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The Elder Scrolls Online: Classes

There will be four playable classes at launch: Dragon Knight, Nightblade, Sorcerer, and Templar. All three factions will have access to the same classes.

Weapons and Armor

Every type of weapon and armor in the game is available to all players regardless of class. As players use weapons, they gain proficiency in the weapon type they are using. As proficiency is gained, additional melee attacks will be unlocked and become available.

Armor is categorized into three types: light, medium, and heavy. The following bonuses are granted to armor based on type.
  • Light Armor
    Provides bonuses to spell damage and magicka regeneration.
  • Medium Armor
    Improves stamina-based abilities like dodging, sprinting, or sneaking.
  • Heavy Armor
    Provides bonuses to healing received and damage absorption.
Players can use any mixture or combination of these types when equipping a character.

Skills and Abilities

Each class has a unique number of skills and abilities. Players may choose six to use at any given time; these abilities can be changed on the fly adapt to various situations. Unique selections of skills and abilities are a way in which players can differentiate their characters from others in the same class.

Constellations and birth-signs make their way into ESO as Mundus Stones. These stones function similarly to the Guardian Stones in Skyrim by providing a permanent buff. Some Mundus Stones unlock additional abilities.

Dragon Knight

Nord Dragon Knight

Description

The Dragon Knight is an offensive warrior class that specializes in melee combat and is an expert in all forms of weapons. However, they are also adept at drawing upon destructive magic to fortify their power in battle. Their armor is enhanced with magical defenses while offensive spells aid the knights in quickly eliminating their hostile foes.

Skill Paths

Dragon Knights have a mixture of damage-dealing, absorption, and armor enhancing abilities. They emphasize direct assaults with melee while wielding fire-based spells.
  • Ardent Flame
    Offensive spells that keep enemies in melee range and deal fiery damage.
  • Draconic Power
    Tap into the Dragon Knight's draconic bloodline to fortify defenses and lock down enemies. Eliminates foes quickly and brutally.
  • Earthen Heart
    Draw on the power of the earth to gain controlling spells that disrupt enemies whilst fortifying allies.
Dragonknight Ardent Flame Draconic Power Earthen Heart
Ultimate
Dragonknight Standard
  • Range: 15m
  • Radius: 8m
  • Cost: 200 Ultimate
  • For 12 seconds...
    • Enemies take 7 fire damage per second.
    • Enemies receive 50% less healing.
    • Allies may activate the Shackle synergy to damage and root enemies.
  • Morphs
    • Shifting Standard: Standard may be moved to player's current location after it has been placed.
    • Standard of Might: Player does +30% damage, received -30% damage while in AoE.
Dragon Leap
  • Cast Time: Instant
  • Range: 6.5m-20m (6.5m Radius)
  • Cost: 150 Ultimate
  • Deals 39 physical damage to target.
  • Nearby enemies are knocked back.
  • Morphs
    • Take Flight: 8-28m Range; increased damage.
    • Ferocious Leap: +1500 spell resistance for 8 seconds.
Magma Armor
  • Cast Time: Instant / Self
  • Cost: 150 Ultimate
  • For 9 seconds...
    • Incoming damage capped at 3% max health.
    • Enemies receive 2 fire damage per second.
  • Morphs
    • Magma Shell: Adds synergy that grants allies a damage shield equal to 85% of their maximum health.
    • Corrosive Armor: -30% weapon damage dealt by nearby enemies.
Active
Fiery Grip
  • Cast Time: Instant
  • Range: 18m
  • Cost: 53 Magicka
  • Pulls enemy towards caster and deals 11 fire damage.
  • Morphs
    • Extended Chains: Range increased to 22m.
    • Empowering Chains: +40% weapon power of next attack.
Searing Strike
  • Cast Time: Instant
  • Range: 5m
  • Cost: 18 Magicka
  • Deals 11 fire damage.
  • Deals 15 fire damage over 10 seconds.
  • Morphs
    • Unstable Flame: Increases damage over time by 9% every 2 seconds.
    • Burning Embers: Caster is healed for 30% of damage done when effect ends.
Fiery Breath
  • Cast Time: Instant
  • Range: 10m
  • Cost: 35 Magicka
  • Deals 5 fire damage in front of you.
  • Ignite enemy for 12 fire damage over 6 seconds.
  • Morphs
    • Burning Breath: Reduces target's armor.
    • Engulfing Flames: Target takes more damage from fire effects.
Lava Whip
  • Cast Time: Instant
  • Range: 8m
  • Cost: 35 Magicka
  • Deals 19 fire damage.
  • Immobile and stunned enemies thrown off balance.
  • Morphs
    • Molten Whip: Deal more damage with fire attacks while skill is slotted.
    • Flame Lash: Second lash deals slightly less damage, but heals 50% of normal damage.
Inferno
  • Cast Time: Instant / Self
  • Cost: 7 Magicka per Second(?)
  • Deals 2 fire damage to nearby enemies every second.
  • Morphs
    • Flames of Oblivion: Increases critical chance against enemies in flames.
    • Sea of Flames: Restores magicka when nearby enemies die.
Spiked Armor
  • Cast Time: Instant / Self
  • Cost: 42 Magicka
  • For 17 seconds...
    • +25 armor.
    • Melee attackers take 2 damage.
  • Morphs
    • Volatile Armor: Damages nearby enemies when activated.
    • Razor Armor: Additional armor gain for 4 seconds after activation.
Dark Talons
  • Cast Time: Instant
  • Radius: 8m
  • Cost: 53 Magicka
  • Immobilize enemies for 3.5 seconds.
  • Deals 12 physical damage.
  • Allies can activate impale synergy, damaging enemies within talons.
  • Morphs
    • Burning Talons: Adds damage-over-time effect (~initial damage).
    • Choking Talons: -14% damage done by affected enemies.
Dragon Blood
  • Cast Time: Instant / Self
  • Cost: 60 Magicka(?)
  • Heal 27% of missing health.
  • +40% health regeneration for 20 seconds.
  • Morphs
    • Green Dragon Blood: Gain increased stamina regeneration.
    • Coagulating Blood: Take less damage when activated.
Reflective Scale
  • Cast Time: Instant / Self
  • Cost: 53 Magicka
  • Reflect projectiles for 4 seconds.
  • Morphs
    • Reflective Plate: Increases spell resistance.
    • Dragon Fire Scale: Increases damage of reflected attacks.
Inhale
  • Cast Time: Instant
  • Radius: 8m
  • Cost: 53 Magicka
  • Absorb 7(?) health from nearby enemy.
  • After 2.5 seconds, deal 13(?) damage to enemies.
  • Morphs
    • Deep Breath: Adds interrupt chance and damage.
    • Drain Essence: Restores magicka for each enemy hit.
Stonefist
  • Cast Time: Instant
  • Range: 10m
  • Cost: 53 Magicka
  • 12 physical damage to enemy.
  • Knockdown enemy for 3 seconds.
  • Morphs
    • Obsidian Shard: Range increased to 15m.
    • Stone Giant: Armor increased for 4 seconds after casting.
Molten Weapons
  • Cast Time: Instant
  • Radius: 20m
  • Cost: 35 Magicka
  • For 45 seconds...
    • Increase power of allies by 1.
    • +100% bonus on caster.
  • Morphs
    • Igneous Weapons: Light and heavy attacks add fire damage.
    • Molten Armaments: +30% weapon critical for affected allies for 6 seconds.
Obsidian Shield
  • Cast Time: Instant
  • Radius: 12m
  • Cost: 53 Magicka
  • 17 point damage shield for 20 seconds on nearby allies.
  • Shield strength +100% on caster.
  • Morphs
    • Igneous Shield: Shield absorbs more damage.
    • Fragmented Shield: Deal AoE damage when effect ends.
Petrify
  • Cast Time: Instant
  • Range: 15m
  • Cost: 53 Magicka
  • Stun enemy for 10.5 seconds.
    • Stun breaks after 11 damage.
  • Morphs
    • Fossilize: Stun and reduce stamina, health, and magicka regeneration by 44% for 12 seconds.
    • Shattering Rocks: Stun for 12 seconds and deal 11 magic damage to nearby enemies with a 33% chance of making them vulnerable.
Ash Cloud
  • Cast Time: Instant / Self
  • Cost: 60 Magicka
  • For 12 seconds...
    • Enemies are 70% snared with 30% miss chance.
  • Morphs
    • Cinderstorm: Enemies in AoE take fire damage every 1 second.
    • Eruption: Enemies in area become disoriented for 2 seconds.
Passive
KindlingRank 1/2
  • +100% damage to burning effects.
WarmthRank 1/2
  • Fire damage snares target 15% for 2 seconds.
Searing HeatRank 1/2
  • Increase duration by 2 seconds...
    • Fiery Breath, Searing Strike, Dragonknight Standard
    • Burning effects from fire abilities.
World in FlamesRank 1/2
  • +5% damage from fire AoE abilities.
Iron SkinRank 1/2
  • Block +5% damage.
Burning HeartRank 1/2
  • When affected by Draconic Power...
    • +6% healing received.
Elder DragonRank 1/2
  • For each hotbar'd draconic ability...
    • +2% health regeneration.
Scaled ArmorRank 1/2
  • +2 spell resistance.
Eternal MountainRank 1/2
  • +10% duration of Earthen Heart abilities.
Battle RoarRank 1/2
  • Activation of an ultimate restores...
  • Health
  • Magicka
  • Stamina ... based on 50% of the cost of the ultimate.
Mountain's BlessingRank 1/2
  • +1 ultimates when activating Earthen Heart ability.
Helping HandsRank 1/2
  • +2% stamina when earthen ability targets a player.

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Nightblade

Argonian Nightblade

Description

Nightblades are assassins who value finesse above all else, and as a result favor agility over strength. They avoid open combat, instead choosing to stick to the shadows while waiting for the optimal opportunity to strike silently. When the strike finally falls, it is often deliberate and fatal; few have survived an encounter with a Nightblade.

The Nightblades employ a combat style that naturally lends itself to the use of light, quick weapons, and a hit-and-run strategy. They are known for launching preemptive attacks -- often with a bow and arrow -- before retreating safely back to the shadows. Should they be caught off-guard, the Nightblades utilize their speed and agility to dart around the battlefield, bewildering slower enemies.

Skill Paths

  • Assassination
    Deal damage quickly before your enemies have a chance to respond.
  • Shadow
    Utilize stealth and other perks to turn the tide of the battle.
  • Siphoning
    Boost your fighting ability by wearing down your opponents.
Nightblade Assassination Shadow Siphoning
Ultimate
Death Stroke
  • Cast Time: Instant
  • Range: 5m
  • Cost: 50 Ultimate
  • Deals 25 damage while reducing healing received by 50% on target. Damage increases with Ultimate charge up to 275%.
  • -75%(?) healing received.
  • Morphs
    • Incapacitating Strike: Stuns enemy for 3 seconds if caster has lower health than target.
    • Soul Harvest: Slotted passive - +7 additional Ultimate from kills.
Consuming Darkness
  • Cast Time: Instant / Self
  • Cost: 200 Ultimate
  • Create area of darkness for 12 seconds...
    • Enemies are 70% snared.
    • +25 spell resistance to nearby allies.
    • +100% spell resistance gain on caster.
    • Allies may activate Slip Away, allowing them invisibility.
  • Morphs
    • Consuming Darkness: Adds a heal effect to the synergy ability.
    • Veil of Blades: Deals damage every 0.5 seconds for duation.
Soul Shred
  • Cast Time: Instant
  • Radius: 6m
  • Cost: 150 Ultimate
  • Enemies receive 33 magic damage and are stunned for 3 seconds.
  • Allies may activate Leeching Strike synergy, dealing damage by stealing life.
  • Morphs
    • Soul Siphon: No longer stuns. For 3 seconds, 3 nearby allies get healed every 0.5 seconds.
    • Soul Tether: Stun increased to 4.5 seconds. Adds a high damage DOT to closest target. Must remain close to target for DOT to continue.
Active
Assassin's Blade
  • Cast Time: Instant
  • Range: 5m
  • Cost: 25 Magicka
  • Deals 14 magic damage.
  • Targets with low health take +300% damage.
  • Morphs
    • Impact: Range increased to 15m.
    • Killer's Blade: Heal 15% of maximum health when killing enemy with this ability.
Teleport Strike
  • Cast Time: .8 Seconds
  • Range: 22m
  • Cost: 53 Magicka
  • Step through shadows to appear next to target.
  • Deal 16 magic damage to enemy and stun for 1.5 seconds.
  • Stuns PvE targets and immobilizes PvP targets.
  • Morphs
    • Ambush: +30% damage for your next attack on target. Target is stunned.
    • Lotus Fan: Teleport to an enemy and unleash a fan of knives for 120 physical damage to all nearby enemies. Affected enemies are snared 60% for 8 seconds and bleed for 164 physical damage. Target is not stunned.
Blur
  • Cast Time: Instant / Self
  • Cost: 49 Magicka
  • Attackers have 15% miss chance for 20 seconds.
  • Morphs
    • Mirage: Misses have a chance to unbalance target for 3 seconds.
    • Double Take: Attackers have +15% miss chance for 2 seconds when activating ability.
Mark Target
  • Cast Time: Instant
  • Range: 50m
  • Cost: 70 Magicka
  • Mark target for death.
    • Killing mark heals caster's health +37%.
  • All attacks (caster's and target's) ignore 75% of resistances.
  • Morphs
    • Piercing Mark: Cost reduced with each level; able to see stealth and invisible enemies.
    • Reaper's Mark: Heal increases and gains attack and spell power for 30 seconds after kills marked target.
Haste
  • Cast Time: Instant / Self
  • Cost: 49 Magicka
  • For 17 seconds...
    • +30% attack speed (heavy and light).
  • Morphs
    • Focused Attacks: Adds stamina regeneration.
    • Incapacitate: Roots target for 2 seconds every 10 hits.
Shadow Cloak
  • Cast Time: Instant / Self
  • Cost: 56 Magicka
  • Gain invisibility for 2.5 seconds.
    • No magicka regeneration.
  • Morphs
    • Shadowy Disguise: +70% critical strike rating while invisible.
    • Dark Cloak: Remove one damage-over-time effect.
Veiled Strike
  • Cast Time: Instant
  • Range: 5m
  • Cost: 28 Magicka (?)
  • Deals 22 magic damage and - if stealthed - unbalances and knocks back enemy.
  • Stuns enemy for 4 seconds.
  • Morphs
    • Surprise Attack: Reduce enemy armor for 3.5 seconds.
    • Concealed Weapon: +15% stealth movement speed (slotted passive).
Path of Darkness
  • Cast Time: Instant / Self
  • Cost: 53 Magicka
  • Targets in front of caster take 1 magic damage per second for 10 seconds.
  • Creates path (only seen by caster) for 10 seconds.
    • +50% movement speed.
  • Morphs
    • Twisting Path: Larger area of effect.
    • Refreshing Path: Adds very minor heal per second for caster.
Aspect of Terror
  • Cast Time: Instant
  • Radius: 6m
  • Cost: 60 Magicka
  • Cast Fear on 2 enemies who cower for 4 seconds.
  • Morphs
    • Mass Hysteria: Snares and reduces target's power for 3 seconds after fear ends.
    • Manifestation of Terror: Sets a fear trap, target cap removed.
Summon Shade
  • Cast Time: Instant
  • Range: 28m
  • Cost: 35 Magicka
  • Summons shade to attack enemy for 17 seconds.
    • Attacked enemies deal -15% damage for 4 seconds.
  • Morphs
    • Dark Shades: Summon two shades; shades deal 30% less damage.
    • Shadow Image: +3 second duration, activating the skill teleports the player to the shade.
Strife
  • Cast Time: Instant
  • Range: 28m
  • Cost: 35 Magicka
  • Deals 18 magic damage.
  • For 10 seconds...
    • Caster is healed for 30% of damage done every 2 seconds.
  • Morphs
    • Funnel Health: An ally is also healed. Targets the two most injured allies and prefers targets that are not already affected by Funnel Health.
    • Swallow Soul: +7% healing received (slotted passive).
Agony
  • Cast Time: 1.5 Seconds
  • Range: 28m
  • Cost: 49 Magicka
  • Stun enemy for 16 seconds.
    • Deal 18 magic damage after the effect ends (DoT).
    • Effect broken by external damage.
  • Morphs
    • Prolonged Suffering: Damage increased, damage-over-time effect isn't removed by external damage.
    • Malefic Wreath: Causes area of effect damage when a crowd control ability on the Nightblade breaks, dealing more damage for each second the crowd control was active.
Cripple
  • Cast Time: Instant
  • Range: 28m
  • Cost: 42 Magicka
  • Over 8 seconds...
    • Siphon movement speed from enemy to youself.
    • Deal 25 magic damage.
  • Morphs
    • Crippling Grasp: Deals additional damage and immobilizes for 1.5 seconds.
    • Debilitate: Reduces target's attack speed; scales with level.
Siphoning Strikes
  • Cast Time: Instant / Self
  • Cost: None
  • While toggled, basic weapon attacks cause...
    • +2% magicka and stamina restoration.
    • 10% chance to restore 15% magicka and stamina.
    • -23% damage.
  • Morphs
    • Leeching Strikes: Basic attacks heal you for 2% of maximum health.
    • Siphoning Attacks: Abilities have +10% chance to restore 15% stamina and magicka.
Drain Power
  • Cast Time: Instant
  • Radius: 8m
  • Cost: 46 Magicka
  • Deals 11 magic damage to nearby enemies.
  • Caster's weapon power increases 6% per enemy damaged. Effect lasts 17 seconds.
  • Morphs
    • Power Extraction: Target cap increased to 9; weapon damage increased.
    • Sap Essence: Damage removed, heals based on target's hit.
Passive
Master AssassinRank 1/2
  • +5% damage when invisible or crouched.
  • Successful crouched attacks stun longer.
ExecutionerRank 1/2
  • Killing enemy with Assassination ability restores 12 magicka over 6 seconds.
Pressure PointsRank 1/2
  • +1% critical strike rating for every slotted Assassination ability.
HemorrhageRank 1/2
  • +5% critical strike damage while an Assassination ability is slotted.
Refreshing ShadowsRank 1/2
  • +15% stamina regeneration for 6 seconds when activating Shadow ability.
Shadow BarrierRank 1/2
  • +17 armor and spell resistance for 4 seconds coming out of crouch or invisibility.
FortitudeRank 1/2
  • +2% max health per slotted Shadow ability.
Dark VeilRank 1/2
  • +8% duration of Shadow abilities.
CatalystRank 1/2
  • +10% potion effectiveness.
Magicka FloodRank 1/2
  • +4% max magicka with a slotted Siphoning ability.
Soul SiphonerRank 1/2
  • +8% healing received from Siphoning abilities.
TransferRank 1/2
  • +1 Ultimate when dealing damage with Siphoning ability.

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Sorcerer

Breton Sorcerer

Description

Sorcerers are powerful offensive spell casters who utilize magicka to destroy enemies and manipulate the elements. Renowned for their ability in the arcane arts, Sorcerers maintain unprecedented control over the elements - fire, ice, and lightning.

While perfectly capable of solitary adventuring, the true potential of a Sorcerer is unlocked when accompanying others from different classes. In groups, Sorcerers can sacrifice their defensive worries in exchange for unleashing unparalleled offensive attacks.

Skill Paths

Sorcerers focus on bending the will of others, summoning powerful Daedra to serve as allies, and harnessing the elements to rain damage upon their foes.
  • Daedric Summoning
    Summon powerful Daedra from Oblivion to serve as allies and to destroy enemies. Also grants shields and curses.
  • Dark Magic
    Control the actions of enemies to decrease the threat they pose to the player and his/her allies. Grants crowd control abilities such as stuns, knockbacks, and disorients.
  • Storm Calling
    Channel raw elemental energy to inflict damage upon enemies. The pure damage-dealing path.
Sorcerer Daedric Summoning Dark Magic Storm Calling
Ultimate
Summon Storm Atronach
  • Cast Time: Instant
  • 28m Range / 6m Radius
  • Cost: 200 Ultimate
  • Summons immobile Storm Atronach for 15 seconds.
  • Enemies in radius take 22 shock damage and are stunned for 3 seconds.
  • Allies may activate Charged Lightning synergy.
    • Deal additional 3 shock damage each attack.
    • +5 seconds to Atronach duration.
  • Morphs
    • Greater Storm Atronach: +25 seconds to duration and increased health.
    • Summon Charged Atronach: Add powerful AoE attack.
Negate Magic
  • Cast Time: Instant
  • 28m Range / 8m Radius
  • Cost: 250 Ultimate
  • For 8 seconds...
    • Dispel enemy magic effects in radius.
    • Silences targets in the area and stuns monsters for 5 seconds.
  • Morphs
    • Absorption Field: +12% maximum health and magicka when dispel occurs.
    • Suppression Field: Allies in area gain 200 spell resistance.
Overload
  • Cast Time: Instant / Self
  • Cost: 125 Ultimate
  • While toggled...
    • Light and heavy attacks are replaced with empowered versions that cost ultimate.
  • Morphs
    • Energy Overload: Light and heavy attacks have increased damage and restore magicka.
    • Power Overload: Increases range and radius of heavy attacks.
Active
Unstable Familiar
  • Cast Time: Instant / Self
  • Cost: 95 Magicka
  • Summon familiar to attack enemies.
  • -10% max magicka.
  • Morphs
    • Unstable Clannfear: Charges and tailswipes enemies.
    • Volatile Familiar: Explodes on death, stunning and damaging nearby enemies.
Daedric Curse
  • Cast Time: Instant
  • Range: 28m
  • Radius: 5m
  • Cost: 39 Magicka
  • Target cursed for 6 seconds.
    • Nearby enemies take 22 magic damage when effect ends.
    • Nearby enemies take 11 magic damage.
    • Only 1 curse active at once.
  • Morphs
    • Velocious Curse: Timer shortened to 3.5 seconds.
    • Exposive Curse: Increase radius of explosion.
Summon Winged Twilight
  • Cast Time: 1.5 Seconds / Self
  • Cost: 95 Magicka
  • Summon a Winged Twilight to attack enemies.
  • -10% maximum Magicka.
  • Morphs
    • +15% magicka regeneration to caster and nearby allies.
    • Twilight Matriarch: Heals you when below 30% health (once or on cooldown).
Bound Armor
  • Cast Time: Instant / Self
  • Cost: 70 Magicka
  • While toggled...
    • +11 Armor.
    • -10% maximum magicka.
  • Morphs
    • Bound Armaments: Bonus to heavy attack damage. Starts at +8% and increases (armor may not).
    • Bound Aegis: +25% bonus to armor.
Conjured Ward
  • Cast Time: Instant
  • Radius: 20m
  • Cost: 53 Magicka
  • Create 25 point damage shield on self and summons for 20 seconds.
  • Morphs
    • Hardened Ward: Shield strength increased on self.
    • Empowered Ward: Affected pets deal additional damage.
Crystal Shard
  • Cast Time: 1.8 Seconds
  • Range: 28m
  • Cost: 70 Magicka
  • Enemies are knocked down for 2 seconds.
  • Deal 33 magic damage.
  • Morphs
    • Crystal Blast: Adds AoE damage (~25% of nuke damage).
    • Crystal Fragments: 35% chance to make next magicka ability cast instantly and cost 50% less.
Encase
  • Cast Time: Instant
  • Area: 15m x 3m
  • Cost: 70 Magicka
  • Immobilize enemies for 4.5 seconds.
  • Morphs
    • Shattering Prison: Adds damage when effect ends.
    • Restraining Prison: Adds snare after immobilization ends.
Rune Prison
  • Cast Time: 1.5 Seconds
  • Range: 28m
  • Cost: 42 Magicka (?)
  • Disorient enemy for 15.1 seconds.
  • Morphs
    • Rune Cage: Target is stunned for 3 seconds when disorient ends.
    • Weakening Prison: Increases spell power for next attack on the target.
Dark Exchange
  • Channel Time: 4 Seconds / Self
  • Cost: None
  • While channeling...
    • Restore health and magicka.
    • Drain 23% stamina per second.
  • Morphs
    • Dark Deal: Take less damage when channeling, but deals damage when effect ends.
    • Dark Conversion: Drains less stamina.
Daedric Mines
  • Cast Time: Instant / Self
  • Cost: 84 Magicka
  • Summon 3 mines for 30 seconds...
    • Mine takes 3 seconds to arm, then deals 13 magic damage to nearby enemies.
    • Enemies damaged by mines are immobilized for 1.5 seconds.
  • Morphs
    • Daedric Tomb: Mines arm in 3 seconds and then deal 13 damage to nearby enemies.
    • Daedric Minefield: Increases number of mines to 5 (may increase).
Mages Fury
  • Cast Time: Instant
  • Range: 28m
  • Cost: 32 Magicka
  • Deals 7 shock damage.
  • Explodes for 27 shock damage if target falls below 20% health within 4 seconds.
  • Morphs
    • Mage's Wrath: Explosion deals more damage.
    • Endless Fury: Killing an enemy restores 25 magicka.
Lightning Form
  • Cast Time: Instant / Self
  • Cost: 53 Magicka
  • For 6 seconds...
    • +40 armor and spell resistance.
    • Deal 2 shock damage to nearby enemies per second.
  • Morphs
    • Thundering Presence: Increase duration from 6 to 8 seconds.
    • Boundless Storm: +15% movement speed.
Lightning Splash
  • Cast Time: Instant
  • Range: 28m
  • Radius: 4m
  • Cost: 46 Magicka
  • Leave pool of lightning for 3 seconds that deals 5 shock damage per second.
  • Allies may activate Conduit synergy, dealing 22 shock damage to enemies.
  • Morphs
    • Lightning Flood: Radius increased to 6m.
    • Liquid Lightning: First strike does +50% damage.
Surge
  • Cast Time: Instant / Self
  • Cost: 70 Magicka
  • For 17 seconds...
    • +3 weapon damage.
  • Morphs
    • Critical Surge: Critical strikes heal player for 50% of damage dealt.
    • Power Surge: Increases duration.
Bolt Escape
  • Cast Time: Instant / Self
  • Cost: 56 Magicka
  • Stun nearby enemies for 1.5 seconds.
  • Teleport 15m forward.
  • Morphs
    • Streak: Damage and disorient enemies by teleporting through them.
    • Ball of Lightning: Summons a spark for 15 seconds that absorbs incoming spells.
Passive
RebateRank 1/2
  • Receive 10% of your maximum magicka when one of your summons is killed.
Power StoneRank 1/2
  • -8% ultimate ability cost.
Daedric ProtectionRank 1/2
  • +10% health regeneration rate with slotted Summoning ability.
Expert SummonerRank 1/2
  • Summons gain the following bonuses...
    • Winged Twilight: +5% damage dealt.
    • Familiar and Clannfear: +1% movement speed.
    • Atronach: +15% range.
Unholy KnowledgeRank 1/2
  • -3% magicka and stamina cost for abilities.
Blood MagicRank 1/2
  • Hitting an enemy with a dark magic spell heals the caster 3% of maximum health.
PersistenceRank 1/2
  • +10% duration of dark magic spells.
ExploitationRank 1/2
  • +7% critical strike chance when attacking targets affected by dark magic.
CapacitatorRank 1/2
  • +5% magicka regeneration.
EnergizedRank 1/2
  • +3% damage dealt by lightning magic abilities.
DisintegrateRank 1/2
  • Lightning spells have a 5% chance to instantly disintegrate low-health targets.
Expert MageRank 1/2
  • -5% cost for lightning spells.

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Templar

Templar of Unknown Race

Description

Templars are defensive champions, renowned for their tanking abilities. They call upon the power of the sun to strengthen themselves, aid allies, and damage foes with magic. Often employing the use of heavy armor and a strong shield, attacks bounce off of their defenses like water upon rock. Although less offensive than Dragon Knights, they have additional abilities for the survival of both themselves and their allies.

Bastions of order and justice, Templars pride themselves on resisting the occult forces of magic, Daedra, and undead. Their dedication to the protection of allies often leads to them intercepting harmful attacks, healing wounds, and drawing away enemy forces.

Skill Paths

The Templar utilizes defensive abilities that call upon the power of the sun to damage foes and heal allies.
  • Aedric Spear
    Utilize a combination of offensive and defensive abilities.
  • Dawn's Wrath
    Unleash the power of the sun through fiery projectiles to burn your enemies.
  • Restoring Light
    Become a conduit of positive energy and restore the health of yourself and nearby allies.
Templar Aedric Spear Dawn's Wrath Restoring Light
Ultimate
Radial Sweep
  • Cast Time: Instant
  • Radius: 5m
  • Cost: 75 Ultimate
  • Deal 22 magic damage to nearby enemies.
  • Morphs
    • Empowering Sweep: Gain armor rating for each enemy hit.
    • Crescent Sweep: Deal additional damage to enemies in front of you.
Nova
  • Cast Time: Instant
  • Range: 28m
  • Cost: 300 Ultimate
  • For 8 seconds...
    • Enemies deal 40% less damage.
    • Enemies take 9 magic damage per second.
    • Allies may activate Super Nova synergy, dealing damage and stunning all enemies in the area.
  • Morphs
    • Solar Prism: Allies may activate a more powerful synergy - Gravity Crush.
    • Solar Disturbance: Snares enemies standing in the area by 50%.
Rite of Passage
  • Channel Time: 4 Seconds / Self
  • Radius: 12m
  • Cost: 150 Ultimate
  • For 4 seconds...
    • Nearby allies are healed for 11 every 0.5 seconds.
    • Caster is unable to move while casting.
  • Morphs
    • Rememberance: Allies take less damage.
    • Practiced: Increases self-healing.
Active
Puncturing Strikes
  • Channel Time: 1.1 Seconds
  • Range: 8m
  • Cost: 42 Magicka
  • Four-hit attack for 2x4 damage to enemies in front of you.
    • Closest enemies takes 100% additional damage.
    • Last hit knocks back closest enemy.
  • Morphs
    • Biting Jabs: Critical hit chance increased against low-health enemies.
    • Puncturing Sweep: Damage dealt in a large cone.
Piercing Javelin
  • Cast Time: Instant
  • Range: 20m
  • Cost: 53 Magicka
  • Deals 12 magic damage by hurling a spear.
  • Knock target back 5 meters.
  • Morphs
    • Aurora Javelin: Deals additional damage based on distance thrown.
    • Binding Javelin: Increases knowckdown duration.
Focused Charge
  • Cast Time: Instant
  • Range: 3.5m - 22m
  • Cost: 35 Magicka
  • Charge toward target enemy.
    • Casting targets are interrupted and unbalanced for 5 seconds.
    • Deals 16 magic damage.
    • Immobilize target for 0.5 seconds.
  • Morphs
    • Explosive Charge: Deal AoE damage.
    • Topling Charge: Adds 1.5 second stun, sets casters off balance.
Spear Shards
  • Cast Time: Instant
  • Range: 25m
  • Radius: 5m
  • Cost: 42 Magicka
  • Deals 11 magic damage to enemies in target area.
  • Disorient one target for 6 seconds.
  • An ally may pick up the spear, granting the ally and caster 1(?) weapon power and 0(?) spell power for 15 seconds.
  • Morphs
    • Luminous Shards: Restores stamina and magicka over time.
    • Blazing Spear: Spear ignites ground on impact. Stuns instead of disorienting enemy.
Sun Shield
  • Cast Time: Instant / Self
  • Radius: 5m
  • Cost: 42 Magicka
  • Create damage shield that absorbs up to 24% of your maximum health for 6 seconds.
    • Caster no longer regenerates magicka while shield holds.
    • Each enemy hit increases shield strength by 4% of your maximum health.
  • Deals 7 magic damage to nearby enemies.
  • Morphs
    • Radiant Ward: Deals additional damage on activation.
    • Blazing Shield: Deals damage when shield ends based on damage absorbed.
Sun Fire
  • Cast Time: Instant
  • Range: 28m
  • Cost: 35 Magicka
  • Deals 11 magic damage and 6 fire damage over 4.5 seconds.
  • Snares target 40% for 4.5 seconds.
  • Morphs
    • Vampire's Bane: Deals increased damage over time.
    • Reflective Light: Affects multiple targets.
Solar Flare
  • Cast Time: 1.5 Seconds
  • Range: 28m
  • Cost: 42 Magicka
  • Deals 23 magic damage to target.
  • Next attack against target and nearby enemies gain 4 weapon power and 0 spell power.
  • Morphs
    • Dark Flare: Affected enemies receive -30% healing.
    • Solar Barrage: Radius increased to 8m (PBAoE).
Backlash
  • Cast Time: 1.5 Seconds
  • Range: 28m
  • Cost: 25 Magicka
  • Stores up damage dealt on target over 6.5 seconds. When effect ends, target takes an additional 30% of the damage dealt.
  • Morphs
    • Purifying Light: +2% power per attack for duration (stacks 5 times).
    • Power of the Light: A node is left that heals 46 health every 2 seconds (8 second duration) when Backlash explodes.
Eclipse
  • Cast Time: Instant
  • Range: 28m
  • Cost: 60 Magicka
  • Target reflects negative single-target spells back at themselves for 4 seconds.
  • Morphs
    • Total Dark: -15 spell power for 4.5 seconds on an enemy when eclipse ends.
    • Unstable Core: Deal 11 magic damage to nearby enemies when the effect ends.
Blinding Light
  • Cast Time: Instant
  • Radius: 5m
  • Cost: 53 Magicka
  • For 3.5 seconds...
    • Enemies have a 50% chance to be set off balance and miss attacks.
  • Morphs
    • Searing Light: Nearby enemies have 50% chance to miss and be unbalanced for 4 seconds. Affected targets take damage.
    • Blinding Flashes: Pulses every 2 seconds, causing nearby enemies to have 50% chance to miss and be unbalanced for 4 seconds.
Rushed Ceremony
  • Cast Time: Instant
  • Radius: 28m
  • Cost: 60 Magicka
  • Heal nearby ally for 33.
  • Morphs
    • Honor the Dead: Restore magicka when healing low health allies.
    • Breath of Life: Heals up to 3 targets.
Healing Ritual
  • Cast Time: 2 Seconds
  • Radius: 12m
  • Cost: 39 Magicka
  • Heals nearby allies for 22.
  • Heal self for an additional 30%.
  • Morphs
    • Lingering Ritual: Adds health points to affected allies after 8 seconds.
    • Ritual of Rebirth: Self-heal increased to 50%.
Restoring Aura
  • Cast Time: Instant
  • Radius: 12m
  • Cost: 46 Magicka
  • Slotted: +15% stamina and health regeneration.
  • Active: +80% stamina and health regeneration of nearby allies for 6 seconds. Chooses a target based on the target’s distance from the Templar, favoring closer allies.
  • Morphs
    • Radiant Aura: Increased radius.
    • Repentance: Instead of the normal activated regeneration effect, the caster recovers health and stamina for each nearby corpse.
Cleansing Ritual
  • Cast Time: Instant
  • Radius: 12m
  • Cost: 49 Magicka
  • Instantly removes a negative effect from self.
  • Heals allies in area for 2 (?) every 2 seconds over 12 seconds.
  • Allies may activate Purify synergy, removing all negative effects and healing the target.
  • Morphs
    • Purifying Ritual: Removes 2 negative effects and heals nearby allies for 3 health every 2 seconds. -7 magicka cost.
    • Extended Ritual: Increase duration by 4 seconds.
Rune Focus
  • Cast Time: Instant / Self
  • Cost: 25 Magicka
  • Create an area of protection for 12 seconds...
    • +25 armor and spell resistance
  • Morphs
    • Channeled Focus: Recover magicka.
    • Restoring Focus: +15% healing received.
Passive
Piercing SpearRank 1/2
  • +5% critical strike rating with Aedric Spear abilities.
  • +5% Aedric Spear ability damage vs blocking targets.
Spear WallRank 1/2
  • +8% block against melee attacks when you have a slotted spear ability.
Burning LightRank 1/2
  • 25% chance to deal 5 magic damage on hit with a spear ability.
Balanced WarriorRank 1/2
  • +2% weapon damage.
  • +2 spell resistance.
Enduring RaysRank 1/2
  • +10% duration for Dawn's Wrath abilities.
PrismRank 1/2
  • +1 ultimate when activating a sun ability.
IlluminateRank 1/2
  • +5 spell resistance if attacker is affected by one of your Dawn's Wrath abilities.
Restoring SpiritRank 1/2
  • +2% magicka when activating an ability.
MendingRank 1/2
  • Increase critical strike chance of Restoring Light abilities on allies by up to 15%.
  • Critical strike chance increases the more health the ally is missing.
Focused HealingRank 1/2
  • +15% healing for Restoring Light abilities on allies standing in your areas of protection.
    • Areas of Protection: Rite of Passage, Cleansing Ritual, Rune Focus
Light WeaverRank 1/2
  • Restoring light abilities gain the following effects...
    • Restoring Aura: +10% duration.
    • Healing Ritual: -10% cost.
    • Rite of Passage: +13 armor and spell resistance while channeling.
Master RitualistRank 1/2
  • +20% resurrection speed.
  • +50% more health for resurrected players.
  • 50% chance to gain a soul gem after a successful resurrect.

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