Online:Daedric Mines

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
ON-icon-skill-Dark Magic-Daedric Mines.png Daedric Mines
Line Dark Magic
Line Rank 42 Cost 5400 Magicka
Cast Time Instant Duration 15 seconds
Target Self
Morphs
Morph ON-icon-skill-Dark Magic-Daedric Tomb.png Daedric Tomb
You place the mines at a target location instead of around you. The mines arm instantly.
ON-icon-skill-Dark Magic-Daedric Refuge.png Daedric Refuge
Converts the mines into protective wards that shield you or allies when they activate.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Daedric Mines
Daedric Mines: Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing [6918 / 6992 / 7069 / 7145] Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
Daedric Tomb: Range: 28 meters, Target: Ground.
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing [7146 / 7225 / 7302 / 7381] Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
Daedric Refuge: Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs [8692 / 8787 / 8883 / 8979] damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.

Daedric Mines summons 3 mines around the caster which deal Magic Damage and briefly immobilize enemies that trigger them. The mines arm for 3 seconds. Daedric Tomb allows you to choose the center-point where the 3 mines will be placed and removes the arming delay. Daedric Refuge instead converts the Magic Damage and immobilization into Shields for you and Allies stepping on them.

Notes[edit]

  • Only one set of mines (per player) may be active at a time. Casting it again before the mines have been triggered or the spell has expired will cause any existing mines to disappear.
  • A mine can only affect one target.
  • This skill may be more effectively used by the solo Sorcerer, and particularly one who does not make use of the pets from the Daedric Summoning tree. The reason for this is that when enemies are distracted by fighting your allies, it can be difficult to lure them onto the mines. The Daedric Tomb morph alleviates this somewhat by allowing the spell to be used as an instant-damage attack rather than just as a delayed trap. On the other hand, skilled players may be savvy enough to intentionally lure your enemies onto the mines. Just don't expect your pets or other allied NPCs to be that smart.
  • By casting the spell in confined spaces or on steep slopes, you can sometimes achieve a tighter grouping, making it more likely that all mines will be triggered. This is an effective strategy when enemies are very close to walls or corners.
  • Some enemies, particularly flying ones but also some more powerful enemies, will be immune to the immobilizing effect of this spell. This is not entirely a bad thing, however, as it makes it easier to get them to trigger all of the mines in a short time, which will kill them faster.
  • Daedric Tomb was changed from its original version in Patch 2.3.5 which placed all three mines in a row in front you instead of allowing you to place them anywhere.

Gallery[edit]

Patch Notes[edit]

  • Daedric Tomb: Using this ability will now cast the attack where your reticle is pointing instead of the direction you are facing.
  • Fixed an issue with this ability where the mines could explode on larger monsters that were several meters away.
  • Large monsters will no longer set off the Sorcerer ability Daedric Mines before entering the activation radius.
  • Increased the damage of all ranks and morphs by approximately 30%.
  • All boss monsters and any monster with boss immunities will be immune to damage from this ability for one second after being affected by a Daedric Mine.
  • Daedric Tomb: This morph no longer places three Daedric mines in a line in front of you; instead, the Daedric mines can be placed at a ground-targeted reticle location up to 22 meters away. The mines will arm instantly in the normal triangular pattern.
  • Daedric Tomb: Fixed an issue where the placement of the mines created by this morph were not aligned with your ground-based reticle.
  • Decreased the cost of this ability and its morphs to 5400 Magicka from 6480 Magicka.
  • Blood Magic: Fixed an issue where this passive ability would not trigger if you hit an enemy immune to snares with your Daedric Mine abilities.
  • Fixed an issue where this ability and its morphs were considered Area of Effect attacks, despite only hitting one target per mine.
  • Fixed an issue where these abilities could return as Damage over Time in some cases.
  • Fixed an issue where this ability and its morphs' scaling coefficients did not match the expected ration of 1 Weapon or Spell Damage to 10.5 Magicka or Stamina. This will result in it scaling less effectively with Weapon or Spell Damage but more effectively with Max Magicka or Stamina.
  • Fixed an issue where this ability and its morphs could detonate instantly on a target multiple times.
  • There is now a short cool down window where a target cannot be targeted again from the mines to prevent moments of immense instantaneous burst. This will also mean your mines will no longer detonate without dealing any damage to a target, vastly improving the viability of this ability in long term encounters where a single enemy may walk through the area.