Post by Belouch on Jan 1, 2019 17:36:12 GMT 1
Spells
Each race has its own spells. All spells will be at level 1 at creation with no need to research them. Mana is precious in Agonia, it replenishes very slowly (you get about 105% of your max MP per day) and mana regenerating items will not be super easy to craft).
All races - Medic
This is the only spell that every race has (because it requires no magic). It allows to stitch up a friend if you have a suture kit. A suture kit can be made with a very easy craft, using a bone needle and a string. If you use a suture kit on yourself, it heals 9HP. If you use it on someone else with the spell, it heals that player for 7HP. In the future, it will not be possible to use suture kits in the middle of a fight (to make it more realistic).
Level 1: consumers 1 Suture kit and heals the target of your choice by 7 Health (mana cost: 0MP, can cast on others)
Dwarr - Tank
The Dwarrs can focus on protecting their vital parts rather than attacking. Very useful for the first round of a big battle.
Level 1: Reduces Strength and Agility by 12 points and increases protection by +12/+12/+12 (duration: 20 seconds, mana cost: 30MP, self-cast)
NB: As the average damage dealt by players increases over time, the amount of protection given by this spell will also be increased regularly.
Leafborn - Healing spell
Leafborns are the only race who can use magic to cure wounds.
Level 1: heals the target of your choice by 20 Health (mana cost: 15MP, can cast on others)
Leafborn - Buff HP
Level 1: Adds 10 HP (duration: 4 hours, mana cost: 20MP, self-cast)
Leafborn - Reflection
Level 1: Increases Intelligence by 2 points (duration: 24 hours, mana cost: 12MP, self-cast)
Lightfoot - Swimming
Lightfoots are the only race that can swim to cross rivers or lakes.
Level 1: Casts walk on water (duration: 1 hour, mana cost: 0MP, self-cast)
NB1: This spell will not be available during the first week of the game (boat phase)
NB2: There will not be any training ground in water
Kiith - Walk on Lava
Level 1: Casts walk on lava (duration: 1 hour, mana cost: 20MP, can cast on others)
NB: there will not be any good training ground in lava
Kiith - Meditation
Level 1: Increases Willpower by 6 points (duration: 24 hours, mana cost: 15MP, self-cast)
Kiith - Illusion
Using dark magic, Kiiths can create a perfect illusion of themselves, making them much harder to hit for one round, and vastly increasing their chances to hit the distracted opponent.
Level 1: Increases Agility by 40 points (duration: 20 seconds, mana cost: 60MP, self-cast)
NB: in the future, this spell will require to use an essence made of three spirits to make it harder to cast.
Nuruk - Stone skin
Level 1: Increases protection by +2/+2/+2 (duration: 24 hours, mana cost: 50MP, self-cast)
NB: in the future, this spell will require to use an essence made of three spirits to make it harder to cast.
Each race has its own spells. All spells will be at level 1 at creation with no need to research them. Mana is precious in Agonia, it replenishes very slowly (you get about 105% of your max MP per day) and mana regenerating items will not be super easy to craft).
All races - Medic
This is the only spell that every race has (because it requires no magic). It allows to stitch up a friend if you have a suture kit. A suture kit can be made with a very easy craft, using a bone needle and a string. If you use a suture kit on yourself, it heals 9HP. If you use it on someone else with the spell, it heals that player for 7HP. In the future, it will not be possible to use suture kits in the middle of a fight (to make it more realistic).
Level 1: consumers 1 Suture kit and heals the target of your choice by 7 Health (mana cost: 0MP, can cast on others)
Dwarr - Tank
The Dwarrs can focus on protecting their vital parts rather than attacking. Very useful for the first round of a big battle.
Level 1: Reduces Strength and Agility by 12 points and increases protection by +12/+12/+12 (duration: 20 seconds, mana cost: 30MP, self-cast)
NB: As the average damage dealt by players increases over time, the amount of protection given by this spell will also be increased regularly.
Leafborn - Healing spell
Leafborns are the only race who can use magic to cure wounds.
Level 1: heals the target of your choice by 20 Health (mana cost: 15MP, can cast on others)
Leafborn - Buff HP
Level 1: Adds 10 HP (duration: 4 hours, mana cost: 20MP, self-cast)
Leafborn - Reflection
Level 1: Increases Intelligence by 2 points (duration: 24 hours, mana cost: 12MP, self-cast)
Lightfoot - Swimming
Lightfoots are the only race that can swim to cross rivers or lakes.
Level 1: Casts walk on water (duration: 1 hour, mana cost: 0MP, self-cast)
NB1: This spell will not be available during the first week of the game (boat phase)
NB2: There will not be any training ground in water
Kiith - Walk on Lava
Level 1: Casts walk on lava (duration: 1 hour, mana cost: 20MP, can cast on others)
NB: there will not be any good training ground in lava
Kiith - Meditation
Level 1: Increases Willpower by 6 points (duration: 24 hours, mana cost: 15MP, self-cast)
Kiith - Illusion
Using dark magic, Kiiths can create a perfect illusion of themselves, making them much harder to hit for one round, and vastly increasing their chances to hit the distracted opponent.
Level 1: Increases Agility by 40 points (duration: 20 seconds, mana cost: 60MP, self-cast)
NB: in the future, this spell will require to use an essence made of three spirits to make it harder to cast.
Nuruk - Stone skin
Level 1: Increases protection by +2/+2/+2 (duration: 24 hours, mana cost: 50MP, self-cast)
NB: in the future, this spell will require to use an essence made of three spirits to make it harder to cast.