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Elementalist Skills-Prophecies

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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.



Chain Lightning - 10 3 10
Spell. Target foe and up to two other foes near your target are struck for (Min: 10 - Max: 70) lightning damage. This spell has 25% armor penetration and causes Exhaustion.



Glimmering Mark (Elite) - 10 2 5
Elite Hex. For (Min: 1 - Max: 13) second(s), whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds.



Lightning Javelin - 5 1 2
Spell. Send out a Lightning Javelin that strikes for (Min: 15 - Max: 43) lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This Spell has 25% armor penetration.



Mind Shock (Elite) - 5 1 8
Elite Spell. Target foe suffers (Min: 10 - Max: 42) lightning damage. If you have more Energy than target foe, that foe suffers (Min: 10 - Max: 42) additional lightning damage and is knocked down. This spell has 25% armor penetration and causes Exhaustion.



Shock - 5 ¾ 10
Skill. Target touched foe is struck for (Min: 10 - Max: 50) lightning damage and is knocked down. This skill has 25% armor penetration and causes Exhaustion.



Thunderclap (Elite) - 10 2 15
Elite Hex. For (Min: 8 - Max: 18) seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose (Min: 15 - Max: 9) Energy or Thunderclap ends.



Whirlwind - 10 ¾ 8
Spell. All adjacent foes take (Min: 15 - Max: 51) cold damage. Attacking foes struck by Whirlwind are knocked down.



Windborne Speed - 10 1 5
Enchantment Spell. For (Min: 5 - Max: 10) seconds, target ally moves 33% faster.




Earth Magic

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




Crystal Wave - 15 ¾ 20
Spell. Foes adjacent to you are struck for (Min: 10 - Max: 82) damage, but are cured of any negative 'Conditions.' This Spell ignores armor and magic resistance.



Earthquake - 25 3 15
Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for (Min: 26 - Max: 85) earth damage. This Spell causes Exhaustion.



Eruption - 25 2 30
Spell. Cause an Eruption at target foe's location. For 5 seconds, foes near this location are struck for (Min: 10 - Max: 34) earth damage each second. When Eruption ends, foes in the area of effect are Blinded for 10 seconds.



Grasping Earth - 5 ¾ 12
Hex. For (Min: 8 - Max: 18) seconds, all nearby foes move 50% slower but have +24 armor against physical damage.



Iron Mist - 10 2 30
Hex. For (Min: 5 - Max: 15) seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning.



Kinetic Armor - 15 3 60
Enchantment Spell. For 8 seconds, you gain (Min: 20 - Max: 68) armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds.



Magnetic Aura - 5 ¼ 60
Enchantment. For (Min: 5 - Max: 17) seconds, Magnetic Aura has a 75% chance to 'block' melee attacks.



Ward Against Elements - 15 1 20
Spell. For (Min: 8 - Max: 18) seconds, nearby allies gain +24 armor against elemental damage. (Update: No longer affects Spirits.)




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.




Ether Prodigy (Elite) - 5 1 5
Elite Enchantment. Lose all 'Enchantments.' For (Min: 5 - Max: 17) seconds, you gain Energy regeneration of 4. When Ether Prodigy ends, you take 3 damage for each point of Energy you have. This Spell causes Exhaustion.



Ether Renewal (Elite) - 10 1 30
Elite Enchantment. For 7 seconds, each time you cast a spell, you gain (Min: 1 - Max: 3) Energy and (Min: 5 - Max: 17) Health for each Enchantment on you.




Fire Magic

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




Flame Burst - 15 ¾ 5
Spell. All nearby foes are struck for (Min: 15 - Max: 99) fire damage.



Flare - 5 1   
Spell. Spell. Target foe is struck for (Min: 20 - Max: 55) fire damage if it hits.



Incendiary Bonds - 15 2 15
Hex. After 3 seconds, target foe and adjacent foes are struck for (Min: 20 - Max: 68) fire damage and are set on fire for (Min: 1 - Max: 3) seconds.



Lava Font - 10 2 4
Spell. For 5 seconds, foes adjacent to the location where this Spell was cast are struck for (Min: 5 - Max: 41) fire damage.



Mark of Rodgort - 15 1 5
Hex Spell. Target foe and all nearby foes are Hexed with Mark of Rodgort. For (Min: 10 - Max: 30) seconds, whenever each foe is struck for fire damage, that foe is set on fire for (Min: 1 - Max: 3) seconds.



Meteor Shower - 25 5 60
Spell. Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for (Min: 7 - Max: 91) fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.



Phoenix - 15 2 10
Spell. A fiery phoenix rises at your location, striking adjacent foes for (Min: 7 - Max: 91) fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional (Min: 15 - Max: 75) fire damage.



Rodgort's Invocation - 25 3 15
Spell. Target foe and all foes in the area are struck for (Min: 15 - Max: 99) fire damage and set on fire for (Min: 1 - Max: 3) seconds.



Searing Heat - 15 2 30
Spell. Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for (Min: 10 - Max: 34) fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds.




Water Magic

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




Armor of Frost - 5 1 45
Enchantment. For (Min: 10 - Max: 29) seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.



Armor of Mist - 10 1 30
Enchantment. For (Min: 8 - Max: 18) seconds, you gain (Min: 10 - Max: 34) armor and move 33% faster.



Frozen Burst - 15 ¾ 5
Hex. Foes adjacent to you are struck for (Min: 10 - Max: 70) cold damage and move 66% slower for (Min: 5 - Max: 10) seconds.



Ice Prison - 10 2 30
Hex. For (Min: 8 - Max: 18) seconds, target foe's legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if target takes fire damage.



Mist Form (Elite) - 10 1 30
Elite Enchantment. For (Min: 8 - Max: 18) seconds, you cannot take or deal damage from attacks.



Shard Storm - 10 1 10
Hex. Target foe is struck for (Min: 10 - Max: 70) cold damage and moves 66% slower for (Min: 2 - Max: 5) seconds.



Swirling Aura - 10 1 45
Enchantment Spell. For (Min: 8 - Max: 18) seconds, Swirling Aura has a 50% chance to 'block' arrows and magical projectiles.



Ward Against Harm (Elite) - 15 1 20
Elite Ward Spell. Create a Ward Against Harm here. For (Min: 8 - Max: 18) seconds, non-Spirit allies in this area have (Min: 12 - Max: 50) armor against fire damage and (Min: 12 - Max: 22) armor against other damage. (Update: No longer affects Spirits.)



Water Trident (Elite) - 5 1 3
Elite Spell. Send out a Water Trident at target foe. Water Trident strikes for (Min: 10 - Max: 58) cold damage if it hits. If it hits a moving foe, that foe is knocked down.




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 Concentration - 5 1 10
Glyph. For 15 seconds, your next two Spells cannot be interrupted, and ignore the effects of being Dazed.



Glyph of Energy (Elite) - 5 1 15
Elite Glyph. For 15 seconds, your next spell costs 25 less Energy to cast and does not cause exhaustion.



Glyph of Renewal (Elite) - 5 1 15
Elite Glyph. For 15 seconds, your next Spell instantly recharges.



Glyph of Sacrifice - 5 1 15
Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.


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