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Classified as Two Handed when equipped, only slottable in main hand and disables the use of Off Hand.
Classified as Mythic, unable to be equipped while you have another mythic equipped and disables the ability to equip mythics while it is equipped.
However, you can equip another mythic weapon in your backup weapon slots if you want to.
Can use Shield Outfit Styles for off hand and One handed styles for main hand.
Might allow you to alternatively use Staff styles if you want.
Can use abilities from both Ice Staff and 1H&Shield Skill trees.
If not granted naturally, adds a second ability bar to the bar it is equipped to. This second bar treats abilities as passive skills. This allows them to either have passive effects or be cast with the ability above them.
See the two buttons to the right to view possibilities for these abilities as passives.
As for casted with the ability above, restricts range or in some cases is cast afterward or before, changing ranges and increasing costs, more effects and damage.
Say you have shield charge slotted below Puncture, you could say it only casts when outside the range of puncture, then you hit with puncture immediately after hitting with charge.
Alternatively, If puncture is slotted below Shield Charge, it casts after shield charge.
Yes there will be various ways to slot them there, depending on how the player wants to passively use the ability.
As a passive, will only count as slotted.
As a costly passive, will have altered effects in most cases, trying not to stray from its basis.
As a cast with, it can cast before or after the ability above it, and can gain or restrict ranges depending on setup. If the player runs out of resource for both cast then it only casts one of them.
Such as if they have puncture cast before charge, it restricts the range of charge as you need to hit with puncture first.
It has long range light and heavy attacks, like Ice Staff, but altered in projectile.
Projectile is only fired when foe is outside melee range, and looks like a wave flung from the blade.
https://youtube.com/clip/Ugkx6LG1bFtwAf3xahMJSivNbDeGBCy9o4TP?si=CnS0W8gASDpjhFhF in case you need to type it
Fully Charged Heavy Attacks restore is split between magicka and stamina.
Block Cost is split between magicka and stamina, as such ignore the Blocking uses Magicka effect of Tri Focus.
Procs both Shield and Ice Staff passives.
The Guard Passive only takes the greater one. Both at same time would be awesome but also sort of broken.
Ignores Ancient knowledge, and the Magicka Only Blocking effect of Tri Focus, but does proc the Damage Shield.
Is like a cross between Shield and Ice Staff.
Light and Heavy attacks
Restore is split between both magicka and stamina
When you attack in melee range, you do a melee attack.
When you attack from outside melee range, you throw a projectile blade.
Reference: YouTube Clip
If you need to type it: https://youtube.com/clip/Ugkx6LG1bFtwAf3xahMJSivNbDeGBCy9o4TP?si=CnS0W8gASDpjhFhF
Allows using abilities from both Shield Tree and Destruction (Ice Staff Version) Tree.
Destruction Skills are Ice Staff Variants.
Procs Shield and Ice Staff Passives.
Detailed:
Fortress
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.
Uses the better of Fortress or Ancient Knowledge for the reduce cost of blocking.
Sword & Board
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.
Uses the better of Sword & Board or Ancient Knowledge for the Amount of Damage you can Block.
Deadly Bash
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.
Deflect Bolts
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.
Battlefield Mobility
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%
Tri Focus
Fully-charged Inferno Staff Heavy Attacks deal an additional 4480 Flame Damage over 20 seconds.
Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done.
Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health.
While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.
Penetrating Magic
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.
Elemental Force
Increases your chance to apply status effects by 100%.
Ancient Knowledge
Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
Lightning Staves increases your damage done with direct damage and channeled effects by 12%.
Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.
Is already granted by Fortress and Sword&Board Passives.
Or, takes the better of the effects.
If Ancient Knowledge has more ranks than Sword&Board, ignore the block boost of Sword&Board.
If Ancient Knowledge has more ranks than Fortress, ignore the reduce block cost of Fortress.
If Fortress has more ranks than Ancient Knowledge, ignore the reduce block cost effect of Ancient Knowledge.
If Sword&Board has more ranks than Ancient Knowledge, ignore the Block Mitigation Boost effect of Ancient Knowledge.
If Ancient Knowledge has the same ranks as Sword&Board, ignore the Block Mitigation Boost of Ancient Knowledge.
If Ancient Knowledge has the same ranks as Fortress, ignore the reduce block cost of Ancient Knowledge.
If Ancient Knowledge has the same ranks as Both Sword&Board and Fortress, Ignore the effects of Ancient Knowledge.
Destruction Expert
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.
Guarded Stance Slotted
While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
Guardsman Procs this effect.
As you can cast all the abilities, you can cast the stance ability.
Has two enchantments and traits.
The first is weapon. This one is guaranteed this way to keep it balanced, theoretically.
The second defaults to shield (armor). You can transmute a weapon trait instead to erase the enchantment and allow you to slot a weapon enchantment.
Likewise you can do the same thing to set it back.
Can play around with the ability to change the primary weapon trait into a second armor trait. This is probably a bad Idea though.
In Bullet Points
Traits control enchantments, damage, and armor
Weapon Trait: Damage and Weapon Enchantment
Armor Trait: Resistance and Armor Enchantment
You have 2 slots, each acting like a one handed weapon or shield.
Slot One
Weapon Trait
Base damage
Weapon Enchantment Slot
Armor Trait
10% Shield Armor
In junction with S2 Armor is like Ice Staff damage, but as Armor Value instead.
In junction with S2 Armor, you have zero damage from this weapon.
Armor Enchantment Slot
If off-hand weapon enchantments are reduced, then this likewise should be less effective.
Beta: play around with full stat armor and full enchantment effect. If it is broken then can reduce effectiveness. Minimum 10%.
Slot 2
Weapon Trait
10% bonus damage
More like Ice Staff damage when in junction with S1 Weapon.
Like an off-hand 1H weapon otherwise.
Weapon Enchantment Slot
When both are the same enchantment, is more like an upgraded version of the enchantment.
Both proc at the same time.
One charge bar.
Armor Trait
Base Shield Armor Value
Armor Enchantment Slot
Mk2
You have one of each type of enchantment on the weapon. One weapon enchant and one armor enchant.
You have 2 trait slots on the weapon.
Having no armor traits, double weapon traits, disables the armor enchantment and increases the effectiveness of the weapon enchantment.
Likewise having no weapon traits and double armor traits disables the weapon enchantment and increases the effectiveness of the armor enchantment.
Again, 1 of each is the preferred point as it makes a good balance between damage and defense.
As for Damage and Defense/Armor
2 W 0A: Ice Staff
1W 1A: Sword and Shield
0W 2A: Extra Defense, no damage.
Beta: Go double shield defense.
Minimum should be like dual wield but in defense instead of damage.
You have one of each type of enchantment on the weapon. One weapon enchant and one armor enchant.
You have 2 trait slots on the weapon.
Having no armor traits, double weapon traits, disables the armor enchantment and increases the effectiveness of the weapon enchantment.
Likewise having no weapon traits and double armor traits disables the weapon enchantment and increases the effectiveness of the armor enchantment.
Again, 1 of each is the preferred point as it makes a good balance between damage and defense.
As for Damage and Defense/Armor
2 W 0A: Ice Staff
1W 1A: Sword and Shield
0W 2A: Extra Defense, no damage.
Beta: Go double shield defense.
Minimum should be like dual wield but in defense instead of damage.