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Dawn's Wrath is one of three class skill lines available to Templar characters. Skills in this line focus on magical attacks.

Skill PerksEdit

The Dawn's Wrath skill line is immediately available to all Templars, and is leveled up by earning experience while Dawn's Wrath skills are slotted. Skills include:

Notes

  • The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 50  160. Damage values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.

Ultimate AbilitiesEdit

These abilities must be activated manually, for a cost of Ultimate.

Name Line Rank Cast Time Target Range Radius Duration Cost
   Nova 12 Instant Ground 28 meters 8 meters 8 seconds 250 Ultimate
Call down a fragment of the sun, dealing [3073 / 3106 / 3140 / 3174] 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 7128 Magic Damage to all enemies in the area and stunning them for 3 seconds.
     Solar Prison The synergy deals more damage and stuns for longer.
Call down a fragment of the sun, dealing [3176 / 3211 / 3245 / 3280] 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 14256 Magic Damage to all enemies in the area and stunning them for 5 seconds.
   Solar Disturbance Reduces the cost and Major Maim stays on enemies after leaving the area.
Cost: 225 Ultimate.
Call down a fragment of the sun, dealing 3176 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for [7 / 8 / 9 / 10] seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 7128 Magic Damage to all enemies in the area and stunning them for 3 seconds.

Active AbilitiesEdit

Name Line Rank Cast Time Target Range Radius Duration Cost
   Sun Fire 1 Instant Enemy 28 meters 20 seconds 2970 Magicka
Blast an enemy with a charge of radiant heat, dealing [3073 / 3106 / 3140 / 3174] Flame Damage, and an additional [9227 / 9318 / 9422 / 9524] Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon Critical and Spell Critical rating by 2629.
     Vampire's Bane Increases the duration.
Duration: 30 seconds.
Blast an enemy with a charge of radiant heat, dealing 3176 Flame Damage, and an additional [14298 / 14448 / 14604 / 14767] Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon Critical and Spell Critical rating by 2629.
   Reflective Light Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
Area: 5 meters.
Blast up to three enemies with a charge of radiant heat, dealing [3176 / 3211 / 3245 / 3280] Flame Damage, an additional 9532 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 Critical and Spell Critical rating by 2629.
   Solar Flare 4 0.8 seconds Enemy 28 meters 2700 Magicka
Conjure a ball of solar energy to heave at an enemy, dealing [6365 / 6434 / 6504 / 6574] 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%.
     Dark Flare Reduces cost and applies Major Defile to the target and nearby enemies.
Cost: 2430 Magicka.
Conjure a ball of solar energy to heave at an enemy, dealing [6575 / 6646 / 6719 / 6792] 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%.
   Solar Barrage Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
Casting Time: Instant, Duration: 20 seconds, Area: 8 meters, Target: Area.
Conjure solar energy to blast enemies around you, dealing [1154 / 1165 / 1177 / 1191] 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%.
   Backlash 20 Instant Enemy 28 meters 6 seconds 2160 Magicka
Summon an expanding beam of pure sunlight to doom an enemy, dealing [3073 / 3106 / 3140 / 3174] Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing [3402 / 3440 / 3477 / 3515] 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.
     Purifying Light When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
Summon an expanding beam of pure sunlight to doom an enemy, dealing 3176 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 3515 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 [1588 / 1606 / 1623 / 1640] Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
   Power of the Light Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
Cost: 1337 Stamina.
Summon an expanding beam of pure sunlight to doom an enemy, dealing 3176 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 3515 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.
   Eclipse 30 Instant Enemy 28 meters 4 seconds 4320 Magicka
Cost: [4590 / 4500 / 4410 / 4320] Magicka.
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.
     Living Dark You now apply the ability to yourself, healing when you take direct damage instead. Melee attackers are snared.
Cost: 4050 Magicka, Duration: 10 seconds, Target: Self.
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 [2000 / 2022 / 2043 / 2066] Health. These effects can occur once every half second.
   Unstable Core Deals damage to the attacker and anyone near them when they trigger any of the effects.
Area: 5 meters.
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 [1191 / 1204 / 1217 / 1230] Magic Damage, their second attack immobilizes them for 3 seconds and deals [2382 / 2408 / 2433 / 2460] Magic Damage, and their third attack stuns them for 3 seconds and deals [4765 / 4816 / 4869 / 4921] Magic Damage. The effects can activate once every 1 second.
   Radiant Destruction 42 Instant Enemy 28 meters 2950 Magicka
Burn an enemy with a ray of holy fire, dealing [8262 / 8354 / 8441 / 8535] Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
     Radiant Glory You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
Burn an enemy with a ray of holy fire, dealing [8536 / 8629 / 8722 / 8813] 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.
   Radiant Oppression Increases the amount of bonus damage dealt to low health targets.
Burn an enemy with a ray of holy fire, dealing [8536 / 8629 / 8722 / 8813] Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.

Passive AbilitiesEdit

Name Line Rank Skill Rank Description
   Enduring Rays 8    Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 1 second.
18    Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.
   Prism 14    Casting a Dawn's Wrath ability while in combat generates 2 Ultimate. This effect can occur once every 6 seconds.
27    Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.
   Illuminate 22    Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 10 seconds, increasing your Spell Damage by 10%.
36    Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
   Restoring Spirit 39    Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 2%.
50    Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.

NotesEdit

  • In early betas of the game, this skill line was called Sun Magic.