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Old 03-01-2013, 01:51 PM   #1
Genius Mind
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Default Fire and Ice Spellweavers - New Updates! (November 04, 2011)

Update for Sorcerer Classes

In November we are waiting for an update of the magic branch of classes - the Ice and Fire Spellweavers. Many abilities for this class have been changed, and a portion of their abilities are new and have not yet been seen in Fragoria.

The magician specializes in the application of ranged magic damage. Not very adapted for survival in physical combat, a sufficient set of the abilities allows characters to both destroy enemies and also strongly chang their disposition when necessary.

Magicians use two-handed staves and wear leather armors.

Abilities of the magician:

- Magic Shield - Passive ability. Once in a while the character receives a shield that absorbs a certain amount of damage. This amount depends directly on intellect points.
- Magic Absorption - Passive ability. When receiving magical damage, the character restores a certain amount of mana.
- Lightning - Active ability. The main offensive AoE ability, it inflicts six targets in a certain radius from the spell’s main target (including the main target itself).
- Moving - Active ability. The one way for the magician to retreat from the battlefield. The character immediately moves to the selected point. You can move only within a certain radius.
- Interruption - Active ability. Interrupts spell use of a target and causes a certain amount of damage.

FIRE SPELLWEAVERS

We are pleased to present an updated description of the Fire Spellweaver class! The scheduled update is coming late in November.
At level 31, the Sorcerer can choose this path for further development, which will give him new abilities:

1. Mages will be able to inflict damage while running, avoiding incoming attacks.
2. Mages periodically receive a shield that absorbs a certain amount of damage dependent on Intellect points.
3. Ability to move - you can quickly change the distance between you and the target. Mages will be able to move almost immediately to a selected point (within a certain radius - but related to the distance shot).
4. Mana Burn - Sorcerers will also have the ability to deplete enemy mana.
5. Protection from Fire - Sorcerers can protect group members from fire damage (including those of dragons). In addition to these new capabilities, will be other innovative effects that are interesting, unique, and brilliant.

Intellect and Stamina will be the most important stats for Fire Spellweavers. A number of skills will affect magic damage. Armor types suitable for the sorcerers will remain as “leather”, and their main weapon will be the two-handed staff.

Abilities:

Incinerate – Level 31 required. Instant effect, with no cooldown. Mana cost: Average. Range: 8 cells. Inflicts astral magic damage upon casting and imposes a DoT (Damage over Time). DoT effect is short, but can be imposed 3 times in a row.

Ignition – Level 31 required. Cast time: 1 sec, with 4 sec cooldown. Mana cost: Low. Range: 8 cells. Average duration of effect. Imposes a DoT on target that inflicts fire magic damage + astral magic damage.

Charring – Level 32 required. Instant effect, with 20 sec cooldown. Mana cost: Average. Range: 8 cells. Average duration of effect. Imposes a DoT on target that inflicts damage and lowers resistance to air damage. While the target moves, damage increases.

Scorching – Level 35 required. Cast time: 1 sec, with 6 sec cooldown. Mana cost: Average. Range: 8 cells. After casting, enemy target experience mana burn instantly.

Fire Armor – Level 40 required. Instant effect, with no cooldown. Mana cost: Average. Creates a buff for the sorcerer and all visible group members that increases max mana and resistance against fire damage.

Fireball – Level 45 required. Cast time: 3 sec, with 5 sec cooldown. Mana cost: Large. Range: 8 cells. Average duration of effect. Instantly deals AoE (Area of Effect) fire damage on four targets, including targets within a 3-cell radius. Those targets within 3-cell radius also experience DoT effect.

Inner Fire – Level 50 required. Instant effect. Mana cost: Significant. Lights a damaging fire around the sorcerer, including a spellweaver. If the spellweaver moves during the spell, the effect ceases, since it can also bring the sorcerer down.

Changeling – Level 60 required. Instant effect. Mana cost: Average. The sorcerer trades places with the target. Can be casted on a friendly target.

Burning Spirit – Level 65 required. Passive skill. In battle, the sorcerer has a chance to briefly turn into a fire spirit, increasing its damage through all magic types.

We hope you enjoy these bright classes, endowed with extraordinary new powers.

ICE SPELLWEAVERS

We are pleased to also present an updated description of the Ice Spellweaver class that is, again, scheduled for update in late November.
At level 31, the Sorcerer can choose this path for further development, which will give him new abilities:

1. Ice Spellweavers will specialize in large cross-sectional lines of damage to the enemy, which will be necessary to combine different sequences of skills. Therefore, the new system will redefine the power of frost and add a concept of charges!
2. Another specialty is the ability to slow down a mass of enemies, and also reduce effects of healing to those enemies – making the spellweavers an integral part of group PvP.
3. One of the new groups will have a skill that increases both resistance to water and mana regeneration rate.
4. In addition to being able to inflict damage while running, these mages will also get a shield that absorbs a certain amount of damage dependent on intelligence.

In addition to these new abilities, there will also be greatly improved graphic effects for the spells.
In general and in comparison with the old spellweaver, the main difference is that damage will be directly dependent on Intellect points, instead of through increasing ice damage and armor gearscore.
In comparison with the Fire Spellweaver, Ice Spellweavers have some distinctive capabilities for both single or multiple targets, that slow actions, restrict movement, and reducing healing.

The most important stats for Ice Spellweavers are intellect and stamina.
Armor types suitable for the sorcerers will remain as “leather”, and their main weapon will be the two-handed staff.

Few details about the system of charges:
Ice Spellweaver spells divided into 3 types:

1. Spells adding the frost charges of 1 or more.
2. Spell-finishers, to consume the frost charges.
3. Spells that do not use the system of charges.

If you use spell adding charges, they are cumulative and add up. Max charge can accumulate up to 4.
When using the spell-finishers, the charges are completely spent all at once. Spell power of finishers depends on the amount of accumulated charges.

Abilities:

Freezing Arrow – Level 31 required. Instant effect, with no cooldown. Mana cost: Average. Range: 8 cells. Deals additional damage on target enemy, and adds a frost charge.

Freeze – Level 31 required. Instant effect, with no cooldown. Mana cost: Low. Range: 8 cells. Deals damage to target, while also slowing down enemy movement. Spell-finisher.

Cooled – Level 31 required. Cast time: 2 sec, with cooldown available. Deals additional damage, and adds 2 charges.

Crush – Level 35 required. Cast time: 1 sec, with cooldown available. Mana cost: Low. Range: 8 cells. Inflicts damage on target enemy, along with 4 additional targets within range of first target. Spell-finisher.

Ice Armor – Level 40 required. Instant effect, with no cooldown. Mana costs: Average. The sorcerer places a buff on self and group members, increasing resistance to water magic and improving mana regeneration.

Ice Storm – Level 45 required. Cast time: 3 sec, with 3 sec cooldown. Mana costs: Significant. Range: 8 cells. Deals instant damage to six targets and reduces efficiency of incoming healing spells. Duration of effect is average.

Ice Walls – Level 50 required. Instant effect, with 60 sec cooldown. Mana costs: Significant. Range: 8 cells. Instantly creates a wall of ice around a target to prevent movement. The walls are impenetrable to all players (including self), both friendly and hostile.

Frozen Earth – Level 60 required. Cast time: 2 sec, with 60 sec cooldown. Mana cost: Significant. Range: 8 cells. The spell is cast on selected site location. All characters caught in area immediately take damage, and receives slow-down effect.

Frigid Point – Level 65 required. Cast time 1 sec, with cooldown. Sorcerer transforms into an ice spirit, with increased spell damage. Spell-finisher.

Frequently Asked Questions:

1. What is DoT? damage over time

2. What is AoE? area of effect
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