Dark Matter

From Albion Online Wiki
Revision as of 13:01, 6 June 2021 by SilentNJ (talk | contribs) (Added slot and lvl tag + Patch note template)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Dark Matter

An active ability found on the second slot of Cursed Staffs.

It is unlocked at mastery level 70.



Dark Matter
Energy Cost 28 Casts Dark Matter onto an enemy target. This matter keeps jumping to the closest enemy in a 7m radius for up to 10 times. Deals 183 magic damage to every player it passes through and 92 magic damage to every mob. The spell can't hit the same enemy twice in a row, but keeps jumping back and forth if at least two enemies are in range.
Cast Time 0.94s
Range 11m
Cooldown 20s


Note: numerical values are based on gear with 1060 item power. Affected values are in bold.

Note: This ability is only usable on items with an Item Power of 900 or above.

Equipment

Magic Weapon
Elder's Cursed Skull
Elder's Cursed Staff
Elder's Damnation Staff
Elder's Demonic Staff
Elder's Great Cursed Staff
Elder's Shadowcaller

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
21 September 2021Call to Arms Patch 10Cursed Staffs are another top pick for the 5v5 Crystal League. With the latest buffs to Dark Matter, the ability has become very dominant in 5v5s. While we are happy to see this ability back in the meta, it currently gives Cursed Staffs a little too much burst damage, which has been toned down somewhat.
  • Dark Matter (all Cursed Staffs):
    • Damage vs Players: 78 → 73
28 July 2021Call to Arms Patch 9Added four new icons to better represent the corresponding abilities:
  • Blood Bandit (One-Handed Axe, E-slot)
  • Protective Beam (Enigmatic Staff, E-slot)
  • Arcane Orb (One-Handed Arcane Staff, E-slot)
  • Ground Shaker (Maces, W-slot)
6 May 2021Call to Arms Patch 4 (Balance Patch)Cursed Staffs

Various underused Cursed Staff abilities were buffed, like Dark Matter and Cursed Beam. The range of Vile Curse was increased to make it more attractive in group PvP, where currently Cursed Sickle is the go-to choice.

Armor Piercer is a staple of Cursed Staffs, but the armor shred was a bit too strong, and added too much of a damage spike to fights alongside its long range and short cooldown.

  • Vile Curse (all Cursed Staffs):
    • Cast Range: 9m → 11m
  • Armor Piercer (all Cursed Staffs):
    • Resistance Reduction: 0.2 → 0.17
    • Debuff Duration: 5s → 4s
  • Cursed Beam (all Cursed Staffs):
    • Now consumes Vile Curse stacks for additional AoE damage per tick
    • For each tick that consumes a stack, the beam deals 72 magic damage in a 4m radius (instead of the base tick damage of 36 to only the beam target)
    • Tick Interval: 1s → 0.5s
    • Total Ticks: 5 → 10
    • Damage per Tick: 72 → 36
  • Dark Matter (all Cursed Staffs):
    • Damage vs Players: 65.88 → 78
    • Damage vs Mobs: 32.94 → 36.7
    • Cast Time: 1s → 0.5s
    • Cast Range: 11m → 13m
    • Max Jump Distance to next enemy: 8m → 9m
  • Haunting Screams (Cursed Skull):
    • Damage can no longer be reflected
    • Magic Damage per tick: 25 → 33
26 September 2018Merlyn Preseason Balance PatchCursed Staffs:
  • Desecrate (all Cursed Staffs)
    • Can now be cast on the ground anywhere within 13m of the caster
    • Effect Radius: 9m → 4m
    • Root Duration: 1.84 → 2.60
    • Removed the instant base damage (now only deals damage through Vile Curse)
    • Hit delay: 0.6s → 0.4s
    • Standtime: 0.8s → 0.6s
  • Dark Matter (all Cursed Staffs)
    • Damage vs Mobs: 26.35 → 32.94
  • Area of Decay (Great Cursed Staff)
    • Radius: 4m → 5m
    • Cooldown: 30s → 25s
    • Tick interval: every 1s → every 0.8s
  • Field of Death (Demonic Staff)
    • Damage vs Mobs: 11.40 → 25.53
31 July 2018Merlyn UpdateCursed Staffs:
  • Vile Curse
    • Cast Range: 8m -> 9m
    • Number of Ticks: 4 -> 5
    • Standtime: 0.4s -> 0.2s
  • Cursed Sickle
    • Cast Range: 12m -> 13m
    • Cooldown: 4s -> 3.5s
  • Dark Matter (New W-slot spell)
    • Casts Dark Matter onto an enemy target. This matter keeps jumping to the closest enemy in a 7m radius for up to 10 times, dealing magic damage to every enemy it passes through. The spell can't hit the same enemy twice in a row, but keeps jumping back and forth if at least two enemies are in range.
    • Cast time: 1s
    • Cast Range: 11m
    • Cooldown: 20s