Curse
From SpiralKnights
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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 using any attack or healing ability. Curse will not cancel enemy attacks, however.
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.)
- Carnavons
- Cursed Deadnaughts
The following monsters are immune to curse:
- Lord Vanaduke
- Darkfire Vanaduke
- All Undead excluding Howlitzers
- 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 (except Almirian Crusader Armor, which appears to give 2).
- Some equipment will decrease your curse resistance, though the effects of having negative resistance hasn't been tested.
- Curse resistance from unique variants, a value from 1-4 points. See abilities.
- Silver Amulet and advanced versions thereof. A 5-star trinket is worth 2 points.
Different sources of a status effect can inflict it with different strength, but some testing has been done with the Gran Faust's self-inflicted curse:
For each point of curse resistance you have, the total time of the curse is decreased by 2-3 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 2 points (equal to a medium UV), the number of vials curse becomes 2.
- At 5 points, the number of weapons curse becomes 1.
- At 7 points, the number of vials curse becomes 1.
Points of Resistance | Duration | #Vials | #Weapons |
---|---|---|---|
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 the maximum possible 16 points of resistance have been tested, and the total time of the curse continues to be reduced up to 10 points of resistance, where further points have no effect.[1] There seems to be a reduced rate of self-inflicting a curse as well as slightly reduced damage from using a curse weapon, with higher curse resistance. Additional conclusions pending.[2]
Resisting Curse
The following armor sets grant knights a resistance, but not immunity, to being cursed:
- Deadshot Set
- Angelic Set and upgrades
- Almirian Crusader Set
- Divine Set
- Silvermail Set and upgrades
The following trinkets will carry knights through the cursing of the Clockworks: