Enchant Defense spells

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

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 your Most Powerful Blow for maximum efficiency.
  • VA can be trained even higher than your MPB to counter the effects of Dispel Magic.
  • 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 Raveshaw at Sep 21 - Edit Enchant Defense spells

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