Elements

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There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[1][2][3]

  • Other elemental influences may include Darkness, Light and Planar.[3]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.[4][5]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[6]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[5]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[5]Jeffrey Bard

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[3]Steven Sharif

box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Chain Lightning Chain Lightning Icon.png Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[7]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[8]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[9]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Apocalypse:Fire Potion Generates a fire explosion.[10] - -
Apocalypse:Frost Potion Frost Potion Icon.png Swap your explosive potion for a potion of frost. It will burst on the first bounce, leaving an area of bitter cold that slows your enemies.[11]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
- -
Arch lightning arch lightning icon.png Launch a bolt of lightning in a forward line, damaging all within its path.[12][13] Adds damage over time to targets hit.[13] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[13]
Elemental (passive) Increases to elemental damage. The more the mage changes their element type the more damage is done.[14] - -
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[15] Arrow explodes upon reaching the end of its distance.[15] Enemies take burning damage for entering the flames.[15]
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[12][16] Adds damage over time.[16] Snares after root breaks.[16]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[17] Snares two targets in area.[17] Increases size and duration.[17]
Implosion implosion icon.png Launch a powerful burst of fire (fireball) against a single target.[12][18] Becomes a burn (damage over time).[18][12] Area of effect around the target.[18]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[12][19] Knock down those hit by your arcane might.[12][19] Reduces focus cost and cooldown for the skill.[19]

Mage augments

Mages will offer four Elemental schools of augmentation, such as Teleportation, Fire, Frost and Lightning (electrical).[1][20][3]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage 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.[3]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.[1]Steven Sharif

See also

References