Darkness: Difference between revisions

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ROWiki>Erica conjurer
m Adding to Non-Damaging Powers Category
ROWiki>Erica conjurer
notes, gcd
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   | range      = 20
   | range      = 20
   | cooldown    = 120
   | cooldown    = 120
  | gcd        = Very Short
   | cost        = 160, 180, 200, 220, 240
   | cost        = 160, 180, 200, 220, 240
   | duration    = 20, 25, 30, 35, 40
   | duration    = 20, 25, 30, 35, 40
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<noinclude>
<noinclude>
   | notes      =
   | notes      =
The player won't be able to buff or heal himself, but also will not be able to be buffed or healed by other players, though they will still be able to use any move against enemies. As rare as it might be, warlocks can surprise unaware enemies and have the upper-hand in the start of a battle. Casting this before the opponent can buff himself will result in a relatively easy win, especially against [[hunters]], [[barbarians]] and other [[mages]]. In fort wars, is a nice way to incapacitate conjurers.  
The player won't be able to buff or heal himself, but also will not be able to be buffed or healed by other players, though they will still be able to use any move against enemies. As rare as it might be, warlocks can surprise unaware enemies and have the upper-hand in the start of a battle. Casting this before the opponent can buff himself will result in a relatively easy win, especially against [[Hunters]], [[Barbarians]] and other [[Mages]]. A [[Conjurer]] will still be able to heal others, but not herself.


One of the most popular uses for this spell is to prevent archers from fleeing through [[Son of the Wind]] or [[Low Profile]], as it can be difficult to a warlock to catch the enemy once he got far enough.
One of the most popular uses for this spell is to prevent archers from fleeing through [[Son of the Wind]] or [[Low Profile]], as it can be difficult to a warlock to catch the enemy once he got far enough. Additionally, casting it on a warrior at a fort door will prevent him from buffing or being healed and can buy some time.


It cannot be [[Dispel Magic|dispelled]].
It cannot be [[Dispel Magic|dispelled]]. Darkness can be prevented by the use of [[Divine Intervention]]


The animation is a bit hard to notice, but still visible. Black bubbles float around the target's feet.
The animation is a bit hard to notice, but still visible. Black bubbles float around the target's feet.

Revision as of 19:56, 11 December 2010

"No amount of magic will save you now!"


Darkness is a Warlock power: the 2nd of the Necromancy discipline.

The objective cannot be the target of positive spells.
Type: Constant
Discipline level: 3
Character level: 5
Affects: Single opponentCasting time: 2s Range: 20mCooldown time: 120sGlobal Cooldown: Very Short
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 160 180 200 220 240
Spell duration 20s 25s 30s 35s 40s
 
Debuffs on enemies
Block positive powers

Notes

The player won't be able to buff or heal himself, but also will not be able to be buffed or healed by other players, though they will still be able to use any move against enemies. As rare as it might be, warlocks can surprise unaware enemies and have the upper-hand in the start of a battle. Casting this before the opponent can buff himself will result in a relatively easy win, especially against Hunters, Barbarians and other Mages. A Conjurer will still be able to heal others, but not herself.

One of the most popular uses for this spell is to prevent archers from fleeing through Son of the Wind or Low Profile, as it can be difficult to a warlock to catch the enemy once he got far enough. Additionally, casting it on a warrior at a fort door will prevent him from buffing or being healed and can buy some time.

It cannot be dispelled. Darkness can be prevented by the use of Divine Intervention

The animation is a bit hard to notice, but still visible. Black bubbles float around the target's feet.