Difference between revisions of "Guild:Sunray"
m (Protected "Guild:Sunray" ([edit=sysop] (indefinite) [move=sysop] (indefinite))) |
m (Changed protection level for "Guild:Sunray" ([edit=autoconfirmed] (indefinite) [move=sysop] (indefinite))) |
(No difference)
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Latest revision as of 05:03, 20 October 2010
Eradication | Verdant | Ascendant | Phantasm | Nether | Plain
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.
Spell Statistics | |
Name | Sunray |
Magic Speciality | Verdant |
Rank | Complex |
Attributes | Enchantment, Selfonly |
Cast Turn | 10 |
Cast M.P. | 50,000 |
Research Cost | 5,000 |
Upkeep Cost | 50 m.p. |
Servers |
Blitz |
Guildwar |
Lightning |
Arch |
Solo |
Beta |
Related Unit |
Effect
The enchantment gives increased protection (spell resistance) against Nether and Phantasm magic.
- ONCOLOR : 0.085 * SL = ~38% @ SL450
- OFFCOLOR : 0.02 * SL = ~9% @ SL450
- OPPOSITE : 0.007 * SL = ~3.15% @ SL450
- Gods, i.e. on-color Spell level 777: 66% 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