Some data on skills...
Alchemy Done
When throwing an explosion potion, a bonus damage of (Alchemy / 5) is added to the standard damage.
Standard damage is as follows:
- Purple potions (bought from NPCs or found in loot): 12-25 damage
- Lesser Explosion Potion: 5-10
- Explosion Potion: 10-20
- Greater Explosion Potion: 20-40
In case of multiple targets, the damage to each target is (Damage / (number of targets - 1))
Anatomy Done already
1) Direct usage, shows target's STR and DEX values, and at 65 and up the stamina as well (in 10% units, rounded down)
2) At 65.1 when using Healing there is a chance to cure poison, at 80.1 to resurrect the target
3) A damage bonus is applied to the following combat skills: Anatomy, Swordmanship, Mace Fighting, Fencing, Archery and Wrestling. The bonus is calculated as follows:
Anatomy < 100: Bonus % = (Anatomy x 10) / 20
Anatomy >= 100: Bonus % = ((Anatomy x 10) + 100) / 20
4) It is required for Wrestling's special move Paralyzing Blow
Animal Lore
Done already
Animal Lore < 100: usable only on owned tamed pets
100 <= Animal Lore < 110: usable on any tamed pets
Animal Lore >= 110: usable on any creature
Loyalty ratings:
TODO
1-9: Confused
10-19: Extremely Unhappy
20-29: Rather Unhappy
30-39: Unhappy
40-49: Content, I suppose
50-59: Content
60-69: Happy
70-79: Rather Happy
80-89: Very Happy
90-99: Extremely Happy
100: Wonderfully Happy
Done already
Giving food to a pet raises its loyalty rating by 1, and it also raises the pet's stamina by ((number of food items in the stack x 15) - 50).
Done already?
When giving orders to pets:
Order Skill (OS) = (Taming x 0.8) + (Animal Lore x 0.2)
Order Bonus (OB) is:
OS > min. req. Taming: OB = (OS - min. req. Taming) x 6
OS <= min. req. Taming: OB = (min. req. Taming - OS) x 14
Order Chance % (OC) is [see Animal Taming for TD]:
TD <= 540: 100%
TD > 540: (70 + OB) %
If TD > 540 then:
OC < 0: OC = 0%
OC < 20: OC = 20%
OC > 99: OC = 99%
OC% = OC% - (100 - Loyalty)
If command = guard then OC% += 30
If everything went right, the minimum required OS should be 0 for TD <= 540 and (min. req. Taming - 5) for TD > 540.
Animal Taming Done already?
Taming Difficulty (TD) = (Animal's min. required skill x 10) + 249
Taming % = (Taming - (TD / 10)) x 2 + 50
If Taming == TD then Taming % = 0.2%
When transfering a pet, the new owner must have the minimum required Animal Taming to tame the pet.
Archery Done already
Hit chance % = 50 x ((attacker weapon skill / 20) / (defender weapon skill / 20))
I'm not sure why it says "defender WEAPON skill", I'd guess you'd check your hit % against equipment/defense skills or something.
Chivalry
Done already
Spell success % = 2.0 x (Chivalry - Spell min. required skill)
Done
Cleanse by Fire (Min. required skill: 5, Mana: 10, Tithing points: 10, Cast time: 1s)
Damage = 50 - (sqrt(karma + 20000 + (Chivalry x 100)) / 4)
Done
Close Wounds (0 / 10 / 10 / 1.5s)
HP cured = (sqrt(karma + 20000 + (Chivalry x 100)) / 6) + (0-2)
Done
Consecrate Weapon (15 / 10 / 10 / 0.5s)
Duration = (sqrt(karma + 20000 + (Chivalry x 100)) / 20) seconds
TODO
Dispel Evil (35 / 10 / 10 / 0.25s)
Dispels all evil summons within a 8 tile radius, makes all evil creatures flee for 2 seconds, and lowers any transformed necromancer's mana and stamina if within range.
Dispel Will (DW) = (sqrt(karma + 20000 + (Chivalry x 100)) / 2)
Dispel Difficulty (DD) and Dispel Focus (DF) vary according to the creature. Here is a list: Revenant (800 DD, 40 DF), Energy Vortex (800/40), Air/Earth/Fire/Water Elemental (1175/90), Summon Daemon (1250/90), Blade Spirits (0/40), Summon Creature (0/40)
Dispel % = (500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / (10 x DW) / 100
Flee % = (100 - sqrt(target fame / 2)) / (100 x ((Chivalry x 10) / 2 x DW)) / 100
Drain % = (50 x (Chivalry - target's necromancy))
Note: if target's necromancy is 0 then treat it as 1
If the drain is successful:
Drained mana/stamina = (5 x DW) / 100
Done
Divine Fury (25 / 15 / 10 / 1s)
Duration = (sqrt(karma + 20000 + (Chivalry x 100)) / 10) seconds
Effect: +10% Hit, +10% Swing Speed, +10% Damage, -20% Evade (defense?)
Note: if cast again while active, the timer will reset.
Done
Enemy of One (45 / 20 / 10 / 0.25s)
Duration: (sqrt(karma + 20000 + (Chivalry x 100))) seconds
Effect: +50% Damage to that kind of monster, +100% Damage from that kind of monster
Done
Holy Light (55 / 10 / 10 / 0.75s)
Damage = ((sqrt(karma + 20000 + (Chivalry x 100))) / 10) + (0-2)
Note: affects all enemies within 3 tiles from the caster
Done
Noble Sacrifice (65 / 20 / 30 / 1.5s)
HP cured = ((sqrt(karma + 20000 + (Chivalry x 100))) / 10) + (0-2)
Effect: all friend players within 5 tiles from the caster are resurrected (if dead), cured of (HP cured) HPs, cured from poison, and uncursed (same effect as the Remove Curse spell). The caster's HP, mana and stamina are all set to 1.
Done
Remove Curse (5 / 20 / 10 / 1.5s)
Success rate:
karma < -5000: 0%
-5000 <= karma < 0: (sqrt(20000 - mod(karma)) - 122) %
0 <= karma < 5625: (sqrt(karma) + 25) %
karma >= 5625: 100%
Done already
Sacred Journey (15 / 10 / 15 / 1.5s)
Not much to say.
Evaluating Intelligence
Damage bonus is applied after Inscription bonus (see below).
Spell new damage = (Spell base damage x (30 + (9 x (Eva Int / 10)))) / 100 (rounded down)
Note: as of Publish 19 a (INT / 10) % Spell damage bonus has been added for spells cast by PCs versus PCs/NPCs. It doesn't say if it is to be applied before or after this one though. Also as of Publish 19 all middle to upper circle spells' damage has been raised by 1-3 (random) points (no clue as to which circles are considered "middle to upper", I'd guess 5-8?).
Focus/Meditation Done already?
Meditation Bonus (MB) = (150 x Meditation) + (50 x INT)
If Meditation >= 100.0 then MB = MB + MB/10 (rounded down)
Active meditation: MB = (MB x 2) / 2000 (rounded down)
Passive meditation: MB = MB / 2000 (rounded down)
Mana regen rate (over 10 seconds) = 2 + MB + (Focus / 20) + Equipment Bonus (rounded down)
Note: if this is 0, you gain no mana. If this is negative (say, -1), you lose 1 mana point every 10 seconds.
Mana regen rate (per second) = 10 / Mana regen rate over 10 seconds
Hiding
Is this right? 33 tiles away at 50 hiding?
Yes it is right (I didn't typo it, that is).
When attempting to hide during combat, the number of tiles you need to put between you and your attacker is:
tiles = ((100 - Hiding) / 2) + 8
Inscription
Spell bonus is as follows:
Inscription < 100: Spell bonus % = (Inscription / 20)
Inscription >= 100: Spell bonus % = ((Inscription + 100) / 20) (How do you get > 100 Inscription anyway?)
Spell new damage = Spell base damage + (100 + Spell Bonus) / 100
Note: Inscription damage bonus is applied before applying Evaluating Intelligence's bonus
Lockpicking
Lock Level 1: 25.0 (or 50.0 Magery)
Lock Level 2: 76.0 (or 100.0 Magery)
Lock Level 3: 84.0 (or 120.0 Magery)
Lock Level 4: 92.0
Lock Level 5: 100.0
Lumberjacking Done already
Damage bonus (axes only) is as follows:
Lumberjacking < 100: (Lumberjacking x 10) / 50
Lumberjacking >= 100: ((Lumberjacking x 10) + 500) / 50
Magery
Done already
Casting Time = ((Circle + 2) - Faster Casting Bonus) / 4 seconds (minimum 0) (duh)
For Blade Spirits and Summon Creature, Casting Time *= 5
Recovery Time = (6 - Faster Cast Recovery Bonus) / 4
Cast Difficulty (CD) = (Circle - 1) x 1000 / 7
Cast Success % (CS) = 50 + 2.5 x (Magery - CD / 10)
Minimum Magery required to cast = (CD / 10) - 19.9 (Success chance = 0.25%)
50% Success minimum Magery: CD / 10
100% Success minimum Magery: (CD / 10) + 20
FIRST CIRCLE
Done
Clumsy/Feeblemind/Weaken
Duration: 6 x (Eva / 5 + 1) seconds
Effect: Reduces target's DEX/INT/STR by (8 + (Eva / 10) - (Res Spells / 10)) %
Heal
Cured HPs: 1d4 + (Magery / 12) HPs (rounded down)
Magic Arrow
Damage: 1d4 + 10 (Fire)
Night Sight
Duration: until next morning
Effect: light is raised proportionally to target's magery. If target has no magery it will not do anything.
SECOND CIRCLE
Done
Agility/Cunning/Strength
Duration: 6 x (Eva / 5 + 1) seconds (rounded down)
Effect: Raises DEX/INT/STR by (Eva / 10 + 1) %
Cure
Found the formula, it was hidden.
Cure chance = (((Magery x 75) - (Poison Level x 1750) + 10000) / 100) - 1
Harm
Damage: 1d5 + 17 (Cold)
Note: damage is halved at 2 tiles, reduced at 1/4 at 3+ tiles.
Magic Trap
Damage = 10-50 (not resistable)
THIRD CIRCLE
Done
Bless
Duration: Same as Agility/Cunning/Strength
Effect: Agility + Cunning + Strength
Fireball
Damage: 1d5 + 19 (Fire)
Poison
Poison Strength (PS) = Magery + Poisoning
0 < PS <= 130.1: Poison Level (PL) = 1
130.1 < PS <= 170.1: Poison Level = 2
170.1 < PS <= 199.9: Poison Level = 3
PS >= 200: Poison Level = 4
If the target is not within 2 tiles from the caster, PL = 1
Wall of Stone
Duration: 10 seconds
FOURTH CIRCLE
Done
Curse
Duration: See Clumsy/Feeblemind/Weaken
Effect: Clumsy + Feeblemind + Weaken
Note: When cast from a player on a player lowers all elemental resistances to 60 (if higher).
Fire Field
Damage: 2 hp/second (Fire)
Duration: (15 + Magery x 2) / 4 seconds
Lightning
Damage: 1d4 + 22 (Energy)
FIFTH CIRCLE
Done
Blade Spirits
Duration: 120 seconds
Note: targets the creature with the highest ((STR + Tactics) / Distance) value, Dispel Difficulty 0, Dispel Focus 40
Incognito
Duration: 6 x (Eva / 5 + 1) seconds
Effect: Changes player's name, appearance, and removes guild tag if any
Mind Blast
Damage = (Magery + INT) / 5 + (0-4) (Cold)
Paralyze
Duration on PCs: 2 + (Eva / 10) - (Res / 10) seconds
Duration on NPCs: above x 3
Poison Field
Duration: (15 + Magery x 2) / 5 seconds
Poison Level: see Poison (with tiles = 0)
Summon Creature
Duration: 20 x (Magery / 5) seconds
Note: 2 control slots, Dispel Difficulty 0, Dispel Focus 40
SIXTH CIRCLE
Done
Dispel
Dispel Chance % = (500 + ((100 x (Magery x 10) - Dispel Difficulty)) / Dispel Focus) / 10
Note: on Trammel you can't dispel other people's evocations, but you CAN dispel yours. It doesn't mention Ilshenar/Malas, you may want to check that out.
Energy Bolt
Damage: 1d5 + 38 (Energy)
Explosion
Damage: 1d5 + 38 (Fire)
Note: delayed (2 seconds)
Invisibility
Duration: 6 x (Eva / 5 + 1) seconds
TODO: Range?
Reveal
Reveals hidden players/monsters within 2 tiles from the target tile it was cast.
SEVENTH CIRCLE
Done
Chain Lightning
Damage: 1d5 + 48 (Energy)
Note: affects all targets within 2 tiles from the targeted tile. If there are more than two targets, damage is distributed as follows: (spell damage x 2) / (number of targets)
Energy Field
Duration: (15 + Magery x 2) / 7 seconds
Flame Strike
Damage: 1d5 + 48 (Fire)
Mana Vampire
Targeted on PCs: drained mana = (Eva - Res Spells)
Targeted on NPCs: drained mana = above / 2
TODO: Range?
Mass Dispel
Effect: Dispels all creatures within 2 tiles from the targeted tile (same rules as Dispel)
Meteor Swarm
Damage: see Chain Lightning
Polymorph
Duration: (Magery) seconds
EIGHTH CIRCLE
Done
TODO: Range?
Earthquake
Targets all living things in sight.
Damage to PCs: (current HP / 2) + (0-15)
Damage to NPCs: (current HP / 2)
Minimum damage: 15
Maximum damage: 100
Energy Vortex
Duration: 90 seconds
Note: chooses target based on highest ((INT + Magery) / Distance) value. Dispel Difficulty 800, Dispel Focus 40
Summon Daemon/Air/Earth/Fire/Water Elemental
Duration: 20 x (Magery / 5) seconds
Slots: 5 / 2 / 2 / 4 / 3
Dispel Difficulty: 1240 / 1175 / 1175 / 1175 / 1175
Dispel Focus: 90 / 90 / 90 / 90 / 90
Necromancy
Done already
SD = Spell Difficulty (see spells)
Spell success chance % = 2.5 x (Necromancy - SD / 10) + 50
Minimum Necromancy required to cast = (SD / 10) - 19.9 (Success chance = 0.25%)
50% Success minimum Necromancy: SD / 10
100% Success minimum Necromancy: (SD / 10) + 20
TODO: Testing showed otherwise, repeat test on osi
Karma Loss = (- (SD x 20) - (current Karma)) / 100 (if positive, loss = 0)
Already done
Animate Dead (SD: 599, min. skill: 40, mana cost: 23, cast time: 1.5s)
Raise Skill (RS) = (Necromancy x 3 + Spirit Speak x 7) / 10
Maximum Fame = RS x 18 (if greater than 18000 everything can be animated)
Notes: White (channeled) corpses and corpses with fame <= 100 cannot be animated. Animated creatures take 0 slots unless they're ridable (1 slot). Only 3 creatures can be animated at a time, if a fourth is animated, the first one will disappear. If the necromancer is riding an animated creature, it will not disappear even if the limit is reached. The animated creature(s) will attack the first target they see (with the exception of players, other animated creatures, and pets). When they attack a target, they won't switch targets until the first one is dead. If there are no valid targets, the animated creatures will follow the necromancer. All animated creatures will always walk. When they die, they leave no corpse. All animated creatures are unprovokable, and lose 1 hp every 2 seconds. Their Fame and karma values are 0 and -1500 respectively, and they have no equipment/loot.
Blood Oath (399, 20, 13, 1.5)
Duration: 8 + ((Spirit Speak - Resisting Spells) / 8) seconds (minimum 2)
Effect: +20% Damage towards target, 5/6 of received damage becomes direct (not resistable)
Note: you cannot have Blood Oath cast on more than one target at the same time
TODO: check -15 or -10 ?
Corpse Skin (399, 20, 11, 2s)
Duration: 40 + ((Spirit Speak - Res Spells) x 10 / 25) seconds (if cast on self, Res Spells = 0)
Effect: Physical and Cold Resistance +10, Fire and Poison Resistance -15.
Note: if cast again, the timer will reset.
TODO: Check duration
Curse Weapon (199, 0, 7, 1s)
Duration: ((Spirit Speak / 30) x 10) + 1 seconds
Effect: Weapon gains a 50% Life Drain attribute
Evil Omen (399, 20, 11, 1s)
Duration: until the target is hit
Effect: target sustains 25% more damage, Resisting Spells is reduced by 50% (applies to Clumsy, Curse, Feeblemind, Mana Drain, Mana Vampire, Mass Curse, Paralyze, Paralyze Field, Poison, Poison Field, Weaken, Blood Oath, Corpse Skin, Mind Rot, Pain Spike), and Poison Level is increased by 1 (applies to poison received from monsters, Infectious Strike, Poison/Poison Field, Poison Potions and Poison Gas Cloud traps).
Done
Horrific Beast (599, 40, 11, 4s)
Effects: +25% Damage (Weapons/Wrestling), HP Regen +2 (+20 HP over 10 seconds), cannot ride any creatures, cannot cast any spells except for Horrific Beast, Lich Form, Vampiric Embrace and Wraith Form.
Check fire resist, hp regen
Lich Form (899, 70, 23, 4s)
Effects: Cold and Poison Resistance +10, Fire Resistance -10, HP Regen -0.5 (-5 HP over 10 seconds), Mana Regen +1.3 (13 mana over 10 seconds), +25% Damage taken from Undead Slayer weapons, cannot ride any creatures.
Done
Mind Rot (499, 30, 17, 1.5s)
Duration: 20 + ((Spirit Speak - Res Spells) / 5) seconds (when cast on self Res Spells = 0)
Effect on PCs: Mana cost + 25%
Effect on NPCs: Mana cost +100%
Note: if cast again, the timer will reset.
What's that note about? Was this changed recently?
No, it's just the spell description in the table, which means that according to the guide, it used to work like that in Publish 18... can't say if it was changed recently.
Pain Spike (399, 20, 5, 1s)
Duration: 10 seconds
Damage: 30 + ((Spirit Speak - Resisting Spells) / 10) (Direct, not resistable)
Note: 3-7 damage is dealt upon cast, the rest is dealt in (3-7) batches over 2 seconds intervals. At the end of the 10 seconds duration all the damage left is dealt. As soon as the whole damage is dealt, the spell effect wears off.
Done
Poison Strike (699, 50, 17, 2)
Target Damage (TD): (34-38) x ((300 + (Spirit Speak x 9)) / 1000) (rounded down)
Area Damage = (TD / (distance + 1))
Note: the damage is dealt to all enemy creatures within 2 tiles from the target. Only the Target Damage is applied to the target, the rest is applied to targets in the area depending on their distance from the target.
Already done?
Strangle (849, 65, 29, 2.5s)
Strangle Power (SP) = (Spirit Speak / 10) (minimum 4)
Intervals Count (IC) = SP - 1
Random (R) = random value between -2 and 1
Damage to PCs = (IC + R) x (300 - ((target's current stamina / target's maximum stamina) x 200)) / 100
Damage to NPCs = (IC + (R x 1.75)) x (300 - ((target's current stamina / target's maximum stamina) x 200)) / 100
Note: First damage is dealt after 5 seconds, then with intervals of 4, 3, 2, then 1 second. If cast again, the timer will reset.
Summon Familiar (499, 30, 17, 4s)
- Horde Minion (Necromancy: 30, Spirit Speak: 30): Pack animal (400 stones), scavenger
- Shadow Wisp (50, 50): Negative energy flare
- Dark Wolf (60, 60): Wolf Mastery, Stamina Regen
- Death Adder (80, 80): Snake Charming
- Vampire Bat (100, 100): Blood Puppy
Done
Scavenger: Every 5-10 seconds the creature grabs the nearest items (up to 3) at its feet and puts them in its backpack. Items must be within 3 tiles from the creature, visible, must fit in the backpack, and can be stacked or locked down (odd...).
Negative Energy Flare: the creature "flares" every 5-30 seconds. The caster, all friendly PCs/pets and negative karma creatures within 5 tiles regain 1 to (mod(target karma / 2000) + 5) mana (random value) each flare. All enemy PCs/pets/monsters and positive karma creatures cannot see the flares, and lose 1 to (mod(target karma / 1000) + 10) mana (random value) each flare.
Already done
Wolf Mastery: Reduces minimum required Taming skill for wolves to 0. Applies to Dark Wolf, Silver Wolf, Dire Wolf, Grey Wolf, Timber Wolf, White Wolf.
Snake Charming: allows controlling of snakes within 14 tiles without having to tame them first. To pick a target, doubleclick on the snake and then on the target. To stop the attack, doubleclick on the snake twice. Applies to Snakes, Ice Snakes, Lava Snakes, Giant Serpents, Ice Serpents, Lava Serpents, Silver Serpents.
Done
Blood Puppy: 100% Life Drain, transfers the drained HPs to its master if it's within 2 tiles, drains them itself otherwise.
TODO: 1/5 hps every 5 seconds
Notes: all creatures take 1 slot, there can only be one at a time, they automatically attack owner's enemies (but not other monsters), can be released from the context menu, they follow the owner unless ordered otherwise, if the owner hides (Invisibility/Hiding) they do too, they won't follow the master if he recalls, if the owner is not in sight for 3 minutes they start losing 1/5 hps every 5 seconds until they die, they are immune to all bard skills, their Resisting Spells value is the same as the owner's, but all resistances are the same as the creature's species.
Already done
Vampiric Embrace (1000, 99, 23, 4s)
Effects: Stamina Regen +1.5 (15 points over 10 seconds), Mana Regen +0.3 (3 points over 10 seconds), Fire Resistance -25, 20% Life Drain, +25% Damage from Undead Slayer weapons, 17-23 Damage taken for each spell that uses Garlic, cannot use cure potions, Level 4 Poison Immunity.
TODO: detect hidden
Vengeful Spirit (999, 80, 41, 8s)
Duration: 10 + (Spirit Speak x 80) / 120 seconds
Resistance Bonus (RB) = (Spirit Speak x 20) / 120
Note: takes 3 control slots, transparent, immune to all bard skills, can teleport near target, can use Detect Hidden within 3 tiles from target, STR: 200, HP: 200, DEX: 150, Stamina: 150, INT: 150, Mana: 150, +1 hp/sec, Tactics: 100, Sword: (Spirit Speak), Res Spells: (Spirit Speak), Detecting Hidden: (Spirit Speak x 3) / 4, Dispel Difficulty: 800, Dispel Focus: 40, Physical/Cold/Energy Resistance: (40-50) + RB, Fire Resistance: 0 + RB, Poison Resistance: 100 (Immune to Poison)
Done
Wither (799, 60, 23, 1.5s)
Damage = (30-35) x (300 + (Target's karma / 100) + (Spirit Speak x 10)) / 1000
Note: affects all monster within 5 tiles from the target
TODO: Stamina loss?
Wraith Form (399, 20, 17, 4s)
Mana Leech Bonus % = (damage x (5 + (15 x Spirit Speak / 100)) / 100
Effects: Physical Resistance +10, Fire Resistance -25, Cold/Poison/Energy Resistance -5, +25% Damage from Undead Slayer weapons, can walk through other characters with no stamina loss (players can also walk through the necromancer in wraith form without stamina loss though).
Parrying
Parry % = (Parrying / 4)
If Parrying >= 100 then Parry % = Parry % + 5
If no shield is worn then Parry % = Parry % / 2
Poisoning
Level 1 (Lesser Poison)
Usages: 18
Damage to PCs: 5-10% of target's HPs (minimum 4)
Damage to NPCs: 4-8
Damage delay: 3 seconds after poisoning, then 2 seconds intervals for 8-12 rounds
Cure chance: LCP: 75%, CP: 100%, GCP: 100%
Level 2 (Poison)
Usages: 16
Damage to PCs: 10-14.5% of target's HPs (minimum 8)
Damage to NPCs: 6-12
Damage delay: 3 seconds after poisoning, then 3 seconds intervals for 9-13 rounds
Cure chance: LCP: 50%, CP: 95%, GCP: 100%
Level 3 (Greater Poison)
Usages: 14
Damage to PCs: 12.5-20% of target's HPs (minimum 12)
Damage to NPCs: 16-32
Damage delay: 3 seconds after poisoning, then 4 seconds intervals for 10-14 rounds
Cure chance: LCP: 25%, CP: 75%, GCP: 100%
Level 4 (Deadly Poison)
Usages: 12
Damage to PCs: 25-33% of target's HPs (minimum 16)
Damage to NPCs: 24-48
Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 11-15 rounds
Cure chance: LCP: 0%, CP: 50%, GCP: 95%
Level 5 (Lethal Poison)
Usages: --
Damage to PCs: 33-50% of target's HPs (minimum 25)
Damage to NPCs: 30-50
Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 12-16 rounds
Cure chance: LCP: 0%, CP: 25%, GCP: 75%
Note: damages listed are with 0 Poison Resistance. When used on monsters the interval is always 5 seconds. Level 5 Poison is only available to monsters and tinker traps, or to players using Infectious Strike (chance of raising poison level by one = (Poisoning)). Chance of poisoning a weapon is (Poisoning / 4) %.
Resisting Spells
1) Spells that check Resisting Spells (Poison, Poison Field)
Resist % = highest of the following
- Resisting Spells - ((Attacker's Magery - 20) / 2 + (Spell Circle x 5)) (if negative, treat it as 0)
- Resisting Spells / 5
2) Attribute lowering spells
Resisted attribute lowering % is calculated as follows
Resisting Spells < 100: ((Resisting Spells - 40) x 10) / 15
Resisting Spells >= 100: 40 + (Resisting Spells - 100) / 5
In the following formula the attacker's spell damage includes Inscription, Eva Int and Int bonuses:
Actual spell damage = Spell Damage - (Spell Damage x (Resisted attribute lowering % / 100))
Spirit Speak
Success chance % = Spirit Speak
1) Using a corpse
The corpse used will be the nearest non-channeled within 3 tiles. When a body is channeled it'll turn white and it will not be usable for channeling again.
The number of HPs cured is a random value between minimum and maximum:
Minimum = (Corpse Fame / 500) + 1 (Note: player corpses have 0 Fame)
Maximum = (Spirit Speak x 10) / 20
If minimum > maximum then cured HPs = maximum
2) Channeling through oneself (mana cost: 10)
Cured HPs = (Spirit Speak / 4) + (0-3)
If used in a cemetery, Cured HPs += 2 (for both 1) and 2) )
Stealth Already done
Tiles = (Stealth / 5) (this is as of Publish 19)
Tactics Already done?
Tactics <= 100: Damage Bonus = (Tactics x 10) / 16
Tactics > 100: Damage Bonus = ((Tactics x 10) + 100) / 16
Veterinary
One use of bandage will either resurrect, cure poison, or cure HPs (in this order).
Resurrecting a pet always takes 8 seconds. Curing poison/HP takes ((16 - (DEX / 20)) / 3 - 2) seconds (minimum 2). This is as of Publish 19.
HP cure chance % = (100 x ((Veterinary x 10) - 400) / 100 + 500) / 10 (I'd say there's something wrong here)
Cured HPs minimum = (Animal Lore / 5 + Veterinary / 5 + 3)
Cured HPs maximum = (Animal Lore / 5 + Veterinary / 2 + 10)
Cured HPs = rand(minimum, maximum)
To cure poison, both Animal Lore and Veterinary must be >= 60.
Poison cure chance % = (100 x ((Veterinary x 10) - (550 + (Poison level - 1) x 50)) / 50 + 500) / 10
To resurrect, both Animal Lore and Veterinary must be >= 80.
Resurrect chance % = (100 x ((Veterinary x 10) - 930) / 50 + 500) / 10
All of the above is rounded down.
Skill Loss = 1% (this is as of Publish 19)
Wrestling Already done
Evasion Skill when empty handed is the highest of the following (capped at 120)
- Wrestling
- (Anatomy + Evaluating Intelligence + 20) / 2