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Magic damage

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Magic damage is a damage type in Ashes of Creation.[1][2][3][4]

Skill Icon Origin Description
Arcane Beam Arcane Beam Icon.png Mage Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[5]
Arcane Volley Arcane Volley (Active).png Mage Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[6][7]
Ball Lightning Ball Lightning Icon.png Mage Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[8][9][10]
Blizzard Blizzard.png Mage Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[11][12][8]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[13][14][15]
Combust Combust Icon.png Mage Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[16]
Cone of Cold Cone of Ice.png Mage Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[8][17][18]
Fireball Fireball (Active).png Mage Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[19]
Frostbolt Frostbolt (Active).png Mage Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[20][21]
Lightning Strike Lightning Strike (Active).png Mage Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[22][23]
Magma Field (Lavastorm).png Mage Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[24]
Meteor (Meteor Shower).png Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[25]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[26]

Schools of magic

Different schools of magic exist within Ashes of Creation.[27]

There are a lot of different schools of magic... whether it be transformation, summoning magic, arcane magic, elemental magic, blood corruption, regular corruption, chaos, electricity. There's a whole bunch of influences that exist across the player abilities, but also across the environments and the POIs and unique to each of the cultures.[27]Steven Sharif
  • The developers adhere to a style guide for each school of magic.[27]

Damage types

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[2]

Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[29]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[33]
When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[34]Steven Sharif
  • There is also non-mitigated damage.[2]
Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[33]Steven Sharif

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