Difference between revisions of "Curse"
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{{status conditions}} | {{status conditions}} | ||
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'''Curse''' is a status condition that will randomly lock some of the player's weapons and vials. For as long as curse is active, attempting to use these items will damage the player. | '''Curse''' is a status condition that will randomly lock some of the player's weapons and vials. For as long as curse is active, attempting to use these items will damage the player. | ||
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==Themed Enemies== | ==Themed Enemies== | ||
Curse is not a possible [[Gate#Stratum Themes|stratum theme]], but the following monsters may inflict curse status: | Curse is not a possible [[Gate#Stratum Themes|stratum theme]], but the following monsters may inflict curse status: | ||
− | * | + | *{{monster|Carnavon}} |
− | * | + | *{{monster|Phantom}} ''(they can only inflict curse with their charge attack at Tier 2 and Tier 3)'' |
− | * | + | *{{monster|Almirian Shadow Guard}} |
− | + | *{{monster|Darkfire Vanaduke}} | |
− | + | *{{monster|Dread Velvet}} | |
− | + | *{{monster|Black Kat}} | |
− | * | + | *{{monster|Margrel}} |
− | * | + | |
The following monsters are immune to curse: | The following monsters are immune to curse: | ||
− | * | + | *{{monster|Battlepod}} |
− | + | *All monsters from the {{Monster_Icons|Fiend}} [[Fiend Family]] excluding [[Devilite]]s and [[Silkwing]]s ''([[Greaver]]s and [[Lumber]]s may receive Curse, but they will not take any damage from it).'' | |
− | + | *All monster from the {{Monster_Icons|Undead}} [[Undead Family]] excluding [[Howlitzer]]s. | |
− | + | *{{monster|Lord Vanaduke}} | |
− | *All [[ | + | *{{monster|Darkfire Vanaduke}} |
− | + | *{{monster|Ice Queen}} | |
− | + | ||
==Inflicting and Receiving Curse== | ==Inflicting and Receiving Curse== | ||
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Weapons that are able to inflict curse are: | Weapons that are able to inflict curse are: | ||
− | * [[ | + | *See: [[:Category:Weapons that can inflict Curse]] |
− | + | ||
When using the charge attack of the Faust and Gran Faust, these weapons have a chance of self-inflicting a curse as well. This effect will last 43 seconds without any curse resistance. In addition 2 of your equipped weapons and 3 vials will cause self-damage for the duration of the curse. This means that if you don't have any weapon slots unlocked, all of your weapons will be harmful to your health. These effects can be mitigated somewhat by having curse resistance. | When using the charge attack of the Faust and Gran Faust, these weapons have a chance of self-inflicting a curse as well. This effect will last 43 seconds without any curse resistance. In addition 2 of your equipped weapons and 3 vials will cause self-damage for the duration of the curse. This means that if you don't have any weapon slots unlocked, all of your weapons will be harmful to your health. These effects can be mitigated somewhat by having curse resistance. | ||
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Using a Remedy capsule will cure Curse even if it has been affected by the status, but will not prevent the self-damage from using it. | Using a Remedy capsule will cure Curse even if it has been affected by the status, but will not prevent the self-damage from using it. | ||
− | Different sources of curse can inflict different strengths of curse, but | + | Different sources of curse can inflict different strengths of curse, but the values below relate to the Gran Faust's self-inflicted curse |
+ | *The [[Faust]]'s curse is one increment less severe than the Gran Faust. This means the player needs one less point of curse resistance than what is listed below to achieve the same effects. | ||
For each point of curse resistance/weakness you have, the total time of the curse is decreased/increased by 2-4 seconds, respectively. Less time is decreased per point as the point total increases, however the exact relationship is not yet known. Other effects are as follows (Negative points indicate weakness): | For each point of curse resistance/weakness you have, the total time of the curse is decreased/increased by 2-4 seconds, respectively. Less time is decreased per point as the point total increases, however the exact relationship is not yet known. Other effects are as follows (Negative points indicate weakness): | ||
− | * At -4 points, (Black Kat | + | * At -4 points, (Black Kat item, Fallen Item, or full Chaos set), the number of weapons cursed becomes 4. |
− | * At -2 points, (one Chaos | + | * At -2 points, (one Chaos item), The number of vials cursed becomes 4. |
− | * At -1 points (Kat | + | * At -1 points (a non-Black Kat item), The number of weapons cursed becomes 3. |
* At 2 points (equal to a medium UV), the number of vials cursed becomes 2. | * At 2 points (equal to a medium UV), the number of vials cursed becomes 2. | ||
* At 5 points, the number of weapons cursed becomes 1. | * At 5 points, the number of weapons cursed becomes 1. | ||
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− | Up to 16 points of resistance have been tested, and the total time of the curse continues to be reduced up to 10 points of resistance, | + | Up to 16 points of resistance have been tested, and the total time of the curse continues to be reduced up to 10 points of resistance, and increased up to -4 points of resistance. Resistances higher and weaknesses lower than these values does not provide any additional benefits/penalties. {{fn|http://wiki.spiralknights.com/Talk:Curse}} There seems to be a reduced rate of self-inflicting a curse with higher curse resistance. Additional conclusions pending.{{fn|http://forums.spiralknights.com/en/node/10522}} |
− | {{fn|http://forums.spiralknights.com/en/node/10522}} | + | |
+ | Self-inflicted damage from using a cursed weapon is reduced linearly for every 2 points of resistance. | ||
Up to 6 points of weakness has also been tested, except for 5, and greater than 4 points of weakness does not have any effect. | Up to 6 points of weakness has also been tested, except for 5, and greater than 4 points of weakness does not have any effect. | ||
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==Resisting Curse== | ==Resisting Curse== | ||
The following armor [[sets]] grant knights resistance to being cursed: | The following armor [[sets]] grant knights resistance to being cursed: | ||
− | * | + | *See: [[:Category:Helmets providing Curse resistance]] |
− | * | + | *See: [[:Category:Armor providing Curse resistance]] |
The following [[trinkets]] will carry knights through the cursing of the Clockworks: | The following [[trinkets]] will carry knights through the cursing of the Clockworks: | ||
− | * | + | *See: [[:Category:Trinkets providing Curse resistance]] |
You can also equip Perks from Battle Sprites to reduce the time that you are cursed. | You can also equip Perks from Battle Sprites to reduce the time that you are cursed. | ||
+ | |||
+ | ==Gallery== | ||
+ | <gallery heights=100px widths=200px perrow=3> | ||
+ | Image:Status-Curse-WeaponWheel.png|You can see if any of your weapons are cursed in your weapon wheel. | ||
+ | Image:Status-Curse-QuickBar.png|You can see if any of your pickups are cursed in this area of the HUD. | ||
+ | Image:Status-Curse-HealthArea.png|You can see how many seconds of curse are left to endure in this area of the HUD. | ||
+ | </gallery> |
Latest revision as of 11:07, 18 May 2020
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Curse is a status condition that will randomly lock some of the player's weapons and vials. For as long as curse is active, attempting to use these items will damage the player.
Enemies who are Cursed will take damage when using any attack or healing ability, however curse will not cancel enemy attacks.
Themed Enemies
Curse is not a possible stratum theme, but the following monsters may inflict curse status:
- Carnavon
- ( in T3 only) Phantom (they can only inflict curse with their charge attack at Tier 2 and Tier 3)
- Almirian Shadow Guard
- Darkfire Vanaduke
- Dread Velvet
- ( in T3 only) Black Kat
- Margrel
The following monsters are immune to curse:
- Battlepod
- All monsters from the Fiend Family excluding Devilites and Silkwings (Greavers and Lumbers may receive Curse, but they will not take any damage from it).
- All monster from the Undead Family excluding Howlitzers.
- Lord Vanaduke
- Darkfire Vanaduke
- Ice Queen
Inflicting and Receiving Curse
Spiral Knights can inflict curse on monsters by using curse vials against them, using a weapon that has a chance of inflicting curse or as a possible random status affliction from Chaotic Haze by Maskeraith users.
Weapons that are able to inflict curse are:
When using the charge attack of the Faust and Gran Faust, these weapons have a chance of self-inflicting a curse as well. This effect will last 43 seconds without any curse resistance. In addition 2 of your equipped weapons and 3 vials will cause self-damage for the duration of the curse. This means that if you don't have any weapon slots unlocked, all of your weapons will be harmful to your health. These effects can be mitigated somewhat by having curse resistance.
Using a Remedy capsule will cure Curse even if it has been affected by the status, but will not prevent the self-damage from using it.
Different sources of curse can inflict different strengths of curse, but the values below relate to the Gran Faust's self-inflicted curse
- The Faust's curse is one increment less severe than the Gran Faust. This means the player needs one less point of curse resistance than what is listed below to achieve the same effects.
For each point of curse resistance/weakness you have, the total time of the curse is decreased/increased by 2-4 seconds, respectively. Less time is decreased per point as the point total increases, however the exact relationship is not yet known. Other effects are as follows (Negative points indicate weakness):
- At -4 points, (Black Kat item, Fallen Item, or full Chaos set), the number of weapons cursed becomes 4.
- At -2 points, (one Chaos item), The number of vials cursed becomes 4.
- At -1 points (a non-Black Kat item), The number of weapons cursed becomes 3.
- At 2 points (equal to a medium UV), the number of vials cursed becomes 2.
- At 5 points, the number of weapons cursed becomes 1.
- At 7 points, the number of vials cursed becomes 1.
Points of Resistance | Duration | #Vials | #Weapons |
---|---|---|---|
-4 | 59 | 4 | 4 |
-3 | 55 | 4 | 3 |
-2 | 51 | 4 | 3 |
-1 | 47 | 3 | 3 |
0 | 43 | 3 | 2 |
1 | 39 | 3 | 2 |
2 | 37 | 2 | 2 |
3 | 35 | 2 | 2 |
4 | 33 | 2 | 2 |
5 | 31 | 2 | 1 |
6 | 29 | 2 | 1 |
7 | 27 | 1 | 1 |
8 | 25 | 1 | 1 |
9 | 23 | 1 | 1 |
10 | 22 | 1 | 1 |
Up to 16 points of resistance have been tested, and the total time of the curse continues to be reduced up to 10 points of resistance, and increased up to -4 points of resistance. Resistances higher and weaknesses lower than these values does not provide any additional benefits/penalties. [1] There seems to be a reduced rate of self-inflicting a curse with higher curse resistance. Additional conclusions pending.[2]
Self-inflicted damage from using a cursed weapon is reduced linearly for every 2 points of resistance.
Up to 6 points of weakness has also been tested, except for 5, and greater than 4 points of weakness does not have any effect.
Resisting Curse
The following armor sets grant knights resistance to being cursed:
The following trinkets will carry knights through the cursing of the Clockworks:
You can also equip Perks from Battle Sprites to reduce the time that you are cursed.