Post by Velociraptor on Apr 15, 2016 17:40:37 GMT 7
Ignore the examples, I haven't fixed it.
I copy pasted it from PN Guide, so the example still mentioning PN spells.
There are some few things you need to know for this guide.
I divided the spells into the following groups for easier understanding (especially for those who are new into the game).
1) Offensive spell: All spell that do damages to the monster, the spell that can kill the monster. What listed in the curse group is not listed.
Examples of the spell are: Hell Fire, Mythic Strike, Volcanic Blast, all Melee Magic, etc.
2) Supportive spell --> A spell that support the player in this game, either by enhance, protect, heal, or all.
Included in this category are:
Also, in using this guide, You will encounter some phrases. So the following are the explanations:
Animation: How the spell animation looks in game.
Name: The spell name in game.
Base damage/effect: How much damage or effect it produces when used or what it will do (for non offensive spell).
Vita cost: How much vitality / Health point (HP) is used to cast the spell.
Mana cost: How much mana / mana point (MP) is used to cast the spell.
Duration: How long the spell effect lasts.
Delay: Also known as aethers. How long you will have to wait before you can cast the spell again.
Level Needed: Minimum level needed to view the option to learn from the NPC.
Needed to learn: Items or some other things you need to give to the NPC to learn this spell.
Description: Short information what or how the spell works.
Automatic: The spell will maintain it's effect, usually per second, until the duration completed or the caster's mana depleted.
Single target: When used, a targeting box crosshair will spawn and gives you the opportunity to choose one target to cast the spell.
Multiple target: The spell may affect more than one target. The area affected may be surrounding the caster or surrounding the target. Please read AoE thread for more details.
Melee Magic: A spell with the properties of both melee and magic. This type of spell was designed to hit any target in front of the caster. Thus no targeting box crosshair will be spawned. Since it is a magic, casting this spell may require vita or/and mana, and the damage may be reflected back to the caster when used to a poet which is protected by reflect spell. All melee magic have taunt/provoke effect, so it will make monster aggressive to caster.
Existing vita: The current vita you have when casting the spell, regardless of the maximum vita you can have if healed to 100%.
Existing mana: The current mana you have when casting the spell, regardless of the maximum mana you can have if healed to 100%.
All the spell's base damage/effect is the actual tested damage/effect without equipping any armor or weapon, and without any buff/enhancement spell that may increase the base damage/effect. The base damage/effect values shown is valid for hunting and not for PvP. Since PvP mode may use different calculation. The value is also the pure damage without the target ever being cursed with status alteration curse such as scourge, vex, etc. So, actual in game damage may be higher.
I copy pasted it from PN Guide, so the example still mentioning PN spells.
There are some few things you need to know for this guide.
I divided the spells into the following groups for easier understanding (especially for those who are new into the game).
1) Offensive spell: All spell that do damages to the monster, the spell that can kill the monster. What listed in the curse group is not listed.
Examples of the spell are: Hell Fire, Mythic Strike, Volcanic Blast, all Melee Magic, etc.
2) Supportive spell --> A spell that support the player in this game, either by enhance, protect, heal, or all.
Included in this category are:
- Enhancement Spell, examples: Harden Armor, Sanctuary, Bless, Ingress, etc.
- Protective Spell, examples: Hoche, Harden Body, Reflect, etc.
- Healing Spell, examples: Heal, Bless Food, Heal Charm, Resurrection, etc.
- Resurrection Spell, examples: Resurrection, Phoenix Flame, etc.
- Others, included here: Summon, Transfiguration, etc.
3) Curse Spell: A Negative effect spell to your target.
Divided further into this category:
- Status Alteration: Curse spell that may weakens target defense (defense lowering curse), slow movement, confuse, etc. Examples: Vex, Scourge, Blind, Fascinate, etc.
- Stopping: Curse spell that cause the affected target to stop. However, a complete paralyzed may not be included, some stopping curse spell may still allow target to cast their spells. Examples: Paralyzed, Doze, Sleep, Sacred Song, Awe, etc.
- Vita/mana Consuming: Curse spell that cuts enemy vitality/mana through time. Examples: Venom, Demon Body, etc.
For easier to spot, the name of the spell will be colored according to its category.
Also, in using this guide, You will encounter some phrases. So the following are the explanations:
Animation: How the spell animation looks in game.
Name: The spell name in game.
Base damage/effect: How much damage or effect it produces when used or what it will do (for non offensive spell).
Vita cost: How much vitality / Health point (HP) is used to cast the spell.
Mana cost: How much mana / mana point (MP) is used to cast the spell.
Duration: How long the spell effect lasts.
Delay: Also known as aethers. How long you will have to wait before you can cast the spell again.
Level Needed: Minimum level needed to view the option to learn from the NPC.
Needed to learn: Items or some other things you need to give to the NPC to learn this spell.
Description: Short information what or how the spell works.
Automatic: The spell will maintain it's effect, usually per second, until the duration completed or the caster's mana depleted.
Single target: When used, a targeting box crosshair will spawn and gives you the opportunity to choose one target to cast the spell.
Multiple target: The spell may affect more than one target. The area affected may be surrounding the caster or surrounding the target. Please read AoE thread for more details.
Melee Magic: A spell with the properties of both melee and magic. This type of spell was designed to hit any target in front of the caster. Thus no targeting box crosshair will be spawned. Since it is a magic, casting this spell may require vita or/and mana, and the damage may be reflected back to the caster when used to a poet which is protected by reflect spell. All melee magic have taunt/provoke effect, so it will make monster aggressive to caster.
Existing vita: The current vita you have when casting the spell, regardless of the maximum vita you can have if healed to 100%.
Existing mana: The current mana you have when casting the spell, regardless of the maximum mana you can have if healed to 100%.
All the spell's base damage/effect is the actual tested damage/effect without equipping any armor or weapon, and without any buff/enhancement spell that may increase the base damage/effect. The base damage/effect values shown is valid for hunting and not for PvP. Since PvP mode may use different calculation. The value is also the pure damage without the target ever being cursed with status alteration curse such as scourge, vex, etc. So, actual in game damage may be higher.