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Arcane magic

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Arcane magic is a school of magic in Ashes of Creation.[1]

Arcane skills

Skill Icon Origin Description
Arcane Beam Arcane Beam Icon.png 法师 Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[2]
Arcane Circle Arcane Circle Icon.png 法师 Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[3]
Arcane Empowerment Mage Spell Shift 8.png 法师 Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[4]
Arcane Eye Arcane Eye Icon.png 法师 Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[5]
Arcane Volley Arcane Volley (Active).png 法师 Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[6][7]
Combust Combust Icon.png 法师 Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[8]

Schools of magic

Different schools of magic exist within Ashes of Creation.[1]

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.[1]Steven Sharif
  • The developers adhere to a style guide for each school of magic.[1]

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[9][13][11]

Say for instance, I am a 游侠 that has a Charge bolt ability as my primary active skill and I've chosen 法师 as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[11]Steven Sharif
There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[9]Steven Sharif

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