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Mage primary archetype combined with Cleric secondary archetype combo is an Acolyte class.[1]


box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
After image after image icon.png Summon shadows of yourself to confuse your enemies, granting you momentary invulnerability. Lasts 4 seconds.[2] Mirror image evasion buff.[3] Increased evasion.[3] Bonus damage while buff is active.[3]
Arch lightning arch lightning icon.png Launch a bolt of lightning in a forward line, damaging all within its path.[2][4] Adds damage over time to targets hit.[4] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[4]
Black hole black hole icon.png Pulls all enemies to a point picked by the caster after a short delay.[5] Snares targets after pull.[5] Black hole explodes at the end of the pull duration dealing damage.[5]
Blink mages escape icon.png Blink forward in the direction you are traveling.[6] Increased blink distance. Reduces threat on targets nearby upon activation.[6] Increased blink distance. Deals area damage upon impact.[6]
Cloth armor (passive) Increases armor given by cloth armor.[7] Further increases armor given by cloth armor.[7] Bonus mana for each piece of cloth armor.[7]
Cloth armor (passive)/ru Увеличивает защиту предоставляемую тканевой броней.[8] Дополнительно увеличивает защиту тканевой брони.[8] Дополнительная мана за каждый надетый тканевый предмет брони.[8]
Elemental (passive) Increases to elemental damage. The more the mage changes their element type the more damage is done.[9] - -
Forcefield forcefield icon.png Eats mana based on flight height and duration. Mitigates incoming damage by eating mana at a high consumption. Has mixed utility and defensive application.[10] - -
Gift of the Magi Grant a portion of the Mage's mana to friendly character.[11]
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[2][12] Adds damage over time.[12] Snares after root breaks.[12]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[13] Snares two targets in area.[13] Increases size and duration.[13]
Implosion implosion icon.png Launch a powerful burst of fire (fireball) against a single target.[2][14] Becomes a burn (damage over time).[14][2] Area of effect around the target.[14]
Mage's detection mages detection icon.png Reveal secret passages and magically hidden terrain around you. Casts light and reveals magical explosive hazards.[15][2] - -
Portal portal icon.png Create a portal under the caster and place a second portal in a location picked by the caster. Portal will only work for a certain number of players. May be able to be used offensively.[16] Increases range.[16] Using portal reduces threat and clears targets.[16]
Prismatic Beam charged beam icon.png Channels a beam attack toward a target. Does more damage the longer the ability is held down.[17][18] Damages over time after channel.[18] Damages enemies between caster and target in a cone.[17][18]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[2][19] Knock down those hit by your arcane might.[2][19] Reduces focus cost and cooldown for the skill.[19]
Safe space safe space icon.png Targeted party member (can be self) is removed from combat for duration. They are sent to some extra dimensional location.[20] Banished target gets extra mana while banished.[20] Reduced cooldown.[20]
Spellbook combo spellbook combo icon.png Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[2] - -
Tentacles tentacles icon.png Creates an area of effect around the caster that roots targets.[21] Adds damage over time to targets and increases range.[21] Increases duration.[21]

Cleric augments

Classes with Cleric as a secondary archetype are able to choose between life or death augments.[22][23]

  • Choosing life augments will provide self-healing benefits as well as limited life-giving benefits to other players.[24][22]
  • Some cleric augments applied to certain skills will indirectly provide the ability to heal others. These will not replace the need for a cleric archetype.[25]
  • Cleric augments will radically change the type of summons available from the summoner primary archetype.[26]
    • Skeletons, zombies and other undead summons will be possible with death based augments.[26][27]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[22]Steven Sharif

See also