Category: Sorcerer
Other skill lines in Sorcerer : Daedric Summoning and Storm Calling
Other skill lines in Sorcerer : Daedric Summoning and Storm Calling
The Dark Magic skill-line is part of the Sorcerer toolkit and has a focus on offensive and support abilities. In addition to powerful abilities, you can also select passives that increase your sustain and support capabilities even further. The Dark Magic skill-line is the first out of three Sorcerer focused skill-lines.
Ultimate abilities | ||
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Negate Magic
Negate Magic |
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. | |
Absorption Field
Absorption Field |
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area.
Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
The globe also heals you and your allies for 1038 Health every 1 second.
The globe also heals you and your allies standing inside it. |
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Suppression Field
Suppression Field |
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area.
Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
The globe also damages enemies for 1038 Magic Damage every 1 second.
The globe also damages enemies standing inside it. |
Active abilities |
Crystal Shard
Crystal Shard |
Conjure dark crystals to bombard an enemy, dealing 2404 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. | |
Crystal Fragments
Crystal Fragments |
Conjure dark crystals to bombard an enemy, dealing 2483 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less. |
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Crystal Weapon
Crystal Weapon |
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by 1000 for 5 seconds. The first hit deals 2091 Physical Damage and the second deals 836 Physical Damage.
After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor. |
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Encase
Encase |
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds. | |
Shattering Spines
Shattering Spines |
Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing 1979 Magic Damage to any enemy that was encased.
Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends. |
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Vibrant Shroud
Vibrant Shroud |
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you.
You and allies in the area are healed for 2700 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds.
Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality. |
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Rune Prison
Rune Prison |
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked. | |
Defensive Rune
Defensive Rune |
Place a rune of protection on yourself for 2 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds.
This stun cannot be blocked.
Cast spell on self, stunning the next enemy who attacks you. |
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Rune Cage
Rune Cage |
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1799 Magic Damage if the stun lasts the full duration.
This stun cannot be blocked.
Deals damage when effect completes. |
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Dark Exchange
Dark Exchange |
Bargain with darkness to restore 8000 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%. | |
Dark Conversion
Dark Conversion |
Bargain with darkness to restore 10000 Health and 4500 Magicka instantly, and an additional 3000 Magicka over 20 seconds.
The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Increases the amount of Health and Magicka restored. |
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Dark Deal
Dark Deal |
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds.
The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
Converts Magicka into Health and Stamina instead. Reduces the cost, the time it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force. |
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Daedric Mines
Daedric Mines |
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2613 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds. | |
Daedric Refuge
Daedric Refuge |
Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds.
When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs 3591 damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.
Converts the mines into protective wards that shield you or allies when they activate. |
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Daedric Tomb
Daedric Tomb |
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds.
When a mine is triggered it explodes, dealing 2700 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
You place the mines at a target location instead of around you. The mines arm instantly. |
Passive abilities |
Unholy Knowledge
Unholy Knowledge |
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%. | |
Blood Magic
Blood Magic |
When you cast a Dark Magic ability with a cost, you heal for 1600. This effect scales off your Max Health. | |
Persistence
Persistence |
After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less. | |
Exploitation
Exploitation |
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds. |