Immortals of Aveum:Spells
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Spells in Immortals of Aveum are divided into 5 categories, three for spells that deal damage and two for spells that control the environment or augment your movement. The descriptions here are taken from official marketing material.
Strikes[edit | edit source]
Basic, quick, damage-dealing spells fired from your right hand and focused through your Sigil. The type of sigil you have equipped modifies the behavior of your strike.
Blue sigil strikes are:
- Shrikebolt - Precise and long range Blue Magic bolts, Shrikebolts are great to bring into any fight
- Arclight - A beam of Blue Magic that pierces all enemies in its path
- Javelin - Charge up a blast of Blue Magic then launch it at long range enemies
Red sigil strikes are:
- Breachfire - Release multiple wide bursts of Red Magic, great for dealing with groups of enemies
- Burstfire - Launch a ball of Red Magic that detonates after a short distance
- Fragfire - A wide burst of Red Magic that staggers enemies who dare to get too close
Green sigil strikes are:
- Seekershards - Launch of a volley of accurate homing projectiles
- Stormshards - Pelt fast-moving enemies with Green Magic that seeks out and rapidly damages targets
- Maelstrom - Rapid fire Green Magic projectiles but slows the caster's movement
Controls[edit | edit source]
Spells that manipulate the battlefield instead of doing damage. Fired from your left hand and focused through Totems.
- Lash is the Blue control spell. It allows you to pull smaller enemies towards yourself, or yourself towards larger enemies. You can also use it to Grapple to anchor points in the environment.
- Disrupt is the Red control spell. It can be used to disrupt enemy attacks and stagger them. A yellow glow appears on enemy health bars while casting, disrupting during this window will cause a Spellbreak. Its beam can also be split to solve puzzles and find secrets.
- Limpets are the Green control spell. They can be stuck to to objects in the environment and to enemies to slow them down. When shot with Red magic, Limpets explode and deal damage.
Furies[edit | edit source]
Slower, more powerful spells cast by both hands. They require mana to cast and are augmented by Rings.
- Torrent - Using your green magic, you can fire three homing projectiles that will slice through the air like galeforce winds and strike down their target with lethal force.
- Shatter - Harness blue magic to send a shockwave across the ground that breaks through the earth into rocky spikes upon reaching a foe.
- Blastwave - Become chaos incarnate by unleashing a powerful red magic explosive wave around yourself to wipe out groups of enemies or anyone who dares to get too close.
Dominions[edit | edit source]
The most powerful class of spells, they must be cast by charging up mana over time by killing enemies, dealing damage, and being hurt.
Only one Dominion is known:
- Immolate - a linear beam of pure magic that will rend waves of enemies from existence and burn through the defenses of even your strongest foes.
Augments[edit | edit source]
This category of spell is focused on defense and traversal rather than dealing damage. Some Augments after the performance of your Control spells.
- Blink - A short-range teleport that allows you to dodge enemy attacks
- Hover - Jump in the air to levitate and fight from above or glide over obstacles
- Shield - Block incoming attacks while still being able to return fire and stay mobile
- Grapple - Attach to anchor points to pull yourself up to vantage points
- Animate - Manipulate and move key points in the environment
- Restore - Heal the corruption that poisons the land to clear obstacles and open new paths