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Realm Abilities (List)

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Realm Abilities are special abilities that are purchased with Realm Skill Points.

See more information about Realm Abilities.

Find a Realm Ability


The list below does not contain Realm Rank 5 abilities.

Name Description
Adrenaline Rush Doubles the base melee damage for 20 seconds.
Ameliorating Melodies Heals all members of the group (except the user) by the listed amount each tick for 30 seconds. (10 total ticks)
Anger of the Gods 30 second group damage add that stacks with all other damage adds & ignores caps. DPS bonus as listed.
Augmented Acuity Increases primary casting stat by the listed amount per level.
Augmented Constitution Increases Constitution by the listed amount per level.
Augmented Dexterity Increases Dexterity by the listed amount per level.
Augmented Quickness Increases Quickness by the listed amount per level.
Augmented Strength Increases Strength by the listed amount per level.
Avoidance of Magic Reduces all magic damage taken by the listed percentage. (This only works on damage. Does not work on disease, dots, or debuffs and does not affect the duration of crowd control spells)
Barrier of Fortitude Grants the group a melee absorption bonus based on the percentage listed. 30 second duration. (Does not stack with Soldier's Barricade or Bedazzling Aura.)
Bedazzling Aura Grants the group increased resistance to magical damage for 30 seconds by the percentage listed. (Does not stack with Soldier's Barricade or Barrier of Fortitude)
Charge Grants unbreakable speed 3 for 15 second duration. Grants immunity to roots, stun, snare and mesmerize spells. Target will still take damage from snare/root spells that do damage.
Concentration Refreshes the timer on quick-cast allowing for a second quick-casted spell without the normal 30 second wait.
Dashing Defense The tank can block and parry for all groupmates within a 1000 radius for the duration listed. Each attack only has the chance of being blocked/parried once, regardless of how many characters in a group have Dashing Defense active at one time.
Decimation Trap AE damage trap with 350 radius. Damage as listed. The trap lasts ten minutes or until detonated (whichever comes first). Energy based. 2 second non-interruptible cast time
Determination The duration of magically applied crowd control spells are reduced by the listed percentages. Effect is cumulative at each level increase.
Divine Intervention Gives the group a buff that provides a pool of healing. If anyone in the group takes damage inflicted through combat, they will be immediately healed from the healing pool. Pool size is based on the numbers listed. Does not heal the user. Buff Duration: 20 minutes
Dual Threat Grants a bonus chance to critical hit on both melee and magic based attacks. Percentage chance as listed. (While this stacks with Wild Power and Mastery of Pain, please note that there is a 50% hard cap on the chance to crit.)
Ethereal Bond Increases power points by the listed amount.
Falcon's Eye Increases the chance of dealing a critical hit with archery by the listed percentage amount.
First Aid Heals the user by the listed percentage.
Ichor of the Deep Spirit-based root plus direct damage spell. 1875 range with 500 radius. Damage and duration as listed. Two second non-interruptible cast time.
Ignore Pain Spirit-based root plus direct damage spell. 1875 range with 500 radius. Damage and duration as listed. Two second non-interruptible cast time.
Juggernaut Increases the effective level of the pet by the listed number of levels for 60 seconds. (capped at level 70
Lifter Increases the max encumbrance of the character and the speed at which the character can move rams they control by the listed percentage.
Long Wind Decreases the amount of endurance taken per tick when sprinting, by the number listed.
Mastery of Blocking Increases chance to block by the listed percentage.
Mastery of Concentration Grants a 100% bonus to avoid being interrupted by any form of attack when casting a spell. The effect of the spell cast will be reduced to the percentages listed. (Necro version transfers to the pet)
Mastery of Focus Increases the level of all spells cast by the listed amount for out-right resistance purposes. (caps at level 50)
Mastery of Healing Increases the effectiveness of healing spells by the listed percentage.
Mastery of Magery Additional effectiveness of magical damage by listed percentage.
Mastery of Pain Increases chance to deal a critical hit in melee per listed percentage. (Passes on to Necro Pets)
Mastery of Parrying Increases chance to parry by the listed percentage.
Mastery of Stealth Modifies stealth detection and stealth movement. Camouflage counters the Mastery of Stealth bonus, allowing an archer to only be seen at the normal range. Doesn't affect detect hidden classes when they are detecting other detect hidden classes. (Meaning it has no affect on assassins detecting assassins.)
Mystic Crystal Lore Grants a refresh of power based on the percentages listed. Cannot be used when in combat.
Negative Maelstrom A 2 second non-interruptible cast time cold based pulsing GTAE storm with 350 radius. Ground target range is 1500. The damage of the storm grows with each pulse.
Perfect Recovery Instantly resurrects the target with no res effects with the listed amount of health and power.
Physical Defense Reduces all physical damage taken by the listed percentage.
Purge Removes all negative effects but leaves any applicable immunity timers in place. Level 1 purge is on a 15 minute timer but has a 5 second delay. Level 2 is on the same timer but has no delay. Level 3 is on a 5 minute timer and has no delay.
Raging Power Grants a refresh of power based on the percentages listed. Can be used when in combat.
Reflex Attack Gives a chance to automatically counter-attack with an unstyled swing (or a swing from each hand in the case of duel wielding classes) anytime a hit is taken. Works against attacks from all 360 degrees with the chance based on the percentages listed.
Second Wind Restores 100% of the user's endurance.
Serenity Adds to the amount of power regenerated over time.
Soldier's Barricade Grants the group an absorption bonus to all forms of damage based on the percentages listed. 30 Second duration. (Does not stack with Barrier of Fortitude or Bedazzling Aura)
Speed of Sound Group ability that allows unstoppable speed 4 movement for the listed duration. Gives immunity to stun/snare/root and mesmerize spells. If the spell has a damage component, the target will take damage but be immune to the stun/snare/root or mesmerize. It breaks with any action taken except healing. (Will be negated by speedwarp.)
Static Tempest Delivers a 360 radius targeted storm that procs a 3 second unresistible stun every 5 seconds for the duration listed.
Strike Prediction Grants all group members a chance to evade all melee and arrow attacks for 30 seconds. This does not stack with any other chance to evade and will only benefit classes with no or very low chances of evading.
The Empty Mind Grants the user 45 seconds of increased resistances to all magical damage by the percentage listed. This only works on damage and does not affect the duration of crowd control spell. (Necro version transfers to pet)
Thornweed Field Creates a field of thorns that damage and snare all enemies caught within. 500 radius. Essence Damage. Pulses every 3 seconds. 2 second non-interruptible cast time. 1500 range
Toughness Increases hit points by the listed amount.
Vanish Provides the stealther with super stealth, which can not be broken. Also will purge DoTs and Bleeds and provides immunity to crowd control. This ability lasts for 1 to 5 seconds depending on level of Vanish. The stealther also receives an increase in movement speed as listed. A stealther can not attack for 30 seconds after using this ability.
Vehement Renewal Instantly heals all group members (except the user) within 2000 range for the amount listed.
Veil Recovery Reduces the duration of resurrection illnesses by the percentage listed.
Viper Increases the damage of poisons by the listed amount.
Volcanic Pillar Heat based AE damage spell with 500 radius. Damage as listed. 2 second non-interruptible cast time. 1500 range Target is enemy.
Wild Healing Adds the listed percentage chance to critical heal on each target of a heal spell.
Wild Minion Increases chance of pet dealing a critical hit in melee by the listed percentage.
Wild Power Increases chance to deal a critical hit with all spells that do damage, including DoTs, by listed percentage.
Wrath of Champions Spirit Based instantly cast PBAE with 150 radius that does the listed damage.

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