Duke Ragereaver
August 30th, 2009, 09:49
Here is a list of spells/abilities you can select for your characters to be gained at various levels. To upgrade a spell, a character must first gain the normal variation of said spell at some point at levels 1-10. Then, if they gain the spell again while in Elite Status, the spell will be upgraded.
Remember that you can pick any abilities for your creature so long as they remain within reason. It is also possible to stretch the nature of certain abilities. For example, a Web placed on an Archer could make a Net Arrow of some sort. Abilities can be as flexible as desired so long as it is also within reason.
If you are not sure then feel free to contact Metal Gear Rex (http://keeperklan.com/members/153-Metal-Gear-Rex) for help.
Normal Spells
Standard Combat
NameDescriptionUpgradeTraitsCooldown
MeleeStandard physical attack---
ArrowHits a target with an arrow-Projectile-
Flame BreathBreath that releases fire, dealing considerable damage over time---
Frost BreathBreath that releases frost, potentially freezing targets over time---
Poison BreathBreath that releases poison---
Non-Elemental Spells
NameDescriptionUpgradeTraitsCooldown
Guilded BoltMagically blessed ArrowBoosts speed and damage noticablyProjectile/NavigatingMedium
MissileWeak but fast magical screaming projectileBoosts speed and damage noticablyProjectileVery Low
Navigating MissileWeak but fast magical screaming projectileBoosts speed and damage noticablyProjectile/NavigatingLow-Medium
GrenadeBouncing projectile that will explode after a short period of time, dealing considerable damage and knockbackBoosts damage considerablyProjectile/Area-of-EffectMedium
Poison CloudConcentrated toxic projectile that explodes in poisonous gas over a 2 tile radius after making physical contactBoosts radius to 3 tilesProjectile/Area-of-EffectLow
FartReleases strong toxic gas over a 2 tile radiusBoosts damageArea-of-EffectLow-Medium
TeleportAllows the caster to instantly warp to any desired location known by thier KeeperReduces cooldown to MediumSelf-CastLong
Elemental Spells
NameDescriptionUpgradeTraitsCooldown
Fire SpitFairly fast but otherwise standard fire projectileBoosts speed and damageProjectileVery Low
FireballSlightly strong but otherwise standard fire projectileBoosts damageProjectileLow
MeteorPowerful fire projectile that also explodes if it hits terrain or other non-creature objectsBoosts damage considerablyProjectile/Area-of-EffectMedium-High
Ice ShardSlow ice projectile that deals decent damage but also briefly slows the target by ~20% with its chillsBoosts damage and boosts slowdown to ~33%Projectile/Magic StatusLow
HailstormFires 32 simultaneous pieces of Hail for heavy knockback and damage at close range but weakens and spreads out the farther it goesBoosts Hail count to 48ProjectileHigh
Wind LashVery fast but very weak horizontal slice of windBoosts speed mostly and damage slightlyProjectileVery Low
WhirlwindBlast of wind that blows away all but the heaviest of unitsBoosts the force and duration of the windArea-of-EffectHigh
TornadoCreates a tornado that pulls all but the heaviest of units towards the area it occupies while catching the neariest units within the tornado itselfBoosts the force and duration of the tornadoArea-of-EffectVery High
Vine WhipCreates a destructable thorny vine that can be used as a mid-ranged weaponBoosts range to medium-long-Low
Cluster RootsCauses small destructable thorny vines to sprout from the ground over a 2x2 tile area that can cut or trip enemies, has a long durationBoosts vine quantity and thorn sharpnessArea-of-EffectHigh
LightningElectrical beam that deals decent damage but also stuns the target for a duration, deals noticable bonus damage if the target is in waterBoosts stun durationInstant-Hit/Magic StatusMedium
ThunderPowered up lightning that lacks stun but deals significant damage with a dramatic boost on targets in waterBoosts damageInstant-HitMedium-High
Bolting5 weak bolts of lightning that move forward in all directions with stacking mini-stunsBoosts bolt count to 7Instant-Hit/Magic StatusMedium-High
StalagmiteCauses a stalagmite to suddenly rise up from the ground at the targeted area causing mini stuns, deals significant damage to units at the center of the effectBoosts rising speed of the earth, boosting damage and potential stunsArea-of-EffectMedium
EarthquakeCauses a mini earthquake and abrupt but minor landslides surrounding the caster with a 2 tile radius while stunning and dealing minor damage to all surrounding groundbound units with noticable to considerable damage to traps/doors, heavier units are more resistantBoosts the radius to 3 tiles with noticably better stunsArea-of-EffectMedium-High
Cave-InCauses numerous rocks to fall from the ceiling within a small 1 tile area, dealing loads of potential damage for anyone caught within and can even trap smaller targets underneathBoosts area-of-effect to 2x2 tilesProjectile/Area-of-EffectHigh
ShineWeak holy beam that deals significantly more damage to undead or other targets vulnerable to holyBoosts damageInstant-HitVery Low
Holy RainCreates a white cloud that releases holy rain to pour down on enemies and deal minor to noticable damage on them over a 2x2 tile areaBoosts damage slightly and area-of-effect to 3x3Area-of-EffectLow-Medium
DrainWeak shadow beam that restores health to the target equal to the amount of damage it dealsBoosts damageInstant-HitLow
DisruptionSlow but very powerful shadow projectileBoosts damage considerablyProjectileHigh
Enhancement Spells
NameDescriptionUpgradeTraitsCooldown
Heal SelfRestores 5-30%Restores 15-45%Self-CastMedium
Heal OtherRestores 5-25%Restores 10-40%Ally-CastMedium
Heal GroupRestores 5-20%Restores 5-35%Group-CastHigh
PurifyCures all negative magic statusesGrants immunity to negative magic statuses for a brief periodMagic StatusMedium-High
Protect SelfReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeReduces damage by ~66%Self-Cast/Magic StatusMedium
Protect OtherReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeBoosts durationAlly-Cast/Magic StatusMedium-High
Protect GroupReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeBoosts durationGroup-Cast/Magic StatusHigh
Speed SelfDoubles overall speed for a brief period of timeBoosts durationSelf-Cast/Magic StatusMedium
Speed OtherDoubles overall speed for a brief period of timeBoosts duration slightlyAlly-Cast/Magic StatusMedium-High
Haste SelfTriples overall speed for a very brief period of timeBoosts duration slightlySelf-Cast/Magic StatusMedium-High
Vigor SelfCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to Medium-HighSelf-CastHigh
Vigor OtherCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to HighAlly-CastHigh-Very High
Vigor GroupCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to High-Very HighGroup-CastVery High
Rebound SelfCreates a brief shield that redirects all projectiles and negative magic statuses back towards the casterBoosts duration slightlySelf-Cast/Magic StatusMedium-High
Flight SelfGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudSelf-Cast/Magic StatusMedium
Flight OtherGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudAlly-Cast/Magic StatusMedium-High
Flight GroupGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudGroup-Cast/Magic StatusHigh
Invisibility SelfGrants invisibility to the target until the unit attacks or the spell burns out after a moderate durationHides the target from first tier Sight usersSelf-Cast/Magic StatusMedium-High
SightAllows the user to see invisible targetsGrants vision to second tier invisibilitySelf-Cast/Magic Status/Passive-
Debuff Spells
NameDescriptionUpgradeTraitsCooldown
WebCreates a sticky web over a single tile, trapping units within itBoosts area-of-effect to 2x2Area-of-Effect/StatusMedium
SlowReduces overall speed of the target by ~50% for a moderate period of time, cancels out with Speed/HasteReduces speed by ~66%Projectile/Magic StatusMedium
PoisonSlowly damages and disorients the target for a brief to moderate duration with increasing effectiveness overtimeBoosts effectiveness even further overtimeInstant-Hit/Magic StatusMedium-High
FreezeEncases a single target in a block of ice for a brief to moderate durationBoosts durationProjectile/Magic StatusMedium
EntangleTraps a single target in a tangle of thorny vines that rise from the groundBoosts vine quantityStatusMedium
FearSummons fear and illusion magic to all enemies in a 3 tile radius around the caster that can have a variety of effects depending on the effected unit's characteristicsIncreases radius to 5 tiles and the strength of the nightmaresArea-of-Effect/Magic StatusHigh
SealSeals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationMagic StatusMedium
Seal GroupSeals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationGroup-Cast/Magic StatusHigh
Seal AllSeals all non-passive spells of the target to prevent them from being cast for a very brief period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationMagic StatusHigh
Trait Legend
Projectile: Is a projectile, self-explanatory
Instant-Hit: Travels instantly, hitting the targeted area immediately after being cast
Navigating: Moves of its own accord to seek out the intended target
Area-of-Effect: Effects everything within a defined radius around the casting point
Status: Changes the unit's state, which can cripple or aid the unit in a certain way
Magic Status: Similar to Status except the unit's state is altered through magical means
Self-Cast: Can only be used on the caster
Ally-Cast: Can only be used on someone other than the caster
Group-Cast: Effects the caster and two nearby allies, or an enemy and two of their nearby allies
Passive: Is always active
Remember that you can pick any abilities for your creature so long as they remain within reason. It is also possible to stretch the nature of certain abilities. For example, a Web placed on an Archer could make a Net Arrow of some sort. Abilities can be as flexible as desired so long as it is also within reason.
If you are not sure then feel free to contact Metal Gear Rex (http://keeperklan.com/members/153-Metal-Gear-Rex) for help.
Normal Spells
Standard Combat
NameDescriptionUpgradeTraitsCooldown
MeleeStandard physical attack---
ArrowHits a target with an arrow-Projectile-
Flame BreathBreath that releases fire, dealing considerable damage over time---
Frost BreathBreath that releases frost, potentially freezing targets over time---
Poison BreathBreath that releases poison---
Non-Elemental Spells
NameDescriptionUpgradeTraitsCooldown
Guilded BoltMagically blessed ArrowBoosts speed and damage noticablyProjectile/NavigatingMedium
MissileWeak but fast magical screaming projectileBoosts speed and damage noticablyProjectileVery Low
Navigating MissileWeak but fast magical screaming projectileBoosts speed and damage noticablyProjectile/NavigatingLow-Medium
GrenadeBouncing projectile that will explode after a short period of time, dealing considerable damage and knockbackBoosts damage considerablyProjectile/Area-of-EffectMedium
Poison CloudConcentrated toxic projectile that explodes in poisonous gas over a 2 tile radius after making physical contactBoosts radius to 3 tilesProjectile/Area-of-EffectLow
FartReleases strong toxic gas over a 2 tile radiusBoosts damageArea-of-EffectLow-Medium
TeleportAllows the caster to instantly warp to any desired location known by thier KeeperReduces cooldown to MediumSelf-CastLong
Elemental Spells
NameDescriptionUpgradeTraitsCooldown
Fire SpitFairly fast but otherwise standard fire projectileBoosts speed and damageProjectileVery Low
FireballSlightly strong but otherwise standard fire projectileBoosts damageProjectileLow
MeteorPowerful fire projectile that also explodes if it hits terrain or other non-creature objectsBoosts damage considerablyProjectile/Area-of-EffectMedium-High
Ice ShardSlow ice projectile that deals decent damage but also briefly slows the target by ~20% with its chillsBoosts damage and boosts slowdown to ~33%Projectile/Magic StatusLow
HailstormFires 32 simultaneous pieces of Hail for heavy knockback and damage at close range but weakens and spreads out the farther it goesBoosts Hail count to 48ProjectileHigh
Wind LashVery fast but very weak horizontal slice of windBoosts speed mostly and damage slightlyProjectileVery Low
WhirlwindBlast of wind that blows away all but the heaviest of unitsBoosts the force and duration of the windArea-of-EffectHigh
TornadoCreates a tornado that pulls all but the heaviest of units towards the area it occupies while catching the neariest units within the tornado itselfBoosts the force and duration of the tornadoArea-of-EffectVery High
Vine WhipCreates a destructable thorny vine that can be used as a mid-ranged weaponBoosts range to medium-long-Low
Cluster RootsCauses small destructable thorny vines to sprout from the ground over a 2x2 tile area that can cut or trip enemies, has a long durationBoosts vine quantity and thorn sharpnessArea-of-EffectHigh
LightningElectrical beam that deals decent damage but also stuns the target for a duration, deals noticable bonus damage if the target is in waterBoosts stun durationInstant-Hit/Magic StatusMedium
ThunderPowered up lightning that lacks stun but deals significant damage with a dramatic boost on targets in waterBoosts damageInstant-HitMedium-High
Bolting5 weak bolts of lightning that move forward in all directions with stacking mini-stunsBoosts bolt count to 7Instant-Hit/Magic StatusMedium-High
StalagmiteCauses a stalagmite to suddenly rise up from the ground at the targeted area causing mini stuns, deals significant damage to units at the center of the effectBoosts rising speed of the earth, boosting damage and potential stunsArea-of-EffectMedium
EarthquakeCauses a mini earthquake and abrupt but minor landslides surrounding the caster with a 2 tile radius while stunning and dealing minor damage to all surrounding groundbound units with noticable to considerable damage to traps/doors, heavier units are more resistantBoosts the radius to 3 tiles with noticably better stunsArea-of-EffectMedium-High
Cave-InCauses numerous rocks to fall from the ceiling within a small 1 tile area, dealing loads of potential damage for anyone caught within and can even trap smaller targets underneathBoosts area-of-effect to 2x2 tilesProjectile/Area-of-EffectHigh
ShineWeak holy beam that deals significantly more damage to undead or other targets vulnerable to holyBoosts damageInstant-HitVery Low
Holy RainCreates a white cloud that releases holy rain to pour down on enemies and deal minor to noticable damage on them over a 2x2 tile areaBoosts damage slightly and area-of-effect to 3x3Area-of-EffectLow-Medium
DrainWeak shadow beam that restores health to the target equal to the amount of damage it dealsBoosts damageInstant-HitLow
DisruptionSlow but very powerful shadow projectileBoosts damage considerablyProjectileHigh
Enhancement Spells
NameDescriptionUpgradeTraitsCooldown
Heal SelfRestores 5-30%Restores 15-45%Self-CastMedium
Heal OtherRestores 5-25%Restores 10-40%Ally-CastMedium
Heal GroupRestores 5-20%Restores 5-35%Group-CastHigh
PurifyCures all negative magic statusesGrants immunity to negative magic statuses for a brief periodMagic StatusMedium-High
Protect SelfReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeReduces damage by ~66%Self-Cast/Magic StatusMedium
Protect OtherReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeBoosts durationAlly-Cast/Magic StatusMedium-High
Protect GroupReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeBoosts durationGroup-Cast/Magic StatusHigh
Speed SelfDoubles overall speed for a brief period of timeBoosts durationSelf-Cast/Magic StatusMedium
Speed OtherDoubles overall speed for a brief period of timeBoosts duration slightlyAlly-Cast/Magic StatusMedium-High
Haste SelfTriples overall speed for a very brief period of timeBoosts duration slightlySelf-Cast/Magic StatusMedium-High
Vigor SelfCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to Medium-HighSelf-CastHigh
Vigor OtherCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to HighAlly-CastHigh-Very High
Vigor GroupCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to High-Very HighGroup-CastVery High
Rebound SelfCreates a brief shield that redirects all projectiles and negative magic statuses back towards the casterBoosts duration slightlySelf-Cast/Magic StatusMedium-High
Flight SelfGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudSelf-Cast/Magic StatusMedium
Flight OtherGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudAlly-Cast/Magic StatusMedium-High
Flight GroupGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudGroup-Cast/Magic StatusHigh
Invisibility SelfGrants invisibility to the target until the unit attacks or the spell burns out after a moderate durationHides the target from first tier Sight usersSelf-Cast/Magic StatusMedium-High
SightAllows the user to see invisible targetsGrants vision to second tier invisibilitySelf-Cast/Magic Status/Passive-
Debuff Spells
NameDescriptionUpgradeTraitsCooldown
WebCreates a sticky web over a single tile, trapping units within itBoosts area-of-effect to 2x2Area-of-Effect/StatusMedium
SlowReduces overall speed of the target by ~50% for a moderate period of time, cancels out with Speed/HasteReduces speed by ~66%Projectile/Magic StatusMedium
PoisonSlowly damages and disorients the target for a brief to moderate duration with increasing effectiveness overtimeBoosts effectiveness even further overtimeInstant-Hit/Magic StatusMedium-High
FreezeEncases a single target in a block of ice for a brief to moderate durationBoosts durationProjectile/Magic StatusMedium
EntangleTraps a single target in a tangle of thorny vines that rise from the groundBoosts vine quantityStatusMedium
FearSummons fear and illusion magic to all enemies in a 3 tile radius around the caster that can have a variety of effects depending on the effected unit's characteristicsIncreases radius to 5 tiles and the strength of the nightmaresArea-of-Effect/Magic StatusHigh
SealSeals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationMagic StatusMedium
Seal GroupSeals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationGroup-Cast/Magic StatusHigh
Seal AllSeals all non-passive spells of the target to prevent them from being cast for a very brief period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationMagic StatusHigh
Trait Legend
Projectile: Is a projectile, self-explanatory
Instant-Hit: Travels instantly, hitting the targeted area immediately after being cast
Navigating: Moves of its own accord to seek out the intended target
Area-of-Effect: Effects everything within a defined radius around the casting point
Status: Changes the unit's state, which can cripple or aid the unit in a certain way
Magic Status: Similar to Status except the unit's state is altered through magical means
Self-Cast: Can only be used on the caster
Ally-Cast: Can only be used on someone other than the caster
Group-Cast: Effects the caster and two nearby allies, or an enemy and two of their nearby allies
Passive: Is always active