Pain (711): Difference between revisions
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This spell is modified by training in Sorcerous Lore, Necromancy. |
This spell is modified by training in Sorcerous Lore, Necromancy. |
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This spell will cause between 20-35% of target’s maximum health to be lost, and it will cause up to seven seconds of hard round time. The exact amount of health lost and round time incurred is directly dependent on the caster’s training in Necromancy and the warding failure from the cast. At .8x in Necromancy, 35% of health maximum health will be lost and the full seven seconds of round time will be incurred on an endroll of 141 or greater. Below is a link to the research done by Gespry, which outlines the warding thresholds and their correlating damage and round time based on a sorcerer's training and the messaging. |
This spell will cause between 20-35% of target’s maximum health to be lost, and it will cause up to seven seconds of hard round time. The exact amount of health lost and round time incurred is directly dependent on the caster’s training in Sorcerous Lore, Necromancy and the warding failure from the cast. At .8x in Sorcerous Lore, Necromancy, 35% of health maximum health will be lost and the full seven seconds of round time will be incurred on an endroll of 141 or greater. Below is a link to the research done by Gespry, which outlines the warding thresholds and their correlating damage and round time based on a sorcerer's training and the messaging. |
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[http://gs4sorcerer.com/index.php?module=ContentExpress&file=index&func=display&ceid=5&meid=11 Gespry's Research on Pain Infliction] |
[http://gs4sorcerer.com/index.php?module=ContentExpress&file=index&func=display&ceid=5&meid=11 Gespry's Research on Pain Infliction] |
Revision as of 11:18, 2 January 2006
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This spell will cause the target extreme amounts of pain, resulting in health loss and the potential to temporarily incapacitate the target with the pain.
This spell is modified by training in Sorcerous Lore, Necromancy.
This spell will cause between 20-35% of target’s maximum health to be lost, and it will cause up to seven seconds of hard round time. The exact amount of health lost and round time incurred is directly dependent on the caster’s training in Sorcerous Lore, Necromancy and the warding failure from the cast. At .8x in Sorcerous Lore, Necromancy, 35% of health maximum health will be lost and the full seven seconds of round time will be incurred on an endroll of 141 or greater. Below is a link to the research done by Gespry, which outlines the warding thresholds and their correlating damage and round time based on a sorcerer's training and the messaging.