๐Ÿง Cast of Consciousness

Mind Casts have six permanent stats: Health Regeneration, Mana Regeneration, Stamina Regeneration, Evasion, Physical Defense, and Magic Defense.

If the King is given (put in a special slot) the Cast of Consciousness, then the class ability - "Soil" becomes available to him, which can be used during a mini-duel.

When using the "Soil" ability, the King can create a special spell on any cell of the mini-duel field, which increases all the Regeneration parameters (Health, Mana and Stamina) of the allied figure and reduces all the Regeneration parameters of the enemy figure.

The formula for calculating the values โ€‹โ€‹of Regeneration parameters:

HR (MR,SR) = CHR (CMR, CSR) * CL / 3

Where:

HR (MR,SR) - the value of the Health, Mana and Stamina Regeneration, by which the current allied figure parameters of the Regeneration are increased and the parameters of the Regeneration of the opponent's figure are reduced

CHR (CMR, CSR) - the value of the Regeneration parameters that gives the Cast of Consciousness

CL - Cast of Consciousness level

The effect of the "Soil" ability is limited in time and depends on the rarity of the Consciousness Cast (see the table below).

After the end of the mini-duel, the action of the Soil stops automatically. The recharge time of the Soil also depends on the rarity of the Mind Cast (see the table below).

If the King repeatedly participates in a mini-duel before the cooldown of the "Soil" ability, then the King will be able to re-use this ability only after completing the remaining number of rounds during the mini-duel.

Depending on the rarity of the Mind Cast, it can be used a certain number of times, after which the Soil ability can no longer be used (see the table below). At the same time, all permanent and random characteristics of the Cast of Consciousness are preserved.

In order for the King to use the "Soil" again, it is necessary to replace the Cast of Consciousness with a new one.

Table of parameters Cast of Consciousness.

Rarity
Number of uses
Action, rounds
Cooldown, moves/rounds

Common

5

2

12

Rare

15

3

9

Super Rare

45

4

7

Unique

120

5

5

Epic

200

6

3

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