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Author: Subject: Kamen's Guide to DAOC Spells (Updated 4/23/2025)
Illudia
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[*] posted on 22-4-2025 at 09:53 PM
Kamen's Guide to DAOC Spells (Updated 4/23/2025)


Using my DAOC name for this one, but thought I'd write a guide for funsies about DAOC Spells and which each of the different spells do. I'm pulling the types of spells from Eden's Character Planner. I'll need to get some spell icons and upload them later.

https://eden-daoc.net/charplan?c=Animist&l=50&rr=5L0...

Spell Types:
Direct Damage:
This is pretty much a self-explanatory damage spell. It does damage based on the elemental type. The damage is affected by your character's caster stat, target resists and some realm abilities.

Damage-over-Time:
This is also another self-explanatory damage spell. It "ticks" damage every X amount of seconds. The DoT effect may be removed with the spell "Cure Poison" available to healers and the healer CL line. If the enemy has received a "DoT" from an NPC (i.e pet or mob) then each tick will interrupt casts. DoTs received by players will not interrupt casts.

Debuff Spells:
These spells debuff enemy stats. Depending on the class you're playing, you can debuff STR, CON, DEX, AF, STR/CON, DEX/QUI, ACUITY & COMBAT SPEED. You may also either make your debuffs stronger or longer with the ToA equipment bonuses "Spell Duration" and "Debuff Effectiveness". Debuffs do not interrupt, with the exception of what I consider special debuffs which I will list separately.

Bladeturn:
These spells will cause the next physical melee attack on you to "miss" with the exception of the Archery skills which has a skill that can bypass bladeturns. Each caster typically has a self bladeturn available. Theurgists, Wardens & Runemasters have access to pulsing bladeturns which will apply to the whole group and may or may not pulse. (Pulsing means triggering the effect every X seconds)

Buffs & Concentration Buffs:
There is a whole diverse array of buffs in the game. Each caster typically has access to an Armor Factor buff and a Armor Absorption buff. Other classes may have temporary buffs that will buff stats while some specialty classes may buff things like piercing magic%, parry or evasion rate. Concentration Buffs may buff stats and do not expire unless the caster leaves the area or dies. In Eden, there is a limit to how far you can be from the caster to lose it's effects. Some realms do access to special concentration spells such as Haste, Special AF & Damage Shield.

Damage Shield:
This is a special buff that deals damage whenever an enemy deals physical damage to you. The damage taken from damage shield may destroy snare effects and roots. Many players drop their damage shields as the damage increase is negligible and may serve the enemy team more than it benefits you.

Nearsight:
This is a special debuff that reduces your range by X%. It is an incredibly useful spell that may control enemy casters. Nearsights will break crowd control and interrupt. It is important to keep this in mind as Root spells will still allow the enemy to use abilities! This spell also has an extremely fast cast time. Nearsight immunity is applied after the expiration of this spell.

Lifedrain:
Like the Direct Damage spell, but a % of the damage also heals you. This spell may also be called lifetap. These spells may also have a very fast cast time.

Root:
This spell is a type of crowd control spell that will stop the enemy from moving. While it can interrupt and break crowd control, it will not stop enemys from using their abilities. Knowing your matchups will help boost effectiveness of this skill and it is affected by target resists & Spell Duration. As the remaining time fades, the enemy will begin to move slowly again until the root wears out completely. Roots may be cured by a Cure Root ability only known to Vampiir at this time and removed with a heavy tank's shout. (Armsman, Hero, Warrior). Spell immunity is applied after the expiration of a root.

Disease:
This spell's main function is to help control a fight. It applies three different kinds of effects: Weakens strength, slows movement by X% and inhibits healing up to 50%. Disease will not inhibit healing however from Life Transfer skills, Spreadheals, Combat Heals or Heal-over-Time (HoT) spells. These spells typically have a very long duration and is essential to group combat. It may be cured with a "Cure Disease" available to Healing classes, Healer-type CLs, or Alchemist charges.

Life Transfer:
This spell is unique to Cabalists & Spiritmasters and transfers your HP to the targets. Mechanically, it is more like it deals damage to yourself and that damage goes to the target. It is not affected by Disease. As of Eden Season 3, you no longer receive "heal ticks" but may still receive RP credit for using it.

Summon Pets:
Some classes may summon a permanent pet that will help you in battle. Some pets have different gimmicks available to them, for example, an Amber Simulacrum may apply a stun that gives no stun immunity. An underhill ally may support the team by healing. Pets may be given buffs from party members. Necromancer pets are affected by a special buff pot due to the nature of their class. Bonedancers can summon additional pets that are tethered to the Bonedancer's commander pet.

Summon Temporary Pets:
Animists & Theurgists can summon temporary pets or "fire-and-forget" pets that is summoned for a certain amount of time to do it's task. Animists summon shrooms on a specified ground target. Theurgists summon golems to a specific attack target. Temporary pets, with the exception of Animist wisps, can be removed instantly with a Confusion spell. Animist wisps are basically a pet that is summoned that will run to the target and apply a certain effect and disappear. There are astral weapons and items however that can summon temporary pets to deal damage, heal or disease a target.

Damage Add:
This buff will add a X amount of damage to physical melee attacks. They will by default, show up as blue text in your combat log.

Pet Conversion:
This spell will sacrifice or unsummon your pet and return some power back to you. There are some use cases where it may be helpful to return power back more quickly than resting.

Resist Debuffs:
This spell works like other debuffs except it debuffs a certain element. The elements that can be debuffed are Body, Spirit, Energy, Matter, Heat and Cold. In Eden, some of these debuffs have been consolidated into one spell. Body, Spirit and Energy are categorized as the "Soul" resists. Matter, Heat & Cold types are categorized as the "Elemental" resists.

Snare:
This spell is similar to root except instead of inhibiting complete movement, it slows movement down by X %. Some snares will apply immunity to other snare type effects including snares generated by combat styles.

Speed Enhancement:
This spell is typically a pulsing AOE buff that increases your characters movement speed by X%. Music classes will typically have the strongest speed enhancements and is usually always required in serious large RVR groups. If you take damage or the effects of a spell while this enhancement is in effect, the speed enhancement will stop until a certain amount of time or you are no longer flagged for combat. There are some classes that have access to "Unbreakable Speed" that cannot have the speed increase stopped until the target takes an offensive action.

Power Drain:
This spell works like lifedrain, but instead of % of damage being turned into health it instead turns % of damage into power.

Power Transfer:
This spell will give your power to the target of choice.

Quickcast / Facilitate Painworking (Necro):
While Quickcast is not considered a spell, it is an important mention. Quickcast will make one spellcast uninterruptable in exchange for a fixed casting speed. Facilitate Painworking is the Necromancer-version of Quickcast but unlike Quickcast where it only works for one spellcast there is a very small duration in which you can cast uninterruptable spells. Quickcast is affected by the Concentration realm ability which lets you reset the cooldown.

Unbreakable Speed Decrease:
This is the same as snare, but the effects are not removed when the target takes damage.

Heal-over-Time:
Heals X amount of health over X amount of seconds. This healing is not affected by Disease. Some classes are able to cast this spell in Combat.

Bolt:
While I would say that this spell is similar to a direct damage spell, it works more like an arrow. It is a high damage & long range damage spell but it can be blocked with a shield. Unlike Direct Damage spells however, this spell always has a cooldown.

Damage Speed Decrease:
The title of this spell type is a little misleading. It's a spell that does damage, and decreases the speed of your opponent. Think of it as a Direct Damage & Snare combined. Except that while the snare can break upon receiving damage or a DoT tick, it does not apply immunity. The damage component of this spell is typically weaker than that of a spec line nuke but may be useful for kiting strategies.

Mesmerize:
A critical tool to have in your arsenal, Mesmerize places enemies to "sleep" and they cannot act or take any actions until the effect expires or the crowd control is broken. These spell effects, like roots, have long durations though some classes may have shorter duration mezz skills. It is always essential to have mezz in your party in serious large RVR groups as it helps establish vital control. Damage, Nearsights, ABS Debuffs, Resist Debuffs, Melee DPS Debuffs may break the effects of mezz. Additionally, the spell "Cure Mez", Purge and a Heavy Tank's shout may also break this form of crowd control. Mesmerize can be affected by the target's elemental resists and the TOA Bonus "Spell Duration" to last longer. Stronger resists, Stoicism and the realm ability Determination may reduce the duration of Crowd Control.

Power Regen Buff:
Also referred to as "crack" this spell increases the amount of natural MP regeneration you receive. It's essential for longer fights and lesser breaks in between.

Confusion:
This is a bit of a weird spell but it can be incredibly useful. It's main use is in PVE where it may give the target the chance to attack other monsters. In a way however, other monsters identify the target as something hostile towards them. In RVR, this spell will instantly kill Animist Mushrooms & Theurgist Golems. There is no AOE Confusion spell available. In Eden S3, Confusion will now cause summoned permanent pets to "forget" their target which make it a useful deterrent against pet classes.

Amnesia:
This is an important and fast casting crowd control spell. This spell makes your target essentially "forget" what they are casting. If you see your opponent casting a heal for instance, you can cast Amnesia on them and while it will look like they are completing their spell cast, it will not do anything. Amnesia spells are long range, similar to a bolt spell and are a very fast cast speed. These spells are mostly AOE, but there is a use case for the lowest level single target Amnesia in that it costs a very small amount of mana and can be spammed over and over to shut down a caster. It is important to maximize your casting speed to make use of this spell.

Charm:
This is a pretty cool spell. It lets you "take control" of a monster and make it your pet. While most PVE mobs are generally not strong in RVR, there are some with special effects. The Elyll sages & froglords have a bolt spell with no cooldown for example. The stromkarls can cast a fixed-duration mezz spell on your target. Charms are generally a "permanent" spell, however Minstrels & Mentalists have a pulsing charm which has some strategies that let you essentially self-purge crowd control by releasing their pets and recharming.

Cure Mezz:
This spell removes mesmerisation from your target.



[Edited on 23-4-2025 by Illudia]

[Edited on 24-4-2025 by Illudia]



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