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Nirad's Crown
Lazy Bow Meow * Member Since 2013-08-27
posté September 13, 2013, 18:15:39 | #1
Nirad's Crown Just some pre info, sorry if my abbreviations/naming is strange. To clear up any misunderstanding with AOEs
cross - standard cross (eg hunter area or iop's celestial sword)
square n - n is the number of tiles found on any side of the square
circle n - n is the number of tiles the circle will radiate from the centre (eg circle 2 is an iop's punch or fleeches area)
line n - n is the number of squares that the line extends from the cast point, including cast point
I may use weapons to describe any other area types

Nirad's Crown

Gnarle's Darwin's predictions were right, the time had come for a new race to evolve in the world of 12. He could not foresee however, just how powerful they would be. Beings formed from the earth itself, the Nirads are attuned to the planet. They look at sadidas and scoff. How can they claim rights to nature when they devote their time to their dolls! Upon entering the world of 12 the, disciples of Nirad made themselves known immediately. They attacked any man made structure they could find, attempting to replace it with the nature from which they came. Coasts flooded, the ground shook and rose up. the winds echoed with their bellowing croaks. The issue was that they just kept coming, rising from the earth itself to wreak havoc. One day, however, the answer became clear. The Foggernauts came together to protect the land they had only recently returned to for how better to beat the natural than with the unnatural. They used their fire and steam to render the earth lifeless bringing the advance of Nirad's disciples almost to a halt. Realising that they were now at a disadvantage all the disciples of Nirad could do was surrender and bring life back to the earth. To this day they remain bitter about their defeat and look forward to they day when they shall once again rise in hordes, to bring back nature's dominion.

The disciples of Nirad are a very proud race believing that they have the right to rule over all of the lands. Some are kind and gentle while others would prefer to be tyrants but they are all misguided. Only the greatest disciples can truly hope to achieve that level of superiority that they believe they have. Amongst their own race they are playful and can often be seen playing leapfrog in the fields when younger. They also enjoy singing (croaking) together in harmony. It is said it also increases their strength. As disciples of Nirad they believe in the power of nature and hold everything natural as holy. Any disciples that follow the path of stasis are seen as outcasts and live generally lonely lives. Amongst other races, the disciples of Nirad have somewhat learned to get along and tolerate others especially those that enjoy nature, as such the disciples of Nirad and Saddida often get along well and can effectively control the weather if they so pleased.

Spells

Earth : Primarily AOE damage and support heals

Unstable Earth - The ground shakes, alive with spirits of his comrades, and destabilises any who are caught in it's epicenter.

  • 1 AP 2 MP
  • 0 Range, Circle 2 area, unmodifiable range
  • Surrounding units lose stabilisation
  • lv0 3 dmg
    • lv0 crit 5 dmg
  • lv100 28 dmg
    • lv100 crit 42 dmg
  • lv 200 53 dmg
    • lv200 crit 80 dmg


Uphold - Nirad's follower has singled you out, now share the spotlight whether you want to or not.

  • 4 AP
  • 0 - 3 Range, single target, LOS required, modifiable range
  • Places 'Respect' aura on target for the duration of two turns.
  • Aura effects scales with level and applied effects due to the aura last until the end of the current round.
  • Aura affects surrounding targets, effects can be applied more than once per target, aura ends if triggered 5 times or the duration of two turns ends.
  • lv0
    • (allies) 2 heal, 2% resist
    • (all) 3% MP loss, 1% CF
  • lv100
    • (allies) 14 heal, 20% resist
    • (all) 15% MP loss, 3% CF
  • lv200
    • (allies) 27 heal, 40% resist
    • (all) 30% MP loss, 7% CF


Crown Jewel - Nature itself rejoices at the sight of it's champions that the energy condenses into a radiant jewel.

  • 5 AP 1 WP
  • 0 Range, Circle 2, modifiable range
  • Places a glyph that triggers at the end of the casters next turn
  • lv0 6 heal
    • lv0 crit 9 heal
  • lv100 60 heal
    • lv100 crit 90 heal
  • lv200 115 heal
    • lv200 crit 172 heal


Tall Grass - By increasing the concentration of wakfu in the earth beneath their feet, Nirads can cause the rapid growth of flora in their vicinity.

  • 5 AP
  • 0 - 2 Range, Circle 3, modifiable range, only one can exist at a time
  • Places a glyph that lasts for 3 turns
  • Mechanics/glyphs cast within tall grass are invisible
  • lv0
    • (allies) 2 heal
      • crit 3 heal
    • (all) 2 dmg, 1% to inflict blind
      • crit 4 dmg, 2% to inflict blind
  • lv100
    • (allies) 15 heal
      • crit 22 heal
    • (all) 30 dmg, 10% to inflict blind
      • crit 45 dmg, 15% to inflict blind
  • lv200
    • (allies) 29 heal
      • crit 45 heal
    • (all) 57 dmg, 20% to inflict blind
      • crit 85 dmg, 25% to inflict blind


Crown Spike - Sometimes even the kind must be cruel.

  • 6 AP
  • 1 Range, Staff area, modifiable range, linear
  • enemies in the lateral spots receive reduced damage (60%)
  • lv0 8 dmg
    • lv0 crit 12 dmg
  • lv100 90 dmg
    • lv100 crit 135 dmg
  • lv200 172 dmg
    • lv 200 crit 258 dmg



Water - Mobility, AOE, Lock, terraforming

Pop - By expanding a body of water or even within his opponents the Nirad can cause some prtty nasty results

  • 2 AP
  • 2 - 5 Range, LOS required up to lv100, 3 uses per turn max
  • Damage increases when cast on a flooded tile by 1.6 times and becomes a cross area, removes tile that was targeted
  • lv0 2 dmg
    • crit 3 dmg
  • lv100 20 dmg
    • crit 30 dmg
  • lv200 38 dmg
    • crit 57 dmg


Hot Spring - A technique often reserved for leisurely activity, turned into a weapon for battle at the click of your fingers.

  • 4 AP
  • 3 - 5 Range, LOS required, 2 uses per turn max, limited by mechanics
  • Summons a 'Spout'
  • Blocks LOS, Same charges as flooded tiles, damages enemies in an cross (length 2) and an X ( as firedamp explosion or crossfire's range reduced by 1)
  • 10% to Flood each tile in it's area each turn
  • lv0 3 dmg
  • lv100 30 dmg
  • lv200 57 dmg


Deluge - With their god's consent the Nirads may flood the lands once more.

  • 4 AP
  • 0 - 2 Range, Modifiable range, No LOS
  • If cast on a flooded tile damages all targets along a series of connected tiles. Damage reduces by 5% for each tile crossed. Pushes units back 2 spaces.
  • lv0 4 dmg
    • lv0 crit 6 dmg
  • lv100 40 dmg
    • lv100 crit 60 dmg
  • lv200 76 dmg
    • lv200 crit 144 dmg


Geyser - Someone once saw the crater left behind by this spell and mistakenly thought that and angry iop had passed by. It was much too wet for that though.

  • 6 AP 1 WP
  • 2 Range, Square 3, LOS required
  • lv0 8 dmg
    • lv0 12 dmg
  • lv100 88 dmg
    • lv100 132 dmg
  • lv200 168 dmg
    • lv200 crit 252 dmg
Whirlpool - This spell is perhaps for almost sinking the Black Purr on a number of occasions.

  • 3 AP 1 MP
  • 2 - 4 Range, No LOS, 1 use per turn
  • if cast on any square or circle of water tiles, becomes an AOE spell. (cross, square 2, square 3, circle 2 etc)
  • lv0 4 dmg
    • lv0 crit 6 dmg
  • lv100 54 dmg
    • lv100 crit 81 dmg
  • lv200 104 dmg
    • lv200 crit 156 dmg


Air Spells - Debuffs, High damage, Mobility

Nirad's Stomp - Leapfrog...extreme leapfrog.

  • 2 AP 1 MP
  • 2 Range, Cross 1, LOS required, Modifiable Range
  • Pushes enemies in the AOE away by 1
  • lv0 4 dmg
    • lv 0 crit 6 dmg
  • lv100 40 dmg
    • lv100 crit 60 dmg
  • lv200 76 dmg
    • lv200 crit 114 dmg


Piercing Croak - In the words of Will. I. Aint, 'Pop, pop, there go your eardrums'

  • 5 AP 2 MP
  • 1 - 2 Range, Line 3, LOS required, Modifiable Range, Linear, 1 use per turn
  • 50% chance to Apply Debilitated state (100% on crits)
    • Causes the loss of AP and MP in a random fashion
    • every 50 levels the spell gains an additional loss up to 5 at level 200
  • Pushes Nirad back by 2
  • lv0 6 dmg
    • lv0 crit 9 dmg
  • lv100 63 dmg
    • lv100 crit 95 dmg
  • lv200 120 dmg
    • lv200 crit 180 dmg


Pressure - The precision of their croaks have reached such a level that they can even stop a crackler's fist with ease.

  • 4 AP
  • Range 2, LOS required, Modifiable Range
  • lv0 6 dmg
    • lv0 crit 9 dmg
  • lv100 60 dmg
    • lv100 crit 90 dmg
  • lv200 114 dmg
    • lv200 crit 170 dmg


Bribery - A tyrant must have cunning as well as strength if he wishes to be succesful.

  • 3 AP 1 MP
  • 1 - 3 Range, LOS required, once per target
  • Can target self or allies and deal no damage
  • Effects last until the start of the Nirad's following turn and are the same for critical hits
  • lv0 4 dmg, +3% CH, -9% Res
    • lv0 crit 6 dmg
  • lv100 45 dmg, +15% CH, -45% Res
    • lv100 crit 68 dmg
  • lv200 86 dmg, +30 CH, -90% Res
    • lv200 crit 129 dmg


Nirad's Croak - An evolution of the Boohowl, never before has a croak instilled such fear.

  • 6 AP 1 WP
  • 1 - 3 Range, Cross 1, No LOS, Modifiable Range, Linear
  • All tiles up to the cross are affected too
  • Damage reduction is doubled for critical hits
  • lv0 8 dmg, -1% dmg
    • lv0 crit 12 dmg
  • lv100 84 dmg, -50% dmg
    • lv100 crit 126 dmg
  • lv200 160 dmg, -100% dmg
    • lv200 crit 240 dmg


Actives

Flood - The Nirad can flood the land to gain the advantage against his land loving contemporaries. The perfect marshy environment for this amphibian ruler.

  • Flooded tiles can lock lone water tiles have 0 lock, Water tiles adjacent to 1 - 2 other tiles have 20 lock, Water tiles adjacent to 3 other tiles have 10 lock, Water tiles adjacent to 4 other tiles have 5 lock. i.e. if standing on a water tile with two others adjacent to it, the two other tiles collectively have a lock equivalent to 20 lock.
  • Fine Print: Does not affect Flying or Swimming Enemies, Locks allies too except for eni,fogger on rails, xelor, dragon osa, gobgob and nirads
0. 4 AP 2 WP, 1 Range, Creates Flooded tile with 1 Charge, 1 use/turn

  1. 4 AP 2 WP, 1 Range, Creates Flooded tile with 2 Charges, 1 use/turn
  2. 3 AP 2 WP, 1 Range, Creates Flooded tile with 2 Charge, 1 use/turn
  3. 3 AP 2 WP, 2 Range, Creates Flooded tile with 2 Charge, 2 use/turn
  4. 3 AP 2 WP, 2 Range, Creates Flooded tile with 3 Charge, 2 use/turn
  5. 3 AP 1 WP, 2 Range, Creates Flooded tile with 3 Charge, 2 use/turn
  6. 3 AP 1 WP, 3 Range, Creates Flooded tile with 4 Charge, 2 use/turn
  7. 3 AP 1 WP, 4 Range, Creates Flooded tile with 4 Charge, 2 use/turn
  8. 2 AP 1 WP, 4 Range, Creates Flooded tile with 4 Charge, 3 use/turn
  9. 2 AP 1 MP, 5 Range, Creates Flooded tile with 4 Charge, 4 use/turn
Vast Croak - Both an offensive and defensive mechanism, by inhaling an immense volume of air a Nirad can prepare croaks loud enough to be heard throughout the world of 12.

  • Boosts Damage and AP in return on the following turn enter the 'Blown Out' state
  • 'Blown Out' : Resistances reduced by 1.5 times damage bonus and MP reduced by AP bonus
  • Cannot be used while in 'Vast Croak' or 'Blown Out' states
  • Cost 1 WP
0. +30% Air dmg

  1. +33% Air dmg
  2. +36% Air dmg
  3. +40% Air dmg
  4. +43% Air dmg, +1 AP
  5. +46% Air dmg, +1 AP
  6. +50% Air dmg, +1 AP
  7. +53% Air dmg, +2 AP
  8. +56% Air dmg, +2 AP
  9. +60% Air dmg, +3 AP


Facilitate - Punish those that you deem to be abhorrent in the world and all that are agains nature by facilitating their destruction. Reward those you wish to nurture by facilitating their growth. You and your allies can cast spells for lower costs to more effectively follow orders.

  • The first spell cast by you and your allies until the start of your next turn against a target receive a cost reduction
  • 1 cast per target per turn, 1 cast per turn (unless otherwise stated)
  • Does not work on spells that use all AP
0. 6 AP 2 WP, 0 Range, - 2 AP cost

  1. 5 AP 2 WP, 1 Range, - 2 AP cost
  2. 4 AP 2 WP, 2 Range, - 2 AP cost
  3. 3 AP 2 WP, 3 Range, - 2 AP cost
  4. 3 AP 2 WP, 4 Range, - 2 AP cost
  5. 3 AP 1 WP, 4 Range, - 2 AP cost
  6. 2 AP 1 WP, 5 Range, - 2 AP cost
  7. 1 AP 1 WP, 5 Range, - 2 AP cost, - 1 MP
  8. 1 AP 1 WP, 5 Range, - 2 AP cost, - 1 MP, - 1 WP cost
  9. 1 WP, 6 Range, - 2 AP cost, - 1 MP, - 1 WP cost, 2 targets per turn


Healing Waters - Go from destructive to productive in two seconds flat. Water tiles and water spells become vast heals at your command.

  • Costs 1 WP
  • Allies standing on water tiles receive a heal based upon the level of the spell and the nirad's water damage and heal percentages.
  • Water spells become heal spells for the remainder of the turn.
  • Hot Springs cleanse status effects from allies.
0. Tiles heal 0 HP

  1. Tiles heal 5 HP
  2. Tiles heal 10 HP
  3. Tiles heal 15 HP
  4. Tiles heal 20 HP
  5. Tiles heal 25 HP
  6. Tiles heal 30 HP
  7. Tiles heal 35 HP
  8. Tiles heal 40 HP
  9. Tiles heal 45 HP


Frog Hole - Transports any character that attempts to pass over it to the other end of the frog hole.

  • Counts towards your overall mechanics.
  • Holes are paired
  • Invisible to enemies
  • Holes must be walked onto or passed over to be activated
  • Immediately transports the one who walked over it to the exit hole.


0. 2 AP 2 MP, 0 Range, 1 cast per turn

  1. 2 AP 2 MP, 1 Range, 1 cast per turn
  2. 2 AP 2 MP, 2 Range, 1 cast per turn
  3. 2 AP 2 MP, 3 Range, 2 cast per turn
  4. 2 AP 2 MP, 4 Range, 2 cast per turn
  5. 1 AP 2 MP, 5 Range, 2 cast per turn
  6. 1 AP 2 MP, 6 Range, 2 cast per turn
  7. 1 AP 2 MP, 7 Range, 2 cast per turn
  8. 1 AP 2 MP, 8 Range, 3 casts per turn
  9. 2 MP, 9 Range, No cast limit


Passives

Living Waters

  • Increases charges on water tiles by .2 per level (4 bonus charges max)
  • Starting from 2%, increasing by 2% per level, is the chance to produce an extra Flood tile per Flood tile produced (40% max)
  • Increases lock of water tiles by 1 per level, starts at 1


Evolution

  • +.1% chance to gain 1 WP and +.2% chance to gain one MP per spell cast (2 and 4% max respectively)
  • at level 10 a range bonus is added whenever this prods
  • at level 20 2 range is added for the proc
  • procs at the start of your turn


Toad Slime

  • Increases Dodge for your turn when standing on or passing over a water tile
  • Starts at +10 dodge and increases by 1 per level up to level 10
  • increases by 2 per level up to level 15
  • increases by 4 per level up to level 20 for a max of 50 Dodge
  • From level 15 upwards Nirads can move an extra space for the cost of one MP
  • At level 20 this increases to 2 extra spaces
  • From level 16 there is 10% chance to leave a water tile on any of the bonus tiles you move over after the the water tile
  • This increases by 10% per level (50% max)
  • Each tile has this chance


Intelligent Earth

  • Chance to not hit allies with damage and negative effects from earth spells starting at 4% and increasing by 4% per level (80% max)
  • When an earth spell is cast gains some resistance
    • +1-5% up to level 4
    • +1-10% up to level 9
    • +5 - 10% up to level 19
    • +10 - 20% at level 20
  • AOE of resist buff increases with levels and only affects allies
    • becomes cross 1 at level 10
    • becomes circle 2 at level 15
  • Buff stacks for each spell cast


Croaker

  • Every special tile or mechanic made by the Nirad increases it's air damage and critical hits by a set amount
  • Per tile within a circle 2 range air damage is increased by .5% (increases by .5% per level up to 10%)
  • Per tile within a circle 2 range critical hits increase by .15% (increases by .15% per level up to 3%)
 


This post has been edited by Surothwell - September 13, 2013, 18:35:33.