Special Abilities

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Fighter Special Abilities
Champion Special Abilities
Ranger Special Abilities
Bloodmage Special Abilities
Healer Special Abilities




Fighter Special Abilities

Shieldstone

Drains Spirit while in use, increasing gradually the longer it is kept on.
Training with Heen Slostid reduces the Spirit drain rate.
The drain rate is different for Bloodmages and Non-Bloodmages.
For Non-Bloodmages:
At less than 50 Heen ranks, the drain rate is equal to (1066 - (436*Heen)/49) points of Spirit per frame, or (2.86 - 0.023855*Heen) Splash per frame, or (2.132 - 0.017796*Heen) Toomeria per frame.
At 50 Heen ranks or more, the drain rate is equal to (31400/Heen) points of Spirit per frame, or (84.182/Heen) Splash per frame, or (62.8/Heen) Toomeria per frame.
For Bloodmages:
At less than 25 Heen ranks, the drain rate is equal to (333 - (134*Heen)/24) points of Spirit per frame, or (0.89 - 0.0149687*Heen) Crato per frame.
At 25 Heen ranks or more, the drain rate is equal to (4900/Heen) points of Spirit per frame, or (13.1367/Heen) Crato per frame.
Training with Heen Slostid also increases the Shieldstone's radius by an unknown amount. This does not change the size of the actual graphic for the Shieldstone.

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Champion Special Abilities

Fell Blade

Qualifying for the blade gives a hidden free 10 ranks of skill in the weapon (which are not recognized by /reflecting on the blade and do not count toward the Channel Master bonus). However, the base stats of the Fell are relatively low compared to other weapons, negating much of this bonus.

Attacking from directly behind:
  +2 Atkus, +2 Darkus per rank.
  +1.438 Balthus consumed per swing per rank.
Attacking at an angle from behind:
  +1 Atkus, +1 Darkus per rank.
  +0.719 Balthus consumed per swing per rank.


Labrys

Uses Fell ranks to determine its damage bonuses, but does not include the 10 extra ranks that the Fell Blade receives upon qualification.
When swinging at an enemy, the Labrys will attack all enemies within a small arc in front of you.
There is also a /use /spin command that drains 2000 points of Spirit (Equal to 4 Toomeria) and attacks all enemies in a radius around you.
The damage formula for the spin ability is unknown.
For non-Champions, the Labrys functions as a normal single-target weapon with no bonuses or special effects, even with Fell ranks trained.

The damage of the cleave attacks is calculated by taking your MinDamage and MaxDamage stats, adding a bonus (or penalty) to it based on your Fell ranks, and then dividing those stats by the number of targets being swung at.
The weapon then does a swing at each of the targets with the calculated MinDamage and MaxDamage.
Each of these swings rolls its own accuracy check to determine if it will hit or miss.
You are only charged the Balance cost for 1 swing regardless of how many enemies are targetted, and the Min/Max Damage adjustments are not factored into the balance cost.

The damage formula is as follows, using average damage and adjusting for the flat 100 damage built into the game's damage calculations:
Note: Darkus = Trained Darkus + Fell Blade's Base Darkus (not backstab) + Other Item Darkus (such as Darkite) + Race Darkus
If 1 target:
  AdjustedDarkus = Darkus - 116.667 + (0.667 * FellRanks)
If 2 targets:
  AdjustedDarkus = (Darkus - 62.5 + (1.167 * FellRanks)) / 2
If 3 targets:
  AdjustedDarkus = (Darkus + 75 + (1.5 * FellRanks)) / 3
If 4 targets:
  AdjustedDarkus = (Darkus + 112.5 + (2.167 * FellRanks)) / 4
If 5 or more targets:
  AdjustedDarkus = (Darkus + 150 + (3 * FellRanks)) / 5
If 6 or more targets: (Confirmed only for 6 targets)
  AdjustedDarkus = (Darkus + (37.5 * (NumTargets-1)) + (3 * FellRanks)) / NumTargets

Alternatively, using Min and Max Damage stats and NOT adjusting for the flat 100 damage built into the game's damage calculations:
If 1 target:
  AdjustedMinDamage = MinDamage - 700 + (4 * FellRanks)
  AdjustedMaxDamage = MaxDamage - 700 + (4 * FellRanks)
If 2 targets:
  AdjustedMinDamage = (MinDamage - 500 + (7 * FellRanks)) / 2
  AdjustedMaxDamage = (MaxDamage - 400 + (7 * FellRanks)) / 2
If 3 targets:
  AdjustedMinDamage = (MinDamage + 200 + (9 * FellRanks)) / 3
  AdjustedMaxDamage = (MaxDamage + 400 + (9 * FellRanks)) / 3
If 4 targets:
  AdjustedMinDamage = (MinDamage + 300 + (13 * FellRanks)) / 4
  AdjustedMaxDamage = (MaxDamage + 600 + (13 * FellRanks)) / 4
If 5 or more targets:
  AdjustedMinDamage = (MinDamage + 400 + (18 * FellRanks)) / 5
  AdjustedMaxDamage = (MaxDamage + 800 + (18 * FellRanks)) / 5
If 6 or more targets: (Confirmed only for 6 targets)
  AdjustedMinDamage = (MinDamage + (100 * (NumTargets-1)) + (18 * FellRanks)) / NumTargets
  AdjustedMaxDamage = (MaxDamage + (200 * (NumTargets-1)) + (18 * FellRanks)) / NumTargets


Armor Mobility

Champions do not suffer a movement speed penalty when armor is equipped. This is a passive benefit with no training requirements.


Earth Minerals

There used to be individual trainers for each ite but they have been removed from the game and now you only need to train with Channel Master to use all 4 ites. Any training with the old individual ite trainers add 1.25 Channel Master ranks per rank (rounded down individually), but your message with Channel Master will not reflect these extra ranks. It is greater than 1:1 to make up for the abnormally high slaughter those trainers gave, according to Slarty.

Atkite:
+1.5625 Atkus (+1 Aktur) per 1 Channel Master rank. (But without the Balthus and Regia gained from real Atkus ranks)
+0.817 Balthus consumed per swing per Channel Master rank.
Darkite:
+1.72 Darkus per Channel Master rank. (Does not include the Balthus and Regia gained from real Darkus ranks)
+0.337 Balthus consumed per swing per Channel Master rank.
Balthite:
+1 Balthus per Channel Master rank.
Dethite:
+1 Detha per Channel Master rank. (But without the tiny amount of Histia gained from real Detha ranks) [Unconfirmed]

A /use of an Earth Mineral will boost the Earth Mineral to double its original strength minus 20 CM ranks for 68 frames (~16 seconds). For example, at 100 effective Channel Master, the boost would increase the Earth Mineral's strength to that of 180 effective Channel Master (2*100 - 20). Earth Minerals will not allow you to use a boost at below 20 effective Channel Master. Costs 4690 spirit (Equal to 9.38 Toomeria) to boost.


Lava Cloak

Drains 12000 points of Spirit (equal to 24 Toomeria) when used.

?? damage dealt on touch.
Flames linger for ?? frames after last touch.


Stone Girdle

Requires a minimum of 30 Corsetta ranks to be able to use.
When activated, drains 10000 Spirit points (20 Toomeria) to turn to stone temporarily. While in Stoneform, these effects apply:
* Attacking is disabled.
* Movement is disabled or greatly reduced (requires 5 Nomoss ranks to enable slow movement).
* +?? Defense. (Bricks everything with even the minimum ranks?)
* Gives an increase to Current HP equal to MaxHP * (0.1 * (Corsetta - 30)).
* Gives an increase to Max HP equal to (MaxHP - 3000) * (0.2 * (Corsetta - 30)).   (3000 MaxHP = 27.027 Histia, the amount that a 0 rank Human/Undisclosed has. This amount is subtracted before the multiplier is applied.)
Stoneform expires after 4 + (2 * Corsetta) frames.
Stoneform can be exited manually by unequipping the Stonegirdle, but doing so will inflict damage on you equal to MaxHP / ((0.1 * Corsetta) - 1.8).

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Ranger Special Abilities

Gossamer

Gives 0.25 Duvin Beastlore ranks per rank.

Qualifying for the blade gives a hidden free 10(?) ranks of skill in the blade, counting towards the killing-blow Balance-conservation effect only (not studied bonuses). These free ranks are not recognized by /reflecting on the blade.

On killing blows:
?? Balance conserved per rank.

Against studied creatures:
+2 Atkus, +2 Darkus per rank.
+0.392 to 1.437 Balthus consumed per swing per rank, depending on how much of the Atkus bonus is needed.
+0.0064 to ?? Splash consumed per swing per rank, depending on how much of the Atkus bonus is needed.

Against unstudied creatures in the same family as studied creatures:
10% of the full bonus per studied creature in the family, up to a maximum of 50%.

Costs 6-14(?) killing blows and some Duvin Beastlore ranks to learn to use the Gossamer's full studied bonus on a creature. The first creature learned in an individual family costs 5 Duvin ranks, the second costs 4 Duvin ranks, the third costs 3 Duvin ranks, the fourth costs 2 Duvin ranks, and every creature afterwards in that family costs 1 Duvin rank.


Heartwood Charm

Consumes 2550 points of Spirit (equal to 6.84 Splash) when used.
There is a 13 frame delay (about 3.04 seconds during normal framerate) before the speed increase becomes active.
Once active, 12 points of Spirit (0.032 Splash) are drained each frame. This drain increases by 3 points of Spirit (0.008 Splash) on the second frame, and then by 3 points of Spirit every 18 frames thereafter.
Spirit Recovery will be active and fighting against the drain at all times.

Increases movement speed by +3 pixels per frame (from a base speed of 32 pixels per frame).


Tracking

(No info yet)


Befriending

Costs 10 Duvin Beastlore ranks and 600-1300(?) killing blows to learn.

When used, some amount of Spirit is consumed. This amount depends on the stats of the creature. It will end up being around 3 times as much as for morphing, plus or minus some due to random stat variance.
There is a 4 frame delay (about 0.94 seconds during normal framerate) before the creature actually becomes befriended.
While befriending, 30 points of Spirit (0.08 Splash) are drained each frame. This drain increases by 2 points of Spirit (0.00536 Splash) on the second frame, and then by 2 points of Spirit every 11 frames thereafter.
Spirit Recovery will be active and fighting against the drain at all times.


Morphing

Costs 5 Duvin Beastlore ranks and ????-???? killing blows to learn.

When used, some amount of Spirit is consumed. This amount depends on the stats of the creature.
While morphed, 16 points of Spirit (0.0429 Splash) are drained each frame. This drain increases by 1 point of Spirit (0.00268 Splash) on the second frame, and then by 1 point of Spirit every 14 frames thereafter.
Spirit Recovery will be active and fighting against the drain at all times.

Stats are limited to X times the Ranger's trained stats, where X becomes greater as the Ranger's overall ranks approaches that of the creature. (The specifics are unknown)

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Bloodmage Special Abilities

Bloodblade

Qualifying for the blade gives a hidden free 10(?) ranks of skill in the blade.

(Stats unknown)


Bloodstone Ring

Blocks Healers from healing you. With 12(?) Unrastin ranks, you will see sparkles on the monster with the most health within a certain radius from you (Or something like that. I haven't really gotten around to using it much yet, let alone testing it).

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Healer Special Abilities

Cadding

From touching distance, your range is roughly equal to 0.815*(Proximus + 35) - 32 pixels. An exile's width is 32 pixels.
You can still heal beyond this range, but the rate of healing is halved, and the spirit and health drain rates are doubled, until your range is 1*(Proximus + 35) - 32 pixels or more, at which point you healing rate is cut to 1/3, and the spirit and health drain rates are tripled.
This continues to get worse and worse as your distance from the target increases, until your range is 3*(Proximus + 35) - 32, at which point your healing will be stopped with a "too far away" message.


Radius Healing

Heals all targets within a radius around you that are wounded, sharing, and not fallen.
Your healing rate on each target is equal to your total healing rate divided by the number of targets (so if you're healing 3 targets, each target is healed for 1/3 of your total healing).

At 0 Radium, your total healing rate is 30.3 Faustus ranks *less* than your normal single-target healing rate.
Each Radium rank improves your total healing rate by (or very close to) 2.02 Faustus per rank, for radius healing only.
The spirit and health drain rates increase at a rate equivalent to the amount of effective Faustus gained.

Radium has a soft cap. You cannot heal an individual for more than 5/12ths your normal single-target healing rate.
This also means it's inefficient to use radius healing when there are only 1-2 targets to heal (because even at 0 Radium, you'll be at the soft cap when healing 1-2 targets).
The spirit drain rate and health drain rate do not continue to increase when you train over the soft cap.
The spirit drain rate is always at least as much as when healing with the moonstone (minus some insignificant round-off imprecision).

As an example, say you train enough Radium to heal 3 targets at 5/12ths your normal rate.
If you then train more Radium, your healing rate will not improve when healing 3 targets, but will still improve when healing 4 or more targets.
The spirit drain rate and health drain rate will *not* continue to increase when healing 3 targets, but will for 4 or more targets.

From touching distance, your range with radius healing is roughly equal to 3 pixels + 0.38 pixels per Proximus rank + 0.7 pixels per Radium rank. An exile's width is 32 pixels.
In other words, your range from touching distance is roughly 4.26 pixels + 46.6% of your range with the cad + the equivalent of 85.9% of a Proximus rank per Radium rank (in terms of the cad range where it has no penalties).

The Rodnus/Sprite/Spiritus of your targets work with radius healing, but the effects are divided by the number of targets being healed.
The extra healing rate provided does *not* count toward the 5/12ths soft cap.