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Skill details
Conjure Flame
Conjure Flame
Campaign Core Elementalist
Profession Elementalist
Attribute Fire Magic
Type Enchantment Spell
    10 Energy 1 Activation 45 Recharge

Full: For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...17...20 fire damage.

Concise: (60 seconds.) Your attacks hit for +5...17...20 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[ | ]

Skill Trainers:

Hero Skill Trainers:

Signet of Capture:

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.

Related skills[ | ]

Related articles[ | ]

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