Damage reactor
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Damage reactors as a concept were introduced in the Barrier Review. Damage reactors are spells that directly mitigate damage, or react (as the name implies) to damage in some way. Notably this does not include SvS barriers such as Psychic Shield or Essence of Yew that help prevent debilitation effects. It also does not include anti-magic potency or integrity barriers such as Soldier's Prayer or Serenity Meditation, but instead only applies to spells and abilities that directly interact (or react) with damage in some capacity.
Reactor Slots (and Rules)
- Everyone has two reactor slots available.
- Native spells or abilities (i.e. abilities of your guild) cost one slot, while non-native abilities outside of your guild take up both slots. This is per-guild, and not per-mana-frequency, so a Ranger casting Iron Constitution would still use both slots for one spell. This intentionally places a premium on using in-guild abilities where possible for maximum effect.
- Some spells or abilities are 0-slot (free) for their native guild, such as Protection from Evil for Clerics and Volcano berserk for Barbarians.
- Manifest Force is considered native and take only a single slot. For those who have access to it, Temporal Eddy requires both slots.
- Abilities cast (or used) by yourself take precedence. It's not possible for someone to overwrite some of your barriers by casting another barrier on you. In general, if you're trying to put up a third reactor, you will first need to stop one of the two spells using a reactor slot.
When Out of Slots
Your ward is unable to attain coherence due to too many other spells of the same type affecting the same subject.
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