Difference between revisions of "Curse"

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{{status conditions}}
 
{{status conditions}}
'''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''' 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.
  
'''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==
 
==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:
*[[Phantom]]s
+
*{{monster|Carnavon}}
**Phantoms can only inflict '''curse''' with their charge attack (Tier 2 and Tier 3.)
+
*{{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:
  
*[[Lord Vanaduke]]
+
*{{monster|Battlepod}}
*All [[Undead]]
+
*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 [[Fiend]]s excluding [[Greaver]]s and [[Wing|Silkwing]]s
+
*All monster from the {{Monster_Icons|Undead}} [[Undead Family]] excluding [[Howlitzer]]s.
 +
*{{monster|Lord Vanaduke}}
 +
*{{monster|Darkfire Vanaduke}}
 +
*{{monster|Ice Queen}}
  
 
==Inflicting and Receiving Curse==
 
==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'''.
+
Spiral Knights can inflict curse on monsters by using curse [[Pickups#Vials|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:
 +
*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.
 +
 
 +
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.
 +
 
 +
{|border = "1"
 +
|- bgcolor="#93add4"
 +
!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. {{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}}
 +
 
 +
Self-inflicted damage from using a cursed weapon is reduced linearly for every 2 points of resistance.
  
Weapons that are able to inflict '''curse''' are:
+
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.
* [[Faust]]
+
* [[Gran Faust]]
+
* [[Sealed Sword]]
+
  
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.
+
==Resisting Curse==
 +
The following armor [[sets]] grant knights resistance to being cursed:
 +
*See: [[:Category:Helmets providing Curse resistance]]
 +
*See: [[:Category:Armor providing Curse resistance]]
  
Sources of '''curse''' resistance are:
+
The following [[trinkets]] will carry knights through the cursing of the Clockworks:
* Some [[armor]] and [[helmets]].
+
*See: [[:Category:Trinkets providing Curse resistance]]
** 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:
+
You can also equip Perks from Battle Sprites to reduce the time that you are cursed.
* 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.{{fn|http://forums.spiralknights.com/en/node/10522}}
+
==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

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

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 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.

Gallery

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