Difference between pages "Twilight (talent)" and "Glyph of repulsion (talent)"

From Tales of Maj'Eyal
(Difference between pages)
Jump to: navigation, search
 
(Updated talent)
 
Line 1: Line 1:
{{Ability_box
+
{{Ability box
|image=Twilight.png
+
|image=Glyph of repulsion.png
|name=Twilight
+
|name=Glyph of Repulsion
|category_type=[[Celestial (category type)|Celestial]]
+
|category_type={{ct|Celestial}}
|category=[[Twilight (category)|Twilight]]
+
|category={{c|Glyphs}}
|require=Level: (0, 1, 2, 3, 4)
+
|require={{TalentReq/DiviReqHigh2}}
(12, 14, 16, 18, 20) Mag
+
|range={{cts|1|5|log}}
|use_mode=Activated
+
|cost=-10 Positive
|cost=15 Positive
+
|cooldown=20
|cooldown=6
+
|use_speed=0
|use_speed=1 turn
+
|desc=
|desc=You stand between the darkness and the light, allowing you to convert 15 positive energy into (20 + talent_level * Cun * 0.4) negative energy.
+
You bind light in a glyph on the floor. All targets walking over the glyph will be hit by a blast that knocks them back and does (15 + 0.12 * Spellpower * {{cts|1.5|5}}) physical damage.
In addition, this will change the default level of positive and negative energies to (17 + floor(3.5 * talent_level))% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.  
+
  
The effect will increase with your Cunning.}}
+
The glyph is a hidden trap that lasts for {{cts|6|10}} turns, and a disarm power of {{cs|(0.15 * Raw Magic * Talent Level)|0|0|75|75}}. Its detection power is 80% of the disarm power.
 +
 
 +
The damage will increase with your Spellpower.
 +
}}

Latest revision as of 08:18, 23 August 2014

Glyph of Repulsion
Glyph of repulsion.png
Game Version -
Category Type Celestial
Category Glyphs
Requirements Level (14,15,16,17,18) Magic (30,32,34,36,38)
Use Mode Activated
Cost -10 Positive
Range 1–5cTS:log
Cooldown 20
Travel Speed Instantaneous
Use Speed Instant
Description You bind light in a glyph on the floor. All targets walking over the glyph will be hit by a blast that knocks them back and does (15 + 0.12 * Spellpower * 1.5–5cTS) physical damage.

The glyph is a hidden trap that lasts for 6–10cTS turns, and a disarm power of 0–75cS as (0.15 * Raw Magic * Talent Level) varies from 0–75. Its detection power is 80% of the disarm power.

The damage will increase with your Spellpower.