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 Zone & Spell States

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AuthorMessage
Shu
Celestial Council
Celestial Council
Shu


Male
Number of posts : 10794
Location : Singapore
IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
Registration date : 2008-03-31

Zone & Spell States Empty
PostSubject: Zone & Spell States   Zone & Spell States Icon_minitimeTue Feb 01, 2011 6:11 am

Spell States

States apply one or more effects, positive or
negative, for a defined amount of time, on the affected character or
monster. They can be applied using numerous spells - class spells as
well as monster spells.

You can protect yourself from them using equipment (mainly rings and
amulets) which increase your resistance or your chance to apply a
specific state. You will need to choose carefully according to your
strategy and the situation; increasing the chances of applying the
'lucky' state or protecting yourself from a devastating state for your
type of game play?

Here's a non-exhaustive list of all the states you may come across during your adventures:

  • Immolation: The target bursts into flames and takes
    fire damage. The target loses a certain amount of HP at the start of
    each turn.
  • Power: A state which Iops are particularly fond of. It can increase
    their damage tenfold, thus fulfilling one of their greatest dreams:
    "Hitting hard".
  • Exhaustion: One of the surest ways of calming the passions of a
    sacrificed Sacrier. With this state, even the most powerful of Iops will
    hit like an Eniripsa.
  • Blindness: The target is blinded. Their vision is distorted to the
    point where they are nearly sightless. They can no longer see their
    enemies to attack them. They can only move closer to them and try to hit
    them, but their handicap means this isn't always very effective. A
    target impaired by the "Blindness" state can only use their attacks with
    the minimum of their range.
  • Sleep: The target suddenly falls asleep in the middle of the battle
    field. If nothing disturbs them, they will stay like that until they
    wake up naturally. They will miss all their turns while the state is
    active. If they take damage, they will wake up.
  • Zombification: The life drains out of their eyes, the colour drains
    out of their skin... Zombification is not a pretty sight! You can wave
    goodbye to getting any help from heals too! The target will lose HP
    instead of gaining it when caressed with healing energy.
  • Divine Silence: When you're no longer in your God's good books,
    don't hold out any hope of benefitting from his most powerful teachings.
    All your prayers will remain unanswered. The target of Divine Silence
    won't be able to use their Wakfu Points.
  • Lightened: The target will grow wings and will be more agile and
    faster than ever before. They can escape from any enemy. A lightened
    target will see their Dodge increase.
  • Butter Fingers: Butter is good to use when baking, but it's not
    great for when you want to grip on to something. With butter fingers,
    the target will be unable to trap their enemy. His lock is diminished
    for the duration of the state.
  • Stunned: After a big blow to the head, the target is stunned and
    completely knocked out. Unable to react, they can only suffer and wait
    to regain their senses. The Stunned state makes the target skip a turn.
  • Zone & Spell States 008
  • Stabilised: Unshakable, the target becomes impossible to push, pull or carry. They really are nailed to the spot, aren't they?
  • Petrification: Knock, knock! Anyone home? The target no longer
    reacts. They don't suffer damage, benefit from heals or are affected by
    any other states which may be applied. For one turn, they really are
    like a stone statue... absolutely unbreakable, but also unable to act!



Area of Effect

When you cast a spell, the Area of Effect can
take on a more or less conventional form. There are, therefore, several
types of Areas of Effect: from a simple cell to a line, square or even a
circle. These areas are zone "types" and their size can vary from one
spell to another. Normally, if the spell's description doesn't give a
particular Area of Effect, it's because the spell can't be cast on just
one cell. This is the largest Area of Affect.

One thing you do need to be careful of, though, is not to confuse a
spell's Area of Effect and its range. A spell which is cast in close
combat (short range) can have an Area of Effect greater than one cell
(large Area of Effect). On the other hand, a distance spell (long range)
might only affect one cell (weak Area of Effect).

You should also not confuse the "Area of Effect" with the "Impact Zone".
The former refers to the cells on which the spell has an effect,
whereas the latter is the name given to the cell targeted by the player
from which the area of effect spreads out. The impact is very often at
the centre of the Area of Effect, but there are some exceptions.
Warning: the Impact Zone is not always in the area of effect!

In terms of game play, the player must choose the Impact Zone of his
spells well, so that the area of effect reaches the greatest number of
targets or only hits enemies or allies. Effectively, offensive spells
can injure allies as well as enemies and some so-called "boost" spells
can also affect the enemies!

Here are the different types of Areas of Effect which can be found in WAKFU:

  • The Point: This is the most common
    type of Area of Effect. The spell will only be applied on one cell.
    This is the one that is normally used for close combat and distance
    spells.
  • Zone & Spell States 001
  • The Square: In close combat, the Area of Effect
    corresponds to all the cells adjacent to the caster, whether they are
    laterally or diagonally adjacent/ the cell on which the caster is
    standing is the Impact Zone. When, on the other hand, a distance spell
    is case, the Impact Zone is at the centre of the square.
  • Zone & Spell States 002
  • The Cross: This area of effect is in the form of a cross. The Impact Zone is the cell where the two axes meet.
  • Zone & Spell States 003
  • The Line: The length of the Area of Effect, as well
    as the Impact Zone, can vary depending on the spell. The lines can be
    either vertical or horizontal.
  • Zone & Spell States 004
  • The "T": There are two types of "T", depending on
    whether or not it's upside down. This means the Impact Zone can vary.
    For a normal T, the Impact Zone is at the base of the T, where there is
    one single, isolated cell. For an upside down T, the Impact Zone is
    where the two axes meet, so at the top of the T. For a close combat
    spell (with a range of 1), this difference can be very important!
  • Zone & Spell States 005
  • The Circle: This is a circle, at the centre of
    which you'll find the Impact Zone. The radius of the circle can vary,
    thus expanding the Area of Effect.
  • Zone & Spell States 006
  • The Ring: Here, the Impact Zone is the centre of
    the circle formed by the ring, but it is not included in the area of
    effect. There are, therefore, two circles: one, interior, outside of the
    area of effect; the other, exterior, which includes the area of effect.
    The two radii may vary and, by doing so, modifying the area of effect
    and its distance from the Impact Zone.
  • Zone & Spell States 007
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