History of Essays/Format



Revision 60 . . November 8, 2011 2:53 am by Jibber
Revision 59 . . November 8, 2011 2:50 am by Jibber
Revision 58 . . November 5, 2011 2:10 am by user-0ceti76.cable.mindspring.com
  

Difference (from prior major revision) (author diff)

Changed: 13,14c13,14
|| Name ||    Description of the Skill or Spell    ||Tips||
||   Mana Charge   ||This is the cornerstone of all invokers. Essentially, you load mana into your staff. When you load mana in, two third of the energy is dissipated. ||If you put in 900 mana, 300 enters the item. Your mana, as a character, can never fall below that of your charged item. If it does, it flares, hurts you, and your charge is gone from the staff to the point where your mind fell. Invokers can be killed by flaring alone. This means that while charging you can only charge to the point where you are putting in an amount that puts your new amount below where your mind falls after the charge. This seems complicated but is not. The formula is Charge = (Total Mana - Sum of Total Charges Divided by three) * 3/4. Its actually pretty simple. This means more mana, a faster charge. A 1500 mana drow/elf/faerie can charge a staff at right over a real life hour. While you can charge any weapon, only staffs and staves can be fully charged to 1200 mana. This means all invokers have to have 1200 mana in order to be viable at all. 1300 is a good bare minimum, and most players prefer more, especially if they are new. You want to put trains into this to get it comfortable. Once you have a fully charged staff or stave, casting spells uses 1/3 of its original mana cost. A fully charged staff also means spells have half the lag as usual.||
|| Name || Description of the Skill or Spell||Tips||
||Mana Charge||This is the cornerstone of all invokers. Essentially, you load mana into your staff. When you load mana in, two third of the energy is dissipated. ||If you put in 900 mana, 300 enters the item. Your mana, as a character, can never fall below that of your charged item. If it does, it flares, hurts you, and your charge is gone from the staff to the point where your mind fell. Invokers can be killed by flaring alone. This means that while charging you can only charge to the point where you are putting in an amount that puts your new amount below where your mind falls after the charge. This seems complicated but is not. The formula is Charge = (Total Mana - Sum of Total Charges Divided by three) * 3/4. Its actually pretty simple. This means more mana, a faster charge. A 1500 mana drow/elf/faerie can charge a staff at right over a real life hour. While you can charge any weapon, only staffs and staves can be fully charged to 1200 mana. This means all invokers have to have 1200 mana in order to be viable at all. 1300 is a good bare minimum, and most players prefer more, especially if they are new. You want to put trains into this to get it comfortable. Once you have a fully charged staff or stave, casting spells uses 1/3 of its original mana cost. A fully charged staff also means spells have half the lag as usual.||

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