Corrosion

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Main / Religion / Spells / Corrosion


Corrosion
Corrosion
Stats

Faith: 44
Favor: 40
Difficulty: 50
Target: Jewelry
Casting time: 30 seconds

God

Only a Priest of Libila, Nathan, Tosiek, Paaweelr, Gary can cast this spell



Contents

Description

A spell given to priests of Libila, Nathan, Tosiek, Paaweelr, and Gary at 44 Faith.

This spell is used to enchant jewelry. Wearing jewelry with this enchantment will increase the damage of all acid wounds caused by the player.

Method

  1. Activate your deity's statuette
  2. Right-click a jewelry item
  3. Select Spells > Corrosion

Event Messages

  • [15:47:17] You start to cast 'Corrosion' on a ring.
  • [15:47:46] You cast 'Corrosion' on a ring.
  • [15:47:46] The ring will increase any acid damage you cause.
  • [15:47:47] Corrosion has been cast on it, so it will increase any acid damage you cause. [51]


Jewelry damage enchantments

Several jewelry enchantments enhance damage done by the player wearing them, or decrease damage done to that player. Each enchantment applies to a specific type of damage.

These enchantments apply to all possible sources of the specified damage type, whether it is a weapon, weapon enchantment, offensive spell, or other source.

These enchantments conflict with each other as well as Nolocate, meaning you cannot enchant an item with more than one of these spells.

Effectiveness

The effectiveness of the enchantment is determined by both enchantment power and the quality level of the jewelry, each having equal importance. For example, a 50QL ring with a 25 power enchantment has the same effectiveness as a 25QL ring with a 50 power enchantment.

Depending on QL and enchantment power, offensive enchantments increase that type of damage between 2.5% and 5%, and defensive enchantments decrease incoming damage of that type between 2.5% to 7.5%.

Wearing multiple items with the same enchantment of this type will have diminishing returns. The total effectiveness of all items combined is multiplied by 2 / (1 + count), where "count" refers to the number of the same enchantment equipped. In other words, having two of the same enchantment equipped will be 2/3 (66.7%) total effectiveness, and three of the same type will have 1/2 (50%) effectiveness. For example, two 50QL rings with the same 50-power enchantment will have a total effectiveness of 66.7 (2/3 of 100), and adding a third with the same QL and enchantment power would have a effectiveness of 75 (1/2 of 150).

Table of enchantments

Damage type Offensive Defensive
Fire Blaze Fire protection
Acid Corrosion Acid protection
Cold Glacial Frost protection
Poison Toxin Poison protection