Thursday, September 26, 2013

Klank's Panumbra Fansite: Skill & Spell Reference

From:  http://web.archive.org/web/19991012003654/http://www.angelfire.com/pa/panumbra/skillsref.html#punch



Skill and Spell Reference
Skill and Spell Reference
Punch
Punch- This skill is what one would expect- the ability to aim a fist so it hits an enemy and does damage. Getting a higher level in Punch allows the one using it to do more damage. Punch is a fairly basic skill, with low delay and almost negligible (1 measly point!) stamina cost.
Click to return to Skills and Spells reference.



Crush
Crush- Some characters are able to use their hands and arms to literally crush (squeeze) enemies to death. This skill is available only to stronger races, and then only to characters who have strength 70 or higher, and Punch at level 5 or higher. It's difficult to get ones enemy in a good grip, and costs 10 stamina to use, but when it hits, it's often worth the trouble, especially to characters with higher levels in Crush.
Click to return to Skills and Spells reference.



Sword
Sword- This is the basic sword attack. A character using the Sword skill is assumed to have a sword, of course. It does more damage than a Punch, of course, though it doesn't hit as often at low levels. A basic Sword attack costs 3 stamina to use, and has less delay than a normal Punch.
Click to return to Skills and Spells reference.



Swift Slice
Swift Slice- Expert sword wielders can move the blade quickly and aim it more accurately for vital spots. This skill, available to characters who have gotten good with the Sword skill (level 7), uses more stamina (40), but hits more often, does more damage, and most importantly, has less delay than a normal Sword strike, which is already fairly fast.
Click to return to Skills and Spells reference.



Bladestorm
Bladestorm- Some of the true masters of swordplay on Taera have the ability to tap into their natural magic potential to speed up their bodies to supernatural levels while wielding a sword, and can launch a dizzying flurry of attacks in hardly any time at all. This skill, rarely seen or used, requires a character who has mastered the Sword skill and gotten good at the Swift Slice skill both before it can even be learned. Using it requires a large expenditure of stamina and a small amount of mana as well, but the strike it lauches does massive damage, and has zero delay, allowing the character to make another attack, or use another skill, immediately after the Bladestorm attack. This includes using another Bladestorm attack immediately after the first, of course.
Click to return to Skills and Spells reference.



Hammer
Hammer- This is a basic attack with a warhammer. As with the Sword, and all other weapon skills in fact, the user is assumed to have the necessary weapon (in this case, a hammer). A Hammer attack does about as much damage as a Sword attack at the same level, but hits more often. It also, however, costs more stamina (6) to use, and has a longer recovery time.
Click to return to Skills and Spells reference.



Pound
Pound- Characters who get good at wielding a Hammer (level 6) can learn to put more power into their attacks, and aim the hammer more carefully, doing more damage than a normal hammer strike, and hitting to deal that damage more often. A Pound attack costs 50 stamina to use, but has the same delay as a normal Hammer blow.
Click to return to Skills and Spells reference.



Doom Blow
Doom Blow- Masters of Hammer fighting can put supernatural power into blows with their weapon, and are able to do massive amounts of damage with it. They are also able to project force through the hammer's head as it connects, doing damage to the enemy even through thick hide or armor. Such a blow, called a Doom Blow in stories, costs both a small amount of mana and an enormous amount of stamina to use, and has a slightly longer recovery time than a normal Hammer blow. However, it deals many times as much damage as a normal Hammer (at the same level), and almost never fails to do at least some damage, thanks to its armor-piercing nature. Characters must master Hammer, and get good at Pound, to be able to learn how to make a Doom Blow.
Click to return to Skills and Spells reference.



Axe
Axe- This is the basic Axe attack. It does slightly less damage than a Sword or Hammer attack of the same level, but hits more often than the Sword, and has less recovery time than a Hammer. An Axe attack costs 4 stamina to use.
Click to return to Skills and Spells reference.



Cleave
Cleave- Axe experts can strike enemies at better angles, and do more damage by sending the axe blade deeper. The Cleave attack requires 9th level Axe to learn, and 40 stamina to use. It has a longer delay than a normal axe strike, but does significantly more damage, and tends to hit more often as well.
Click to return to Skills and Spells reference.



Execute
Execute- By putting supernatural force behind the strike, a master of the Axe can sometimes put the axe blade completely through the enemy, killing it instantly. An Execute attack does more damage than a Cleave attack, and rarely misses. It also has a significant chance of killing the enemy outright, regardless of the actual damage done. It requires enormous stamina, and some mana as well, to use an Execute attack, and the recovery time is longer even than the Cleave attack. A character wishing to learn the Execute attack must first master the Axe, and get good at the Cleave attack.
Click to return to Skills and Spells reference.



Bow
Bow- A character using a Bow shoots an arrow at the enemy. Characters are assumed to have an infinite number of arrows in this version. It has about the same recovery time as a Punch, but costs 2 stamina to use. It also doesn't hit as often at low levels, though it does more damage (about equal to an Axe).
Click to return to Skills and Spells reference.



Skill Shot
Skill Shot- A character who has practiced long and hard with a Bow is much more accurate than one who has not, and can do more damage by hitting the right spots. A Skill Shot requires level 5 Bow to learn, 25 stamina to use, and has a longer recovery time than a normal Bow attack- but it does more damage (at equal level), and hits far more often.
Click to return to Skills and Spells reference.



Bullseye
Bullseye- Masters of archery rarely miss their targets. In fact, Taeran masters of archery can put magic into their aim to be sure they don't miss. A Bullseye hit does only slightly more damage than a Skill Shot and has the same delay, but never misses unless powerful magic or immunities are involved. It requires a significant amount of stamina, and some mana, to shoot a Bullseye, but especially elusive enemies may be impossible to hit any other way. A character must have mastered the Bow, and gotten good at making Skill Shots, to learn the Bullseye attack.
Click to return to Skills and Spells reference.



Pick
Pick- Miners who are desperate or Corrupted are known to use their picks in self-defense or to attack. Most warriors don't bother using a Pick, and nobody has so far claimed to have mastered fighting with one- but a Pick can be useful, having the potential to do as much damage as an Axe. It costs 5 stamina to use, and has a recovery time only slightly longer than a Punch.
Click to return to Skills and Spells reference.



Dodge
Dodge- The best way to avoid taking weapon damage is to get out of the weapon's way, and this skill represents a player's ability to do just that. Unlike the other skills described here, Dodge (and Spell Dodge, below) aren't something you have to use yourself; instead, it is assumed that your character always dodges a strike as best he can, and the effects of the Dodge are automatically calculated into everything that tries to hit you. The normal Dodge skill only works on weapons and other physical strikes like bites and claws; learning how to dodge magic is a different skill.
Click to return to Skills and Spells reference.



Spell Dodge
Spell Dodge- This is the skill that lets a character dodge magic. It is exactly like Dodge, above, except for the fact that it only works on spells and other magical attacks.
Click to return to Skills and Spells reference.



Fireball
Fireball- This spell launches a ball of flames from the caster's hand, hopefully hitting (and hurting) an enemy at the end of its flight. Fireball is a fairly basic spell attack, costing 5 mana to use, and having a recovery time longer than most of the basic weapon skills. It typically does more damage than a weapon if it hits, however.
Click to return to Skills and Spells reference.



Meteor Swarm
Meteor Swarm- Spellcasters who get good at using the Fireball spell can learn to modify it to throw multiple fireballs instead of just one at a time. This skill is that modified version. It requires 50 mana to cast and has a longer recovery time than the normal Fireball, but with damage potential many times that of a Fireball of equal level, it's often worth it once you've gained a level or two with it. A character must have a 9th level or higher Fireball to be able to learn Meteor Swarm.
Click to return to Skills and Spells reference.



Inferno
Inferno- The massive explosion caused by this super-powerful spell is usually more than enough to vaporize lesser foes, and once the caster gets good at casting it, bigger ones as well. It costs an enormous amount of mana, a large amount of stamina, and even a few hit points to caast this spell, but whatever is unfortunate enough to get hit with it will almost certainly die unless it has powerful immunities, or the hit points of an average mountain. A character seeking the Inferno spell must first master the Fireball, and study the Meteor Swarm well.
Click to return to Skills and Spells reference.



Relief
Relief- A mainstay of magical worlds is the ability to heal wounds with spells, and Taera is no exception. This is the least powerful of the healing spells available, but even a few hit points can give a character that edge needed to survive. At higher levels, Relief gives more than just a few hit points back, often being able to completely heal lower level characters. It costs 5 mana to cast Relief, and the spell has a recovery time similar to the Fireball spell.
Click to return to Skills and Spells reference.



Heal
Heal- This more powerful healing spell can heal many times the damage that a Relief of equal level can heal, and at medium to high levels, is likely to be enough to cure all but the highest-level characters. It costs 50 mana to cast, but has the same recovery time as Relief. A character must have a Relief skill level of 9 or more to be able to learn Heal.
Click to return to Skills and Spells reference.



Great Heal
Great Heal- When normal Healing just isn't enough, the most powerful healers can spend massive amounts of mana, as well as some stamina, to completely heal a patient, no matter how many hit points need to be restored. Great Heal doesn't go the whole distance, but comes close, leaving the spell's recipient with minor scratches at most. Only masters of Relief and Heal can learn the powerful Great Healing spell.
Click to return to Skills and Spells reference.



Wound
Wound- Another mainstay of magical worlds is that many spells have "reverses," spells which have most of the same stats as other spells, but produce opposite effects to the originals. Taera is again no exception. The healing spells above have the best-known reverses, and this is the reverse of Relief. It deals damage to the victim equal to the amount a Relief of the same level would have healed. It costs 5 mana, like its reverse, and has the same delay after casting.
Click to return to Skills and Spells reference.



Hurt
Hurt- This spell reverses Heal. It costs 50 mana to cast, and again, has the same recovery time as Wound, Heal, and Relief. A character must have a 9th-level or higher Wound to be able to learn Hurt.
Click to return to Skills and Spells reference.



Great Hurt
Great Hurt- The reverse of Great Heal is understandably used more often in combat than that spell, as it deals almost enough damage to its victim to kill it (though not quite). Usually, an enemy hurt by Great Hurt has so few hit points left that a simple spell or weapon strike can deal more than enough damage to finish it off. Great Hurt is available only to masters of Wound and Hurt.
Click to return to Skills and Spells reference.



Stoneskin
Stoneskin- Spellcasters in need of protection can rarely do better than this spell, which hardens the recipient's skin to the consistency and hardness of rock. Many attacks will miss the caster, and those that hit will do less or no damage. Stoneskin costs 100 mana to use, and has a significant delay (longer than most attacks, in fact), but by giving protection from 10 attacks, it's often worth it. And of course, like many protective magics, it's better to cast it outside of combat anyway, in preparation.
Click to return to Skills and Spells reference.



Groundmelt
Groundmelt- Like the name says, this potent spell literally melts the ground in a small area (preferably under an enemy's feet), turning it into a puddle of bubbling, molten magma. Clearly, this has serious damage potential, though at the lowest skill levels it's still not too much better than other attack spells. Groundmelt costs 15 mana to use, and has delay slightly longer than a Fireball.
Click to return to Skills and Spells reference.



Eruption
Eruption- The next rung on the Groundmelt ladder is Eruption, a spell which not only melts the ground, but makes chunks of it explode and shower the area with lava as well. A caster must have 10th level or higher Groundmelt to learn Eruption, and it costs 150 mana to use, with a delay twice as long as the basic Fireball spell. However, with damage starting at close to 100 points per hit, even at level 1, many casters find an Eruption worth the trouble in desperate situations.
Click to return to Skills and Spells reference.



Volcano
Volcano- The highest lava spell requires mastery of Groundmelt and Eruption to learn, but causes an effect more powerful than both of them, creating an actual volcanic eruption under the target area. Volcanic eruptions being destructive things, the Volcano spell is capable of killing powerful foes even at low levels of skill. And it should be, with the cost being enormous in mana, large in stamina, and a recovery delay longer than any other spell known.
Click to return to Skills and Spells reference.



Statue
Statue- The "Statue" this spell's name refers to is hopefully the victim of the spell, after it works. The purpose of Statue is, simply put, to turn an enemy to stone. It often doesn't work at lower skill levels, but when it does work, is more or less instant death to the victim, who might make a nice garden ornament. Statue costs 30 mana to use, and has a delay twice as long as a Fireball.
Click to return to Skills and Spells reference.



Enervate
Enervate- Killing an enemy is not the only way to neutralize it- if the enemy's too tired to move, for instance, it's not much of a threat. The Enervate spell attempts to make an enemy just that tired, by draining Stamina points. For 10 mana and a delay about equal to other attack spells, Enervate reduces an enemy's stamina by an amount about equal to the damage basic attack spells do to hit points.
Click to return to Skills and Spells reference.



Dissipate
Dissipate- Enemies which use mana instead of stamina are clearly less vulnerable to Enervate than others, in fact, it's almost useless against them. Fortunately, there is another spell called Dissipate which drains an enemy's mana reserve. Dissipate costs 10 mana and has the same delay as Enervate, but drains an amount of mana equal to the amount an Enervate of equal level would have drained, not stamina.
Click to return to Skills and Spells reference.



Infuse
Infuse- A spellcaster's warrior companions are just as vulnerable to getting tired (or Enervated) by enemies as other creatures, so it is often valuable to have a way to "recharge" them, giving them stamina to keep going in a fight. Infuse does just that, "healing" Stamina points for 8 mana and delay a bit less than Enervate.
Click to return to Skills and Spells reference.



Sizzle
Sizzle- What Fireball is to Fire, Sizzle is to Acid. It creates a small puddle of acid above the target creature, which falls and covers it in corrosive liquid. The acid created by Sizzle is not very damaging, and doesn't last long, but it can be enough to kill low-level foes. Its damage potential is slightly less than a Fireball of equal level, even after the acid finishes working, but it only costs 3 mana to cast a Sizzle, and the delay isn't as long as a Fireball, either.
Click to return to Skills and Spells reference.



Corrode
Corrode- People who are good at calling up acid with Sizzle can learn to call into being a more concentrated form of acid, which does much more damage than that created by Sizzle. The acid created by Corrode is thicker and more caustic, dealing more than three times the damage of a Sizzle of equal level, and lasting longer than the less powerful acid as well. Corrode costs 100 mana to cast, and has a delay significantly longer than many attack spells of its power level. It also requires somebody who has a 9th level or higher Sizzle to even learn it.
Click to return to Skills and Spells reference.



Splut
Splut- The name of this most powerful of acid-puddle variant spells describes both the sound the acid makes upon coming into being, and what it does to the spell's victim as well, unless it has high acid resistance. The acid created by the Splut spell is so thick that it's more of a slime or sludge than a liquid, and is horrifically powerful, enough to dissolve low-level creatures in a single excruciating turn normally. Victims that survive the first burning round of acid damage are often taken out by the acid in later turns, as the slime continues to burn longer than any other acid, doing more damage than the Sizzle spell is even capable of doing, every turn. Clearly, this is the spell most masters of Acid magic prefer above all others. It costs a huge expenditure of mana to cast, however, and a significant amount of stamina also, and carries a delay longer than Corrode and Sizzle combined. It also requires mastery of Sizzle and Corrode to learn, but you saw that coming, didn't you?
Click to return to Skills and Spells reference.



Snowball
Snowball- This, the most basic of attack spells, creates a snowball in the caster's hand which can be thrown at an enemy, bursting into a shower of stingingly cold snow crystals. A Snowball does about as much damage as a Punch, but costs 1 mana instead of 1 stamina, and has less delay.
Click to return to Skills and Spells reference.



Iceball
Iceball- Casters who like throwing Snowballs can eventually learn to compress the magic snow their projectiles are made of, into (relatively) solid ice. 6th level or higher Snowball is required to learn how to make an Iceball. Iceballs do far more damage than Snowballs do, both because they're more solid (the impact actually hurts quite a bit), and because they're a lot colder. Iceballs cost 30 mana to make, and the recovery time after casting one is about equal to a Fireball spell.
Click to return to Skills and Spells reference.



Absolute Zero
Absolute Zero- The explosion of chilling force generated by this most powerful of Cold spells causes the air, and everything within it, to freeze solid within its boundaries, thawing out shortly, but often doing tremendous damage along the way. Living things caught within the frigid blast are often killed outright, and those that aren't take tremendous damage when their bodies unfreeze. Absolute Zero costs enormous mana, and significant stamina, to cast, A caster must be a Snowball master, and fairly good at Iceball, to even attempt learning Absolute Zero.
Click to return to Skills and Spells reference.



Ice Storm
Ice Storm- This spell calls up a blizzard of stinging ice and snow over a target area, doing cold damage to creatures caught within it. It costs 30 mana to produce an Ice Storm, and the delay is about as long as a Fireball.
Click to return to Skills and Spells reference.



Acid Rain
Acid Rain- The green clouds called up by this spell rain drops of acid on the area below, acid which is just as powerful as that produced by the Sizzle spell, but since the clouds last longer than the simple puddle produced by that spell, the Acid Rain does more damage overall. It costs 40 mana to call up a storm of Acid Rain, and the delay is slightly longer than a Fireball.
Click to return to Skills and Spells reference.



Lightning Bolt
Lightning Bolt- An arc of electricity flashes from the caster's hand to strike a nearby enemy after the Lightning Bolt spell is cast, hopefully shocking it to death. Lightning Bolts do slightly more damage than Fireballs of equal level, but cost 10 mana to use, and have the same delay time.
Click to return to Skills and Spells reference.



Chain Lightning
Chain Lightning- This more powerful Lightning Bolt spell creates multiple arcs of magical lightning which strike the caster's enemies, doing far more damage than a normal Lightning Bolt in the process. Chain Lightning costs 80 mana, but has the same delay as the normal Lightning Bolt. A caster must have a 7th level or higher Lightning Bolt to learn Chain Lightning.
Click to return to Skills and Spells reference.



Electrical Storm
Electrical Storm- The ominous gray clouds formed by this most powerful Lightning spell don't produce rain- instead, they "rain" electric death on everything below them, doing tremondous lightning damage over the short period of time they exist. Electrical Storms cost enormous mana and a lot of stamina to cast, and have a very long recovery time after casting- but a caster of one can be fairly sure that anything hit by the Electrical Storm won't last long. Only characters who have mastered Lightning Bolt and gotten good at Chain Lightning can learn the Electrical Storm spell.
Click to return to Skills and Spells reference.



Magnetize
Magnetize- This is an ancient spell dating back far into the Golden Age. What it was used for then is unknown, but in modern times it often finds use as a helper to warriors who use metal weapons. The spell causes the being touched to become highly magnetized, which tends to attract nearby metal objects. If those metal objects happen to be weapons, those weapons will tend to hit the magnetized creature more often, and do slightly more damage due to the increased force. Magnetize costs 50 mana to use, and has a delay about equal to Stoneskin, which means it normally only gets used on dangerous enemies the wizard wants some warrior friends to take out quickly. Of course, spell-using warriors are also known to use this spell to get an extra edge in combat.


Click to return to Skills and Spells reference.

No comments:

Post a Comment