Difference between revisions of "Curse"

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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.
  
Using a Remedy capsule will still cure curse even if they are effected by the curse, but will not prevent the self-damage for using it.
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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.
  
 
Different sources of curse can inflict different strengths of curse, but some testing has been done with the Gran Faust's self-inflicted curse:
 
Different sources of curse can inflict different strengths of curse, but some testing has been done with the Gran Faust's self-inflicted curse:

Revision as of 18:33, 3 May 2014

Status: Curse
Icon status curse.png
All Status Effects
Icon status stun.png Stun

Icon status poison.png Poison

Icon status fire.png Fire

Icon status freeze.png Freeze

Icon status shock.png Shock

Icon status curse.png Curse

Icon status sleep.png Sleep

A knight inflicted with curse. You notice three vials are cursed, the current equipped weapon and the curse will last for 40 more seconds.

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:

The following monsters are immune to curse:

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 some testing has been done with the Gran Faust's self-inflicted curse:

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 Cowl, Fallen Item, or Full chaos), the number of weapons cursed becomes 4.
  • At -2 points, (one Chaos set item), The number of vials cursed becomes 4.
  • At -1 points (Kat Hood/Cap/Cowl), 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, 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. Less than -4 does not appear to have any effect. [2]

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 a resistance, but not immunity, to being cursed:

The following trinkets will carry knights through the cursing of the Clockworks:

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