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Dark Magic

ULTIMATES

  • 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.
  • 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 1110 Magic Damage every 1 second.

  • The globe also damages enemies standing inside it.
  • 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 1379 Health every 1 second.

  • The globe also heals you and your allies standing inside it.

SKILLS

  • Conjure dark crystals to bombard an enemy, dealing 2572 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
  • 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 2236 Physical Damage and the second deals 894 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.
  • Conjure dark crystals to bombard an enemy, dealing 2656 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.
  • 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.
  • 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 2117 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.
  • 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 3314 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.
  • 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.
Rune Cage
  • Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals 1924 Magic Damage if the stun lasts the full duration.

    This stun cannot be blocked.

  • Deals damage when effect completes.
  • 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.
  • Bargain with darkness to restore 9600 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 Deal
  • Bargain with darkness to restore 9600 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 times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
  • Bargain with darkness to restore 12000 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.
  • 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 2796 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
  • 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 2888 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.
  • 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 3746 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.

PASSIVES

  • Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.
  • When you hit an enemy with a directly applied Dark Magic ability, you heal for 2155.

    This effect can occur once every half second and scales off your Max Health.
  • After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.
  • 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.