Ultimate abilities | ||
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Call down a fragment of the sun, dealing 3521 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 7905 Magic Damage to all enemies in the area and stunning them for 3 seconds. | |
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Call down a fragment of the sun, dealing 3522 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%.
An ally near the fragment can activate the Supernova synergy, dealing 7905 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area. |
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Call down a fragment of the sun, dealing 3638 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%.
An ally near the fragment can activate the Gravity Crush synergy, dealing 15812 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer. |
Active abilities |
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Blast an enemy with a charge of radiant heat, dealing 3697 Flame Damage, and an additional 11080 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629. | |
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Blast an enemy with a charge of radiant heat, dealing 3698 Flame Damage, and an additional 17175 Flame Damage over 30 seconds.
Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration. |
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Blast up to three enemies with a charge of radiant heat, dealing 3820 Flame Damage, an additional 11090 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds.
Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit. |
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Conjure a ball of solar energy to heave at an enemy, dealing 7292 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%. | |
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Conjure a ball of solar energy to heave at an enemy, dealing 7532 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds.
Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and Health Recovery by 16% for 4 seconds.
Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies, reducing their healing received. |
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Conjure solar energy to blast enemies around you, dealing 1322 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds.
While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy. |
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Summon an expanding beam of pure sunlight to doom an enemy, dealing 3521 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 3898 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time. | |
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Summon an expanding beam of pure sunlight to doom an enemy, dealing 3522 Physical Damage immediately, marking them for 6 seconds, and applying Minor Breach for 10 seconds, reducing their Armor by 2974.
After the duration ends, the sunlight bursts, dealing 3898 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%.
You can have only one Power of the Light active at a time.
Converts into a Stamina ability and deals Physical Damage, and applies Minor Breach to the enemy. |
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Summon an expanding beam of pure sunlight to doom an enemy, dealing 3522 Magic Damage immediately and marking them for 6 seconds.
After the duration ends, the sunlight bursts, dealing 3898 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 1824 Health every 2 seconds, over 10 seconds.
You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies. |
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Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second. | |
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Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one.
Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 1364 Magic Damage, their second attack immobilizes them for 3 seconds and deals 2729 Magic Damage, and their third attack stuns them for 3 seconds and deals 5459 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects. |
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Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2107 Health. These effects can occur once every half second.
You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared. |
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Burn an enemy with a ray of holy fire, dealing 9459 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. | |
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Burn an enemy with a ray of holy fire, dealing 9774 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets. |
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Burn an enemy with a ray of holy fire, dealing 9774 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health. |
Passive abilities |
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Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds. | |
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Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds. | |
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Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%. | |
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Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%. |
Ultimate abilities | ||
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Swing your Aedric spear around with holy vengeance, dealing 7045 Magic Damage to all nearby enemies and an additional 3521 Magic Damage every 2 seconds for 6 seconds. | |
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Swing your Aedric spear around with holy vengeance, dealing 7278 Physical Damage to all nearby enemies and an additional 3522 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Deals Physical Damage and increases the duration, which further increases for each enemy hit. |
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Swing your Aedric spear around with holy vengeance, dealing 7278 Magic Damage to all nearby enemies and an additional 3522 Magic Damage every 2 seconds for 6 seconds.
Enemies in your path will be hit for 60% more damage.
Deals additional damage to enemies in front of you. |
Active abilities |
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Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 2700 Magic Damage to the closest enemy and 1409 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. | |
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Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 2789 Magic Damage to the closest enemy and 1454 Magic Damage to all other enemies.
Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
You heal for 34% of the damage done with this ability.
You heal for a percentage of the damage done. |
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Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 2789 Physical Damage to the closest enemy and 1819 Physical Damage to all other enemies.
Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.
Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Converts into a Stamina ability and deals Physical Damage. Grants you Major Brutality and Sorcery after casting and increases the damage done of the area of effect. |
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Hurl your spear at an enemy with godlike strength, dealing 4227 Magic Damage and knocking them back 8 meters. This ability ignores the enemy's Resistances and cannot be blocked. | |
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Hurl your spear at an enemy with godlike strength, dealing 4227 Physical Damage and stunning them for 4 seconds.
This ability ignores the enemy's Resistances and cannot be blocked.
Converts into a Stamina ability and deals Physical Damage. Stuns the enemy for longer instead of knocking back. |
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Hurl your spear at an enemy with godlike strength, dealing 4366 Magic Damage and knocking them back 8 meters.
This ability ignores the enemy's Resistances and cannot be blocked.
The spear deals an additional 2% damage for every 1 meter you are away from the target, up to a maximum of 40%.
Deals additional damage based on the distance the spear travels. |
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Charge with your divine lance to impale an enemy, dealing 4227 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds. | |
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Charge with your divine lance to impale all enemies in the area, dealing 5459 Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%.
Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds.
Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection. |
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Charge with your divine lance to impale an enemy, dealing 4366 Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%.
Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Always stuns the enemy and sets them Off Balance, regardless if they are casting. |
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Send your spear into the heavens to bring down a shower of divine wrath, dealing 5283 Magic Damage to enemies in the area and an additional 410 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher. | |
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Send your spear into the heavens to bring down a shower of divine wrath, dealing 5285 Magic Damage to enemies in the area and an additional 410 Magic Damage every 1 second for 10 seconds.
An ally near the spear can activate the Holy Shards synergy, which restores 3960 Magicka and Stamina.
The synergy grants both Magicka and Stamina instead of whichever is lowest. Reduces cost as the ability ranks up. |
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Send your spear into the heavens to bring down a shower of divine wrath, dealing 7096 Magic Damage to enemies in the area and an additional 551 Magic Damage every 1 second for 10 seconds.
An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increases the damage dealt. |
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Surround yourself with solar rays, granting a damage shield that absorbs up to 9732 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 5283 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%. | |
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Surround yourself with solar rays, granting a damage shield that absorbs up to 9732 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemies.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius. |
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Surround yourself with solar rays, granting a damage shield that absorbs up to 9732 damage for 6 seconds. This portion of the ability scales off your Max Health.
Nearby enemies take 5285 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 20%.
Has reduced cost, and the shield is strengthened further for each enemy hit. |
Passive abilities |
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Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%. | |
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Gain Minor Protection for 6 seconds, reducing damage taken by 5%. | |
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When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 2728 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats. | |
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Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320. |
Ultimate abilities | ||
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Channel the grace of the gods, healing you and nearby allies for 8477 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects. | |
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Channel the grace of the gods, healing you and nearby allies for 8478 Health every 1 second for 4 seconds.
Gain Major Protection, reducing damage you take by 10% for 10 seconds.
You cannot move while channeling, but you gain immunity to all disabling effects.
Gain Major Protection after casting, reducing your damage taken. |
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Channel the grace of the gods, healing you and nearby allies for 8478 Health every 1 second for 8 seconds.
While channeling this ability, you gain immunity to all disabling effects.
Increases the duration of the channel and allows you move at a reduced rate while channeling. |
Active abilities |
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Beacon your inner light, healing yourself or a wounded ally in front of you for 10597 Health. | |
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Beacon your inner light, healing yourself or a wounded ally in front of you for 10599 Health.
Healing anyone who is below 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
Refunds part of the ability's cost when used to heal an injured target. |
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Beacon your inner light, healing yourself or a wounded ally in front of you for 10599 Health.
Also heals one other injured target for 3649 Health.
Heals a second target for one third the amount. |
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Focus your spiritual devotion, healing you and nearby allies for 7948 Health. | |
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Focus your spiritual devotion, healing you and nearby allies for 7948 Health.
Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up. |
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Focus your spiritual devotion, healing you and nearby allies for 7948 Health.
You heal a single ally outside this ability's radius for an additional 8210 Health.
You heal a single ally outside the ability's radius. |
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Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 20 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. While slotted on either bar you gain these effects. | |
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Consecrate the souls of the fallen, healing you and your allies for 3060 Health and restoring 3000 Stamina to you for each corpse nearby.
While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina. |
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Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 minute, increasing your Health, Magicka, and Stamina Recovery by 15%.
While slotted on either bar you gain these effects.
Increases the radius and duration. |
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Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 2568 Health every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 5813 Health. | |
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Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 1322 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick.
Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 5813 Health.
The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration. |
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Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 2568 Health every 2 seconds for 30 seconds.
Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 5813 Health.
Increases the duration and the amount of harmful effects cleansed from yourself. |
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Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 575 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%. | |
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Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration.
While the rune is active you heal for 575 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the duration and causes you to restore Magicka over the duration. |
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Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration.
While the rune is active you heal for 743 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Increases the healing done and causes you to restore Stamina over the duration. |
Passive abilities |
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Increases the healing effects from your Restoring Light abilities by up to 12%, in proportion to the severity of the target's wounds. | |
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While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration. | |
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When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance. | |
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Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection. |