Troll's Blood (1125): Difference between revisions
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'''Troll's Blood''' allows the [[ |
'''Troll's Blood''' allows the [[empath]], and anyone joined to him or her, to acquire a minor form of some of the regenerative abilities of [[troll|trolls]]. While the spell is running the caster is able to restore 6 health and automatically heal any minor (rank 1) [[wound]] at every other base 20 sec interval. Furthermore, if the empath happens to be non-magically stunned when the effect occurs, there is a chance to break the stun. The base chance to break a stun is 50% - 1% per second of the stun remaining, with a minimum chance of 10%. Empaths also gain a self-cast bonus of +1% chance per 5 spell ranks known, uncapped. |
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By default, Troll's Blood affects the empath's entire group. It can be used with {{boldmono|[[EVOKE (verb)|EVOKE]]}} to only affect the empath. |
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== Lore Benefits == |
== Lore Benefits == |
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Training in [[Spirit Mana Control]] decreases the duration between each interval at the rate of -1 second for every 25 skill bonus. |
Training in [[Spirit Mana Control]] decreases the duration between each interval at the rate of -1 second for every 25 skill bonus. |
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[[Mental Lore, Transformation]] increases the base amount of health regenerated each time the effect triggers by +1 at 3 ranks of lore, with a maximum of a +17 addition at 187 ranks. At max lore training for the spell the caster is able to regenerate +23 health every time the effect triggers. This training follows seed 3 of the [[ |
[[Mental Lore, Transformation]] increases the base amount of health regenerated each time the effect triggers by +1 at 3 ranks of lore, with a maximum of a +17 addition at 187 ranks. At max lore training for the spell the caster is able to regenerate +23 health every time the effect triggers. This training follows seed 3 of the [[summation chart]]. |
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[[Spiritual Lore, Blessings]] provides for a chance for a scar to be healed when a rank 1 wound is healed down with Troll's Blood. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier. Blessings Lore no longer lowers the time between pulses of the spell. |
[[Spiritual Lore, Blessings]] provides for a chance for a scar to be healed when a rank 1 wound is healed down with Troll's Blood. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier. Blessings Lore no longer lowers the time between pulses of the spell. |
Latest revision as of 18:55, 30 December 2022
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Troll's Blood allows the empath, and anyone joined to him or her, to acquire a minor form of some of the regenerative abilities of trolls. While the spell is running the caster is able to restore 6 health and automatically heal any minor (rank 1) wound at every other base 20 sec interval. Furthermore, if the empath happens to be non-magically stunned when the effect occurs, there is a chance to break the stun. The base chance to break a stun is 50% - 1% per second of the stun remaining, with a minimum chance of 10%. Empaths also gain a self-cast bonus of +1% chance per 5 spell ranks known, uncapped.
By default, Troll's Blood affects the empath's entire group. It can be used with EVOKE to only affect the empath.
Lore Benefits
Training in Spirit Mana Control decreases the duration between each interval at the rate of -1 second for every 25 skill bonus.
Mental Lore, Transformation increases the base amount of health regenerated each time the effect triggers by +1 at 3 ranks of lore, with a maximum of a +17 addition at 187 ranks. At max lore training for the spell the caster is able to regenerate +23 health every time the effect triggers. This training follows seed 3 of the summation chart.
Spiritual Lore, Blessings provides for a chance for a scar to be healed when a rank 1 wound is healed down with Troll's Blood. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier. Blessings Lore no longer lowers the time between pulses of the spell.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
Scar Rank | Wound Location | Blessing Lore |
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1 | Limbs | 10 |
1 | Nerves | 20 |
1 | Head/Neck | 30 |
1 | Body/Eyes | 40 |
2 | Limbs | 50 |
2 | Nerves | 60 |
2 | Head/Neck | 70 |
2 | Body/Eyes | 80 |
3 | Limbs | 90 |
3 | Nerves | 100 |
3 | Head/Neck | 110 |
3 | Body/Eyes | 120 |
Messaging
Spell starting:
Dark red droplets coalesce upon your skin before sinking into your flesh. Your heart stutters for an instant before settling into a steady, powerful rhythm.
Dark red droplets coalesce upon Caster's skin. The sanguine liquid is visible for only an instant before it sinks into her flesh.
Someone refreshing the spell, presumably with a higher duration or more Lore:
Dark red droplets coalesce upon your skin before sinking into your flesh. Your heart, already beating strongly with Troll's Blood, accelerates with new vigor as your body accepts the new infusion.
Someone trying to refresh that cannot surpass whichever properties the previous cast held:
Dark red droplets coalesce upon your skin, but your flesh rejects them, as your heart is already beating strongly with the influence of Troll's Blood. A faint chill crosses your skin as the droplets evaporate.
Spell ending:
Your heart staggers briefly before slowing to a more regular speed. Dark red droplets seep out of your skin and evaporate as the influence of Troll's Blood leaves you.
Dark red droplets seep out of Person's skin and evaporate.
Breaking a stun:
Though you are stunned and reeling, you become aware of your pounding heart. With each beat, it grows louder and louder, faster and faster, until, with a sudden surge of strength, you throw off your stunned state!
Zuzana shudders violently before visibly recovering from her stunned state.
Failing to break a stun:
Though you are stunned and reeling, you become aware of your pounding heart. With each beat, it grows louder and louder, faster and faster, but then it fades again, and you are left as dazed as you were.
A heavy shudder passes through Zuzana, but she remains helplessly stunned.
External Links
- Empath Base Spell Circle: Troll's Blood, on Play.net