Difference between revisions of "Sunray"
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|Research Cost:|| 5,000 | |Research Cost:|| 5,000 | ||
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− | |Upkeep:|| | + | |Upkeep:||100 MP |
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|Related Unit:||None | |Related Unit:||None |
Revision as of 06:32, 4 October 2009
| Spell Attributes | Lists of Simple, Average, Complex, Ultimate & Ancient Spells |
This enchantment spell will make the sun shine brighter in your country, thus giving mages higher resistance to dark or illusionary magic. It will increase your Nether and Phantasm resistances.
Magic Specialty: | |
Rank: | Complex |
Type: | Enchantment SelfOnly |
Cast Turn: | 10 |
Cast M.P.: | 50,000 |
Research Cost: | 5,000 |
Upkeep: | 100 MP |
Related Unit: | None |
Effect
The enchantment gives increased protection (spell resistance) against Nether and Phantasm magic.
- On-color , Spell level 436: 37% resistance to Phantasm and Nether magic
- Adjacent color , , spell level 421: 8% resistance to Phantasm and Nether Magic
- Opposite-color ,: spell level 609: 4% resistance to Phantasm and Nether magic
- Gods, i.e. on-color Spell level 777: 66% resistance to Phantasm and Nether magic
Additional notes: cast with red SL 476 : 9% resistance to Phantasm and Nether Magic Cast with blue,: spell level 609 + 4 (613) from Grand enchanter : 5% resistance to Phantasm and Nether magic
Usage
On low land, off-color Sunray is hardly worth its upkeep and the ten (10!) turns of casting the spell. For green mages, it is worth maintaining this spell - if you can afford the m.p. next to enchantments like Plant Growth, Weather Summoning, Nature's Favor
On big land, non-green mages may consider to cast Sunray to max out their color resistances