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Elementalist: Water Magic
Points in this attribute increase the duration and effectiveness of Water Magic (ice, mist); increases damage in most cases.
All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 15 points in the related attribute. It is possible to have more than 15 points in a given attribute, but values will need to be calculated on the 15-point figures given in the individual descriptions.
Core Skills
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Blurred Vision - Hex Spell
Energy: 10
Activation: 1 |
Duration: 4..10
Recharge: 12 |
Hex Spell. For 4..10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. |
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Conjure Frost - Enchantment Spell
Energy: 10
Activation: 1 |
Duration: 60
Recharge: 45 |
Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 7..22 cold damage. |
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Deep Freeze - Hex Spell
Energy: 25
Activation: 3 |
Duration: 10
Recharge: 15 |
Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10..85 cold damage, and for 10 seconds, they move 66% slower. |
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Ice Spear - Spell
Energy: 5
Activation: 1 |
Recharge: 0 |
Spell. Send out an Ice Spear, striking target foe for 10..70 cold damage if it hits. Ice Spear has half the normal Spell range. |
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Ice Spikes - Hex Spell
Energy: 15
Activation: 2 |
Duration: 2..6
Recharge: 15 |
Hex Spell. Target and adjacent foes are struck for 20..80 cold damage and move 66% slower for 2..6 seconds. |
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Maelstrom - Spell
Energy: 25
Activation: 2 |
Duration: 10
Recharge: 30 |
Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10..25 cold damage each second. Maelstrom interrupts Spell-casting when it hits. This Spell causes Exhaustion. |
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Mind Freeze - Hex Spell [Elite]
Energy: 5
Activation: 1 |
Duration: 1..10
Recharge: 8 |
Hex Spell. Target foe suffers 10..40 cold damage. If you have more Energy than target foe, that foe suffers an additional 10..40 cold damage and moves 90% slower for 1..10 seconds. This Spell causes Exhaustion. |
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Rust - Hex Spell
Energy: 5
Activation: 2 |
Duration: 6..42
Recharge: 15 |
Hex Spell. For 6..42 seconds, target foe and all adjacent foes take 3 times as long to activate Signets. |
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Water Attunement - Enchantment Spell
Energy: 10
Activation: 2 |
Duration: 36..60
Recharge: 45 |
Enchantment Spell. For 36..60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic. |
Eye of the North Skills
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Glowing Ice - Spell
Energy: 5
Activation: 1 |
Recharge: 8 |
Spell. Target foe is struck for 5..50 cold damage. If that foe is under the effects of a water Hex, you gain 5..9 Energy. |
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Slippery Ground - Spell
Energy: 5
Activation: 1 |
Recharge: 10 |
Spell. If target foe is Blind, that foe is knocked down. |
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Winter's Embrace - Hex Spell
Energy: 5
Activation: 0.75 |
Duration: 2..6
Recharge: 12 |
Hex Spell. For 2..6 seconds, you and target touched foe move 90% slower. |
Nightfall Skills
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Freezing Gust - Hex Spell
Energy: 10
Activation: 1 |
Duration: 1..6
Recharge: 5 |
Hex Spell. If target foe is under the effect of a Water Magic Hex, that foe is struck for 20..80 cold damage. Otherwise, that foe moves 66% slower for 1..6 seconds. |
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Frigid Armor - Enchantment Spell
Energy: 5
Activation: 1 |
Duration: 10..25
Recharge: 20 |
Enchantment Spell. For 10..25 seconds, you have +10..40 armor against physical damage and cannot be set on fire. |
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Icy Shackles - Hex Spell [Elite]
Energy: 5
Activation: 1 |
Duration: 4..10
Recharge: 12 |
Hex Spell. For 4..10 seconds, target foe's movement speed is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%%. |
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Steam - Spell
Energy: 5
Activation: 1 |
Duration: 5..10
Recharge: 8 |
Spell. If target foe is on fire, Steam Blinds that foe for 5..10 seconds and strikes for 20..80 cold damage. Otherwise, that foe is struck for 5..50 cold damage. |
Factions Skills
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Icy Prism - Spell
Energy: 10
Activation: 1 |
Recharge: 2 |
Spell. Target foe is struck for 10..65 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3..9 seconds. |
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Mirror of Ice - Enchantment Spell [Elite]
Energy: 5
Activation: 0.25 |
Duration: 60
Recharge: 10 |
Enchantment Spell. For 60 seconds, the next time an enemy Spell would deal damage to you, that damage is negated and that Spell's caster takes 10..85 damage. |
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Shatterstone - Hex Spell [Elite]
Energy: 15
Activation: 2 |
Duration: 3
Recharge: 8 |
Hex Spell. Target foe is struck for 25..100 cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for 25..100 cold damage. |
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Teinai's Prison - Hex Spell
Energy: 10
Activation: 2 |
Duration: 8..20
Recharge: 30 |
Hex Spell. For 8..20 seconds, target foe's legs are encased in ice causing the foe to move 66% slower. This effect ends if target takes fire damage. |
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Vapor Blade - Spell
Energy: 15
Activation: 2 |
Recharge: 7 |
Spell. Target foe is struck for 15..135 cold damage. Vapor Blade deals half damage if that foe has any Enchantments on them. |
Prophecies Skills
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Armor of Frost - Enchantment Spell
Energy: 5
Activation: 1 |
Duration: 10..34
Recharge: 45 |
Enchantment Spell. For 10..34 seconds, you gain +40 armor against physical damage. Armor of Frost ends if you use any Fire Magic. |
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Armor of Mist - Enchantment Spell
Energy: 10
Activation: 1 |
Duration: 8..20
Recharge: 30 |
Enchantment Spell. For 8..20 seconds, you gain +10..40 armor and move 33% faster. |
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Frozen Burst - Hex Spell
Energy: 15
Activation: 0.75 |
Duration: 3..8
Recharge: 5 |
Hex Spell. All nearby foes are struck for 10..85 cold damage and move 66% slower for 3..8 seconds. |
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Ice Prison - Hex Spell
Energy: 10
Activation: 2 |
Duration: 8..20
Recharge: 30 |
Hex Spell. For 8..20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. This effect ends if target takes fire damage. |
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Mist Form - Enchantment Spell [Elite]
Energy: 10
Activation: 1 |
Duration: 8..20
Recharge: 30 |
Enchantment Spell. For 8..20 seconds, you cannot take or deal damage from attacks. |
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Shard Storm - Hex Spell
Energy: 10
Activation: 1 |
Duration: 2..6
Recharge: 10 |
Hex Spell. Send out an ice shard that strikes target foe for 10..85 cold damage if it hits and causing target foe to move 66% slower for 2..6 seconds. |
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Swirling Aura - Enchantment Spell
Energy: 10
Activation: 1 |
Duration: 8..20
Recharge: 45 |
Enchantment Spell. For 8..20 seconds, Swirling Aura has a 50% chance to block projectiles. |
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Ward Against Harm - Ward Spell [Elite]
Energy: 15
Activation: 1 |
Duration: 8..20
Recharge: 20 |
Ward Spell. Create a Ward Against Harm at this location. For 8..20 seconds, non-Spirit allies in this area have 12..60 armor against fire damage and 12..24 armor against other damage. |
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Water Trident - Spell [Elite]
Energy: 5
Activation: 1 |
Recharge: 3 |
Spell. Send out a fast-moving Water Trident striking target foe for 10..70 cold damage if it hits. If it hits a moving foe, that foe is knocked down. |
Related Elementalist Links:
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