Spell Trees

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Spell Trees

Introduced with the Revelius Update, spell trees were an opportunity for players to increase the usefulness of some of their most important spells by adding Spell Points. Spell Trees were removed in the Gameplay Update 1.5.0 and replaced by Talents. There were 5 spell trees with spells that players could add Spell Points to. These were the Charms, Jinxes, Curses, Transfiguration, and Defensive spell trees.


Spell Tree Basics

There were 5 spell trees (Charms, Jinxes, Curses, Transfiguration, and Defensive trees) of 10 spells each. At level 80, a player had 30 Spell Points to allocate amongst 50 spells. Players could not award Spell Points to all spells, so the points were used wisely.


Spell Points

Spell Points were points that a player gained as they levelled up on Potterworld. Spell Points were assigned to spells in the spell trees, to increase the capability of the spell. Adding a spell point to a spell can decrease its cooldown, increase its duration if it was an AOE (Area of Effect) spell, and increased its damage scale. Spell Points were obtained at certain levels on Potterworld. These levels were levels 2, 4, 7, 9, 12, 15, 18, 20, 23, 26, 29, 31, 34, 37, 40, 42, 45, 48, 51, 53, 56, 59, 62, 64, 67, 70, 73, 75, 77, and 80. At level 80, a player had the maximum of 30 Spell Points. A player could check how many Spell Points they had and how many they had left to allocate by doing /me -> Spell Trees, and hovering over their head.


Assigning Spell Points

Spell Points were assigned to certain spells in /me -> Spell Trees. In a spell tree, there were different tiers of spells. To allocate a point to a high-tiered spell, there must have been points allocated to all before it. Each spell could have a maximum of three points awarded to it. Spell Trees were reset for 100 Gold in the /me -> Spell Trees menu. When spending this 100 Gold it reset the whole tree, and there was no option to only re-allocate one point. This was why players were careful when changing their spell tree.

Spell Tree Types

Charms

The charms spell tree was made up of Aquatimentum, Immoblio, Expellimo, Stupeficus, Baulectrium, Anti-Appareo, Baulectrius, Tripudio, Volo, and Bombardus. This spell tree had a useful mixture of skill shot and AOE (Area of Effect) spells for combat, as well as mobility and crowd control spells.

Cooldown (Seconds) Damage Scale Duration (Seconds) Range
Spell Points 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2 3
Aquatimentum





0.2 0.34 0.37 0.4 0.75 1.25 1.3 1.35





Immoblio 25 15 13 11





0.5 1.5 1.75 2





Expellimo









0.25 0.5 0.75 1 10 16 22 28
Stupeficus





0.1 0.8 1 1.2 0 1 1.25 1.5





Baulectrium 18 11 10 9 0.2 0.41 0.46 0.51









Anti-Appareo





0.1 0.7 0.8 0.9 2 3.5 5 6.5





Baulectrius 20 12 10 8 0.2 0.3 0.35 0.4









Tripudio 20 16 15 14





3 5 6 7





Volo 20 16 15 14





3 5 6 7





Bombardus 30 20 17 15 0.5 1.5 1.75 2










Jinxes

The jinxes spell tree was favoured by duellists due to its high damage, skill shot spells. The jinxes spell tree also included notable crowd control spells such as Propulso, which pushed an opposition back as well as removed any healing. The 10 spells on the jinxes spell tree were Levosus, Risiomento, Ignatium, Propulso, Cascamorus, Recanto Enchantum, Confundo, Accersio, Ventimus, and Leviocorpum.

Cooldown (Seconds) Damage Scale Duration (Seconds) Range Radius Degree
Spell Points 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2 3 1 2 3
Levosus 16 10  8 0.15 0.55 0.75 0.95

















Risiomento 17 10 9 8









2 3 4









Ignatium 19  11  9 0.35 0.9  1.1 

















Propulso 21 13  11  0.1 0.3 0.5 0.7

















Cascamorus 18 8 7 6 0.4 1.1 1.2 1.3

















Confundo 40 28  24  20 





8 12 16 20









45°  90°  135°  180°
Accersio 22 18 16 14









6 16 20 24









Ventimus 28 24 22 19 0 0.1 0.2 0.3

















Leviocorpum 40 19 16 13





1 2 3 4













Recanto Enchantum













12  22 26 30 0 1 2 3






Curses

The curses spell tree was made of the spells Contagios, Antioculus, Expulsio, Religo Mortus, Venenox, Tempellious, Paralotum, Conflamorus, Igniotempus, and Flamonstrum. These spells were generally spells with an increased cast time, but higher damage. These spells were countered reasonably simply, but were deadly when hitting the target.

Cooldown (Seconds) Damage Scale Duration (Seconds) Projectile Velocity
Spell Points 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2 3
Contagios 17 10 





2 5 6 7





Antioculus 24 16 14 12 0.1 0.7 0.8 0.9 1 1.5 1.75 2





Expulsio 16 7 0.5  1.2  1.35  1.5









Religo Mortus









1 2 2.5 3 12  14  16 
Venenox 30 18 15 12





 3 11 





Tempellious 27 14  12  10  0.65 1.5 1.6 1.7









Paralotum 30 21 18 15





 1

2.5 3





Conflamorus 20 12 10 8 0.7 1.3  1.45  1.6









Igniotempus 50 21 18 15 0.85 1.5 1.7 1.9









Flamonstrum 60 24 22 20 0.9 1.9 2.15 2.4










Transfiguration

The Transfiguration spell tree was favoured by those who use AOE spells well. The tree had many AOE (Area of Effect) spells which could deal high damage. This spell tree also contained the visually entertaining damage spell Aviforma.

The other 9 spells of the Transfiguration spell tree were Ignis, Magmify, Glacios, Specutelum, Incarcerum, Incendo, Cometes, Meteorum, and Devoronox.

Cooldown (Seconds) Damage Scale Duration (Seconds) Birds Arrows
Spell Points 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2 3
Ignis 15 10  8 6 0.2  0.45  0.55  0.65 













Aviforma 28 16 13 10 0.25 0.7 0.85 1





1 3





Magmify 24 15   12  9





1 3 5 7









Glacios 17 15 12 7 0.1 0.35 0.6 0.8













Specutelum





0.3 1 1.1 1.2









1 3 5 7
Incarcerum 26 15 13 11





1 2 2.5 3









Incendo 30 15 12 9





1 3 5









Cometes 40 24 20 16 0.8 1.5 1.7 1.9













Meteorum 60 24 21 18 0.85 1.8 2 2.2













Devoronox 45 21 18 15 0.1 0.15 0.2 0.25













Spells such as Aviforma and Specutelum also had the option of increasing the amount of projectiles they send out (birds for Aviforma and arrows for Specutelum).


Defensive

The defensive spell tree was a staple for all who wish to participate in PVE and PVP. Adding points into defensive spells could increase the healing scale of a healing spell when cast, as well as decreased the cooldown of damage spell counters. The defensive spell tree contained Renervo, Purificus, Resolvus, Renervo, Epifio, Protellomo, Fortifius, Protellum, Feruvio, and Vulnamedius. Resolvus is an extremely useful spell to counter poison and stuns. Purificus counters fire, and Resolvus counters slowness.

Cooldown (Seconds) Healing Scale Duration (Seconds)
Spell Points 0 1 2 3 0 1 2 3 0 1 2 3
Purificus 15 10  5 0









Resolvus 15 10 5 0









Renervo 15 10 5 0









Epifio 15 5 4 3 0.3 0.8 0.85 0.9





Finite Enchantum 60 30 24 18









Protellomo 40 20 18 16





1 4 5
Fortifius 60 30 24 18





2

5 6
Protellum 60 30 27 24





3 4 5
Feruvio 25 22 19 16 0.1 0.15 0.2 0.25





Vulnamedius 60 30 27 24 0.3 1 1.1 1.2





Spell Upgrades

Each spell point applied to a spell helped to increase its effectiveness. This could have been through the damage dealt, the healing provided, how often the spell could have been cast, and more.


Power - Damage Scale

Damage Scale is how the damage dealt from a spell increases or decreases with Spell Points added or removed. As Spell Points were added, the damage scale increased and so did damage dealt. Damage was also impacted by the gear of the player.


Power - Healing Scale

Healing Scale was the amount of health regenerated when a player casts a healing spell. As healing scale increased, so did the amount of health regenerated. Health regeneration was also impacted by gear.


Intelligence - Cooldown

The cooldown of a spell was how long a player must wait between casting the same spell twice.


Potency - Range

The range of a spell was how far it can reach away from the caster.


Potency - Radius

The radius of a spell was for spells with an area of effect. With increased radius, the area that a certain spell impacts was increased.


Potency - Duration

The duration of a spell was how long the spell impacts the caster or another player. This was applicable for effects such as blindness, slowness, jump boost or speed.


Other

Some specific spells had other factors influenced by Spell Points.

  • When Risiomento was cast it provides knockback around as it ‘tickles’ players. When more Spell Points were allocated to Risiomento there was more knockback applied. 
  • Aviforma summons birds to attack players. As more Spell Points were applied to Aviforma more birds were summoned.
  • Religo Mortus sends an orb that chases a player down and then provides slowness. Projectile Velocity was the speed of this orb when chasing the target. Spell Points on Religo Mortus increased the velocity of the orb.

Resetting Spell Trees

If one wanted to change their Spell Points, spell trees were reset for 100 Gold in the /me menu. When these were reset, all Spell Points were removed from their allocated spells, and all had to be re-assigned.

Tips

  • Spell Points were allocated from level 3 and the first spell they were given to is Ignis.
  • Many players allocated Spell Points to the Defensive spell tree as well as one or two others.
  • Each player’s spell tree was unique to their play style and there is no one ‘best’ set.
  • If a player had gear which provides increased damage to one spell tree, it was recommended that the Spell Points are allocated to spells of this tree as well.