Post by Deleted on Feb 13, 2018 11:45:36 GMT -8
Presearing Guide
Conditions :
Bleeding
-3 Health Degeneration.
Description: This slow working but long lasting skill is an excellent condition to inflict early, letting an opponent's health it 'bleed' out during a battle. Characters suffering from bleeding experience three pips of health degeneration, losing six hit points every second. It is very effective against targets with heavy armor, since health degeneration ignores armor. Whether used as a supplemental damage, or for finishing off wounded opponents, Bleeding is a great tactical skill.
Blind
Attacks miss 90% of the time.
Description: Rangers, Warriors and any other profession relying upon physical attacks will be rendered useless while they are blind. The effect, although short, is potent. It functions more as a reprieve rather than a permanent solution. Blindness has a minor effect against casters, merely causing projectile spells to fly off target.
Burning
-7 Health Degeneration.
Description: Hard hitting but short lived, setting an opponent on fire is a great way to inflict some quick, armor-ignoring damage. A burning opponent will take fourteen points of damage per second, (it will have to be renewed often).
*Not Applicable in Pre Searing Ascalon.
Crippled
Movement is 50% slower.
Description: Cripple is a snare, utilized to half the victim's movement rate for several seconds. Mainly used too keep an opponent from escaping out of range, cripple can also be used to separate yourself from foes while fleeing a losing battle (or pin a Warrior who has extended past the range of his healers.)
Dazed
Skills are Easily Interruptible, doubles casting times.
Description: Devastating to any spell caster, casting time is doubled and spells are interrupted by every blow. Powerful, long lasting, and relatively easy to inflict, making it a useful tactic.
*Not Applicable in Pre Searing Ascalon.
Death Penalty
Reduces maximum health and energy by a percentage with each death.
*Not Applicable in Pre Searing Ascalon.
Deep Wound
Reduces max Health and Healing by 20%.
Description: When a target suffers from a deep wound, their health loss equals 20% of their maximum. This health does not return until the deep wound has been removed. Healing directed at the victim is reduced by the same percentage. The victim regains all health lost to a deep wound once it ends, so finishing them off before that happens should be a high priority.
Disease
-4 Health Degeneration - Contagious.
Description: When suffering from disease, a character doesn't just suffer from -4 health degeneration, but also infects all other characters in the vicinity. Disease will spread as the afflicted characters move around, potentially infecting the entire team several times over. Exercise caution, as disease will spread to allies as well as foes.
*Not Applicable in Pre Searing Ascalon.
Exhaustion
Reduces max energy by 10
Description: The only self-inflicted condition in the game, exhaustion reduces maximum energy by 10. Multiple instances of exhaustion will stack, lowering maximum energy even further, thus taking even longer for the character's energy to regenerate. Exhaustion is a problem in excess, and can seriously debilitate a character. However, if only used once every thirty seconds, the effects are barely noticeable.
Morale Boost
Increases max Health and Energy by a %.
Description: 2% Gain Per Boss Killed ~ 5% Gain Per Honeycomb Consumed
Poison
-4 Health Degeneration.
Description: Poison ignores armor, and is a great method for getting damage started in battle. It is a condition that can be inflicted rapidly on multiple targets. It can be used like bleeding or disease, to add to normal damage on a target or used to spread chaos by afflicting several foes at once.
World Effect - Swamp Water - Catacombs Near Grenth's Shrine.
Weakness
Greatly reduces damage from attacks.
Description: While not as effective as blindness, with its longer duration, weakness is a more lasting solution to physical attackers. Whether it is used to render Warriors ineffective, or just to slow the damage from opposing Rangers sniping at you - weakness is effective as long as there are physical attackers as foes on the battlefield.
*Not Applicable in Pre Searing Ascalon.
Cracked Armor - Post - *N/A in Pre
Character has -20 armor (minimum 60).
World Effect - Tar - *N/A in Pre
30% Decrease in movement.
Conditions :
Bleeding
-3 Health Degeneration.
Description: This slow working but long lasting skill is an excellent condition to inflict early, letting an opponent's health it 'bleed' out during a battle. Characters suffering from bleeding experience three pips of health degeneration, losing six hit points every second. It is very effective against targets with heavy armor, since health degeneration ignores armor. Whether used as a supplemental damage, or for finishing off wounded opponents, Bleeding is a great tactical skill.
Blind
Attacks miss 90% of the time.
Description: Rangers, Warriors and any other profession relying upon physical attacks will be rendered useless while they are blind. The effect, although short, is potent. It functions more as a reprieve rather than a permanent solution. Blindness has a minor effect against casters, merely causing projectile spells to fly off target.
Burning
-7 Health Degeneration.
Description: Hard hitting but short lived, setting an opponent on fire is a great way to inflict some quick, armor-ignoring damage. A burning opponent will take fourteen points of damage per second, (it will have to be renewed often).
*Not Applicable in Pre Searing Ascalon.
Crippled
Movement is 50% slower.
Description: Cripple is a snare, utilized to half the victim's movement rate for several seconds. Mainly used too keep an opponent from escaping out of range, cripple can also be used to separate yourself from foes while fleeing a losing battle (or pin a Warrior who has extended past the range of his healers.)
Dazed
Skills are Easily Interruptible, doubles casting times.
Description: Devastating to any spell caster, casting time is doubled and spells are interrupted by every blow. Powerful, long lasting, and relatively easy to inflict, making it a useful tactic.
*Not Applicable in Pre Searing Ascalon.
Death Penalty
Reduces maximum health and energy by a percentage with each death.
*Not Applicable in Pre Searing Ascalon.
Deep Wound
Reduces max Health and Healing by 20%.
Description: When a target suffers from a deep wound, their health loss equals 20% of their maximum. This health does not return until the deep wound has been removed. Healing directed at the victim is reduced by the same percentage. The victim regains all health lost to a deep wound once it ends, so finishing them off before that happens should be a high priority.
Disease
-4 Health Degeneration - Contagious.
Description: When suffering from disease, a character doesn't just suffer from -4 health degeneration, but also infects all other characters in the vicinity. Disease will spread as the afflicted characters move around, potentially infecting the entire team several times over. Exercise caution, as disease will spread to allies as well as foes.
*Not Applicable in Pre Searing Ascalon.
Exhaustion
Reduces max energy by 10
Description: The only self-inflicted condition in the game, exhaustion reduces maximum energy by 10. Multiple instances of exhaustion will stack, lowering maximum energy even further, thus taking even longer for the character's energy to regenerate. Exhaustion is a problem in excess, and can seriously debilitate a character. However, if only used once every thirty seconds, the effects are barely noticeable.
Morale Boost
Increases max Health and Energy by a %.
Description: 2% Gain Per Boss Killed ~ 5% Gain Per Honeycomb Consumed
Poison
-4 Health Degeneration.
Description: Poison ignores armor, and is a great method for getting damage started in battle. It is a condition that can be inflicted rapidly on multiple targets. It can be used like bleeding or disease, to add to normal damage on a target or used to spread chaos by afflicting several foes at once.
World Effect - Swamp Water - Catacombs Near Grenth's Shrine.
Weakness
Greatly reduces damage from attacks.
Description: While not as effective as blindness, with its longer duration, weakness is a more lasting solution to physical attackers. Whether it is used to render Warriors ineffective, or just to slow the damage from opposing Rangers sniping at you - weakness is effective as long as there are physical attackers as foes on the battlefield.
*Not Applicable in Pre Searing Ascalon.
Cracked Armor - Post - *N/A in Pre
Character has -20 armor (minimum 60).
World Effect - Tar - *N/A in Pre
30% Decrease in movement.