Difference between revisions of "Lance's Abilities"

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In addition to these abilities, Lance can find <b>Permanent Upgrades</b> that will give him a permanent stat boost of some kind.
 
In addition to these abilities, Lance can find <b>Permanent Upgrades</b> that will give him a permanent stat boost of some kind.
  
All of these abilities can be bought at shops using [[Pretty Petals]], and if you find an ability that you can't have more than one of (for instance, you buy an ability but then you find it in the game world) then it will automatically be converted to [[Pretty Petals]].
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All of these abilities can be bought at shops using [[Pretty Petals]], or found in the field. If Lance finds an ability he already owns, he can sell it to the shop for [[Pretty Petals]]. If Lance cannot carry any more of the item he finds, it will automatically be converted to [[Pretty Petals]]. However, this is not usually possible unless the save file is hacked.
  
 
== Active Abilities ==
 
== Active Abilities ==
Lance's Active abilities are used by the player when they hold down the <b>Attack</b> button. Holding the button prepares to use the ability, while releasing it will use the ability. There is also an <b>Auto-Ability</b> button to help with this. See the [[Controls]] for more information.
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Lance has two abilities at his disposal: He can <b>spin</b>, which can propel him forwards over gaps, as well as allow him to attack enemies and interact with switches and gears. He can also <b>throw his shield</b>, which allows him to hit targets that are far away.
  
Lance can only have <b>one</b> active ability set at a time, and Lance can only use the ability if he has enough Magic available to do so.
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More details about upgrading Lance's abilities will be given later.
 
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{{Stub}}
{| class="wikitable"
 
!Ability Name
 
!Magic Cost
 
!Ability Description
 
!Available Upgrades
 
|-
 
!Shield
 
|45
 
|Lance's default ability. Lance will prepare to throw the shield, during which time the player will move slowly to aim. Once Lance releases the shield, it will fly in the direction the player chose, until it either strikes an enemy or decides to return to Lance. If the shield returns to Lance successfully, the magic cost is refunded.
 
|
 
* <b>Homing:</b> the shield will home in on the closest enemy or other targetable object.
 
* <b>Wave:</b> the shield will travel in a zigzag line, making it easier to hit fast moving enemies.
 
* <b>Indestructible:</b> the shield will not be destroyed on impact, but also will not refund the magic cost when it returns to Lance.
 
|-
 
!Dagger
 
|45
 
|Lance will prepare to throw a dagger. The longer the player holds the button down, the more powerful the dagger will be. It has 4 levels of power. Once released, Lance will throw the dagger very quickly, where it will keep going through all terrain until it either hits an enemy or flies off the screen.
 
|
 
* <b>Explosion:</b> the dagger will explode on contact with an enemy, damaging nearby enemies.
 
* <b>Piercer:</b> the dagger will travel through enemies, losing a level of power for each enemy it hits until it eventually disappears. If <i>Explosions</i> is equipped, it will explode on contact with each enemy.
 
* <b>Surplus:</b> when the dagger hits an enemy, it will fire 4 new daggers diagonally at 1 level of power less for each time this happens.
 
|-
 
!Lance
 
|45
 
|Lance will prepare to throw a lance. When he throws it, it will fly in the direction the player has chosen. If it does not hit an enemy, it will "land" in a spot, hovering in midair. You can throw as many lances as you have enough magic for. Each time Lance spins, the lances will spin as well, up to 3 times. Then, they will disappear. Enemies will only take damage from a lance while it is spinning. Therefore, positioning is key.
 
|
 
* <b>Doubletime:</b> the lances will disappear after 6 spins instead of 3.
 
* <b>Javelin:</b> the thrown lance will travel through enemies and deal damage before it settles.
 
* <b>Grand Lance:</b> each lance is larger than normal.
 
|-
 
!Fire
 
|45
 
|Lance will prepare to throw fire. When the player releases the button, it will be thrown a short distance, causing damage to enemies. He can also use this ability to light lanterns and whatnot, though the "Flame Tail" or "Lantern" Passive Abilities would be better suited toward exploration in dark spaces. Enemies can also be burned, causing them to take damage over time.
 
|
 
* <b>Flame On:</b> if an enemy is nearby to an enemy hit by the fire, they will also receive damage.
 
* <b>Long Distance:</b> allows Lance to throw the fire farther than normal.
 
* <b>Triple Flame:</b> Lance will throw 3 flames instead of one.
 
|-
 
!Ice
 
|45
 
|Lance will prepare to throw a blast of cold energy. When thrown, it will travel until it hits an enemy, a part of the terrain, or it flies offscreen. It can snuff out lanterns, and it also has a chance of freezing enemies in their tracks. Frozen enemies can be hit by Lance and sent into other enemies, or can be melted with the Fire ability for more damage.
 
|
 
* <b>Chill Master:</b> Ice magic will always freeze an enemy.
 
* <b>Ice Spreader:</b> Lance will throw 3 blasts of cold energy instead of one.
 
* <b>Cool Blast:</b> when an enemy is hit by ice, 4 more blasts of ice energy will fly off diagonally to further hit enemies.
 
|}
 
  
 
== Passive Abilities ==
 
== Passive Abilities ==
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!Double Magic
 
!Double Magic
 
|30
 
|30
|Equipping this ability will give Lance double the amount of magic he'd normally have, but his maximum HP will be reduced by half. You cannot equip this while <b>Triple Magic</b> is equipped.
+
|Equipping this ability will give Lance double the amount of magic he'd normally have, but his maximum HP will be reduced by half*. You cannot equip this while <b>Triple Magic</b> is equipped.
 
|-
 
|-
 
!Triple Magic
 
!Triple Magic
 
|50
 
|50
|Equipping this ability will give Lance triple the amount of magic he'd normally have, but his maximum HP will be reduced to a quarter of what it normally is. You cannot equip this while <b>Double Magic</b> is equipped.
+
|Equipping this ability will give Lance triple the amount of magic he'd normally have, but his maximum HP will be reduced to a quarter of what it normally is*. You cannot equip this while <b>Double Magic</b> is equipped.
 
|-
 
|-
!Distance Traveller
+
!Distance Traveler
 
|20
 
|20
 
|Allows Lance to go even faster with his Tubular Twister ability. Does not affect the magic cost of using the Tubular Twister ability.
 
|Allows Lance to go even faster with his Tubular Twister ability. Does not affect the magic cost of using the Tubular Twister ability.
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!Flame Tail
 
!Flame Tail
 
|15
 
|15
|Allows Lance to use his tail to light lanterns, candles, and whatnot, whenever he spins. His damage to enemies is also increased slightly.
+
|Allows Lance to use his tail to light lanterns, candles, and whatnot, whenever he spins. His damage to enemies is also increased slightly, and will also be able to see more in dark places while using the ability.
 +
|-
 +
!Infinite Spin
 +
|60
 +
|Allows Lance to use his Tubular Twister indefinitely, without consuming magic.
 +
|-
 +
!Double Ability
 +
|60
 +
|Any ability that only allows it to be used once while the ability is on screen will now allow you to use it twice instead.
 
|}
 
|}
 +
 +
<i>* Special note about Double and Triple Magic: The calculation is done <b>after</b> all of Lance's other passive abilities have been calculated. That is to say, it is only done on the remainder of the magic that's to be used for active abilities.</i>
  
 
== Upgrades ==
 
== Upgrades ==
When Lance finds an Upgrade, he will permanently receive the benefit provided by the upgrade.
+
When Lance gets an Upgrade, he will permanently receive the benefit provided by the upgrade.
 
{| class="wikitable"
 
{| class="wikitable"
 
!Upgrade Name
 
!Upgrade Name

Latest revision as of 20:40, 19 March 2020

Lance's abilities are split into two categories: Active and Passive. Active abilities are used in real time by the player, while Passive abilities are equipped and provide different stat boosts and passive abilities (like being able to see in the dark.)

In addition to these abilities, Lance can find Permanent Upgrades that will give him a permanent stat boost of some kind.

All of these abilities can be bought at shops using Pretty Petals, or found in the field. If Lance finds an ability he already owns, he can sell it to the shop for Pretty Petals. If Lance cannot carry any more of the item he finds, it will automatically be converted to Pretty Petals. However, this is not usually possible unless the save file is hacked.

Active Abilities

Lance has two abilities at his disposal: He can spin, which can propel him forwards over gaps, as well as allow him to attack enemies and interact with switches and gears. He can also throw his shield, which allows him to hit targets that are far away.

More details about upgrading Lance's abilities will be given later.

This page is a stub. Roxy will probably come along later and add more to it.

Passive Abilities

Lance can equip as many Passive Abilities as he desires. However, each Passive Ability will reduce his maximum Magic. So, if Lance has a maximum magic of 50, but he equips the Lantern ability (which costs 5) then he'll only have 45 Magic to use with active abilities. Therefore, it is not optimum to equip many Passive abilities as Lance will not be able to use Active Abilities at all.

Ability Name Ability Cost Ability Description
Tubular Twister 30/second When Lance spins, the player can choose to press the Attack button again. This will cause Lance to spin faster and faster. Lance can cover great distances this way, but his Magic will be gradually depleted. This is a special ability that cannot be unequipped.
Lantern 5 Allows Lance to be able to see around himself in dark places.
Survivor 35 Allows Lance to survive any attack with 1HP left. If he takes any further damage, you will receive a Game Over.
Healer 30 Lance will gradually recover HP, whether he's in battle or not.
Double Magic 30 Equipping this ability will give Lance double the amount of magic he'd normally have, but his maximum HP will be reduced by half*. You cannot equip this while Triple Magic is equipped.
Triple Magic 50 Equipping this ability will give Lance triple the amount of magic he'd normally have, but his maximum HP will be reduced to a quarter of what it normally is*. You cannot equip this while Double Magic is equipped.
Distance Traveler 20 Allows Lance to go even faster with his Tubular Twister ability. Does not affect the magic cost of using the Tubular Twister ability.
Magic Saver 50 All of Lance's active ability costs are halved.
Attack Up 30 Lance's attacks will be more powerful. Equip more to increase the effect.
Defense Up 30 Lance will take less damage from attacks. Equip more to increase the effect.
HP Up 30 Lance will gain more maximum HP. If Double Magic or Triple Magic is equipped, Lance will gain more HP, and then it will be halved or quartered respectively. Equip more to increase Lance's HP further.
Magic Up 40 Lance's maximum Magic will increase. If Double Magic or Triple Magic is equipped, Lance will gain more magic, and then it will be doubled or tripled respectively. Equip more to increase Lance's total Magic even further.
Lucky 30 Increases the chance that enemies will drop Pretty Petals. Equip more to increase the effect.
Magic Master 40 Allows Lance to recover Magic at a faster rate. Equip more to increase the effect.
Flame Tail 15 Allows Lance to use his tail to light lanterns, candles, and whatnot, whenever he spins. His damage to enemies is also increased slightly, and will also be able to see more in dark places while using the ability.
Infinite Spin 60 Allows Lance to use his Tubular Twister indefinitely, without consuming magic.
Double Ability 60 Any ability that only allows it to be used once while the ability is on screen will now allow you to use it twice instead.

* Special note about Double and Triple Magic: The calculation is done after all of Lance's other passive abilities have been calculated. That is to say, it is only done on the remainder of the magic that's to be used for active abilities.

Upgrades

When Lance gets an Upgrade, he will permanently receive the benefit provided by the upgrade.

Upgrade Name Upgrade Description
Attack Increase Permanently increases Lance's attack.
Defense Increase Permanent increases Lance's defense.
Magic Increase Permanently increases Lance's Magic Meter.
Health Increase Permanently increases Lance's HP.