Difference between revisions of "Curse"
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* [[Sealed Sword]] | * [[Sealed Sword]] | ||
− | When using the charge attack, these weapons have a chance of self-inflicting a '''curse''' as well. This effect will last | + | When using the charge attack, 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 points in '''curse''' resistance. |
Sources of '''curse''' resistance are: | Sources of '''curse''' resistance are: | ||
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* [[Silver Amulet]] and advanced versions thereof. (These are untested as to how much effect they have.) | * [[Silver Amulet]] and advanced versions thereof. (These are untested as to how much effect they have.) | ||
− | For each point of '''curse''' resistance you have, the total time of the '''curse''' is decreased by 2 seconds. Other effects are as follows: | + | For each point of '''curse''' resistance you have, the total time of the '''curse''' is decreased by 3-2 seconds. Less time is decreased per point as the point total increases, however the exact relationship is not yet known. Other effects are as follows: |
* At 1 point, low resistance, the number of vials '''cursed''' becomes 2. | * At 1 point, low resistance, the number of vials '''cursed''' becomes 2. | ||
* At 4 points, very high resistance, the number of weapons '''cursed''' becomes 1. | * At 4 points, very high resistance, the number of weapons '''cursed''' becomes 1. | ||
− | * At | + | * At 7 points, maximum+1 resistance, the number of vials '''cursed''' becomes 1. |
At least 7 points of resistance have been tested, which is above maximum resistance, and the total time of the '''curse''' continues to be reduced, but higher values have not yet been tested. There seems to be a reduced rate of self-inflicting a '''curse''' as well as slightly reduced damage from using a '''cursed''' weapon, with higher '''curse''' resistance. Additional conclusions pending.{{fn|http://forums.spiralknights.com/en/node/10522}} | At least 7 points of resistance have been tested, which is above maximum resistance, and the total time of the '''curse''' continues to be reduced, but higher values have not yet been tested. There seems to be a reduced rate of self-inflicting a '''curse''' as well as slightly reduced damage from using a '''cursed''' weapon, with higher '''curse''' resistance. Additional conclusions pending.{{fn|http://forums.spiralknights.com/en/node/10522}} |
Revision as of 04:38, 11 September 2011
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Curse is a status condition that will randomly lock all but one 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 attempting any attack or skill, but Curse will not cancel out the enemy attack.
Curse also seems to reduce the effectiveness of healing, which can be easily seen during a Royal Jelly boss fight. Instead of the health + numbers being in the high 50's, they're in the low 30's.
Themed Enemies
Curse is not a possible stratum theme, but the following monsters may inflict curse status:
- Phantoms
- Phantoms can only inflict curse with their charge attack (Tier 2 and Tier 3.)
The following monsters are immune to curse:
- Lord Vanaduke
- All Undead
- All Fiends excluding Greavers and Silkwings
Inflicting and Receiving Curse
Spiral Knights can inflict curse on monsters by using curse vials against them or using a weapon that has a chance of inflicting curse.
Weapons that are able to inflict curse are:
When using the charge attack, 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 points in curse resistance.
Sources of curse resistance are:
- Some armor and helmets.
- Equipment at three stars give 2 points of curse resistance, four stars give 3 points, and 5 stars give 4 points.
- Some equipment will decrease your curse resistance by the above, though the effects of having negative resistance hasn't been tested.
- Curse resistance from unique variants, a value from 1-6 points. See abilities.
- Silver Amulet and advanced versions thereof. (These are untested as to how much effect they have.)
For each point of curse resistance you have, the total time of the curse is decreased by 3-2 seconds. Less time is decreased per point as the point total increases, however the exact relationship is not yet known. Other effects are as follows:
- At 1 point, low resistance, the number of vials cursed becomes 2.
- At 4 points, very high resistance, the number of weapons cursed becomes 1.
- At 7 points, maximum+1 resistance, the number of vials cursed becomes 1.
At least 7 points of resistance have been tested, which is above maximum resistance, and the total time of the curse continues to be reduced, but higher values have not yet been tested. There seems to be a reduced rate of self-inflicting a curse as well as slightly reduced damage from using a cursed weapon, with higher curse resistance. Additional conclusions pending.[1]