Category:Skills that Can Critically Hit
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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 |
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: 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 |
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 |
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 |
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 |
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 |
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 |
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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. |
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Spell Charges: 3 * (1 + %MagicalPower) Damage Crush: 200 to 300 * (1 + %MagicalPower) Duration Cripple: 1.5 * (1 + %MagicalPower) (reduced by: Fortitude) |
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12 | 240 |
Magical Ability |
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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. |
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Mana Stolen: 40 to 60 * (1 + %MagicalPower) Duration Silence: 0.5 * (1 + %MagicalPower) (reduced by: Willpower) |
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0 | 30 |
Magical Ability |
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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. |
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Area Radius: 3 Damage Energy: 200 to 300 * (1 + %MagicalPower) Duration Unhealable: 2.4 to 3.6 * (1 + %MagicalPower) |
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12 | 240 |
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 deal less damage. |
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Extra Weapon Damage: 60 to 90 * (1 + %PhysicalPower) Damage Reduction: 10 to 15% * (1 + %PhysicalPower) Duration Debuff: 5 |
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12 | 180 |
Physical Ability |
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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. |
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Cone Length: 3 Cone Width: 120 Damage Amplification Per Creature: 14 to 21% * (1 + %PhysicalPower) |
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12 | 180 |
Magical Ability |
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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. |
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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) |
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12 | 100 /sec |
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, Status Removal | |
Your next attack is a guaranteed hit that deals extra damage and removes a few random buffs from your victims. |
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Extra Weapon Damage: 60 to 90 * (1 + %PhysicalPower) Buffs Removed: 1 to 2 |
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12 | 180 |
Physical Ability |
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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. |
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Damage Modifier : 60% * (1 + %PhysicalPower) |
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6 to 4 | 90 |
Physical Ability |
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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. |
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Extra Weapon Damage: 10 to 30 * (1 + %PhysicalPower) |
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6 | 90 |
Magical Ability |
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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. |
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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) |
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6 | 120 |
Magical Ability |
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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. |
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Channeling Duration: 3 Cone Length: 15 Cone Width: 70 Damage Fire Per Second: 800 Stacks Warm Per Second: 80 (reduced by: Willpower) |
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15 | 200 /sec |
Magical Ability |
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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. |
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Area Radius: 4 Damage Crush: 100 to 150 * (1 + %MagicalPower) Damage Amplification Per Creature: 24% Duration Stun: 0.8 * (1 + %MagicalPower) (reduced by: Fortitude) |
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12 | 360 |
Magical Ability |
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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. |
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Area Radius: 3 Damage Crush: 100 to 150 * (1 + %MagicalPower) Knock Back Distance: 4 |
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6 | 180 |
Magical Ability |
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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. |
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Cone Length: 3.5 Cone Width: 120 Damage Fire: 120 to 180 * (1 + %MagicalPower) Stacks Warm: 16 to 24 * (1 + %MagicalPower) (reduced by: Willpower) |
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6 | 180 |
Magical Ability |
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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. |
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Damage Fire: 150 to 225 * (1 + %MagicalPower) Stacks Warm: 16 to 24 * (1 + %MagicalPower) (reduced by: Willpower) |
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6 | 180 |
Magical Ability Ultimate |
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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. |
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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) |
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30 | 150 /sec |
Magical Ability |
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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. |
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Cone Length: 6 Cone Width: 60 Damage Shock: 140 to 210 * (1 + %MagicalPower) Stacks Shocked: 10 to 15 * (1 + %MagicalPower) (reduced by: Willpower) |
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12 | 360 |
Magical Ability |
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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 |
|
---|---|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
|
---|---|
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: 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: 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 |
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: 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 |
|
---|---|
School: Assassination | |
Ability Type: Directional | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: No | |
Armor Restrictions: Light | |
Weapon Restrictions: One Handed | |
Tags: Melee, Invisibility, Mobility | |
You dash in a straight line, hitting any enemy in your way with a basic attack and hiding after a short delay for a few seconds. |
|
Spell Charges: 2 Distance Dash: 5 Duration Hidden: 2 * (1 + %PhysicalPower) |
|
12 to 8 | 100 |
Physical Ability |
|
---|---|
School: Assassination | |
Ability Type: Target (Enemy) | |
Pre-Cast Time: 0 | |
Can be Critical: Yes | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light | |
Weapon Restrictions: One Handed | |
Tags: Ranged, Mobility | |
You teleport behind your target, backstabbing it. If you use this ability while hidden, the attack deals extra damage and frightens your victim. |
|
Extra Weapon Damage: 40 to 100 * (1 + %PhysicalPower) Duration Fear: 3 * (1 + %PhysicalPower) (reduced by: Willpower) |
|
12 | 180 |
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 |
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 |
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 |
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 |
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 |
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 |
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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) |
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6 | 90 |
Physical Ability |
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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 |
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6 | 90 |
Magical Ability |
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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 |
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---|---|
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 |
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---|---|
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 |
Physical Ability |
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---|---|
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 |
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. |
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Area Radius: 3 Extra Weapon Damage: 100 to 150 * (1 + %PhysicalPower) |
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12 | 180 |
Magical Ability |
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---|---|
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 |
Pages in category "Skills that Can Critically Hit"
The following 94 pages are in this category, out of 94 total.