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Defensive Spells

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Classes :: The Mage Classes :: The Mage ::
Inscription | Evaluating Int. | Magery | Meditation | Wrestling
The Mage | Offensive Spells | Defensive Spells | Misc. Spells

Spells Defensive Spells [UOR]
Characters will only be able to have one defensive spell (reactive armor, protection, or magic reflection) active at a time. Attempting to cast one of these spells when another is already active will result in a failed cast.

Reactive Armor Reactive Armor
The reactive armor spell will absorb damage based on the Evaluate Intelligence, Meditation, and Inscription skill of the caster. The higher these three skills, the more total damage will be absorbed before the reactive armor spell is exhausted. A mage at grandmaster level in all three skills can absorb approximately 75 points of damage.

With each hit, only 10% of the damage will actually affect the caster, the reactive armor spell will absorb 80% of the damage. The remaining 10% will reflect back and damage the attacker. If the damage dealt from a blow exceeds the amount the reactive armor spell can absorb, then all remaining damage will affect the caster and none will be reflected back onto the attacker.

The reactive armor spell will no longer be a targetable spell. Just like magic reflection, the spell will automatically target the caster. Once the reactive armor is exhausted, the caster cannot cast another reactive armor for five minutes.

Protection Protection
The protection spell will reduce the chance that a caster is interrupted by an attack for a limited time. The duration of the spell will be affected by the caster’s skill in magery (up to a little over three minutes). The effectiveness of the spell will be determined by the caster’s Evaluate Intelligence, Meditation, and Inscription skills.

The protection spell will no longer be a targetable spell. Just like magic reflection, the spell will automatically target the caster. Once the spell is exhausted, the caster cannot cast the spell again for a time period equal to half the length of time that it was active (i.e.: if it was active for 3 minutes, then the caster cannot cast it again for 1 minute and 30 seconds).

Magic Reflection Magic Reflect
The magic reflect spell will be enhanced to provide additional tactical options in player versus player combat. At this time, any spell, regardless of its circle, can be used to counter a magic reflect spell. This results in the same spell (or few spells) being used every time to bring down the reflect. This change will add variety and additional tactical options when fighting a character who has cast magic reflect.
  • The level of the spell cast on a target will determine the percent chance to bring down the reflect. The more powerful the spell you cast, the better chance you have of defeating the magic reflect spell.
    • If the spell is not successful in bringing down the magic reflect, the spell will be reflected back to the caster, as under the current system. However, the target will not lose their reflect spell.
    • If a spell is cast and reflected, the chance for a second spell to bring down the reflect will increase. The percent chance to bring down the reflect is cumulative.
    • Once a spell is cast that succeeds in bringing down the reflect spell, it will damage the target. This is true even if the first spell cast successfully breaks the reflect.
    • Once a reflect is broken, there is a 10 second delay before the target can cast reflect again. This will stop players from simply casting magic reflect over and over again.
  • The power of a reflect spell will also be dependent on the caster’s intelligence.
    • The higher your intelligence, the more powerful your reflect will be. More powerful reflects will be more difficult to bring down, and conversely, weaker reflects (cast by those with lower intelligence) will be easier to bring down.
  • The mind blast spell will look at the caster’s stats to determine damage if it is reflected back onto the caster.
  • Items of Spell Reflection will take 60 seconds to charge.
    • After equipping a reflect item there will be a 60 second delay before the reflect is active.
    • This will use only one charge from the item.
    • The reflect will act in the same manner as if it had been cast by the character wearing the item.
    • Once the reflect is broken, the wearer must wait 60 seconds before the item will place another reflect spell.

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