Skill details
Conjure Flame | ||||||||||||
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Full: For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...17 fire damage.
Concise: (60 seconds.) Your attacks hit for +5...17 fire damage. No effect unless your weapon deals fire damage.
Fire Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
+Fire Damage | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 |
Acquisition[]
Notes[]
- The extra damage will not trigger if you are enchanted with Illusionary Weaponry even if the physical weapon you are wielding is a fire weapon.
- You can use a Fiery upgrade prefix for your non-spellcasting weapon to enchant it with the element that Conjure Flame uses.
- Any skill that causes your weapon to deal fire damage will trigger Conjure Flame, even without a Fiery upgrade - for example, Kindle Arrows or Conflagration.
- Heroes will use this skill in combat even if the condition isn't met.
- Often used by Ranger/Elementalists because it is usable with Barrage, as it is not a preparation.
- Even though the damage type is "fire," this extra damage is unaffected by increased armor against elemental or fire damage.