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Archmage abilities

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Every Archmage may gain 15 career Tactics, 26 Actions and 9 Morale abilities. Each Mastery Path contains another 3 Actions, 3 Tactics, and 1 Morale Ability.

Archmage concept art

Concept art for the Archmage career.

Starting AbilitiesEdit

These are the abilities that an Archmage starts with at level one.

Icon Ability Name Ability Type Path Cast Time Range Cost Cooldown Description
Under construction Auto Attack Action Damaging Core Ability Auto 5ft None None Attack with your melee or ranged weapon.
None Radiant Lance Action Damaging Path of Asuryan 2 Sec 100ft 30 AP None Deals X Spirit damage to your target. Builds Force. Tranquility reduces cast time.
None Healing Energy Action Buff Path of Isha 1 Sec 150ft 55 AP None Your target regains X health immediately, then continues to gain another Y health over 9 seconds. Force reduces cast time. Builds Tranquility.
Flee Flee Action Buff Core Ability Instant None None 30 Sec You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.


Abilities Gained From Trainers Edit

These abilities can be bought from a Career Trainer at the required rank or above.

Icon Ability Name Ability Required Rank Type Path Cast Time Cost Range Cooldown Description
None Law of Conductivity Action 2 Hex Path of Asuryan Instant 30 AP 100ft None Deals X Spirit damage to your target over 15 seconds.
None Lambent Aura Action 3 Buff Core Ability Instant 30 AP 150ft None Heals your target for X health over 15 seconds.
None Radiant Gaze Action 4 Hex Path of Vaul Instant 40 AP 100ft 5 Sec Tranquility increases effectiveness. Builds Force. Deals X Spirit damage over 9 seconds and reduces your target's damage and chance to critically hit by 5%.
None Searing Touch Action 5 Damaging Path of Asuryan Instant 13 AP/Sec 100ft 11 Sec Builds Force. Tranquility increases effectiveness. You concentrate on your target for up to 6 seconds, repeatedly dealing X Spirit damage to them as long as you maintain your concentration.
None Transfer Force Action 6 Hex Path of Isha Instant 40 100ft 10 Sec Deals X Spirit damage to your target over 24 seconds and heals your defensive target for the damage done on each tick.
None Prismatic Shield Action 7 Buff Core Ability Instant 55 AP 100ft None Increases all resistances of everyone in your group by X for 1 hour.
None Dissipating Hatred Action 7 Debuff Path of Vaul Instant 20 AP 100ft 15 Sec 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.
None Boon Of Hysh Action 8 Healing Path of Isha 2.5 Sec 45 AP 150ft None Builds Tranquility. Force reduces cast time. Heals your target for X health.This is a fragile spell, and will always be set back by a large amount if you are damaged while casting it.
None Drain Magic Action 9 Debuff Path of Asuryan Instant 25 AP 100 10 Sec Your target loses 90 Action Points and takes X damage.
None Gift Of Life Action 10 Healing Core Ability 6 Sec 20 AP 100ft 3 Sec Force reduces cast time. Resurrects your target with 20% health.
None Reinforce War Engine Action 10 (R) Buff Core Ability - - - - Siege Targetted buff. Decreases incoming damage to the siege engine by 10% for 30 seconds. Does not work on Rams. Only one effect of this type per siege engine.
None Walk Between Worlds Action 12 Debuff Core Ability Instant 30 AP None 60 Sec 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%.
None Shield Of Saphery Action 14 Buff Path of Isha Instant 35 AP 150ft 20 Sec Only usable on group mates. Force increases effectiveness. Builds Tranquility. Surrounds an ally with a magical barrier for up to 9 seconds which will absorb up to X damage.
None Cleansing Light Action 16 Healing Core Ability Instant 25 AP 150ft 5 Sec Target must be Hexed or Ailing. You cleanse an ally's wound and remove one Ailment or Hex.
None Rain Lord Action 18 Hex Path of Vaul Instant 25 AP 100ft 10 Sec Your target and all other enemies within 30 feet of them have their Intelligence, Strength and Ballistic Skill reduced by X for 20 seconds.
None Blessing Of Isha Action 20 Healing Path of Isha 3 sec 65 AP None None Builds Tranquility. Force reduces cast time. Heals your entire group for X health.
None Wind Blast Action 25 Hex Core Ability Instant 40 AP None 60 sec You call forth a powerful gust of wind which slams into all enemies in front of you, knocking away players and knocking monsters down. Anyone hit by the wind becomes snared, reducing their run speed by 20% for 10 seconds.
None Storm Of Cronos Action 30 Hex Path of Asyrian 2 sec 45 AP None 30 sec Tranquility reduces cast time. Builds Force. A cone of energy strikes enemies in front of you, up to 65 feet away, dealing X Spirit damage and reducing their Spirit resistance by Y for 20 seconds.
None Cleanse War Engine Action 30 Hex Core Ability - - - - Siege Targetted cleanse. Removes any siege specific debuffs from a friendly siege engine.
None Law of Gold Action 35 Hex Path of Vaul 1 sec 25 AP 100ft 30 sec Tranquility reduces cast time. Builds Force. Deals X Spirit damage and silences your target, making them unable to use magic for 5 seconds.
None Shield The Skies Action 40 Buff Core Ability - - - - Channeled 10% reduction in damage taken by ranged siege engines. You will also protect two other group mates within 30 feet. Only one effect of this type may be on a player at a time.
None Dissipating Energies Action 40 Buff Path of Vaul 2 Sec 50 AP 100ft 60 Sec Tranquility reduces cast time. Builds Force. A groupmate becomes surrounded by dangerous energies for 10 seconds. Every 2 seconds, all enemies within 30 feet of them will suffer X Spirit damage.
None Divine Favor Morale (1) 8 Buff Core Ability Instant Morale (1) 150ft 60 Sec A strong heal that will restore X health to your target.
None Rampaging Siphon Morale (2) 12 Buff Core Ability Instant Morale (2) None 60 Sec Deals X damage to all enemies within 30 feet, and heals your entire group for the full amount of the damage dealt.
None Steal Life Morale (1) 16 Buff Core Ability Instant Morale (1) 100ft 60 Sec Your target suffers X damage over 9 seconds, and you are healed for a half of the damage dealt.
None Focused Mind Morale (2) 20 Buff Core Ability Instant Morale (2) None 60 Sec For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.
None Divine Protection Morale (3) 24 Buff Core Ability Instant Morale (3) None 60 Sec Everyone in your group is surrounded by a protective shield for the next 10 seconds that will absorb up to X damage from melee abilities.
None Isha's Ward Morale (1) 28 Buff Core Ability Instant Morale (1) None 60 Sec You gain a shield that absorbs X damage for 60 seconds.
None Blinding Light Morale (2) 32 Debuff Core Ability Instant Morale (2) 100ft 60 Sec For 5 seconds, your target and all other enemies within 30 feet of them will take an additional 1 second to build up all abilities.
None Arcane Suppression Morale (3) 36 Debuff Core Ability Instant Morale (3) None 60 Sec Knocks back all enemies within 20 feet and Silences them, making them unable to use magic for 3 seconds.
None Alter Fate Morale (4) 40 Buff Core Ability Instant Morale (4) None 60 Sec Resurrects all groupmates within 30 feet. Anyone who is brought back from the dead will also be healed for 160 over 9 seconds, and they will deal 20% more damage for 10 seconds.
Tactic Green High Elf Centuries Of Training Tactic 11 Buff Core Ability Passive Tactic None None Upon striking a target with a direct damage ability there is a 25% chance to inflict an additional X damage over 5 seconds.
Tactic Green Flame Divine Fury Tactic 13 Buff Core Ability Passive Tactic None None You deal 25% more damage, but all of your healing becomes 20% less effective.
Tactic Green Flame Empowered Lores Tactic 15 Buff Core Ability Passive Tactic None None Whenever you critically hit with an ability that builds either Force or Tranquility, you will gain one additional point. Tactic can not trigger more than once every 3 seconds.
Tactic Green High Elf Bend The Winds Tactic 17 Buff Core Ability Passive Tactic None None Increases your Elemental resistance by X.
Tactic Green Star Discipline Tactic 19 Buff Core Ability Passive Tactic None None Increases your Willpower by X.
Tactic Green High Elf Isha's Encouragement Tactic 21 Buff Core Ability Passive Tactic None None Abilities which consume Force or Tranquility have a 20% chance to not expend any points.
Tactic Green High Elf Discerning Offense Tactic 23 Buff Core Ability Passive Tactic None None Your attacks have a 10% reduced chance to be defended against.
Tactic Green Circle Subtlety Tactic 25 Buff Core Ability Passive Tactic None None All of your heals will cause enemy monsters to hate you 25% less than normal.
Tactic Green Star Master Of Tranquility Tactic 27 Buff Core Ability Passive Tactic None None Increases your chance to critically heal by 10%
Tactic Green Gear Restorative Burst Tactic 29 Buff Core Ability Passive Tactic None None Any time one of your direct healing effects critically heals an ally, you will regain 40 Action Points over 3 seconds.
Tactic Green Flame Hurried Restore Tactic 31 Buff Core Ability Passive Tactic None None Gift Of Life now resurrects allies instantly, but stuns you for 0 seconds.
Tactic Green Vortex Master Of Force Tactic 33 Buff Core Ability Passive Tactic None None Increases your chance to critically hit enemies by 10%.
Tactic Green Slash Transfer Magic Tactic 35 Buff Core Ability Passive Tactic None None Drain Magic will now also grant 50 Action Points to your defensive target.
Tactic Green Gear Run Between Worlds Tactic 37 Buff Core Ability Passive Tactic None None Reduces the cooldown time for Walk Between Worlds by 40 seconds.
Tactic Green Star Desperation Tactic 39 Buff Core Ability Passive Tactic None None Your Healing abilities Become 40% more effective when the target is below 25% hit points.


Abilities Gained From Mastery PathsEdit

These abilities can be gained by adding mastery points into different mastery paths. These points also increase the 'effective level' of every base ability in their path, making them more powerful.

Path of IshaEdit

Icon Ability Name Ability Required points Type Cast Time Range Cost Cooldown Description
None Balance Essence Action 5 Damaging 2 Sec 100ft 25 AP None Builds Force. Tranquility increases effectiveness. Deals X damage to your target, and heals your defensive target for the amount of damage done.
None Funnel Essence Action 9 Healing Instant 150ft 20 AP/Sec 13 Sec Builds Tranquility. Force increases effectiveness. You focus your powers on your defensive target, restoring up to X health to them over 3 seconds. This effect will end if you break your concentration, or if you run out of action points.
None Magical Infusion Action 13 Buff 3 Sec 100ft 35 AP 30 Sec For the next 20 seconds, all healing spells used on the target will be 25% more effective.
None Winds Protection Morale (4) 15 Healing Instant None Morale (4) 60 Sec Everyone in your group gains hit points over 15 seconds, and becomes surrounded by a magical barrier which will absorb damage for up to 15 seconds.
Tactic Green Star Balanced Mending Tactic 3 Buff Passive Tactic None None Your Healing energy is 35% more effective on other people, but 15% less effective on you.
Tactic Green Slash Bolstering Boon Tactic 7 Buff Passive Tactic None None Boon Of Hysh will now also grant 250 points of Morale.
Tactic Green Star Wild Healing Tactic 11 Buff Passive Tactic None None Whenever you critically heal someone, your healing abilities will cost 50% less action points for 10 seconds.


Path of AsuryanEdit

Icon Ability Name Ability Required points Type Cast Time Range Cost Cooldown Description
None Fury Of Asuryan Action 5 Damaging Instant 65ft 30 AP 30 Sec Builds Force. Tranquility increases effectiveness. Deals X Spirit damage to a nearby target.
None Feel The Winds Action 9 Hex Instant 100ft 20 AP 30 Sec Spirit resistances of all targets within 30 feet of your target are reduced by X for 20 seconds.
None Cleansing Flare Action 13 Debuff 2 Sec 100ft 20 AP 20 Sec Tranquility reduces cast time. Builds Force. Deals 299 Spirit damage to your target and all other enemies within 20 feet of them, and knocks them backwards.
None Flames Of The Phoenix Morale (4) 15 Damaging Instant 100ft Morale (4) 60 Sec Flames burst from a spot that you select, damaging all enemies within 30 feet of that spot for up to 4 seconds, as long as you maintain your concentration.
Tactic Green Flame Forked Lancing Tactic 3 Buff Passive Tactic None None Radiant Lance will now affect two enemies within 20ft of your target.
Tactic Green Vortex Dispell Magic Tactic 7 Buff Passive Tactic None None All of your Damaging spells gain a 25% chance to remove one blessing from the victim. Whenever this happens, they will also suffer an additional 150 damage.
Tactic Green Gear Increased Conductivity Tactic 11 Buff Passive Tactic None None Law Of Conductivity, Drain Magic, Storm Of Cronos, Fury Of Asuryan, and Cleansing Flare now deal 20% more damage


Path of VaulEdit

Icon Ability Name Ability Required points Type Cast Time Range Cost Cooldown Description
None Scatter The Winds Action 5 Hex Instant 100ft 25 AP 10 Sec Builds Force. Tranquility increases effectiveness. Deals 147 Spirit damage to your target over 9 seconds, and causes all heals that they receive to become 50% less effective.
None Law Of Age Action 9 Hex Instant 100ft 20 AP None Your target and all other enemies within 30 feet of them have their Toughness reduced by X for 20 seconds.
None Mistress Of The Marsh Action 13 Hex 1 Sec 100ft 20 AP 30 Sec For 10 seconds, all enemies within 30 feet of a spot that you select will have their Initiative reduced by X and become snared, reducing their run speed by 60%.
None Funnel Energy Morale (4) 15 Buff Instant None Morale (4) 60 Sec All enemies within 30 feet have their action point costs increased by 50% for 15 seconds, and all allies in the area have their action point costs reduced by 50% for 15 seconds.
Tactic Green Circle Expanded Control Tactic 3 Buff Passive Tactic None None Increases the radii of Rain Lord, Law Of Age, and Mistress Of The Marsh by an additional 15 feet.
Tactic Green Star Arcing Power Tactic 7 Healing Passive Tactic None None Whenever one of your damaging spells hits an enemy, there is a 25% that your defensive target will become healed for 25% of the damage that you dealt.
Tactic Green Crown Golden Aura Tactic 11 Buff Passive Tactic None None Radiant Gaze will now affect all enemies within 20ft of your target.

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