Powers: Difference between revisions

From Regnum Online Wiki
Jump to navigation Jump to search
ROWiki>Torg Snowflake
m (31 revisions imported)
 
(14 intermediate revisions by 13 users not shown)
Line 1: Line 1:
'''Powers''', also called ''Skills'', or ''Spells'', are the special actions a player can do to help in combat. A player ''casts'' a power, which requires a certain amount of [[mana]], and takes a set amount of time (''[[#casting time|casting time]]''). After being cast, each power has a certain ''[[#cooldown|cooldown time]]'', during which the same power cannot be cast again.
'''Powers''', also called ''Skills'', or ''Spells'', are the special actions a player can do to help in combat. A player ''casts'' a power, which requires a certain amount of [[mana]], and takes a set amount of time (''[[#casting time|casting time]]''). After being cast, each power has a certain ''[[#cooldown|cooldown time]]'', during which the same power cannot be cast again.
Regrettably, much of the information below about powers in this wiki, is somewhat out of date. While volunteers continue to work hard to update the latest developments, the developer has in the last few years been working hard to make the game more enjoyable for the general player demographic. In broad terms, in the last few years, the killing power of Barbarians have been reduced, the staying power of Knights increased, the killing power of Marksman increased and the area of effect spell abilities of the Warlock increased .


==Disciplines==
==Disciplines==
Each basic [[class]] in the game has 4 ''disciplines'' of powers, and each discipline contains 10 powers. A character starts off with just the first power in each discipline, but as a he levels up, he gains access to higher-level powers and can add more from each discipline to his repertoire. When the character chooses a [[subclass]], he gains an additional 2 disciplines of powers (or 3 for [[mage]]s).
Each basic [[class]] in the game has 4 ''disciplines'' of powers, and each discipline contains 10 powers. A character starts off with just the first power in each discipline, but as a he levels up, he gains access to higher-level powers and can add more from each discipline to his repertoire. When the character chooses a [[subclass]], he gains an additional 2 disciplines of powers (or 3 for [[mage]]s).
A [[Powers Table|list of all powers]] is available.


==Attributes==
==Attributes==
Line 8: Line 12:


===Type===
===Type===
There are 5 types of powers: [[Direct Powers|Direct]], [[Constant Powers|Constant]], [[Activable Powers|Activable]], [[Aura Powers|Aura]] and [[Passive Powers|Passive]]. They can be thought of like this:
There are 5 types of powers: [[Direct Powers|Direct]], [[Constant Powers|Constant]], [[Activable Powers|Activable]], [[Aura Powers|Aura]] and [[Passive Powers|Passive]]. (...and área?) They can be thought of like this:
*Active (not a type in itself, but all powers that can be cast)
*Active (not a type in itself, but all powers that can be cast)
**[[Direct]] (just a single action with no lasting effects)
**[[Direct]] (just a single action with no lasting effects)
Line 19: Line 23:
===Casting time===
===Casting time===


'''Casting''' is the time the character needs to focus before launching a power. Many powers have a casting time of 0s (displayed as ''Instant'' in-game) and the power with the longest casting time is ??? at 10s. Once the casting is over the power activates.
'''Casting''' is the time the character needs to focus before launching a power. Many powers have a casting time of 0s (displayed as ''Instant'' in-game) and the power with the longest casting time is [[Summon Golem]] at 10s. Once the casting is over the power activates.


While casting, the character cannot move or do any other action. He can receive damage, but if he receives a [[crowd control]] effect, the casting will stop. The mana will be lost and the cooldown of the power will be triggered. <!-- gonna move some of this to "Failure" section -->
While casting, the character cannot move or do any other action. He can receive damage, but if he receives a [[crowd control]] effect, the casting will stop.  


=====Casting speed=====
=====Casting speed=====
The [[mage]] power [[Arcane Devotion]], the Goblin power [[Crippling Strike]], and some items claim to affect '''casting speed'''. This however is incorrect, and it is the ''casting time'' that is affected inversely instead. For example, Arcane Devotion at level 5 claims a ''cast speed +50%'', but the actual effect is ''casting time -50%'', ie: cutting the casting time in half. Similarly the Gobin's Crippling Strike claims: ''cast speed -50%'', but the actual effect is ''casting time +50%''. So a spell with a normal casting time of 4s, would take only 2s to cast if the player was using L5 Arcane Devition, and would take 6s to cast if he'd been hit by L5 Crippling Strike.
The [[mage]] power [[Arcane Devotion]], the Goblin power [[Crippling Strike]], and some items affect '''casting speed'''. After the 1.6.3 update, these skills and items correctly affect '''casting speed''' and not '''casting time'''. For example, [[Arcane Devotion]] at level 5 claims a ''cast speed +100%''. Thus given a casting time of <math>t_0</math>, the casting time <math>t = \frac{t_0}{1 + cast speed}</math>.
 
For example, if a [[Conjurer]] casts [[Energy Barrier]], which had a cast time of 2 seconds, with level 5 Arcane Devotion the cast time is effectively 1 second.


===Cooldown===
===Cooldown===
[[Image:Powers on Cooldown.jpg|thumb|right|[[Shortcut bar]] buttons showing powers part-way through their cooldown time.]]
[[Image:Powers on Cooldown.jpg|thumb|right|[[Shortcut bar]] buttons showing powers part-way through their cooldown time.]]
After being used, all powers have a '''cooldown''' time before they can be cast again. This ranges from 3s for [[Synergy Bond]] to 360s for [[Stalker Surroundings]]. The cooldown time starts from the beginning of the casting period rather than the end, so a hypothetical power with casting 5s and cooldown 25s could be recast every 25 seconds, not 30. Cooldown is indicated on the button for the power.
After being used, all powers have a '''cooldown''' time before they can be cast again. This ranges from 3s for [[Synergy Bond]] to 360s for [[Stalker Surroundings]]. The cooldown time starts from the beginning of the casting period rather than the end, so a hypothetical power with casting 5s and cooldown 25s could be recast every 25 seconds, not 30. Cooldown is indicated on the button for the power.
===Global Cooldown===
After a power is used, no power may be used for a certain amount of time. This time depends on the Global Cooldown of the power.
{| border="1" style="text-align: center; border-collapse: collapse; border: 1px solid rgb(170, 170, 170);"
| align="center" | '''Global Cooldown''' || '''Time(seconds)'''
|-
| align="left" | Very Short: || 1.0
|-
| align="left" | Short: || 1.5
|-
| align="left" | Normal: || 2.0
|-
| align="left" | Long: || 2.5
|-
| align="left" | Very Long: || 3.0
|}


===Range===
===Range===
Line 34: Line 57:


===Area===
===Area===
Some powers will affect multiple enemies or allies, and these powers have a certain '''area''' of effect. The value displayed in the power's description is the radius(?) of the affected area.
Some powers will affect multiple enemies or allies, and these powers have a certain '''area''' of effect. The value displayed in the power's description is the radius of the affected area.


==Failure==
==Failure==
Line 43: Line 66:


===Cancellation===
===Cancellation===
Casting times give some vulnerability to powers: it is possible for them to be ''cancelled''. When this happens the power will not be cast but its cooldown will be triggered and the mana lost. Cancellation can happen by two means:
Casting times give some vulnerability to powers: it is possible for them to be ''cancelled''. When this happens the power will not be cast but its cooldown will be triggered and 1/3rd of the mana lost. Cancellation can happen by two means:
#If, during casting, the caster gets hit by a [[crowd control]] effect that renders him unable to cast, such as [[dizzy]] or [[knock down]], the casting will be cancelled immediately. It's very common for opponents to try to do this, especially with the powerful area spells that have long cast times.  
#If, during casting, the caster gets hit by a [[crowd control]] effect that renders him unable to cast, such as [[dizzy]] or [[knock down]], the casting will be cancelled immediately. It's very common for opponents to try to do this, especially with the powerful area spells that have long cast times.  
#If, at the end of the casting time, the selected target has moved out of range of the caster (including behind him) or behind an object, or has become invalid by some other means, like using an invulnerablity power such as [[Low Profile]] or [[Sanctuary]], the spell will also be cancelled.
#If, at the end of the casting time, the selected target has moved out of range of the caster or behind an object, or has become invalid by some other means, like using an invulnerablity power such as [[Low Profile]] or [[Sanctuary]], the spell will also be cancelled.
 
The second method can lead to players "dancing" to try to avoid attacks, by running behind the caster or behind other objects such as trees and rocks. However, the caster can also try to prevent their target from doing so before trying to cast an important spell with casting time. Methods for this include the use of powers that apply a movement speed penalty (such as [[Mind Push]] or [[Static Field]]) or powers that knock down the target.


Some of the players of classes that rely heavily on spells with casting time (mostly [[Mages]]) argue that actively trying to cancel a power is indecent, while others argue that casting time has exactly this purpose, to give the target a chance, however small, to avoid the power.
'''NOTE:''' Until Patch 1.0.6, players could run through casting characters to cancel their powers. This "dancing" has been disabled and now running through an opponent won't stop the casting. Objects and range are still a cancel factor.

Latest revision as of 17:52, 6 November 2020

Powers, also called Skills, or Spells, are the special actions a player can do to help in combat. A player casts a power, which requires a certain amount of mana, and takes a set amount of time (casting time). After being cast, each power has a certain cooldown time, during which the same power cannot be cast again.

Regrettably, much of the information below about powers in this wiki, is somewhat out of date. While volunteers continue to work hard to update the latest developments, the developer has in the last few years been working hard to make the game more enjoyable for the general player demographic. In broad terms, in the last few years, the killing power of Barbarians have been reduced, the staying power of Knights increased, the killing power of Marksman increased and the area of effect spell abilities of the Warlock increased .

Disciplines[edit | edit source]

Each basic class in the game has 4 disciplines of powers, and each discipline contains 10 powers. A character starts off with just the first power in each discipline, but as a he levels up, he gains access to higher-level powers and can add more from each discipline to his repertoire. When the character chooses a subclass, he gains an additional 2 disciplines of powers (or 3 for mages).

A list of all powers is available.

Attributes[edit | edit source]

Powers have these common attributes:

Type[edit | edit source]

There are 5 types of powers: Direct, Constant, Activable, Aura and Passive. (...and área?) They can be thought of like this:

  • Active (not a type in itself, but all powers that can be cast)
    • Direct (just a single action with no lasting effects)
    • Indirect (not a type in itself, but all powers that have effects over time)
      • Constant (have a lasting effect of specified duration on the objective/s)
      • Activable (once activated can be deactivated by the caster)
      • Aura (only affect players while they are near the caster)
  • Passive (cannot be cast, simple having them gives some attribute bonus to the character)

Casting time[edit | edit source]

Casting is the time the character needs to focus before launching a power. Many powers have a casting time of 0s (displayed as Instant in-game) and the power with the longest casting time is Summon Golem at 10s. Once the casting is over the power activates.

While casting, the character cannot move or do any other action. He can receive damage, but if he receives a crowd control effect, the casting will stop.

Casting speed[edit | edit source]

The mage power Arcane Devotion, the Goblin power Crippling Strike, and some items affect casting speed. After the 1.6.3 update, these skills and items correctly affect casting speed and not casting time. For example, Arcane Devotion at level 5 claims a cast speed +100%. Thus given a casting time of <math>t_0</math>, the casting time <math>t = \frac{t_0}{1 + cast speed}</math>.

For example, if a Conjurer casts Energy Barrier, which had a cast time of 2 seconds, with level 5 Arcane Devotion the cast time is effectively 1 second.

Cooldown[edit | edit source]

Shortcut bar buttons showing powers part-way through their cooldown time.

After being used, all powers have a cooldown time before they can be cast again. This ranges from 3s for Synergy Bond to 360s for Stalker Surroundings. The cooldown time starts from the beginning of the casting period rather than the end, so a hypothetical power with casting 5s and cooldown 25s could be recast every 25 seconds, not 30. Cooldown is indicated on the button for the power.

Global Cooldown[edit | edit source]

After a power is used, no power may be used for a certain amount of time. This time depends on the Global Cooldown of the power.

Global Cooldown Time(seconds)
Very Short: 1.0
Short: 1.5
Normal: 2.0
Long: 2.5
Very Long: 3.0

Range[edit | edit source]

Powers that are cast on a selected target will have a certain range. This range is independent of the weapon range of the weapon the character is holding, so for example a mage's spell with 25m range would have the 25m range whether they are holding a range 30 or range 20 staff. The exceptions to this are the powers whose range is defined as that of the currently-equipped weapon. In-game these powers are displayed as having a range of 0.

Area[edit | edit source]

Some powers will affect multiple enemies or allies, and these powers have a certain area of effect. The value displayed in the power's description is the radius of the affected area.

Failure[edit | edit source]

Offensive powers cannot be evaded like normal hits, but they can be blocked by warriors with shields. For more information, see Evades and Blocks.

Resists[edit | edit source]

Instead of evaded, powers can be resisted. This is calculated by different attributes though, by weighing the attacker's spell focus against the target's spell resistance. However little is known of the actual calculations.

Cancellation[edit | edit source]

Casting times give some vulnerability to powers: it is possible for them to be cancelled. When this happens the power will not be cast but its cooldown will be triggered and 1/3rd of the mana lost. Cancellation can happen by two means:

  1. If, during casting, the caster gets hit by a crowd control effect that renders him unable to cast, such as dizzy or knock down, the casting will be cancelled immediately. It's very common for opponents to try to do this, especially with the powerful area spells that have long cast times.
  2. If, at the end of the casting time, the selected target has moved out of range of the caster or behind an object, or has become invalid by some other means, like using an invulnerablity power such as Low Profile or Sanctuary, the spell will also be cancelled.

NOTE: Until Patch 1.0.6, players could run through casting characters to cancel their powers. This "dancing" has been disabled and now running through an opponent won't stop the casting. Objects and range are still a cancel factor.