Enchant Defense Spells

Contents:
  1. Ablative Shield (AS)
  2. Guardian Angel (GA)
  3. Protection
  4. Vampiric Aura (VA)
  5. Haste
  6. Giant Strength (GS)

Magic penalties given by items have 2/3 effect on Enchant Defense Spells.


Ablative Shield (AS)

  • Training cost 91
  • Adds to targets' HP. Most cost-effective for 3 or more targets.
  • There is a percentage of HP lost when the enchantment is cast on multiple minions.
  • This percentage is 0% for 2 minions, 20% penalty for 3 minions, 27.5% penalty for 4 minions, 32.5% penalty for 5 minions.
  • A Familiar is counted as an extra minion in terms

(A single-Minion Character should just train HP; two Minions should do the same unless you are trying something clever.)

Ablative Shield casts for 50% of its Spell Level, though at lower levels this could be up to 68% (34 HP gain with level 50 Ablative Shield = 68%)

  • With 1 minion you get 1 * 50% Ablative Shield efficiency. Total is 50% effectiveness.
  • With 2 minions you get 2 * 50% Ablative Shield efficiency. Total is 100% effectiveness.
  • With 3 minions you get 3 * 40% Ablative Shield efficiency. Total is 120% effectiveness.
  • With 4 minions you get 4 * 36.25% Ablative Shield efficiency. Total is 145% effectiveness.
  • With 5 minions you get 5 * 33.75% Ablative Shield efficiency. Total is 168.75% effectiveness.

Therefore using Ablative Shield with more minions will greatly improve the overall effectiveness of the spell.


Guardian Angel (GA)

  • Training cost 849
  • GA retaliates with up to 60% of all damage inflicted on its targets by opposing Minions.
  • GA damage is reduced by AC due to enchantment, not base AC; GA damage type is the same as that for which GA is retaliating. (damage type is currently contested)
  • GA has reduced effect when its level is low relative to the damage done. GA level should be about 2.5 times the damage done to get full 60% retaliation.
  • GA only retaliates damage up to target's current HP. If a blow kills target, the excess damage beyond target's HP and additional blows after death will not retaliate.

Protection

  • Training cost 6226
  • Reduces damage taken by targets. Applied after armor and Endurance.
  • For a detailed analysis of the cost of training Protection, see the post [1] by no one of consequence, and his charts at [2].

The following values are the exact minimum levels required for the desired effect:

    ------------------------------------------------------------
   | XP Added |    Level    | Effect |     XP     | Level Added |
   |----------------------------------------------|-------------|
   |     6216 |    0(538)   |    4   |      6,226 |             |
   |     6480 |     1078    |    5   |      6,772 |      540    |
   |    22200 |     2928    |    6   |     21,534 |     1850    |
   |    23868 |     4917    |    7   |     39,363 |     1989    |
   |    25752 |     7063    |    8   |     58,677 |     2146    |
   |    27852 |     9384    |    9   |     80,827 |     2321    |
   |    30228 |    11903    |   10   |    106,017 |     2519    |
   |    32904 |    14645    |   11   |    133,437 |     2742    |
   |    35964 |    17642    |   12   |    163,407 |     2997    |
   |    39480 |    20932    |   13   |    196,307 |     3290    |
   |    43524 |    24559    |   14   |    235,090 |     3627    |
   |    48240 |    28579    |   15   |    279,310 |     4020    |
   |    53748 |    33058    |   16   |    328,579 |     4479    |
   |    60252 |    38079    |   17   |    383,810 |     5021    |
   |    68040 |    43749    |   18   |    446,180 |     5670    |
   |    77424 |    50201    |   19   |    517,152 |     6452    |
   |    88884 |    57608    |   20   |    598,629 |     7407    |
   |   103116 |    66201    |   21   |    699,459 |     8593    |
   |   121032 |    76287    |   22   |    820,491 |    10086    |
   |   144108 |    88296    |   23   |    964,599 |    12009    |
   |   174432 |   102832    |   24   |  1,139,031 |    14536    |
   |   215484 |   120789    |   25   |  1,354,515 |    17957    |
   |   272940 |   143534    |   26   |  1,627,455 |    22745    |
   |   356916 |   173277    |   27   |  1,994,874 |    29743    |
   |  1000920 |   256687    |   28   |  3,079,204 |    83410    |
   |          |   653535    |   31   |  8,449,330 |             |
   |          |  5414553    |   33   | 81,461,027 |             |
    ------------------------------------------------------------

*XP Added = Level Added x 12xp


Vampiric Aura (VA)

  • Training cost 14110
  • Targets gain HP (even above their Max HP) from inflicting Physical damage on opponents.
  • VA has reduced effect when its level is low relative to the damage done.
  • If your VA level is below base, due to penalties, it will damage your minion(s).
  • You should keep your Vampiric Aura level equal to the level of Damage you inflict for maximum result.
  • Maximum effect would be 40% Life Leaching, or very near it.
  • Items with natural VA (Morgul-Hammer and Blade of Thuringwethil) stack their VA with your trained VA
  • VA only works against a live target. If a blow kills target, the excess damage beyond target's HP and additional blows after death will not provide healing.
  • VA will allow you to exceed your maximum trained HP via leeching.
  • Vampiric Aura is known to revive minions who die and then 'draw strength' from their weapon.
  • Vampiric Aura only works in melee rounds

Haste

  • Training cost 91
  • Increases the DX of all friendly minions by an amount equal to the effect.
  • The effect is trained at 68% of the level of the spell.
  • Cost-effective for 2 or more targets.

Giant Strength (GS)

  • Training cost 91
  • Increases the ST of all friendly minions by an amount equal to the effect.
  • The effect is trained at 68% of the level of the spell.
  • Cost-effective for 2 or more targets.

    last edited by SuPeR SaIYaN GoJuAN at Jan 29 - Edit Enchant Defense Spells

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