemies, crushing and entangling them. |
|
Area Radius: 6 Damage Crush: 300 to 450 * (1 + %MagicalPower) Duration Rooted: 2 to 3 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
20 | 400 |
Magical Ability |
|
---|---|
School: Druidcraft | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a ball of spider webs that collides with the first enemy on its path, covering him and any other nearby opponent in webs. |
|
Area Radius: 2 Duration Webbed: 1.4 to 2.1 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
8 | 160 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You alter the gravitational pull within a specific area, creating a localized earthquake, which pulls anyone within the area towards the center, damaging and stunning them. The damage inflicted scales with the amount of creatures caught with this spell at the same time, as they end up crushing on each other in the middle. |
|
Area Radius: 4 Damage Crush: 100 to 150 * (1 + %MagicalPower) Damage Amplification Per Creature: 24% Duration Stun: 0.8 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
12 | 360 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You cause a massive ground explosion at a specific location, which damages and knocks back all creatures in range. |
|
Area Radius: 3 Damage Crush: 100 to 150 * (1 + %MagicalPower) Knock Back Distance: 4 |
|
6 | 180 |
Physical Ability Ultimate |
|
---|---|
School: Swordsmanship | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You slice with extreme force any enemy in a cone in front of you, inflicting extra damage, and making them bleed profusely. |
|
Cone Length: 2 Cone Width: 120 Extra Weapon Damage: 250 to 375 * (1 + %PhysicalPower) Stacks Bleeding: 30 to 45 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
24 | 300 |
Physical Ability Ultimate |
|
---|---|
School: Axe Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: Two Handed | |
Tags: Physical Buff, Melee | |
You perform a powerful attack that deals extra damage to your target, or twice as much damage if its health was below a specific threshold. If your target dies or goes unconscious, you gain a temporary damage increase bonus which can stack multiple times, and the cooldown of this ability resets. |
|
Stacks Max: 10 Extra Weapon Damage: 200 to 300 * (1 + %PhysicalPower) Damage Increase: 10% * (1 + %PhysicalPower) Duration Buff: 30 Threshold Health: 30% |
|
24 | 300 |
Magical Ability |
|
---|---|
School: Pyromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You trigger an unstable reaction inside your target's body, causing a fiery explosion after a short delay. The explosion damages both your target and any other nearby opponent. |
|
Area Radius: 2 Damage Fire: 300 to 450 * (1 + %MagicalPower) Effect Delay: 2 Stacks Warm: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 360 |
Physical Ability |
|
---|---|
School: Hunting | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Melee, Trap | |
You place a ticking explosive trap on the ground, which acts as a proximity bomb, and explodes as soon as one or more enemies get too close, or when its duration expires. The explosion knocks back and deals crush and fire damage to anyone within its radius. The damage depends on the victim's distance from the trap when it explodes. |
|
Activation Delay: 1.5 Trap Area Radius: 6 Trap Trigger Distance: 2 Damage Crush: 150 to 225 * (1 + %PhysicalPower) Damage Fire: 150 to 225 * (1 + %PhysicalPower) Stacks Warm: 10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude) Knock Back Distance: 6 Duration Trap: 30 Effects Falloff: 50% |
|
10 | 150 |
Magical Ability |
|
---|---|
School: Witchcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
With this spell you hex every enemy within an area of your choosing, reducing their magical resistances. |
|
Area Radius: 3 Stacks Hexed: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
|
16 | 480 |
Magical Ability |
|
---|---|
School: Pyromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You create a conical blaze of flames that damages anyone whithin its range. |
|
Cone Length: 3.5 Cone Width: 120 Damage Fire: 120 to 180 * (1 + %MagicalPower) Stacks Warm: 16 to 24 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Magical Ability |
|
---|---|
School: Illusionism | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You conjure terrifing images in the minds of any opponent within a specific area of your choice, filling them with fear for a few seconds. |
|
Area Radius: 3 Duration Fear: 2 to 3 * (1 + %MagicalPower) (reduced by: Willpower) |
|
8 | 160 |
Magical Ability Ultimate |
|
---|---|
School: Pyromancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a fireball that damages every creature caught within the impact area. |
|
Area Radius: 4 Damage Fire: 500 to 750 * (1 + %MagicalPower) Damage Falloff: 50% Stacks Warm: 30 to 45 * (1 + %MagicalPower) (reduced by: Willpower) |
|
24 | 720 |
Magical Ability |
|
---|---|
School: Pyromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile | |
You cast a flaming projectile that collides with the first enemy on its path. |
|
Damage Fire: 150 to 225 * (1 + %MagicalPower) Stacks Warm: 16 to 24 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Magical Ability Ultimate |
|
---|---|
School: Pyromancy | |
Ability Type: Self | |
Pre-Cast Time: 1 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure a rain of fire all around you, causing several fireballs to fall from the sky, damaging anyone caught within their impact area. |
|
Channeling Duration: 6 Area Radius: 8 Damage Fire: 140 to 210 * (1 + %MagicalPower) Fireballs Per Second: 6 * (1 + %MagicalPower) Impact Area Radius: 2 Stacks Warm: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
|
30 | 150 /sec |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You release a bunch of lightnings in a cone in front of you, hitting any opponent in range. Each lightning that successfully hits a target can bounce to a second enemy behind the first one, dealing the same amount of damage. |
|
Cone Length: 6 Cone Width: 60 Damage Shock: 140 to 210 * (1 + %MagicalPower) Stacks Shocked: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 360 |
Physical Ability |
|
---|---|
School: Warfare | |
Ability Type: Sustained | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: | |
While this ability is active, you are in a battle frenzy, which significantly boosts both you attack and movement speed, while keeping you in a constant state of confusion. |
|
Attack Speed Bonus: 8 to 12% * (1 + %PhysicalPower) Move Speed Bonus: 8 to 12% * (1 + %PhysicalPower) |
|
10 | -400 Max Mana |
Magical Ability |
|
---|---|
School: Cryomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a frozen sphere that explodes as it collides with the first enemy on its path, damaging any other nearby enemy. |
|
Area Radius: 2 Damage Ice: 120 to 180 * (1 + %MagicalPower) Stacks Chilled: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Magical Ability Ultimate |
|
---|---|
School: Cryomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You trigger a frozen blast at a specific location, that damages and freezes any creature caught within its range. |
|
Area Radius: 4 Damage Ice: 360 to 540 * (1 + %MagicalPower) |
|
24 | 720 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee | |
You summon a whirling globe of razor-sharp glass shards around you which damages any creature that gets too close, ignoring a portion of their resistances. |
|
Area Radius: 2 Damage Slash Per Second: 50 to 75 * (1 + %MagicalPower) Ignored Resistance: 10 to 15% * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Physical Ability Ultimate |
|
---|---|
School: Archery | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 1 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile | |
You infuse your next arrow with magical energy, and you shoot it at a target of your choice. The projectile follows your target, and deals extra damage as it connects. |
|
Extra Weapon Damage: 400 to 600 * (1 + %PhysicalPower) |
|
24 | 300 |
Physical Ability Ultimate |
File:Icon FlurryOfBlows.png |
---|---|
School: Axe Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: One Handed | |
Tags: Melee | |
You go on a rampage, hitting your target repeatedly multiple times and keeping it stunned in the process. |
|
Attacks Count: 4 to 6 Duration Effect: 2 to 3 |
|
24 | 300 |
Magical Ability Ultimate |
|
---|---|
School: Cryomancy | |
Ability Type: Self | |
Pre-Cast Time: 1 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure an intense hailstorm all around you. Several large pieces of hail fall from the sky over time, damaging and chilling anyone they happen to hit. |
|
Channeling Duration: 6 Area Radius: 8 Hail Drops Per Second: 6 * (1 + %MagicalPower) Damage Ice: 100 to 150 * (1 + %MagicalPower) Stacks Chilled: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
30 | 150 /sec |
Physical Ability Ultimate |
|
---|---|
School: Archery | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 1 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile | |
You aim at your target and shoot a fast and precise arrow, which deals extra damage and stuns your target. |
|
Extra Weapon Damage: 140 to 210 * (1 + %PhysicalPower) Duration Stun: 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
24 | 300 |
Magical Ability |
|
---|---|
School: Restoration | |
Ability Type: Target (Ally) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Healing | |
You conjure a column of bright curative energy, which envelops your target and restores a significant amount of his health, while damaging and blinding any enemy nearby. |
|
Area Radius: 2 Damage Energy: 100 to 150 * (1 + %SpiritualPower) Duration Blind: 2 to 3 * (1 + %SpiritualPower) (reduced by: Willpower) Health Recovered: 100 to 150 * (1 + %SpiritualPower) |
|
10 | 200 |
Magical Ability |
|
---|---|
School: Restoration | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE, Healing | |
You release a small wave of restorating energy around yourself, which heals you and any ally nearby. |
|
Area Radius: 3 Health Recovered: 80 to 120 * (1 + %SpiritualPower) |
|
10 | 200 |
Physical Ability Ultimate |
|
---|---|
School: Fencing | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
This deadly stab, precisely aimed at the heart of your opponent, deals extra damage and makes your victim bleed profusely. |
|
Extra Weapon Damage: 160 to 240 * (1 + %PhysicalPower) Stacks Bleeding: 30 to 45 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
24 | 300 |
Physical Ability |
|
---|---|
School: Mace Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You land a powerful blow with your next attack which deals significantly more damage and cripples your targets. |
|
Weapon Damage Increase: 30 to 45% * (1 + %PhysicalPower) Duration Cripple: 2 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
6 | 90 |
Physical Ability Ultimate |
|
---|---|
School: Hunting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Linked Effects, Ranged | |
You mark your prey, creating a link between the two of you. While the link is active, your prey cannot hide or turn invisible in any way, and its evasion is nullified against any attack coming from you. The cooldown of this ability resets if the creature you marked dies. |
|
Link Max Distance: 30 Link Max Duration: 20 to 30 |
|
30 | 300 |
Magical Ability |
|
---|---|
School: Cryomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile | |
You cast a fan of icy projectiles in a cone in front of you. Multiple spike hits on the same target count as a single hit. |
|
Cone Width: 45 Projectiles Count: 7 Damage Ice: 150 to 225 * (1 + %MagicalPower) Stacks Chilled: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Magical Ability |
|
---|---|
School: Cryomancy | |
Ability Type: Target (Frozen Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You force the icy layer enveloping a frozen creature to shatter and explode, inflicting massive damage to that creature, and half that much to any other nearby enemy. After the explosion, the main target is no longer frozen. |
|
Spell Charges: 3 * (1 + %MagicalPower) Area Radius: 3 Damage Ice: 240 to 360 * (1 + %MagicalPower) |
|
12 | 240 |
Magical Ability |
|
---|---|
School: Pyromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
A sudden burst of flames envelops your target, inflicting damage, adding Warm stacks, and doubling the amount of Warm stacks on it. |
|
Damage Fire: 80 to 120 * (1 + %MagicalPower) Stacks Warm: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Physical Ability Ultimate |
|
---|---|
School: Fencing | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: Two Handed | |
Tags: Melee | |
You impale your opponent with your weapon, dealing extra damage and ignoring a portion of your target's physical resistances. |
|
Extra Weapon Damage: 200 to 300 * (1 + %PhysicalPower) Ignored Resistance: 20 to 30% * (1 + %PhysicalPower) |
|
24 | 300 |
Magical Ability Ultimate |
|
---|---|
School: Pyromancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, Ranged, AoE | |
While channeling this spell, all enemies within a specific area af your choice begin heating up from inside, taking fire damage. Burning enemies take amplified damage from this ability. |
|
Channeling Duration: 3 Area Radius: 6 Damage Fire Per Second: 140 to 210 * (1 + %MagicalPower) Damage Amplification: 50% Stacks Warm Per Second: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
16 | 180 /sec |
Magical Ability Ultimate |
|
---|---|
School: Venomancy | |
Ability Type: Self | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You release a poisonous wave that engulfs any opponent in range, inflicting poison damage. Poisoned enemies take amplified damage and their posion spreads to any other enemy within the range of this spell. |
|
Area Radius: 5 Damage Poison: 200 to 300 * (1 + %MagicalPower) Damage Amplification: 150% |
|
24 | 720 |
Magical Ability Ultimate |
|
---|---|
School: Druidcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE, Summon | |
You conjure a swarm of bloodthirsty insects at a location of your choice, which follow any enemy in range, biting and making them bleed over time. Swarmed creatures are also confused until the effect ends. |
|
Area Radius: 3 Duration Debuff: 6 * (1 + %MagicalPower) Stacks Bleeding Per Second: 2 to 3 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
20 | 400 |
Physical Ability |
|
---|---|
School: Leadership | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: AoE, Status Removal | |
With an inspiring shout, you raise the morale of any nearby ally in battle. You all gain a boost to your maximum health, to your accuracy, fortitude, evasion and willpower scores, and immunity to fear for a few seconds. |
|
Area Radius: 10 Bonus Accuracy: 75 to 150 * (1 + %PhysicalPower) Bonus Evasion: 75 to 150 * (1 + %PhysicalPower) Bonus Fortitude: 75 to 150 * (1 + %PhysicalPower) Bonus Willpower: 75 to 150 * (1 + %PhysicalPower) Duration Buff: 6 Health Bonus: 150 to 300 * (1 + %PhysicalPower) |
|
18 | 270 |
Physical Ability |
|
---|---|
School: Leadership | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: AoE | |
You unleash a terrifing shout, frigtnening all nearby opponents. |
|
Area Radius: 10 Duration Fear: 3 to 4.5 * (1 + %PhysicalPower) (reduced by: Willpower) |
|
9 | 135 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile, AoE | |
You shoot an arrow that detonates upon impact, which deals crush damage and knocks back any opponent in range. |
|
Area Radius: 1.5 Damage Crush: 100 to 150 * (1 + %PhysicalPower) Knock Back Distance: 3 to 4.5 |
|
8 | 120 |
Physical Ability |
|
---|---|
School: Axe Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You hack at your opponent with great force, dealing extra damage equal to a potion of its current health, and making it bleed profusely. |
|
Current Health: 8 to 12% * (1 + %PhysicalPower) Max Extra Damage: 100 to 150 * (1 + %PhysicalPower) Stacks Bleeding: 20 to 30 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
12 | 180 |
Physical Ability Ultimate |
|
---|---|
School: Knife Fighting | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
Your next attack is a guaranteed hit that deals extra damage and makes your victim take reduced healing for a few seconds. |
|
Extra Weapon Damage: 400 to 600 * (1 + %PhysicalPower) Duration Unhealable: 3.2 to 4.8 * (1 + %PhysicalPower) |
|
24 | 300 |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
While channeling this spell, until your victim is in range, you steal a portion of its health over time, slowing it in the meantime. |
|
Channeling Duration: 5 Life Stolen Per Second: 50 to 75 * (1 + %MagicalPower) |
|
12 | 80 /sec |
Magical Ability Ultimate |
|
---|---|
School: Restoration | |
Ability Type: Target (Ally) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Linked Effects, Ranged | |
You link yourself to the life force of one of your allies. By doing so, a portion of the damage dealt to your ally gets halved and redirected to you instead. |
|
Link Max Distance: 15 Link Max Duration: 40 to 60 Damage Percentage: 20 to 30% * (1 + %SpiritualPower) |
|
10 | 400 |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, Mobility | |
You dash in lightining form in a straight line damaging any opponent on your path. |
|
Spell Charges: 2 Distance Dash: 5 Damage Shock: 40 to 60 * (1 + %MagicalPower) Stacks Shocked: 10 to 15 * (1 + %MagicalPower) |
|
10 | 150 |
Magical Ability Ultimate |
|
---|---|
School: Aeromancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
A powerful lightning strikes down at a location of your choice, damaging anyone caught within the area of impact. Creatures closer to the impact point take more damage. |
|
Area Radius: 2 Damage Shock: 300 to 450 * (1 + %MagicalPower) Damage Falloff: 50% Stacks Shocked: 30 to 45 * (1 + %MagicalPower) (reduced by: Willpower) |
|
24 | 720 |
Physical Ability |
|
---|---|
School: Fencing | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, Mobility | |
You lunge forward, piercing any opponent in your way with your weapon, and stunning them for a fraction of a second. |
|
Distance Dash: 5 Extra Weapon Damage: 50 to 75 * (1 + %PhysicalPower) Duration Stun: 0.5 (reduced by: Fortitude) |
|
8 | 120 |
Magical Ability |
|
---|---|
School: Witchcraft | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile | |
You release several homing projectiles that follow and hit a taget of your choice. Each missile deals energy damage and hexes your target. |
|
Projectiles Count: 4 Damage Energy: 30 to 60 * (1 + %MagicalPower) Stacks Hexed: 2 to 3 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
You summon a protective globe that increases all your magical resistances and refelects back to the attacker a portion of any magic damage you take. |
|
Resistance Magical: 200 Reflection Magical: 60% |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
While channeling this spell, until your victim is in range, you steal a portion of its mana over time, slowing it in the meantime. |
|
Channeling Duration: 5 Mana Stolen Per Second: 100 to 150 * (1 + %MagicalPower) |
|
12 | 40 /sec |
Magical Ability Ultimate |
|
---|---|
School: Restoration | |
Ability Type: Self | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE, Healing | |
You release a large wave of restorating energy around yourself, which heals you and every ally nearby. |
|
Area Radius: 8 Health Recovered: 120 to 180 * (1 + %SpiritualPower) |
|
20 | 400 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile | |
You shoot a projectile that collides with the first enemy on its path, and deals more damage than a regular attack. Whenever this ability hits a snared enemy, the hit is a guaranteed critical strike and stuns the target. |
|
Extra Weapon Damage: 70 to 105 * (1 + %PhysicalPower) Duration Stun: 1.2 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Illusionism | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You trigger a sudden and intense migrane in your target's mind, which leaves him in a daze for a few seconds. |
|
Damage Energy: 100 to 200 * (1 + %MagicalPower) Duration Daze: 2 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 240 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure the powerful breath of a mountain dragon, damaging and slowing any creature within range. |
|
Channeling Duration: 3 Cone Length: 15 Cone Width: 70 Damage Crush Per Second: 800 Duration Slow: 6 (reduced by: Willpower) |
|
15 | 200 /sec |
Physical Ability |
|
---|---|
School: Hunting | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Trap | |
You throw a net to trap every opponent within a specific area of your choice. |
|
Area Radius: 2.5 Duration Trapped: 1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
9 | 135 |
Magical Ability |
|
---|---|
School: Venomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You conjure a pocket of pressurized venomous gas below groud, at a location of your choosing, which erupts in a noxious jet after a short delay. The vapours are more potent at the center of the jet, but anyone caught by them gets heavily poisoned. |
|
Area Radius: 2 Damage Poison: 200 to 300 * (1 + %MagicalPower) Stacks Poison: 20 to 30 * (1 + %MagicalPower) (reduced by: Fortitude) Effects Falloff: 50% |
|
12 | 360 |
Physical Ability Ultimate |
|
---|---|
School: Warfare | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: | |
By controlling your breathing, you maintain a perfect focus in battle for a few seconds, overpowering all your enemies, and making it impossible for them to dodge or block any of your basic melee attacks. |
|
Duration Effect: 5 to 7.5 * (1 + %PhysicalPower) |
|
20 | 300 |
Magical Ability Ultimate |
|
---|---|
School: Cryomancy | |
Ability Type: Self | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE | |
For a split second, you create a connection with a frozen hell, instantly freezing anyone around you. |
|
Area Radius: 10 Damage Ice: 360 to 540 * (1 + %MagicalPower) Damage Falloff: 50% |
|
24 | 720 |
Magical Ability Ultimate |
|
---|---|
School: Geomancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You petrify your target for a few seconds. |
|
Duration Petrify: 2 to 4 * (1 + %MagicalPower) (reduced by: Willpower) |
|
24 | 720 |
Magical Ability |
|
---|---|
School: Restoration | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE, Healing, Status Removal | |
You release a burst of rinvigorating energy on every ally within an area of your choosing, lowering the effects of any active Physical Debuff or Elemental Condition and restoring a small portion of their health. |
|
Area Radius: 3 Stacks Removed: 30 to 45 * (1 + %SpiritualPower) Duration Removed: 1 to 1.5 * (1 + %SpiritualPower) Health Recovered: 60 to 90 * (1 + %SpiritualPower) |
|
10 | 200 |
Magical Ability Ultimate |
|
---|---|
School: Abjuration | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Status Removal | |
You send a magical projectile which damages your target and removes every MagicalProtection active on it. If this spell removes at least one protection, the damge is amplified. |
|
Damage Energy: 220 to 330 * (1 + %MagicalPower) Damage Amplification: 100% |
|
24 | 720 |
Physical Ability |
|
---|---|
School: Fencing | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, Mobility, Status Removal | |
You dash in a straight line piercing through your opponents, and their MagicalProtections. Anyone hit by this attack takes extra energy damage, and loses all his MagicalProtections. |
|
Distance Dash: 5 Damage Energy: 140 to 210 * (1 + %MagicalPower) Extra Weapon Damage: 70 to 105 * (1 + %PhysicalPower) |
|
16 | 240 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile | |
You shoot a special arrow which traps your target for a few seconds. |
|
Extra Weapon Damage: 50 to 75 * (1 + %PhysicalPower) Duration Trapped: 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
8 | 120 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Melee, Projectile | |
You shoot an arrow with great force at melee range, which deals extra damage and pierces a good portion of your target's armor, briefly stunning him. |
|
Extra Weapon Damage: 140 to 210 * (1 + %PhysicalPower) Ignored Resistance: 14 to 21% * (1 + %PhysicalPower) Duration Stun: 0.5 (reduced by: Fortitude) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Venomancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
With this spell you conjure magical poison directly in your victim's veins. |
|
Spell Charges: 3 * (1 + %MagicalPower) Stacks Poison: 8 to 12 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
6 | 120 |
Physical Ability |
|
---|---|
School: Hunting | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Melee, Trap | |
You place a poision could trap on the ground, which activates after a short delay. Upon activation, the trap begins to release thick noxious fumes that continuously damage and poison anyone within its radius, until it runs out |
|
Activation Delay: 2 Trap Area Radius: 6 Damage Poison Per Second: 50 to 75 * (1 + %PhysicalPower) Stacks Poison Per Second: 5 to 7.5 * (1 + %PhysicalPower) (reduced by: Fortitude) Duration Trap: 8 |
|
20 | 150 |
Magical Ability |
|
---|---|
School: Venomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You conjure a venomous spray that hits and poisons anyone in a cone in front of you. |
|
Cone Length: 3.5 Cone Width: 120 Damage Poison: 120 to 180 * (1 + %MagicalPower) Stacks Poison: 10 to 15 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
6 | 180 |
Physical Ability |
|
---|---|
School: Swordsmanship | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You hit your opponent with the pommel of your sword, stunning him for a brief time. |
|
Damage Crush: 150 to 225 * (1 + %PhysicalPower) Duration Stun: 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
12 | 180 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile | |
You shoot an empowered projectile that pierces through multiple enemies. The projectile deals more damage than a regular attack and cripples anyone it hits. |
|
Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) Duration Cripple: 2 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
12 | 180 |
Magical Ability Ultimate |
|
---|---|
School: Geomancy | |
Ability Type: Self | |
Pre-Cast Time: 1 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure a cyclone of crystal shards all around you. Anyone in range is slashed by the shards, is Silenced, and loses some mana over time. Any creature with less mana than the amount it would lose, takes the remainder as Pure damage. |
|
Channeling Duration: 6 Area Radius: 8 Damage Slash Per Second: 100 to 150 * (1 + %MagicalPower) Mana Loss Per Second: 100 to 150 * (1 + %MagicalPower) |
|
30 | 150 /sec |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
While this spell is active, your acid resistance is enhanced, and you gain immunity to the corrosion effect. |
|
Resistance Acid: 100 to 200 * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
While this spell is active, your ice resistance is enhanced, and you gain immunity to the chilled and frozen effects. |
|
Resistance Ice: 100 to 200 * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
While this spell is active, your shock resistance is enhanced, and you gain immunity to the shocked effect. |
|
Resistance Shock: 100 to 200 * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
While this spell is active, your fire resistance is enhanced, and you gain immunity to the warm and burning effects. |
|
Resistance Fire: 100 to 200 * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
While this spell is active, your poison resistance is enhanced, and you gain immunity to the poisoned effect. |
|
Resistance Poison: 100 to 200 * (1 + %MagicalPower) |
|
10 | -600 Max Mana |
Physical Ability |
|
---|---|
School: Fencing | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You pierce every opponent in a line in front of you, dealing Pure damage and making them bleed. |
|
Line Length: 5 Line Width: 1.5 Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) Stacks Bleeding: 10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Pyromancy | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You release a fiery blast which damages and knocks back any nearby creature to a set distance from you. |
|
Area Radius: 3 Damage Fire: 150 to 225 * (1 + %MagicalPower) Knock Back Distance: 4 Stacks Warm: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 360 |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Ghoul to aid you in combat. This powerful undead is extremely versatile in battle, having both excellent offensive and defensive capabilities. It can use the Chilling Touch and Rend Armor abilities. |
|
Control Slots: 3 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Threat Level: 1 |
|
15 | -1200 Max Mana |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Skeletal Archer to aid you in combat. This light armored skeleton is quite fragile, but can inflict considerable damage with its accurate ranged attacks. It can use the Acid Arrow ability. |
|
Threat Level: 0 Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Accuracy Bonus: 100 to 300 * (1 + %SpiritualPower) |
|
10 | -900 Max Mana |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Skeletal Knight to aid you in combat. This heavy armored skeleton makes for a great defender, also thanks to its enhanced resistance to both physical and magical effects. It can use the Pommel Strike ability. |
|
Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Fortitude Bonus: 100 to 300 * (1 + %SpiritualPower) Willpower Bonus: 100 to 300 * (1 + %SpiritualPower) Threat Level: 2 |
|
10 | -900 Max Mana |
Magical Ability |
File:Icon Party Summon Skeleton.png |
---|---|
School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Skeleton to aid you in combat. Although relatively fragile, this summon is quite agile, and can inflict considerable damage thanks to its quick attacks. It can use the Chilling Touch ability. |
|
Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Evasion Bonus: 100 to 300 * (1 + %SpiritualPower) |
|
5 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Zombie to aid you in combat. Although its offensive and defensive capabilities are lacking, this walking corpse can sustain a lot of damage thanks to its remarkable health and self regeneration ability. It can use the Bloodlust ability. |
|
Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Health Regeneration Bonus: 10 to 30 * (1 + %SpiritualPower) Threat Level: 2 |
|
5 | -600 Max Mana |
Physical Ability |
|
---|---|
School: Warfare | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: Shield Required | |
Tags: Melee, Mobility | |
You rush forward with your shield, breaking the enemy lines, while harming and crippling anyone in your way. |
|
Distance Dash: 5 Damage Crush: 200 to 300 * (1 + %PhysicalPower) Duration Cripple: 2 * (1 + %PhysicalPower) |
|
10 | 150 |
Physical Ability |
|
---|---|
School: Knife Fighting | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You hit every enemy in a cone in front of you, dealing extra damage, and cutting and slashing precisely around the joints of their armor, reducing the physical resistance they provide. |
|
Cone Length: 2 Cone Width: 120 Extra Weapon Damage: 70 to 105 * (1 + %PhysicalPower) Resistance Debuff: 10 to 15% * (1 + %PhysicalPower) Duration Debuff: 5 |
|
12 | 180 |
Physical Ability |
|
---|---|
School: Warfare | |
Ability Type: Self | |
Pre-Cast Time: 0 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Status Removal | |
You instantly get rid of any snaring or incapacitating effect that was hindering you, and gain immunity to the same effects for a few seconds. This ability can be used also while incapacitated. |
|
Duration Effect: 1.6 to 2.4 * (1 + %PhysicalPower) |
|
10 | 150 |
Physical Ability |
|
---|---|
School: Mace Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You land a powerful attack that damages and resonates inside your target, releasing multiple shockwaves directed towards any other nearby opponent. Each shockwave is like an echo of your original blow, and deals the exact same damage to anyone struck by them. |
|
Area Radius: 3 to 4.5 * (1 + %PhysicalPower) Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) |
|
12 | 180 |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, Projectile, AoE | |
You shoot a projectile that bounces between different enemies in range. |
|
Bounce Distance: 8 Bounces Max: 3.5 * (1 + %PhysicalPower) |
|
6 to 4 | 90 |
Physical Ability Ultimate |
|
---|---|
School: Warfare | |
Ability Type: Self | |
Pre-Cast Time: 0 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Healing | |
By sheer willpower, you force your body to instantly recover a portion of your health to keep fighting. This feat is extremely taxing on your body, however, and you will receive reduced healing for a few seconds thereafter. |
|
Duration Unhealable: 15 Max Health: 5 to 7.5% * (1 + %PhysicalPower) |
|
30 | 300 |
Physical Ability |
|
---|---|
School: Axe Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You drive the sharp edge of your axe in your opponent flesh with extreme precision. This attack deals extra damage and makes your opponent bleed. |
|
Extra Weapon Damage: 50 to 75 * (1 + %PhysicalPower) Stacks Bleeding: 5 to 7.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
6 | 90 |
Magical Ability |
|
---|---|
School: Abjuration | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Status Removal | |
This spell removes all the MagicalProtections active on your target, and deals damage for each protection removed. |
|
Damage Energy: 100 to 150 * (1 + %MagicalPower) |
|
15 | 450 |
Physical Ability |
|
---|---|
School: Warfare | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: Shield Required | |
Tags: Melee, AoE | |
You use your shield to forcefully hit and push away all enemies in a cone in front of you. Anyone hit by this effect is also stunned for a brief time. |
|
Cone Length: 2.5 Cone Width: 120 Damage Crush: 100 to 150 * (1 + %PhysicalPower) Duration Stun: 1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) Knock Back Distance: 4 |
|
8 | 120 |
Physical Ability |
|
---|---|
School: Leadership | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: Shield Required | |
Tags: AoE | |
You command your nearby allies to focus on their defenses, which allows you all to gain a boost to your resistances and increase the Block Chance from the shields you use in combat. |
|
Area Radius: 10 Resistances All: 100 to 200 * (1 + %PhysicalPower) Block Chance: 50% * (1 + %PhysicalPower) Duration Buff: 6 |
|
18 | 270 |
Magical Ability |
|
---|---|
School: Illusionism | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a shiny projectile that collides with the first enemy on its path, splitting and bouncing to any other enemy nearby. Anyone hit by the spell takes energy damage and gets confused for a few seconds. |
|
Bounce Distance: 6 Damage Energy: 100 to 200 * (1 + %MagicalPower) Duration Confusion: 3 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 240 |
Magical Ability |
|
---|---|
School: Cryomancy | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You cause a sudden temperature drop around you, which damages all nearby opponents. Enemies further away take less damage. |
|
Spell Charges: 3 * (1 + %MagicalPower) Area Radius: 3 Damage Ice: 100 to 150 * (1 + %MagicalPower) Stacks Chilled: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
9 | 120 |
Magical Ability |
File:Icon 128x128 108.png |
---|---|
School: Aeromancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Bow Required | |
Tags: Ranged, Projectile | |
With a simple magic trick, you enchant your arrows, which will shock your targets on impact. |
|
Stacks Shocked: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
0 | 30 |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You discharge a jolt of electricity, instantly hitting a target of your choice. |
|
Spell Charges: 4 Damage Shock: 40 to 60 * (1 + %MagicalPower) Stacks Shocked: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 120 |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Ready | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Unarmed | |
Tags: Melee | |
You gather a good amount of electrified energy in your hands and release it upon your enemies as soon as you hit them, shocking them on impact. You can hit incorporeal beings while using this ability. |
|
Stacks Shocked: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
0 | 30 |
Physical Ability |
|
---|---|
School: Warfare | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You unleash your strength, releasing a shockwave that hits and stuns any nearby opponent. |
|
Area Radius: 3 Damage Crush: 160 to 240 * (1 + %PhysicalPower) Duration Stun: 0.8 to 1.2 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
10 | 150 |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure the powerful breath of a skeletal dragon, damaging any creature within range and making them bleed over time. |
|
Channeling Duration: 3 Cone Length: 15 Cone Width: 70 Damage Slash Per Second: 800 Stacks Bleeding Per Second: 40 (reduced by: Fortitude) |
|
15 | 200 /sec |
Physical Ability Ultimate |
|
---|---|
School: Swordsmanship | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Ranged, AoE | |
You release a powerful wave from the edge of your weapon, which hits anyone in a line in front of you, dealing extra damage and slowing them for a few seconds. |
|
Line Length: 10 Line Width: 1 Damage Slash: 500 to 750 * (1 + %PhysicalPower) Duration Cripple: 2.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
24 | 300 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You slow down every enemy within a specific area of your coosing. |
|
Area Radius: 5 Duration Slow: 2.4 to 3.6 * (1 + %MagicalPower) (reduced by: Willpower) |
|
8 | 240 |
Physical Ability |
|
---|---|
School: Hunting | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Melee, Trap | |
You place a snare trap on the ground, which triggers as soon as an enemy steps on it. The victim takes severe crush damage, is snared in place and starts bleeding profusely. |
|
Activation Delay: 1.5 Trap Trigger Distance: 1 Damage Crush: 200 to 300 * (1 + %PhysicalPower) Duration Trapped: 1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) Stacks Bleeding: 10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude) Duration Trap: 30 |
|
10 | 150 |
Physical Ability |
|
---|---|
School: Hunting | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Melee, Trap | |
You place a ticking spike trap on the ground, which acts as a proximity bomb, and explodes as soon as one or more enemies get too close, or when its duration expires. The explosion fires hundreds of metallic spikes which hit anyone in range, inflicting pierce damage and making them bleed. The damage and the bleed intensities depend on the victim's distance from the trap when it explodes. |
|
Activation Delay: 1.5 Trap Area Radius: 6 Trap Trigger Distance: 2 Damage Pierce: 200 to 300 * (1 + %PhysicalPower) Duration Trap: 30 Stacks Bleeding: 10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude) Effects Falloff: 50% |
|
10 | 150 |
Physical Ability Ultimate |
|
---|---|
School: Mace Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You hit your opponent with great force, dealing massive damage and leaving him crippled and athrophied. The extra damage and all the effects are amplified, if you hit your opponent from behind. |
|
Extra Weapon Damage: 140 to 210 * (1 + %PhysicalPower) Duration Atrophied: 1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) Duration Cripple: 1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) Effects Amplification: 100% |
|
24 | 300 |
Physical Ability Ultimate |
|
---|---|
School: Mace Fighting | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: - | |
Weapon Restrictions: Two Handed | |
Tags: Ranged, AoE | |
You forcefully hit the ground in front of you, releasing three shockwaves that propagate like a cone. Each shockwave crushes and stuns any opponent in their way. |
|
Cone Length: 10 Cone Width: 60 Damage Crush: 240 to 360 * (1 + %PhysicalPower) Duration Stun: 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude) |
|
24 | 300 |
Magical Ability |
|
---|---|
School: Druidcraft | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You sprout a line of roots and vines that tramples over your enemies, crushing and entangling them. |
|
Line Length: 8 Line Width: 3 Damage Crush: 200 to 300 * (1 + %MagicalPower) Duration Rooted: 1.8 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
12 | 240 |
Physical Ability |
|
---|---|
School: Leadership | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Ranged, AoE | |
You unleash a powerful shout, which crushes and slows down all enemies in a cone in front of you. |
|
Cone Length: 10 Cone Width: 120 Damage Crush: 180 to 270 * (1 + %PhysicalPower) Duration Slow: 3 * (1 + %PhysicalPower) (reduced by: Willpower) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Self | |
Pre-Cast Time: 0 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, Melee | |
While channeling this spell, you charge up electricity, which gets instantly discharged in a blast around you as soon as the channeling ends or gets interrupted. The blast damages anyone in range, and deals more damage the loger the spell was channelled. |
|
Channeling Duration: 2 Area Radius: 3 Damage Shock Per Second: 220 to 330 * (1 + %MagicalPower) Stacks Shocked Per Second: 16 to 24 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 100 /sec |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You manipulate the electical charges in a cone in front of you in order to create a strong and sudden gravitational pull towards your direction. All enemies caught by this spell are pulled towards you and take some damage for each meter they got pulled |
|
Cone Length: 6 Cone Width: 20 Damage Shock: 30 to 45 * (1 + %MagicalPower) Stacks Shocked: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 360 |
Magical Ability Ultimate |
|
---|---|
School: Geomancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile | |
You summon and shoot a massive stone lance that hits and pierces through multiple enemies in a line. Slowed enemies take double damage from this spell. |
|
Damage Pierce: 300 to 450 * (1 + %MagicalPower) |
|
24 | 720 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Sustained | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: | |
While this spell is active, your skin becomes stone-like. You have 100% Block Chance, and anyone hitting you at melee range is Slowed for a few seconds. This spell stacks up multiple times, and any damage istance that gets blocked removes one stack. Stacks regenerate passively over time. If all are removed, the spell deactivates. |
|
Stacks Max: 3 to 6 * (1 + %MagicalPower) Stacks Regeneration Time: 6 Duration Slow: 1.5 * (1 + %MagicalPower) (reduced by: Willpower) |
|
10 | -600 Max Mana |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Channeled, Ranged, Projectile | |
You cast several arrows in quick succession in a straight line, each one dealing a portion of their original damage. |
|
Channeling Duration: 1 Projectiles Count: 8 Damage Modifier : 30 to 45% * (1 + %PhysicalPower) |
|
12 | 180 /sec |
Physical Ability |
|
---|---|
School: Axe Fighting | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee | |
You hack at your opponent with great force, dealing a guaranteed critical hit with extra critical damage. |
|
Critical Damage Bonus: 16 to 24 * (1 + %PhysicalPower) |
|
6 | 90 |
Physical Ability |
|
---|---|
School: Assassination | |
Ability Type: Sustained | |
Pre-Cast Time: 0.2 | |
Can be Critical: No | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: | |
As long as this ability is active, you strike at your enemies open wounds, dealing extra damage based on the missing health of the opponent, in percentage. Maxiumum bonus damage is reached when the opponent is at very low health. |
|
Max Weapon Damage Increase: 32 to 48% * (1 + %PhysicalPower) |
|
10 | -400 Max Mana |
Magical Ability |
|
---|---|
School: Hunting | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You summon a Grizzly Bear to aid you in combat. This summon is extremely resilient, and can stun its victims with powerful blows. It can use the Intimidate ability. |
|
Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Fortitude Bonus: 100 to 300 * (1 + %SpiritualPower) Threat Level: 2 |
|
10 | -600 Max Mana |
Magical Ability |
|
---|---|
School: Hunting | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You summon a Wolf to aid you in combat. Although not very resilient, this summon can inflict considerable damage with its quick attacks, often resulting in critical hits. It can use the Bleeding Strike ability. |
|
Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Critical Chance Bonus: 5 to 15% * (1 + %SpiritualPower) |
|
5 | -400 Max Mana |
Magical Ability |
|
---|---|
School: Druidcraft | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You summon a Sproutling to aid you in combat. This summon has average defensive and offensive capabilities, but can withstand prolonged battles thanks to its remarkable health regeneration. It can use the Barbed Skin ability. |
|
Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Health Regeneration Bonus: 5 to 15 * (1 + %SpiritualPower) Threat Level: 1 |
|
10 | -900 Max Mana |
Physical Ability |
|
---|---|
School: Swordsmanship | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: Melee, AoE | |
You swipe away any enemy in front of you, with a powerful slash of your sword. All enemies hit take extra damage and are knocked back. |
|
Cone Length: 2 Cone Width: 120 Extra Weapon Damage: 50 to 75 * (1 + %PhysicalPower) Knock Back Distance: 1 |
|
6 | 90 |
Magical Ability |
|
---|---|
School: Geomancy | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: No | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
You force the terrain to burst at a specific location of your choice, damaging and stunning any creature in range. |
|
Area Radius: 4 Damage Crush: 120 to 180 * (1 + %MagicalPower) Duration Stun: 0.8 to 1.2 * (1 + %MagicalPower) (reduced by: Fortitude) |
|
16 | 360 |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Projectile, AoE | |
You cast a shocking projectile that collides with the first enemy on its path. Upon collision, any opponent near the target is struck by secondary lightnings released after the impact, which are half as effective than the original bolt. |
|
Area Radius: 2 Damage Shock: 80 to 120 * (1 + %MagicalPower) Stacks Shocked: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
|
6 | 180 |
Magical Ability |
|
---|---|
School: Aeromancy | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, AoE | |
You release a shocking blast around you, that damages any creature in range. |
|
Area Radius: 3 Damage Shock: 180 to 270 * (1 + %MagicalPower) Stacks Shocked: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 360 |
Magical Ability Ultimate |
|
---|---|
School: Aeromancy | |
Ability Type: Self | |
Pre-Cast Time: 1 | |
Can be Critical: Yes | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, AoE | |
While channeling this spell, you conjure a thunderous cloud above you, which causes countless small lightnings to strike down at random enemies within range over time. |
|
Channeling Duration: 6 Area Radius: 8 Damage Shock: 80 to 120 * (1 + %MagicalPower) Lightnings Per Second: 3 * (1 + %MagicalPower) Stacks Shocked: 20 to 30 * (1 + %MagicalPower) (reduced by: Willpower) |
|
30 | 150 /sec |
Magical Ability |
|
---|---|
School: Necromancy | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE | |
You infuse your and your allies bodies with necrotic energy as you would do for inanimate corpses. By doing so, your bodies become stronger, but they also start to decay, losing health over time and becoming more susceptible to fire. |
|
Area Radius: 8 Resistance Debuff: 200 Buff Strength: 3 to 4.5 * (1 + %MagicalPower) Duration Buff: 6 Regeneration Health Debuff: 30 |
|
12 | 240 |
Magical Ability |
|
---|---|
School: Druidcraft | |
Ability Type: Self | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Melee, Healing | |
You infuse yourself and any nearby ally with a stream of natural energy, which instantly removes all bleeding and crippling effects, and enhances your health regeneration rate for a few seconds. |
|
Area Radius: 2 Duration Buff: 6 Regeneration Health: 20 to 30 * (1 + %MagicalPower) |
|
12 | 240 |
Physical Ability |
|
---|---|
School: Warfare | |
Ability Type: Sustained | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: - | |
Weapon Restrictions: - | |
Tags: | |
While this ability is active, you viciously aim your melee hits at the injuries of your enemies, inflicting extra damage for each PhysicalDebuff active on them. The extra damage is calculated as a portion of the base damage of your weapon. |
|
Weapon Damage Increase: 10 to 15% * (1 + %PhysicalPower) |
|
10 | -400 Max Mana |
Physical Ability |
|
---|---|
School: Archery | |
Ability Type: Directional | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Ranged, AoE | |
You release a volley of arrows in a cone in front of you. Multiple arrow hits on the same target count as a single hit. |
|
Cone Width: 45 Projectiles Count: 7 Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Witchcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, AoE | |
Every enemy within a specific area of your choice gets harmed by this spell, and becomes weak for a few seconds. |
|
Area Radius: 3 Damage Energy: 100 to 150 * (1 + %MagicalPower) Duration Weakened: 3 to 4.5 * (1 + %MagicalPower) (reduced by: Willpower) |
|
16 | 480 |
Physical Ability |
|
---|---|
School: Swordsmanship | |
Ability Type: Self | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: - | |
Weapon Restrictions: Two Handed | |
Tags: Melee, AoE | |
You swing your sword all around you, hitting every enemy in range. |
|
Area Radius: 3 Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) |
|
12 | 180 |
Magical Ability |
|
---|---|
School: Cryomancy | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Channeled, Ranged | |
While channeling this spell, you envelop your target in a frozen grasp, damaging and chilling it over time. If you complete the channeling, you also freeze your victim. |
|
Channeling Duration: 1.5 Damage Ice Per Second: 100 to 150 * (1 + %MagicalPower) Stacks Chilled Per Second: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
|
12 | 100 /sec |
Magical Ability Ultimate |
|
---|---|
School: Illusionism | |
Ability Type: Target (Ally) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged, Healing, Status Removal | |
You utter a powerful word carring a specific purpose, and you direct it towards a creature of your choosing. The word purpose comes to reality in the creature's mind, and allows his body to instantly heal, and nullify the effects of poison or of any PhysicalDebuff. |
|
Health Recovered: 300 to 450 * (1 + %MagicalPower) |
|
24 | 400 |
Magical Ability Ultimate |
|
---|---|
School: Illusionism | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You utter a powerful word carring a specific purpose, and you direct it towards a creature of your choosing. The word purpose comes to reality in the creature's mind, and forces his current healt to instantly drop to 0. This spell has no effect on creatures with more health than a specific threshold. |
|
Monsters Health Threshold: 1000 to 1500 * (1 + %MagicalPower) Players Health Threshold: 300 to 450 * (1 + %MagicalPower) |
|
24 | 400 |
Magical Ability Ultimate |
|
---|---|
School: Illusionism | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You utter a powerful word carring a specific purpose, and you direct it towards a creature of your choosing. The word purpose comes to reality in the creature's mind, and forces him to become silenced for a few seconds. |
|
Duration Silence: 3 to 4.5 * (1 + %MagicalPower) (reduced by: Willpower) |
|
24 | 400 |
Magical Ability Ultimate |
|
---|---|
School: Illusionism | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: Ranged | |
You utter a powerful word carring a specific purpose, and you direct it towards a creature of your choosing. The word purpose comes to reality in the creature's mind, and forces him to become stunned for a few seconds. |
|
Duration Stun: 1.6 to 2.4 * (1 + %MagicalPower) (reduced by: Willpower) |
|
24 | 400 |
Pages in category "Skills Usable in Medium Armor"
The following 196 pages are in this category, out of 196 total.
A
B
C
- Call to Tenacity
- Caustic Shell
- Caustic Touch
- Chain Lightning
- Challenge
- Charge
- Chilling Arrows
- Chilling Touch
- Cloak of Flames
- Cloak of Frost
- Cloak of Lightning
- Cobweb
- Concussive Strike
- Counterstrike
- Coup De Grace
- Crippling Strike
- Crushing Assault
- Crushing Roots
- Crushing Shout
- Crystal Shackles
- Crystalline Skin
- Crystalline Touch
- Cure Poison
- Cure Wounds
D
E
H
I
M
P
- Permafrost
- Petrify
- Physical Recovery
- Pierce Magic
- Pierce Through
- Pin Down
- Point Blank
- Poison
- Poison Cloud Trap
- Poison Spray
- Pommel Strike
- Powershot
- Primal Storm
- Protection from Acid
- Protection from Cold
- Protection from Electricity
- Protection from Fire
- Protection from Poison
- Puncturing Strike
- Pyroblast
R
S
- Second Wind
- Sharp Strike
- Shatter Wards
- Shield Slam
- Shields Up
- Shimmering Sphere
- Shivers
- Shocking Arrows
- Shocking Lash
- Shocking Touch
- Shockwave
- Skeletal Dragon Breath
- Slashing Wave
- Slow
- Snare Trap
- Spike Trap
- Spine Breaker Blow
- Split Earth
- Sprouting Pulse
- Staggering Shout
- Static Discharge
- Static Pull
- Stone Lance
- Stone Skin
- Strafing Strike
- Strike Down
- Strike Wounds
- Summon Bear Companion
- Summon Wolf Companion
- Summon Woodland Being
- Swipe