Online:Pact Mage Guard
Pact Mage Guard | |||
---|---|---|---|
Location | Pact-controlled resources, keeps and districts in Cyrodiil | ||
Race | Argonian, Dunmer, Nord | Gender | Varies |
Health | 47,951 (no-CP), 52,746 (no-CP Heartier Guards) 65,247 (CP), 71,772 (CP Heartier Guards) |
Difficulty | ![]() |
Reaction | Friendly![]() Hostile ![]() ![]() |
Class | Mage Guard |
Other Information | |||
Faction(s) | Ebonheart Pact |
Pact Mage Guards are NPCs who guard transitus shrines in Pact-owned keeps, as well as the Wayshrines at the Northern and Southern Morrowind Gates. They are hostile to any Aldmeri Dominion or Daggerfall Covenant players. As of the release of Elsweyr, Pact Mage guards wear armor in the Ebonheart Pact style.
Equivalents to the Pact Mage Guard can be found in the Dominion and Covenant.
Skills and Abilities[edit]
As alliance guards, the Mage Guards benefit from Keep and Resource upgrades. Mage Guards guarding flags cannot be pulled or knocked back. Despite being champion-rank enemies, they are vulnerable to crowd control.
- Light Attack
- A basic ranged attack dealing minor shock damage. Always applies and refreshes "Shock Torrent".
- Shock Torrent
- Deals minor shock damage over 5 seconds.
- Crystal Shards
- The Mage Guard casts a Crystal Shard-like ability which conjures dark crystals to bombard a target, dealing moderate magic damage, knocking down and stunning the target briefly. Blocking will prevent the knockdown and stun.
- Guardian Storm
- The Mage Guard casts a Lightning Splash-like ability which creates a pool of lightning down on a target, doing minor shock damage over time to anyone standing in the AoE.
- Fire Runes
- The enemy shoots two fireballs in the air which form two fire runes when they land. The runes do minor flame damage over time to all targets within the red circles and should be avoided. Players should be prepared to move as soon as the attack casts as one rune will always be cast on top of you.
- Bound Aegis
- The Mage Guard casts a Bound Aegis-like ability which grant them additional Physical and Spell Resistance.
- Cyrodiil Guard See Stealth
- Passive which makes the Mender see through stealth near them.
The following skills replace their weaker counterparts (if they have one) and are unlocked if the nearby Ressource's or Keep's level is high enough:
- Crystal Blast
- The Mage Guard casts a Crystal Blast-like ability which conjures dark crystals to bombard a target, dealing moderate magic damage in an area, knocking down and stunning the initial target briefly. Blocking will prevent the knockdown and stun.
- Unstable Core
- The Mage Guard envelops a target in a lightless sphere, which reflects all single target spells cast by the target back to them for a few seconds. When it ends it deals moderate magic damage to the target and nearby enemies. This can be removed by breaking free.
- Lasting Storm
- The Mage Guard casts a Lightning Splash-like ability which creates a pool of lightning down on a target, dealing minor shock damage over time and snaring anyone standing in the AoE. The area lasts 15 seconds.
- Stolen Essence
- The Mage Guard deals moderate magic damage to a target and heals themselves for that amount.
Notes[edit]
- Mage Guards will appear as base-rank NPCs if you are of the same alliance.