Spell Trees

From PotterworldMC
Revision as of 01:25, 7 May 2021 by Grace (talk | contribs)
Jump to: navigation, search

Spell Trees

Introduced with the Revelius Update, spell trees are an opportunity for players to increase the usefulness of some of their most important spells by adding spell points. There are 5 spell trees with spells that players can add spell points to. These are the Charms, Jinx, Curse, Transfiguration, and Defensive spell trees.


Spell Tree Basics

There are 5 spell trees (Charms, Jinx, Curse, Transfiguration, and Defensive trees) of 10 spells each. At level 80, a player has 30 spell points to allocate amongst 50 spells. Players cannot award spell points to all spells, so the points must be used wisely.


Spell Points

Spell Points are points that a player gains as they level up on Potterworld. Spell Points can be 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’s an area of effect spell, and increase its damage scale. Spell points are obtained at certain levels on Potterworld. These levels are 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 will have a maximum of 30 spell points. A player can check how many spell points they have and how many they have left to allocate by doing /me -> Spell Trees, and hovering over their head.


Assigning Spell Points

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


Spell Tree Types

Charms

The charms spell tree is made up of Aquatimentum, Immoblio, Expellimo, Stupeficus, Baulectrium, Anti-Appareo, Baulectrius, Tripudio, Volo, and Bombardus. This spell tree has 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 0.4 0.45 0.5                
Tripudio 20 16 15 14         3 5 6 7        
Volo 20 16 15 14         3 5 6 7        
Bombardus 24 16 14 12 0.5 1.5 1.75 2                


Jinxes

The jinxes spell tree is favoured by duelists due to its high damage, skill shot spells. The jinxes spell tree also includes notable crowd control spells such as Propulso, which push an opposition back as well as remove any healing. The 10 spells on the jinxes spell tree are Levosus, Risiomento, Ignatium, Propulso, Cascamorus, Recanto Enchantum, Confundo, Accersio, Ventimus, and Leviocorpum.

  Cooldown (Seconds) Damage Scale Duration (Seconds) Other
Spell Points 0 1 2 3 0 1 2 3 0 1 2 3 0 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 6 16  20  24 
Accersio 22 18 16 14                        
Ventimus 28 17 15 13 0 0.2 0.2 0.3                
Leviocorpum 32 15 13 11         1 2 3 4        
                      Radius        
                  0 1 2 3        
Recanto Enchantum                 0 1 2 3 12  22 26 30

For Other in the Jinx spell tree, the Tickle count of Risiomento is influenced, as well as the Range of Accersio and Recanto Enchantum.


Curses

The curses spell tree is made of the spells Contagios, Antioculus, Expulsio, Religo Mortus, Venenox, Tempellious, Paralotum, Conflamorus, Igniotempus, and Flamonstrum. These spells are generally spells with an increased cast time, but higher damage. These spells can be countered reasonably simply, but are 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 26 14 12         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 is favoured by those who like to kill mobs from above. The tree has many area-of-effect spells which can deal high damage. This spell tree also contains the visually entertaining damage spell Aviforma.

The other 8 spells of the Transfiguration spell tree are Ignis, Magmify, Glacios, Specutelum, Incarcerum, Incendo, Cometes, Meteorum, and Devoronox.

  Cooldown (Seconds) Damage Scale Duration (Seconds) Other
Spell Points 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 0.2 0.3 0.4                

For "Other" in the Transfiguration spell tree, Specutelum arrow count is influenced as well as Aviforma Bird count.

Defensive

The defensive spell tree is a staple for all who wish to participate in PVE or PVP. Adding points into defensive spells can increase the healing scale of a healing spell when cast, as well as decrease the cooldown of damage spell counters. The defensive spell tree contains 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                
Revervo 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 helps it increase its effectiveness. This can be through the damage dealt, the healing provided, how often the spell can be 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 are added, the damage scale increases and so does damage dealt. Damage is also impacted by the gear of the player.


Power - Healing Scale

Healing Scale is the amount of health regenerated when a player casts a healing spell. As healing scale increases so does the amount of health regenerated. Health regeneration is also impacted by gear.


Intelligence - Cooldown

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


Potency - Range

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


Potency - Radius

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


Potency - Duration

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


Other

Some specific spells have other factors influenced by spell points.

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


Resetting Spell Trees

If one wants to change their spell points, spell trees can be reset for 100 gold in the /me menu. When these are reset, all spell points are removed from their allocated spells, and all have to be re-assigned.


Tips

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