Difference between revisions of "Metal Attributes"

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<u>'''Mithril:'''</u>
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<u>'''Mithril(Dwarves/Gnomes):'''</u>
  
 
A 33% chance to completely absorb incoming spells.  
 
A 33% chance to completely absorb incoming spells.  
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<span style="color:#aa0000"><u>'''Bloodrock:'''</u></span>
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<span style="color:#aa0000"><u>'''Bloodrock(Orcs):'''</u></span>
  
 
Reflect 15-20% damage from normal melee attacks.
 
Reflect 15-20% damage from normal melee attacks.
  
 
10% Chance to cause both yourself and your enemy to bleed.
 
10% Chance to cause both yourself and your enemy to bleed.
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 +
 +
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<span style="color:#b3ffff"><u>'''Ithilmar(Elves):'''</u></span>
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 +
Mana is damaged instead of Hit Points until 50% of max Mana, while taking on normal melee attacks.
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Once Mana is 50%, Hit Points will be damaged as normal.
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<span style="color:#808080"><u>'''Steel(Humans):'''</u></span>
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Stamina is damaged instead of Hit Points until 50% of max Stamina, while taking on normal melee attacks.
 +
 +
Once Stamina is 50%, Hit Points will be damaged as normal.
  
  

Revision as of 01:28, 14 March 2018

The custom Racial metals on Rise of Empires give special bonuses to that race when 5 or more pieces of armor are worn.

Each attribute is unique to the metal:


Mithril(Dwarves/Gnomes):

A 33% chance to completely absorb incoming spells.

When a spell is absorbed, the wearers mana will be drained by an amount equal to 20% of the damage that spell would have dealt.


Bloodrock(Orcs):

Reflect 15-20% damage from normal melee attacks.

10% Chance to cause both yourself and your enemy to bleed.


Ithilmar(Elves):

Mana is damaged instead of Hit Points until 50% of max Mana, while taking on normal melee attacks.

Once Mana is 50%, Hit Points will be damaged as normal.


Steel(Humans):

Stamina is damaged instead of Hit Points until 50% of max Stamina, while taking on normal melee attacks.

Once Stamina is 50%, Hit Points will be damaged as normal.





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