Last Updated: June 5, 2024 : : please view the page -->
Abilities as of June 5, 2024. Passive Hypotheses Likewise.
Ultimate abilities
Nova
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Free:
Procs Passives.
Booster:
Procs Passives.
Your Ultimate applies Major Maim to enemies.
Allies can use the Supernova Synergy on something affected by your Ultimate.
Solar Disturbance
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Reduces the cost and Major Maim stays on enemies after leaving the area.
Free:
Procs Passives.
Booster:
Procs Passives.
Your Ultimate applies Major Maim to enemies for a greatly extended duration.
Allies can use the Supernova Synergy on something affected by your Ultimate.
Solar Prison
Call down a fragment of the sun, dealing 1199 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.
The synergy deals more damage and stuns for longer.
Free:
Procs Passives.
Booster:
Procs Passives.
Your Ultimate applies Major Maim to enemies.
Allies can use the Gravity Crush Synergy on something affected by your Ultimate.
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Active abilities
Sun Fire
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 3470 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Free:
Procs Passives
Booster
Reduce Max Magicka
Gain Major Savagery and Major Prophecy at all times.
Fully Charged heavy attacks inflict Sun Fire DoT.
Reflective Light
Blast up to three enemies with a charge of radiant heat, dealing 1199 Flame Damage, an additional 3470 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
Free:
Procs Passives
Booster
Reduce Max Magicka
Gain Major Savagery and Major Prophecy at all times.
Fully Charged heavy attacks inflict Reflective Light DoT and snares opponents briefly.
Fully charged heavy attacks also hit up to 2 enemies near the initial target.
Vampire's Bane
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 5370 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Increases the duration.
Free:
Procs Passives
Booster
Reduce Max Magicka
Gain Major Savagery and Major Prophecy at all times.
Fully Charged heavy attacks inflict Vampire's Bane DoT.
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Solar Flare
Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Free:
Procs Passives.
Booster:
Reduce Max Magicka.
Gain Empower at all times.
Fully charged heavy attacks increase the damage you deal with class abilities by 5% for 5 seconds.
Dark Flare
Conjure a ball of solar energy to heave at an enemy, dealing 2483 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and damage shield strength by 12% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
Reduces cost and applies Major Defile to the target and nearby enemies.
Free:
Procs Passives.
Booster:
Reduce Max Magicka.
Gain Empower at all times.
Fully charged heavy attacks increase the damage you deal with class abilities by 5% for 5 seconds.
Fully Charged Heavy attacks inflict the target and enemies within 8 meters of them with Major Defile for 4 seconds.
Solar Barrage
Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.
Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
Free:
Procs Passives.
Booster:
Reduce Max Magicka.
Fully charged heavy attacks summon an area of effect around you for 20 seconds that:
Grants you Empower.
Increases the damage you deal with class abilities by 5%.
Deals damage to nearby enemies once every 2 seconds.
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Backlash
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka.
Bashing an enemy marks them with Backlash. You can only have one Backlash at a time.
Side note, this would pair well with Bloodlord's Embrace.
Power of the Light
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.
Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Stamina.
Bashing an enemy marks them with Power of the Light. You can only have one Power of the Light at a time.
Side note, this would pair well with Bloodlord's Embrace.
Purifying Light
Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1285 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 599 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka.
Bashing an enemy marks them with Purifying Light. You can only have one Purifying Light at a time.
Side note, this would pair well with Bloodlord's Embrace.
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Eclipse
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka.
Bashing an enemy marks them with Eclipse. You can only have one Eclipse at a time.
Side note, this would pair well with Bloodlord's Embrace.
Living Dark
Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.
You now apply the ability to yourself, healing when you take direct damage instead. Melee attackers are snared.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka.
While in combat, you are enveloped by Living Dark.
Unstable Core
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 449 Magic Damage, their second attack immobilizes them for 3 seconds and deals 898 Magic Damage, and their third attack stuns them for 3 seconds and deals 1799 Magic Damage. The effects can activate once every 1 second.
Deals damage to the attacker and anyone near them when they trigger any of the effects.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka.
Bashing an enemy marks them with Unstable Core. You can only have one Unstable Core at a time.
Side note, this would pair well with Bloodlord's Embrace.
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Radiant Destruction
Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka
Grants your light attacks, heavy attacks, and a few class abilities an execute scaling.
It's better to use the base ability though.
Radiant Glory
Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 17% of the damage inflicted.
You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka
Grants your light attacks, heavy attacks, and a few class abilities an execute scaling.
When enemies are affected by the execute scaling from this passive ability, you heal for a percentage of the damage inflicted.
If the ability used had a cost, you restore a portion of the cost based on the target's missing health.
It's better to use the base ability though.
Radiant Oppression
Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.
Increases the amount of bonus damage dealt to low health targets.
Free:
Procs Passives.
Booster:
Procs Passives.
Reduces Max Magicka
Grants your light attacks, heavy attacks, and a few class abilities an execute scaling.
It's better to use the base ability though.