Son of the Wind: Difference between revisions

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   | cooldown    = 80
   | cooldown    = 80
   | gcd        = Short
   | gcd        = Short
   | cost        = 260, 300, 340, 380, 420
   | cost        = 150, 185, 225, 260, 300
   | duration    = 7,9,11,13,15
   | duration    = 3, 4, 5, 6, 8
   | buff        =   [[Spell resistance]]: +1500
   | buff        = [[Spell resistance|Absolute Spell Resist Chance]]: 100%
   | quote      = "Let them try all they want. You can't catch the wind"
   | quote      = "Let them try all they want. You can't catch the wind"


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   | notes = <!-- type general notes on power under here -->
   | notes = <!-- type general notes on power under here -->


A very high mana cost for archers but a powerful spell. The huge increase in spell resistance means almost all spells cast against the archer will be resisted, making this a near god-mode against [[warlocks]].
A very high mana cost for archers but a powerful spell. All spells cast against the archer will be resisted, making this a near god-mode against [[warlocks]].


This skill can be recognized as wind rings that go upwards from the caster's feet. It has a rushing-wind sound effect, that is also used by the skill [[Confuse]].
This skill can be recognized as wind rings that go upwards from the caster's feet. It has a rushing-wind sound effect, that is also used by the skill [[Confuse]].


===Game history===
===Game history===
The spells's effectiveness was greatly increased in 1.10.9, changing it to resist all spells with no random chance involved. In turn, the duration was reduced.
This spell's effectiveness was greatly reduced in update 1.0. In the previous version, most normal attacks were evaded too as well as powers resisted, although the archer wasn't able to use damaging powers while under the spell.
This spell's effectiveness was greatly reduced in update 1.0. In the previous version, most normal attacks were evaded too as well as powers resisted, although the archer wasn't able to use damaging powers while under the spell.


===Documented changes===
===Documented changes===
*Version 1.10.9 (2014/8/28): Effect changed to a 100% absolute spell resistance rate. Duration reduced. Mana cost reduced.
*Version 1.6.3 (2010/9/21): Movement speed bonus removed, mana cost reduced, cooldown changed to 80 seconds.
*Version 1.6.3 (2010/9/21): Movement speed bonus removed, mana cost reduced, cooldown changed to 80 seconds.
*Version 1.0.0 (2008/12/17): Removed evasion bonus. Changed spell resist bonus to fixed increase in spell resistance rather than fixed chance to resist powers. The archer can now cast damaging powers under the effect of this ability. Duration reduced.
*Version 1.0.0 (2008/12/17): Removed evasion bonus. Changed spell resist bonus to fixed increase in spell resistance rather than fixed chance to resist powers. The archer can now cast damaging powers under the effect of this power. Duration reduced. Movement speed bonus increased.
*Version 0.9.28 (2008/2/26): Duration increased. The archer can no longer cast damaging powers under the effect of this power.


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Latest revision as of 17:56, 6 November 2020

"Let them try all they want. You can't catch the wind"


Son of the Wind is a Archer power: the 10th and final of the Evasion discipline.

The archer moves and evades easy as the wind. She evades almost any attack and spell.
Type: Constant
Discipline level: 19
Character level: 37
Affects: SelfCasting time: 0s (Instant)Cooldown time: 80sGlobal Cooldown: Short
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 150 185 225 260 300
Spell duration 3s 4s 5s 6s 8s
 
Buffs
Absolute Spell Resist Chance 100%

Notes

A very high mana cost for archers but a powerful spell. All spells cast against the archer will be resisted, making this a near god-mode against warlocks.

This skill can be recognized as wind rings that go upwards from the caster's feet. It has a rushing-wind sound effect, that is also used by the skill Confuse.

Game history

The spells's effectiveness was greatly increased in 1.10.9, changing it to resist all spells with no random chance involved. In turn, the duration was reduced. This spell's effectiveness was greatly reduced in update 1.0. In the previous version, most normal attacks were evaded too as well as powers resisted, although the archer wasn't able to use damaging powers while under the spell.

Documented changes

  • Version 1.10.9 (2014/8/28): Effect changed to a 100% absolute spell resistance rate. Duration reduced. Mana cost reduced.
  • Version 1.6.3 (2010/9/21): Movement speed bonus removed, mana cost reduced, cooldown changed to 80 seconds.
  • Version 1.0.0 (2008/12/17): Removed evasion bonus. Changed spell resist bonus to fixed increase in spell resistance rather than fixed chance to resist powers. The archer can now cast damaging powers under the effect of this power. Duration reduced. Movement speed bonus increased.
  • Version 0.9.28 (2008/2/26): Duration increased. The archer can no longer cast damaging powers under the effect of this power.