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Warhammer Online: Archmage Abilities - Levels 1 to 20

Posted October 12th, 2008 by Dalmarus

Archmage Abilities List

Levels 1 to 20



Action Points = AP

Note: All damage and cost numbers scale with rank. The numbers noted here are for comparison value only.

Archmage Guide | Archmage Abilities: Levels 21 to 40


NAME
RANK
COST
RANGE
CAST TIME
COOLDOWN
DESCRIPTION
Healing Energy



Path of Isha
1
55 AP
150 ft
1s
None
*Force reduces cast time*

*Builds Tranquility*


Your target regains 33 health immediately, then continues to gain another 87 health over 9 seconds.
Radiant Lance



Path of Asuryan
1
30 AP
100 ft
2s
None
*Tranquility reduces cast time*

*Builds Force*

Deals 39 Spirit damage to your target.
Flee



Core
1
All AP
N/A
Instant
30s
You run away in a mad panic increasing your run speed by 30 for 10 seconds.
Law of Conductivity



Path of Asuryan
2
30 AP
100 ft
Instant
None
*Tranquility increases effectiveness*

*Builds Force*


Deals 65 Spirit damage to your target over 15 seconds.
Lambent Aura



Core
3
30 AP
150 ft
Instant
None
*Force increases effectiveness*

*Builds Tranquility*


Heals your target for 200 health over 15 seconds.
Radiant Gaze



Path of Vaul
4
40 AP
100 ft
Instant
5s
*Tranquility increases effectiveness*

*Builds Force*


Deals 87 Spirit damage over 9 seconds and reduces your target's damage and chance to critically hit by 5%.
Searing Touch



Path of Asuryan
5
13 AP/Sec
100 ft
Instant
11s
*Tranquility increases effectiveness*

*Builds Force*

You concentrate on your target for up to 6 seconds, repeatedly dealing 46 Spirit damage to them as long as you maintain your concentration.
Transfer Force



Path of Isha
6
40 AP
100 ft
Instant
10s
*Tranquility increases effectiveness*

*Builds Force*


Deals 88 Spirit damage to your target over 24 seconds and heals your defensive target for the damage done on each tick.
Dissipating Hatred



Core
7
20 AP
100 ft
Instant
15s
You Detaunt your target, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end.
Prismatic Shield



Path of Vaul
7
55 AP
100 ft
Instant
None
Increases all resistances of everyone in your group by 6 for 1 hour.
Divine Favor



Morale
8
Rank 1 Morale
150 ft
Instant
60s
A strong heal that will restore 240 health to your target.
Boon of Hysh



Path of Isha
8
45 AP
150 ft
3.0s
None
*Force reduces cast time*

*Builds Tranquility*

Heals your target for 150 health.
This is a fragile spell, and will always be set back by a large amount if you are damaged while casting it.
Drain Magic



Path of Asuryan
9
25 AP
100 ft
Instant
10s
*Tranquility reduces cast time*

*Builds Force*


Your target loses 90 Action Points and takes 25 damage.
Gift of Life



Core
10
20 AP
100 ft
6.0s
3s
*Force reduces cast time*

Resurrects your target with 20% health.
Centuries of Training



Tactic
11
None
N/A
Passive
None
Upon striking a target, there is a 25% chance to inflict an additional 20 damage over 5 seconds.
Rampaging Siphon



Morale
12
Rank 2 Morale
N/A
Instant
60s
Deals 80 damage to all enemies within 30 feet, and heals your entire group for the full amount of damage dealt.
Walk Between Worlds



Core
12
30 AP
N/A
Instant
60s
You can not be set back for 5 seconds and detaunts all enemies around you, making them hate you less and reducing the damage they deal to you by 50%.
Divine Fury



Tactic
13
None
N/A
Passive
None
You deal 25% more damage, but all of your healing becomes 20% less effective.
Shield of Saphery



Path of Isha
14
35 AP
150 ft
Instant
20s
*Force increases effectiveness*

*Builds Tranquility*

*Only usable on group mates*

Surrounds an ally with a magical barrier for up to 9 seconds which will absorb up to 125 damage. Each point of High Magic increases shield potency by 5%.
Empowered Lores



Tactic
15
None
N/A
Passive
None
Whenever you critically hit with an ability that builds either Force or Tranquility, you will gain one additional point. Tactic cannot trigger more than once every 3 seconds.
Cleansing Light



Core
16
25 AP
150 ft
Instant
5s
*Target must be Hexed or Ailing*

You cleanse an ally's wound and remove one Ailment or Hex.
Steal Life



Morale
16
Rank 1 Morale
100 ft
Instant
60s
Your target suffers 120 damage over 9 seconds, and you are healed for a half of the damage dealt.
Bend the Winds



Tactic
17
None
N/A
Passive
None
Increases your Elemental resistance by 6.
Rain Lord



Path of Vaul
18
25 AP
100 ft
Instant
10s
Your target and all other enemies within 30 feet of them have their Intelligence, Strength, and Ballistic Skill reduced by 3 for 20 seconds.
Discipline



Tactic
19
None
N/A
Passive
None
Increases your Willpower by 4.
Blessing of Isha



Path of Isha
20
65 AP
N/A
3.0s
None
*Force reduces cast time*

*Builds Tranquility*

Heals your entire group for 72 health.
Focused Mind



Morale
20
Rank 2 Morale
N/A
Instant
60s
For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, and snaring effect and your abilities will build 50% faster and may not be set back.

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