- "An advanced form of Arc of Might that channels all one's power into an even stronger blow."
An advanced version of Arc of Might.
Damage from the strike is approximately 4-5 times that of an equivalent well timed Indomitable Lash, but uses relatively even more stamina, as well as being slower.
Notes, tactics, and damage
- For all 'Arc' class skills
- Charge time for all three tiers is ten seconds, during which the character may slowly walk around the battlefield in order to position the strike.
- Cancel by pressing the [jump] button.
- In the original Dragon's Dogma, Arc of Might/Deliverance cannot be canceled.
- Upon release, these skills deliver a massive frontal overhead blow in the chosen direction - dealing high physical damage.
- Foes in the immediate vicinity of the strike impact, but not directly hit, will receive high blast damage - similar to the impact of a bolide meteor - an additional shockwave of much greater radius emanating from the point of impact may stagger, and inflict tarred with Aneled Weapons or elemental damage with an enchanted weapon.
- The wielder can be grabbed whilst preparing the skill, and continues to be vulnerable to grabs even with a fully charged strike.
- Unleashing the skill before it is fully charged will result in a significantly less powerful strike.
- When charging reaches 100%, the character will change the position of their weapon from over their head to behind their back; whilst the warrior is changing their posture they are unable to move. Arc weapon skills can be released after the meter reaches 100%, but before the animation begins, without a penalty in damage or power.
- These abilities work well against Living Armors and Eliminators.
- Unlike the Lash skills (see Indomitable Lash), the timing of the attack is not important - once charged, the character can stagger around the battlefield with the skill readied, waiting for the perfect strike - with no loss of power.
A strike sends out a circular shock wave; it will deal damage to enemies within a radius of around three blade lengths from the point of impact. Practice is needed to discern precisely how far - one can practice using crates until one gets the hang of it.
- Walls and other large objects block the shockwave.
- If an enchanted weapon is used, the shockwave will also do magick damage. The magickal damage component is relatively very small, compared to the main strike - around 1%. The attack hits using the element of the enchanted weapon.
- Foes can be debilitated by the shockwave - such as burning from an Ardent Will strike, or Critical Hits from Rooted Gloom.
- Aneled Weapons can tar via the shockwave, but upgraded versions cannot blind, nor can Golden Weapons silence, nor Rusted Weapons poison or torpor, via the shockwave.
- The shock damage is independent of radius.
The shockwaves also loosens fruit, breaks small boxes, and may dislodge distant Badges of Vows.