Damage
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- Damage numbers will not be so large as to be meaningless.[2]
- We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[2] – Steven Sharif
- Augments can change damage types and values.[3]
- Death by fall damage is possible.[4]
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[5]
Damage types and resistances
Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[6]
- 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.[7] – Tradd Thompson
- Magic damage is mitigated by cloth armor (light armor).[8][6][9][10]
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[7][11]
- Physical damage is mitigated by plate armor (heavy armor).[6]
- Different classes of weapons may deal different types of physical damage: Bludgeoning damage, Slashing damage, Piercing damage.[12][13]
- 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.[15] – Steven Sharif
- There is also non-mitigated damage.[6]
- Monsters will have certain types of resistances based on its type.[16][14]
- 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.[14] – Steven Sharif
List of damage types
Weapon classes

Weapons 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[17]
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[12][13]
List of damage skills
Skill | Icon | Origin | Description |
---|---|---|---|
1H Mace - Mace Finisher | ![]() |
1H_Mace | Mace Hit 4 Weapon Combo Finisher Deals (100%π’) Bludgeon damage Triggers Weapon Combo Finisher proc effects. |
1H Mace - Mace Hit 1 | ![]() |
1H_Mace | Mace Hit 1 Deals (53%π’) Bludgeon damage |
1H Mace - Mace Hit 2 | ![]() |
1H_Mace | Mace Hit 2 Deals (60%π’) Bludgeon damage |
1H Mace - Mace Hit 3 | ![]() |
1H_Mace | Mace Hit 3 Deals (47%π’) Bludgeon damage |
1H Scepter - Mace Finisher | ![]() |
1H_Scepter | Mace Hit 4 Weapon Combo Finisher Deals (100%π’) Bludgeon damage Triggers Weapon Combo Finisher proc effects. |
1H Scepter - Mace Hit 1 | ![]() |
1H_Scepter | Mace Hit 1 Deals (53%π’) Bludgeon damage |
1H Scepter - Mace Hit 2 | ![]() |
1H_Scepter | Mace Hit 2 Deals (60%π’) Bludgeon damage |
1H Scepter - Mace Hit 3 | ![]() |
1H_Scepter | Mace Hit 3 Deals (47%π’) Bludgeon damage |
Aftershock | ![]() |
Mage | Casting Chain Lightning on a primary target with Staggered causes the attack to trigger again for (125%π’) Lightning damage . |
Air Strike | ![]() |
Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%π’) Physical damage to targets hit. Targets hit that are Snared become Rooted , and all Snared stacks on those targets are consumed. |
Arcane Volley | ![]() |
Mage | Fire a volley of 7 arcane missiles at your target, dealing (35%π’) Arcane damage each. |
Avert Your Gaze | ![]() |
Bard | Each tick of Maddening Dance also applies Shaken , and the final tick will apply Humiliated to any targets facing you. |
Backstab | ![]() |
Rogue | Stab your target in the back dealing (200%π’) Pierce damage damage. Requires being behind your target. Consumes Advantage to deal (200%π’) Pierce damage bonus damage. |
Ball Lightning | ![]() |
Mage | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%π’) Lightning damage and applying Volatile to enemies it overlaps with. |
Barrage | ![]() |
Ranger | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing (15%π’) Physical damage per arrow. Triggers Ammo Imbue effects, once per target hit. Each hit against Bleeding targets reduces the cooldown of this ability by 0.1 seconds. Double this bonus against Hemorraging targets. |
Battle Cry | ![]() |
Fighter | Apply Weakened and Demoralized to all nearby enemies and Riled to the caster and all nearby party members. Gain 5 Combat Momentum for each target Riled and each enemy target that was Shaken . |
Bear Trap | ![]() |
Ranger | Spawn a trap at the target location, which arms after 1 second. When an enemy triggers the trap, they take (50%π’) Physical damage and become Rooted . Targets hit that are Snared become Rooted for 3 seconds, and all Snared stacks on those targets are consumed, increasing the rooted duration by 1 seconds per stack consumed. |
Bless Weapon | ![]() |
Cleric | Imbue your target's weapon with radiant light, granting them Bless Weapon . |
Blitz | ![]() |
Fighter | Charge directly toward target enemy, dealing (100%π’) Physical damage to the target on arrival. |
Blizzard | ![]() |
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%π’) Ice damage in a small area around it and applies Frozen to targets with Chilled . |
Bombardment | ![]() |
Mage | Fireball and Firebolt now also apply Staggered . Firebolt gains bonus 25% direct damage. Fireball gains bonus 100% Burning damage. |
Book Combo Attack | ![]() |
Book | Fire from your spellbook at your target in a series of attacks. 1. Hit 1 - (58%π’) Arcane damage Bounces to 3 enemies for (22%π’) Arcane damage 2. Hit 2 - (66%π’) Arcane damage Bounces to 3 enemies for (25%π’) Arcane damage 3. Finisher - (82%π’) Arcane damage Bounces to 3 enemies for (33%π’) Arcane damage 25% chance to instead trigger a Deadly Finisher - (90%π’) Arcane damage Bounces to 3 enemies for (36%π’) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies Burning to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Prism Triggers Arcane Amplifier 50% chance to trigger Essence Harvest Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Catalytic Projectiles Triggers Heartseeker 4. Extended Finisher - (106%π’) Arcane damage Bounces to 3 enemies for (40%π’) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (117%π’) Arcane damage Bounces to 3 enemies for (43%π’) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Echo Triggers Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Brutal Cleave | ![]() |
Fighter | Perform a wide sweeping attack, dealing (175%π’) Physical damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher refreshes its cooldown. +10-20 Combat Momentum (based on number of targets hit) |
Cataclysm | ![]() |
Fighter | Deal (275%π’) Physical damage and apply Shaken to all enemies in a large area in front of you. If the target is Staggered , the effect is consumed and the target becomes Tripped . Deals 15% additional damage to Chilled targets. This bonus is doubled against Frozen targets. |
Chain Lightning | ![]() |
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 (225%π’) Lightning damage to each and applies 10 stacks of Shocked to targets with Volatile . Aftershock |
Chains of Restraint | ![]() |
Cleric | Conjure a circle of radiant chains at target location for 8 seconds that deals (40%π’) Radiant damage every second and applies to targets within the area of effect. Each Weakened target hit by the initial pulse becomes Rooted . |
Charge | ![]() |
Tank | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%π’) Physical damage damage and become Staggered . Charge will be canceled if another ability is activated or if the Charge key is pressed again. |
Chilling Lament | ![]() |
Bard | Target enemy is dealt (75%π’) ice damage and afflicted with four seconds of Chilled every second. Deals bonus damage to frozen targets.[18][19] |
Chilling Lament (AoE) | ![]() |
Bard | Enemies in front of you are dealt (50%π’) ice damage and afflicted with three seconds of chilled every second. Deals bonus damage to frozen targets.[18] |
Cleansing Wave | ![]() |
Cleric | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%π’) healing and reduces with each subsequent bounce. |
Clever Retort | ![]() |
Bard | Interrupt your target with a clever retort, applying 1 stacks of Silenced . Applies Humiliated if the target is Demoralized . |
Climactic Whirlwind | ![]() |
Fighter | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing (175%π’) Physical damage and applying Staggered to targets in front of the caster, while generating 5-10 Combat Momentum based on number of targets hit. |
Combust | ![]() |
Mage | Instantly combust your target, dealing (125%π’) Fire damage and applying Conflagrating if they are Burning . |
Communal Restoration | ![]() |
Cleric | Restore health equal to (150%π’) healing to all party members in range and apply Communal Restoration . |
Concentrated Scatter Shot | ![]() |
Ranger | Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies dealing (250%π’) Physical damage . |
Condemn | ![]() |
Cleric | Apply Incapacitated (10 seconds ) to target enemy. If the target is Conflagrating , the target becomes Stunned (3 seconds ) instead. |
Cone of Cold | ![]() |
Mage | Blast a vortex of freezing wind in a cone in front of you, dealing (125%π’) Ice damage and applying Frozen to targets with Chilled . |
Consecrating Wave | ![]() |
Cleric | Send forth a wave of radiance that deals (150%π’) Radiant damage and applies Volatile to all enemies in front of you. Dispel 1 buff from each target hit that is Silenced . Restorative Consecrating Wave |
Crippling Blow | ![]() |
Fighter | Deal (75%π’) Physical damage and apply 1 stack of 1 stacks of Snared to target enemy. If the target is Staggered , apply another stack of 1 stacks of Snared to the target. |
Daggers Combo Attack | ![]() |
Daggers | Swipe and stab your daggers in front of you in a series of attacks. 1. Hit 1 - (53%π’) Pierce damage 2. Hit 2 - (53%π’) Pierce damage 3. Hit 3 - (46%π’) Pierce damage 4. Hit 4 - (36%π’) Pierce damage 5. Hit 5 - (18%π’) Pierce damage (18%π’) Pierce damage 6. Finisher - (36%π’) Pierce damage (36%π’) Pierce damage 25% chance to instead trigger a Deadly Finisher - (66%π’) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker 7. Extended Finisher - (66%π’) Pierce damage (66%π’) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (73%π’) Pierce damage (73%π’) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Dark Lullaby | ![]() |
Bard | Deal (50-100%π’) spirit damage to target enemy each second (scales in power over the course of the cast). This damage will not wake an incapacitated target. The final hit applies Stunned for 6 seconds if the target is incapacitated.[18][20] |
Dark Lullaby (AoE) | ![]() |
Bard | Deal (25-75%π’) spirit damage each second to enemies in front of you (scales in power over the course of the cast). This damage will not wake incapacitated targets. The final hit applies Stunned for 6 seconds to any incapacitated targets.[18] |
Deliverance | ![]() |
Cleric | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%π’) healing |
Desolate | ![]() |
Tank | Strikes your target and surrounding enemies for 150% physical damage. Generates 300% additional threat.[18] |
Discordance | ![]() |
Bard | Launch a wild burst of 3 discordant notes at your target, each dealing (50%π’) Arcane damage and applying Staggered . The notes will bounce to random nearby enemies dealing reduced damage. Song Mastery: Dissonance |
Disengage | ![]() |
Ranger | Quickly strike enemies in front of you while backflipping in the opposite direction. Targets hit by the strike take Physical damage and acquire 1 stack of Snared for 10 seconds. |
Divine Flare | ![]() |
Cleric | Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%π’) healing divided amongst each target hit. |
Divine Retribution | ![]() |
Cleric | Divine Flare deals (250%π’) Radiant damage damage and applies Silenced to enemies within its area of effect when it detonates. Damage is divided amongst each target hit. |
Fierce Wit | ![]() |
Bard | Quick Wit will apply (60%π’) Fire damage Burning to enemies with two or more other debuffs. Quick Wit will apply Tripped to enemies with two or more movement impairing debuffs. |
Fireball | ![]() |
Mage | Hurl a ball of fire toward your target, dealing (250%π’) fire damage and applying Burning for (100%π’) fire damage.[18][21] |
Firebolt | ![]() |
Mage | Hurl a bolt of fire toward your target, dealing (125%π’) fire damage and applying Burning for (75%π’) fire damage. 3 charges.[18][22] |
Flash Cure | ![]() |
Cleric | 3 charges . Instantly heal target ally for (175%π’) healing . This may be used during other ability activations. |
Flourish | ![]() |
Bard | Slide forward gracefully in your aimed direction and gain Pep . Can be used concurrently with any other ability. Dance Mastery: Energy Dance Mastery: Power |
Frostbolt | ![]() |
Mage | Launch a bolt of frost towards your target, dealing (250%π’) Ice damage and applying Chilled . Shattering Shards |
Gambit | ![]() |
Bard | In a daring maneuver, transfer life to or from target party member, depending on who has a lower percent health. This ability will not reduce either player below 25% health. The character that loses life in this exchange gains Solace . |
Get Off The Stage | ![]() |
Bard | Knockback enemies in front of you with your instrument, dealing (125%π’) Bludgeon damage and applying 3 stacks of Snared that tapers off over the course of 6 seconds. Also applies Disarmed to targets with Staggered . |
Grapple | ![]() |
Tank | Take aim and hurl a chained javelin at your target, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds. Cannot be used on boss enemies. |
Greatsword Combo Attack | ![]() |
Sword | Swing your greatsword in front of you in a series of attacks. 1. Hit 1 - (70%π’) Slash damage 2. Hit 2 - (77%π’) Slash damage 3. Finisher - (50%π’) Slash damage (63%π’) Slash damage 25% chance to instead trigger a Deadly Finisher - (53%π’) Slash damage (71%π’) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 4. Extended Finisher - (56%π’) Slash damage (77%π’) Slash damage 25% chance to instead trigger a Deadly Extended Finisher - (62%π’) Slash damage (85%π’) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Ground Pound | ![]() |
Tank | Slams the ground, dealing (200%π’) Physical damage to enemies in front of you, while applying Tripped for 2 seconds to targets that were Staggered . Targets already Tripped are launched and take 25% more damage. |
Headshot | ![]() |
Ranger | Deal (200%π’) Physical damage to target enemy. Deals 25% more damage to targets below 50% of their maximum health and applies 1 stack of Wounded for each 25% missing health of the target. Physical penetration increased by 25% against Dazed targets. This bonus is doubled against Silenced targets. |
Healing Touch | ![]() |
Cleric | Heal target ally in melee range for (500%π’) healing . |
Hoarfrost | ![]() |
Mage | Unleash a blast of icy wind at target location, dealing (125%π’) Ice damage and applying Chilled . |
Inciting Strikes | ![]() |
Tank | Slash twice in an area in front of you, dealing damage (75%π’) Physical damage damage per hit. Generate 3 Courage per target hit with each swing, up to a maximum of 10 Courage per swing. Generates 300% Threat. |
Intercept | ![]() |
Tank | Rush to an ally's defense, granting temporary health to yourself and the target equal to 10% of your maximum HP for 10 seconds upon arrival. |
Intimidating Aura | ![]() |
Tank | Emanate an aura around the caster for 8 seconds that deals (10%π’) Magical damage with a 10% chance of applying Staggered every 0.5 seconds. Generates threat equal to 30% of your Maximum Health every tick. |
Judgment | ![]() |
Cleric | If cast on an ally, restore health equal to (1500%π’) healing to the target. If cast on an enemy, deal (280%π’) Radiant damage and apply Burning for (150%π’) Fire damage to the target. If the enemy target is Shaken , the caster is healed for the damage dealt. |
Kick | ![]() |
Rogue | Kick your target, dealing (40%π’) Bludgeon damage and applying Tripped. Consumes Advantage to instead hit all targets within melee range. |
Knock Out | ![]() |
Fighter | Apply Incapacitated and Shaken to target enemy. |
Lacerate | ![]() |
Rogue | Slice your target, dealing (100%π’) Physical damage. Applies Bleeding at double the base duration. Consumes Advantage to become a frontal cone melee ability. |
Leap Strike | ![]() |
Fighter | Leap to target location and deal (225%π’) Physical damage around you while applying Staggered to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken . |
Lethal Blow | ![]() |
Fighter | Deal (125%π’) Physical damage to target enemy, plus additional damage based on the target's missing health, up to a maximum total of (125%π’) Physical damage . Chance to critically hit increased by 15% against Bleeding targets. This bonus is doubled against Hemorraging targets. |
Lightning Strike | ![]() |
Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (100%π’) Lightning damage based on how long it was charged. Applies 5 stacks of Shocked to target. Amplified Lightning Strike |
Longbow Combo Attack | ![]() |
Longbow | Fire your longbow at your target in a series of attacks. 1. Hit 1 - (66%π’) Pierce damage 2. Hit 2 - (55%π’) Pierce damage 3. Finisher - (85%π’) Pierce damage 25% chance to instead trigger a Deadly Finisher - (93%π’) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker 4. Extended Finisher - (106%π’) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (116%π’) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Lunging Assault | ![]() |
Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%π’) Physical damage and applying Snared to enemies in front of the caster. The caster is immune to hard disabling effects while lunging. |
Mace Combo Attack | ![]() |
Mace | Swing your mace in front of you in a series of attacks. 1. Hit 1 - (53%π’) Bludgeon damage 2. Hit 2 - (60%π’) Bludgeon damage 3. Hit 3 - (47%π’) Bludgeon damage 4. Finisher - (100%π’) Bludgeon damage 25% chance to instead trigger a Deadly Finisher - (50%π’) Bludgeon damage (60%π’) Bludgeon damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 5. Extended Finisher - (133%π’) Bludgeon damage 25% chance to instead trigger a Deadly Extended Finisher - (65%π’) Bludgeon damage (82%π’) Bludgeon damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Maddening Dance | ![]() |
Bard | Deal (55%π’) Arcane damage and dispel 1 buff on nearby enemies every second . Damage increases with less targets, up to (55%π’) Arcane damage . Avert Your Gaze To your allies, this dance merely looks silly, but to your enemies, it is a maddening, horrific sight. |
Magma Field | ![]() |
Mage | Erupts the earth at target location, forming a boiling pool of lava that deals (60%π’) Fire damage and applies Burning at (50%π’) Fire damage power every second to enemies within the area. Lasts 7 seconds . Pyromania |
Maim | ![]() |
Fighter | Perform a powerful melee strike in a short forward cone, dealing (250%π’) Physical damage to all targets hit. Deals 20% additional damage to recently Tripped targets. |
Mark of the Raven | ![]() |
Ranger | Marks the target, triggering up to (33%π’) Physical damage every time the target is hit, scaling based on the target's missing health %. |
Mend | ![]() |
Cleric | 3 charges . Instantly launch a healing projectile toward target ally. Restores (150%π’) healing in health upon arrival. |
Mesmerizing Dance | ![]() |
Bard | Quickly strike a dazzling pose! Mesmerizes all nearby enemies, applying 1 stacks of Incapacitated for 10 seconds . Any targets with Staggered also become 1 stacks of Stunned for 3 seconds . |
Misdirection | ![]() |
Bard | Use your wiles to reduce both your own and nearby party members' threat against nearby monsters by (1000%π’) Magical damage . Additionally breaks all disabling effects on the caster. |
Mock | ![]() |
Bard | Ridicule target enemy, damaging them for (125%π’) Bludgeon damage and applying 1 stacks of Demoralized . Fierce Wit Shares cooldown with Jest. |
Mortal Headshot | ![]() |
Ranger | Headshot deals an another 50% more damage to targets below 50% of their maximum health. |
Nimble Dance | ![]() |
Bard | Grants Nimble , Pep , and cleanses 1 debuff (favoring crowd control effects) from yourself and nearby allies every second. |
Oppressive Reflect | ![]() |
Tank | If Reflect successfully reflects damage to an attacker, that attacker also becomes Tripped . |
Overpower | ![]() |
Fighter | Deal (150%π’) Physical damage to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes its cooldown. +10 Combat Momentum |
Prismatic Beam | ![]() |
Mage | Channel a powerful beam in front of you that periodically deals (50%π’) Magical damage and has additional effects based on your Elemental Empowerment: Fire: Apply Burning for (25%π’) Fire damage per hit. Ice: Apply Chilled for 1 second per hit. Lightning: 33% chance per hit to trigger an arcing bolt that bounces up to 2 times, dealing (35%π’) Lightning damage and applying Volatile for 1.5 seconds to targets hit. Arcane (no empowerment): Each hit drains 1 Mana per target, returning up to 5 Mana to the caster. |
Pulverize | ![]() |
Tank | Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[18] |
Quick Wit | ![]() |
Bard | Jest with target ally, healing for (150%π’) healing and applying Glee and Pep . Ridicule target enemy, damaging them for (125%π’) Bludgeon damage and applying 1 stacks of Demoralized . Fierce Wit |
Raining Death | ![]() |
Ranger | Fire two consecutive volleys of arrows in a wide area in front of you, dealing (100%π’) Physical damage and applying 1 stack of Wounded to enemies with each hit. Deals 20% additional damage to Shocked targets. |
Reflect | ![]() |
Tank | You brace for the next hit, doubling your block mitigation rating. The first incoming attack within the next 3 seconds is reflected back to the attacker, dealing (100%π’) Physical damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total of (100%π’) Physical damage . Generates 200% additional threat. |
Resonant Weapon | ![]() |
Bard | Casting non-melody abilities will grant you 1 stack of Resonance Some songs and dances will grant an additional stack upon completion. Stacks up to 10 times. Resonance |
Resplendent Beam | ![]() |
Cleric | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%π’) healing and reduces with each subsequent bounce. |
Righteous Blessed Weapon | ![]() |
Cleric | While Bless Weapon is active, weapon attacks have a 20% chance to proc additional (20%π’) Radiant damage and apply (30%π’) Fire damage Burning . |
Rupture | ![]() |
Fighter | Deal (50%π’) Physical damage and apply a debuff to the target. While the debuff is active, the target acquires 1 Wounded stack per second while moving. After 5 seconds, the target takes another (150%π’) Physical damage , plus 10% additional damage for each stack of Wounded it has, up to a maximum total of (150%π’) Physical damage On the initial hit, if the target is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Rush of Courage | ![]() |
Tank | You feel a surge of resolve. Gain 100 Courage . |
Saga | ![]() |
Bard | Complete your tale with a grand finale, consuming all of your current themes. The specific saga you have access to is determined by the combination of your current themes. |
Sagas: Volume II | ![]() |
Bard | Unlock additional Saga combinations: The Horrors of the Void ( Theme of Tragedy ![]() ![]() ![]() ![]() ![]() ![]() |
Savagery | ![]() |
Fighter | Weapon combo finishers apply 1 Wounded stack to target hit.[18] |
Scatter Shot | ![]() |
Ranger | Fires a spread of projectiles, dealing (125%π’) Physical damage to every enemy target in a cone area in front of the caster. Triggers Ammo Imbue effects, once per target hit. |
Scepter Combo Attack | ![]() |
Scepter | Swing your mace in front of you in a series of attacks. 1. Hit 1 - (53%π’) Arcane damage 2. Hit 2 - (60%π’) Arcane damage 3. Hit 3 - (47%π’) Arcane damage 4. Finisher - (100%π’) Arcane damage 25% chance to instead trigger a Deadly Finisher - (50%π’) Arcane damage (60%π’) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 5. Extended Finisher - (133%π’) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (65%π’) Arcane damage (82%π’) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Shatter | ![]() |
Mage | When you deal lightning damage to a recently Frozen target, they are dealt a bonus 300% ice damage. Shattered can only be triggered once every 4 seconds per caster against the same target.[18] |
Shattering Shards | ![]() |
Mage | If Frostbolt hits a Shocked target, frost shards will splinter off, hitting the original target and up to 3 additional nearby enemies for (150%π’) Ice damage . |
Shield Assault | ![]() |
Tank | Lunge forward and deal 125% physical damage while applying Staggered to enemies in front of you. If a target was hit, gain 25 courage. Generates 300% additional threat.[18] |
Shield Slam | ![]() |
Tank | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[18] |
Shortbow - Arrowstorm | ![]() |
Shortbow | A Deadly Extended Finisher immediately after a Deadly Finisher triggers Arrowstorm: When a target is hit by a projectile fired by you, an additional projectile is fired at that target, dealing (5%π’) Physical damage . Lasts for 4 seconds. |
Shortbow Combo Attack | ![]() |
Shortbow | Fire your shortbow at your target in a series of attacks. 1. Hit 1 - (24%π’) Pierce damage 2. Hit 2 - (17%π’) Pierce damage (17%π’) Pierce damage 3. Hit 3 - (24%π’) Pierce damage 4. Hit 4 - (17%π’) Pierce damage x 3 5. Finisher - (25%π’) Pierce damage x 3 25% chance to instead trigger a Deadly Finisher - (27%π’) Pierce damage x 3 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Arrowstorm 6. Extended Finisher - (21%π’) Pierce damage x 5 25% chance to instead trigger a Deadly Extended Finisher - (23%π’) Pierce damage x 5 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Arrowstorm |
Shuriken | ![]() |
Rogue | Throw a shuriken at your target, dealing (75%π’) Pierce damage and bouncing to up to 4 other nearby enemies dealing lesser damage each bounce. Each hit applies any currently active Poison, otherwise applies (75%π’) Pierce damage. |
Slam | ![]() |
Tank | Deal (200%π’) Physical damage to targets in front of you. Generates 300% additional threat. |
Slicing Maim | ![]() |
Fighter | Maim launches a piercing projectile that deals (100%π’) Physical damage , plus 20% additional damage to recently tripped targets, to enemies in its path. |
Slumber | ![]() |
Mage | Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds . |
Smite | ![]() |
Cleric | Smite your target, dealing (150%π’) Radiant damage . If activated while in melee range of the target, this spell has no cast time. If the target is Burning , it becomes Conflagrating . |
Snipe | ![]() |
Ranger | Deal (400%π’) Physical damage and apply Shaken to target enemy. If the target is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Song Mastery: Dissonance | ![]() |
Bard | Completing a song during a clashing melody will apply 3 stacks of Discordant Note.[18][23] |
Spear Combo Attack | Spear | Stab your spear in front of you in a series of attacks. 1. Hit 1 - (46%π’) Pierce damage 2. Hit 2 - (53%π’) Pierce damage 3. Hit 3 - (66%π’) Pierce damage 3. Finisher - (73%π’) Pierce damage 25% chance to instead trigger a Deadly Finisher - (73%π’) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 4. Extended Finisher - (50%π’) Pierce damage (50%π’) Pierce damage (50%π’) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (149%π’) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion | |
Sword Combo Attack | ![]() |
Sword | Swing your sword in front of you in a series of attacks. 1. Hit 1 - (40%π’) Slash damage 2. Hit 2 - (40%π’) Slash damage 3. Hit 3 - (53%π’) Slash damage 4. Hit 4 - (47%π’) Slash damage 5. Finisher - (80%π’) Slash damage 25% chance to instead trigger a Deadly Finisher - (88%π’) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 6. Extended Finisher - (133%π’) Slash damage 25% chance to instead trigger a Deadly Extended Finisher - (147%π’) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Thorns | ![]() |
Ranger | Envelop target ally with thorns, dealing damage equal to 1/3 the Ranger's level and a 10% chance of applying Bleeding to attackers each time that ally is struck. Can be maintained on one ally at a time and can not be applied to a target already affected by Thorns. |
Thump | ![]() |
Rogue | Deal (50%π’) Bludgeon damage and apply Silenced for 1 second and then apply Dazed If you have Advantage, instead apply Silenced for 5 seconds. |
Thundering Shot | ![]() |
Ranger | Fire a lightning-infused projectile at target enemy, dealing (200%π’) Physical damage and applying 10 stacks of Shocked to the target. If the primary target is Dazed , the effect is consumed and the target becomes Silenced . |
Tomahawk | ![]() |
Tank | Throw a Tomahawk at target enemy, dealing (100%π’) Physical damage . Deals 50% more damage to targets hit from behind. |
Tremoring Bellow | ![]() |
Tank | Apply Snared to enemies in front of you with a loud shout. Then quickly follow up with a powerful ground stomp, dealing 150% physical damage to enemies around you. Generates 200% additional threat.[18][24] |
Tremoring Strike | ![]() |
Tank | Deal 175% physical damage and apply Tripped to target enemy for 2 seconds. Generates 200% additional threat.[18] |
Vengeance | ![]() |
Tank | Combo ability: Launch up to 3 consecutive attacks against target enemy. Each hit grants 1 stack of Vengeance to the caster, granting 2% of maximum health as temporary health for 8 seconds, up to 3 stacks. 1. Hit 1 - (120%π’) Physical damage 2. Hit 2 - (130%π’) Physical damage 3. Hit 3 - (150%π’) Physical damage and applies Stunned Incoming damaging hits reduce this ability's cooldown by 0.5 seconds, and hits that were blocked reduce the cooldown by 1 second. This may trigger at a maximum of once per second. Generates 100% additional threat. |
Vine Field | ![]() |
Ranger | Summon a vine field at target location. Targets in the area take (125%π’) Physical damage and become Rooted . Each target can only be hit once per instance. For each target hit by the initial tick that is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Wallop | ![]() |
Fighter | Spend 25% of current Combat Momentum to deal (150%π’) Physical damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%π’) Physical damage . If the target is Staggered , the effect is consumed and the target becomes Tripped . |
Wand Combo Attack | ![]() |
Wand | Fire from your wand at your target in a series of attacks. 1. Hit 1 - (32%π’) Arcane damage 2. Hit 2 - (42%π’) Arcane damage 3. Hit 3 - (42%π’) Arcane damage 4. Hit 4 - (32%π’) Arcane damage 5. Finisher - (58%π’) Arcane damage 25% chance to instead trigger a Deadly Finisher - (22%π’) Arcane damage x 3 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies Burning to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Prism Triggers Arcane Amplifier 50% chance to trigger Essence Harvest Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Catalytic Projectiles Triggers Heartseeker 4. Extended Finisher - (106%π’) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (11%π’) Arcane damage x 11 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Echo Triggers Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Whirlwind | ![]() |
Fighter | Channeled ability: Deal (45%π’) Physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early. Deals 20% additional damage to Weakened targets. |
See also
References
- β Livestream, July 25, 2020 (1:34:55).
- β 2.0 2.1 Interview, August 24, 2018 (1:45).
- β Podcast, September 29, 2021 (46:20).
- β Livestream, February 25, 2022 (1:06:45).
- β Livestream, December 19, 2023 (1:17:45).
- β 6.0 6.1 6.2 6.3 Interview, July 18, 2020 (1:02:44).
- β 7.0 7.1 7.2 Video, December 2, 2022 (19:38).
- β Interview, July 18, 2020 (1:05:04).
- β Livestream, May 24, 2017 (27:47).
- β Livestream, 2018-04-8 (PM) (26:19).
- β
- β 12.0 12.1 Video, August 31, 2023 (45:06).
- β 13.0 13.1 Interview, February 7, 2021 (49:18).
- β 14.0 14.1 14.2 Livestream, June 25, 2021 (1:08:23).
- β Interview, September 10, 2023 (42:09).
- β Twitter - Creature resistances.
- β Livestream, August 27, 2021 (1:04:30).
- β 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 Blog - Guide to Alpha Two.
- β
- β
- β
- β
- β
- β Video, January 27, 2023 (7:28).