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Elementalist Skills-Core

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Elementalist Skills - Core

All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.

It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.


- Adrenaline - Casting Time - Energy

- Energy Upkeep - Recharge Time




Air Magic

Points in this attribute increase effectiveness of Air Magic (lightning, wind); increases damage, in most cases.



Air Attunement - 10 2 45
Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.



Blinding Flash - 15 ¾ 4
Spell. Target foe is Blinded for (Min: 3 - Max: 9) seconds.



Conjure Lightning - 10 1 45
Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional (Min: 7 - Max: 19) lightning damage.



Enervating Charge - 10 1 8
Spell. Target foe is struck for (Min: 5 - Max: 41) lightning damage and suffers from Weakness for (Min: 5 - Max: 17) seconds. This spell has 25% armor penetration.



Gale - 10 1 5
Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)



Lightning Orb - 15 2 5
Spell. Lightning Orb flies toward target foe and strikes for (Min: 10 - Max: 82) lightning damage if it hits. This spell has 25% armor penetration.



Lightning Strike - 5 1 5
Spell. Strike target foe for (Min: 5 - Max: 41) lightning damage. This spell has 25% armor penetration.



Lightning Surge (Elite) - 15 2 10
Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for (Min: 14 - Max: 83) lightning damage. This spell causes Exhaustion.



Lightning Touch - 5 ¾ 10
Skill. Target touched foe and all adjacent foes are struck for (Min: 10 - Max: 50) lightning damage. Foes suffering from a Water Magic Hex are struck for an additional (Min: 10 - Max: 34) lightning damage. This spell has 25% armor penetration.




Earth Magic

Points in this attribute increase effectiveness of Earth Magic (eruptions, stones); increases damage and/or duration in most cases.




Aftershock - 10 ¾ 10
Spell. Adjacent foes are struck for (Min: 26 - Max: 85) damage. Knocked down foes are struck for (Min: 10 - Max: 56) additional damage.



Armor of Earth - 10 ¾ 15
Enchantment Spell. For 30 seconds, you gain (Min: 24 - Max: 53) armor, but move (Min: 50% - Max: 21%) slower than normal.



Earth Attunement - 10 2 45
Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Earth. You gain 30% of the Energy cost of the skill each time you use Earth Magic.



Obsidian Flame - 5 2 5
Spell. Deal (Min: 22 - Max: 94) damage to target foe. This Spell ignores armor but causes Exhaustion.



Obsidian Flesh (Elite) - 10 1 30
Elite Enchantment Spell. For (Min: 8 - Max: 18) seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.



Stone Daggers - 5 1
Spell. You send out two Stone Daggers. If it hits, each Stone Dagger strikes for (Min: 8 - Max: 28) earth damage.



Stoning - 15 1 5
Spell. Stoning strikes for (Min: 15 - Max: 87) earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.



Ward Against Foes - 15 1 20
Spell. You create a Ward Against Foes at your current location. For (Min: 8 - Max: 18) seconds, foes in this area move 50% slower.



Ward Against Melee - 10 1 20
Spell. You create a Ward Against Melee at your current location. For (Min: 8 - Max: 18) seconds, allies in this area have a 50% chance to evade melee attacks.




Energy Storage

Primary Attribute (available to Primary Elementalists only). Points in this attribute increase maximum Energy and improve skills that help the Elementalist regenerate Energy.




Aura Of Restoration - 10 ¼ 5
Enchantment Spell. For 60 seconds, you are healed for (Min: 152 - Max: 350%) of the Energy cost each time you cast a Spell.



Elemental Attunement (Elite) - 10 2 45
Elite Enchantment Spell. For (Min: 30 - Max: 50) seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the Energy cost of the spell each time you use magic associated with any of these elements.




Fire Magic

Points in this attribute increase the duration and effectiveness of Fire Magic (fire, flame, lava); increases damage in most cases.




Conjure Flame - 10 1 45
Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional (Min: 7 - Max: 19) fire damage.



Fire Attunement - 10 2 45
Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Fire. You gain 30% of the Energy cost of the spell each time you use Fire Magic.



Fire Storm - 10 2 30
Spell. Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for (Min: 5 - Max: 29) fire damage each second.



Fireball - 10 2 7
Spell. Target foe and all adjacent foes are struck for (Min: 7 - Max: 91) fire damage.



Flare - 5 1
Spell. Spell. Target foe is struck for (Min: 20 - Max: 56) fire damage if it hits.



Immolate - 10 1 3
Spell. Target foe is struck for (Min: 15 - Max: 51) fire damage and is set on fire for (Min: 1 - Max: 3) second(s).



Inferno - 10 ¾ 10
Spell. All adjacent foes are struck for (Min: 30 - Max: 114) fire damage.



Meteor - 5 3 30
Spell. Target foe and all adjacent foes are struck for (Min: 7 - Max: 91) fire damage and knocked down. This Spell causes Exhaustion.



Mind Burn (Elite) - 5 1 5
Elite Spell. Target foe takes (Min: 15 - Max: 51) fire damage. If you have more Energy than target foe, that foe takes an additional (Min: 15 - Max: 51) fire damage and is set on fire for (Min: 1 - Max: 6) second(s). This Spell causes Exhaustion.




Water Magic

Points in this attribute increase the duration and effectiveness of Water Magic (ice, mist); increases damage in most cases.




Blurred Vision - 15 1 20
Hex Spell. For (Min: 8 - Max: 18) seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.



Conjure Frost - 10 1 45
Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional (Min: 7 - Max: 19) cold damage.



Deep Freeze - 25 3 15
Hex Spell. You cause a Deep Freeze at target foe's location. All foes near this location are struck for (Min: 10 - Max: 70) cold damage, and for 10 seconds, they move 66% slower than normal.



Ice Spear - 5 1
Spell. Ice Spear flies toward target foe, striking for (Min: 10 - Max: 58) cold damage if it hits. Ice Spear has half the normal Spell range.



Ice Spikes - 15 2 15
Hex Spell. Target and adjacent foes are struck for (Min: 20 - Max: 68) cold damage and move 66% slower for (Min: 2 - Max: 5) seconds.



Maelstrom - 25 2 30
Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for (Min: 10 - Max: 22) cold damage each second. Maelstrom interrupts spell-casting when it hits. This Spell causes Exhaustion.



Mind Freeze (Elite) - 5 1 8
Elite Hex Spell. Target foe suffers (Min: 10 - Max: 34) cold damage. If you have more Energy than target foe, that foe suffers an additional (Min: 10 - Max: 34) cold damage and moves 90% slower for (Min: 1 - Max: 8) seconds. This Spell causes Exhaustion.



Rust - 5 2 15
Hex Spell. For (Min: 6 - Max: 35) seconds, target foe and all adjacent foes take 3 times as long to activate Signets.



Water Attunement - 10 2 45
Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Water. You gain 30% of the Energy cost of the skill each time you use Water Magic.




No Attribute

Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.




Glyph of Elemental Power - 5 1 5
Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next 5 spells.



Glyph of Lesser Energy - 5 1 30
Glyph. For 15 seconds, your next two spells costs (Min: 10 - Max: 16) less Energy to cast.


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