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Archmage

Abilities, Tactics and Morale


more info about Archmage Class

back to all Abilities, Tactics and Morale.

Some info can be inaccurate due to game changes.

Archmage Abilities
Healing Energy Your target regains HEALTH immediately, then continues to gain another X HEALTH over X SECONDS.
Radiant Lance Deals SPIRIT X DAMAGE to your target.
Lambent Aura Heals your target for X HEALTH over X SECONDS.
Law Of Conductivity Deals X SPIRIT DAMAGE to your target over X SECONDS.
Rain Lord Your target and all other enemies within X FEET of them have their Intelligence, Strength and Ballistic Skill reduced by X for X SECONDS.
Transfer Force Deals X SPIRIT DAMAGE to your target over X SECONDS and heals your defensive target for the X DAMAGE done on each tick.
Boon Of Hysh Heals your target for HEALTH.This is a fragile spell, and will always be set back by a large amount if you are X DAMAGEd while casting it.
Cleansing Light Removes 1 Hex from your target.
Blessing Of Isha Heals your entire group for HEALTH.
Gift Of Life Resurrects your target with 20% health.
Scatter The Winds Deals X SPIRIT DAMAGE to your target over X SECONDS, and causes all heals that they receive to become X% less effective.
Prismatic Shield Increases all resistances of everyone in your group by X for 1 hour.
Drain Magic Your target loses X ACTIONPOINTS and takes X DAMAGE.
Searing Touch You concentrate on your target for up to X SECONDS, repeatedly dealing SPIRIT X DAMAGE to them as long as you maintain your concentration.
Mistress Of The Marsh For X SECONDS, all enemies within X FEET of a spot that you select will have their Initiative reduced by X and become snared, reducing their run speed by X%.
Law Of Age Your target and all other enemies within X FEET of them have their Toughness reduced by X for X SECONDS.
Law Of Gold Deals SPIRIT X DAMAGE and silences your target, making them unable to use magic for X SECONDS.
Wind Blast 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 X% for X SECONDS.
Dissipating Hatred You Detaunt your target, making them hate you less and causing them to deal X% less X DAMAGE to you for X SECONDS. If you attack anyone that you have Detaunted, the effect will immediately end.
Balance Essence Deals X DAMAGE to your target, and heals your defensive target for the amount of X DAMAGE done.
Funnel Essence You focus your powers on your defensive target, restoring up to X HEALTH to them over X SECONDS. This effect will end if you break your concentration, or if you run out of action points.
Archmage Spec Abilities
Radiant Gaze Deals X SPIRIT DAMAGE over X SECONDS and reduces your target's X DAMAGE and chance to critically hit by X%.
Walk Between Worlds You can not be set back for X SECONDS and detaunts all enemies around you, making them hate you less and reducing the X DAMAGE they deal to you by X%.
Cleansing Flare Deals SPIRIT X DAMAGE to your target and all other enemies within X FEET of them, and knocks them backwards.
Fury Of Asuryan Deals X SPIRIT DAMAGE to a nearby target. Each point of High Magic increases X DAMAGE by 5%.
Shield Of Saphery Surrounds an ally with a magical barrier for up to X SECONDS which will absorb up to X DAMAGE. Each point of High Magic increases shield potency by 5%.
Storm Of Cronos A cone of energy strikes enemies in front of you, up to X FEET away, dealing SPIRIT X DAMAGE and reducing their Spirit resistance by X for 9 seconds.
Dissipating Energies A groupmate becomes surrounded by dangerous energies for X SECONDS. Every X SECONDS, all enemies within X FEET of them will suffer X SPIRIT DAMAGE.
Magical Infusion For the next X SECONDS, all healing spells used on the target will be X% more effective.
Feel the Winds Spirit resistances of all targets within X FEET of your target are reduced by X.
Archmage Tactics
Empowered Lores 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.
Isha's Encouragement Abilities which consume Force or Tranquility have a 20% chance to not expend any points.
Master Of Tranquility Increases your chance to critically heal by X%.
Hurried Restoration Gift Of Life now resurrects allies instantly, but stuns you for X SECONDS.
Master Of Force Increases your chance to critically hit enemies by X%.
Transfer Magic Drain Magic will now also grant X ACTION PONTS to your defensive target.
Run Between Worlds Reduces the cooldown time for Walk Between Worlds by X SECONDS.
Desperation Your healing abilities become X% more effective when the target is below 25% hit points.
Archmage Spec Tactics
Balanced Mending Your Healing Energy is X% more effective on other people, but X% less effective on you.
Bolstering Boon Boon Of Hysh will now also grant the target X points of Morale.
Forked Lancing Radiant Lance will now affect two enemies within X FEET of your target.
Dispel Magic All of your damaging spells gain a 25% chance to remove 1 Blessing from the victim. Whenever this happens, they will also suffer an additional X DAMAGE.
Expanded Control Increases the radii of Rain Lord, Law Of Age, and Mistress Of The Marsh by an additional 15 feet.
Golden Aura Radiant Gaze will now affect all enemies within X FEET of your target.
Wild Healing Whenever you critically heal someone, your healing abilities will costX% less action points for X SECONDS.
Increased Conductivity Law Of Conductivity, Drain Magic, Storm Of Cronos, Fury Of Asuryan, and Cleansing Flare now deal X% more X DAMAGE.
Arcing Power Whenever one of your damaging spells hits an enemy, there is a 25% that your defensive target will become healed for 25% of the X DAMAGE that you dealt.
Archmage Morale
Isha's Ward Everyone in your group gains a 50% increase to their autoattack speed for 15 seconds.
Blinding Light 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.
Arcane Suppression Knocks back all enemies within 20 feet and Silences them, making them unable to use magic for 3 seconds.
Archmage Spec Morale
Winds' Protection Everyone in your group gains hit points over 15 seconds, and becomes surrounded by a magical barrier which will absorb X DAMAGE for up to 15 seconds.
Flames Of The Phoenix 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.
Funnel Energy 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.
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