Ashes of Creation community empowered Wiki
(Redirected from Nature)
Jump to navigation Jump to search

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[1][2][2][3][4][5]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[10]
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.[9]Steven Sharif

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".[5]Steven Sharif
Skill Icon Origin Description
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.[11][12][13]
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.[14][15][11]
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 and applies 20 stacks of Shocked to targets with Volatile.[16][17][18]
Cone of Cold Cone of Ice.png Mage Blasts a vortex of freezing wind in a cone in front of you, dealing (125%🢆) ice damage and applying Frozen to targets with Chilled.[11][19][20]
Elemental Empowerment Elemental Empowerment (active).png Mage Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[21]
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.[22]
Firebolt Fireball (Active).png Mage Hurl a bolt of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[23]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[24]
Frostbolt Frostbolt (Active).png Mage Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[25][26]
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.[27][28]
Magma Field (Lavastorm).png Mage Erupts the earth at target location, forming a boiling pool of lava that deals (30%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[29]
Meteor (Meteor Shower).png Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (300%🢆) fire damage and applies Conflagrating to targets with Burning. [30]
Quake Quake.png Mage Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[31]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[32]

Elemental status effects

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[3][33][5]

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.[5]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.[3]Steven Sharif

List of elemental mobs

See also