Difference between revisions of "Abilities"
From SpiralKnights
m (Fixed grammar error in last paragraph.) |
(Add image and a section listing some abilities (I'm sure I've missed some, feel free to fill in further)) |
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+ | [[Image:Bonuses.png|thumb|Normal abilities are shown in blue and unique variant abilities are shown in yellow with a star.]] | ||
+ | Various equipment will have added '''abilities''' beyond their stats. They are shown in small boxes in the equipment information under the stat bars. | ||
+ | |||
+ | == Known Abilities == | ||
+ | |||
+ | * Attack speed decrease | ||
+ | * Chance of inflicting [[status effect]]s (curse, fire, freeze, poison, shock, sleep, stun) - while generally directed toward monsters, some weapons can inflict status effects on the knight using the equipment | ||
+ | * Charge time reduction - this can either be for the weapon itself or in a piece of gear, a reduction can be directed toward certain types of weapons (i.e. Bomb Charge Time Reduction) | ||
+ | * Damage bonus vs (construct, gremlin, fiend, beast, undead, slime) | ||
+ | * Health bonus | ||
+ | * Weapon damage bonus | ||
+ | |||
+ | |||
== Ratings == | == Ratings == | ||
Abilities use only a descriptive word for rating. [[Unique variants]] and certain stats such as Attack Speed use these modifiers to determine bonuses given. Below is a list of ability ratings and the amount of "boosts" each descriptor gives. | Abilities use only a descriptive word for rating. [[Unique variants]] and certain stats such as Attack Speed use these modifiers to determine bonuses given. Below is a list of ability ratings and the amount of "boosts" each descriptor gives. |
Revision as of 00:02, 16 May 2011
Various equipment will have added abilities beyond their stats. They are shown in small boxes in the equipment information under the stat bars.
Known Abilities
- Attack speed decrease
- Chance of inflicting status effects (curse, fire, freeze, poison, shock, sleep, stun) - while generally directed toward monsters, some weapons can inflict status effects on the knight using the equipment
- Charge time reduction - this can either be for the weapon itself or in a piece of gear, a reduction can be directed toward certain types of weapons (i.e. Bomb Charge Time Reduction)
- Damage bonus vs (construct, gremlin, fiend, beast, undead, slime)
- Health bonus
- Weapon damage bonus
Ratings
Abilities use only a descriptive word for rating. Unique variants and certain stats such as Attack Speed use these modifiers to determine bonuses given. Below is a list of ability ratings and the amount of "boosts" each descriptor gives.
Rating | Total Boosts |
---|---|
Low | 1 |
Medium | 2 |
High | 3 |
Very High | 4 |
Ultra | 5 |
Maximum! | 6 |
Ability boosts are additive: two Lows will equal Medium, and one Medium and High will combine to Ultra. Boosts appear to cap at 6 (Maximum!). On armors, the boosts can go up to a Maximum! (6) rating, although Ultra (5) cannot be obtained. For weapons, boosts can go up to a Very High (4) rating.
All types of damage bonuses at a given rating give equivalent bonus to that type of damage. For example a "Sword Damage Bonus: Medium" does the same damage as "Damage Bonus vs Slimes: Medium" with everything else equivalent. This means that the sword damage bonus is more useful because it applies to more enemies.