Special Attacks

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This page lists many (but by no means all) of the Special Attacks used by mobs with some information about what they do and how to counter them.

Buffs[edit | edit source]

Mobs can also buff themselves (did you really think only you could do that?). Here are some of them.

Sticky Jacket[edit | edit source]

The body is covered by a sticky sheath which prevents direct attacks.

100% of all physical attacks are absorbed until a limit is reached or the timer expires.

Thorny Vine[edit | edit source]

You have been pierced by Thorny Vines...

Any melee attacker physically hitting the protected mob will take damage.

Stealth[edit | edit source]

The mob is, unless you are much higher level or very close to him, invisible.

Debuffs[edit | edit source]

Many mobs have brief-duration debuffs that can slow you or decrease your resistances to their other attacks.

Snare[edit | edit source]

Reduces movement rate.

Root[edit | edit source]

Snake Bind[edit | edit source]

It is the nature of snakes to bind up their prey.

Roar[edit | edit source]

Short-duration Snare. Your movement rate is reduced.

Wings Flapping[edit | edit source]

Disturbing Flow

Causes the effects Strong Flow and Disturbing Flow. Strong Flow carries a chance of being Stunned. Disturbing Flow is a Movement Impairing Effect, reducing movement speed and attack speed.

Giant Palm Smash[edit | edit source]

Some damage with a short-duration Stun.

Silence[edit | edit source]

Like the name says, this prevents you from using any Skill with a vocal component which includes most spells. The duration is usually very brief.

Source of Chaos[edit | edit source]

Reduces casting speed, attack speed and movement speed.

Wither[edit | edit source]

Lowers your Strength.

DOTs[edit | edit source]

Damage Over Time. These attacks do a small amount of damage every few seconds of a period of time, such as Poison attacks. Some of the can be cured by an alert healer.

Bleed[edit | edit source]

350 damage every 2 seconds

Quake[edit | edit source]

This ability has a long Casting-Bar begins to do damage and knock down everyone in melee range shortly after he starts doing it. On the up side he cannot move while casting it, so back up fast as soon as he starts! The further you are from the epicenter the less you feel the effects!

Snake Venom[edit | edit source]

A Strong Snake Venom that deals 250 dmg every 2 seconds for 10 seconds.

Spider Venom[edit | edit source]

Corpse Poison[edit | edit source]

500 dmg every 2 secs and reduces attack power and attack speed.

Flame[edit | edit source]

You run around randomly, slapping at yourself because you are covered in flames. Sorta like you would if you were all covered up in bees.

Direct Damage[edit | edit source]

Slap[edit | edit source]

Rising Tide[edit | edit source]

Elemental Water attack dealing 1792 instant damage.

Area Attacks[edit | edit source]

Commonly called AEs, these do damage to all players within the Area of Effect.

Quake[edit | edit source]

Melee-range long-duration stun with damage tick.

Other[edit | edit source]

Blessing[edit | edit source]

A 100% Self-heal. If you cannot do enough DPS to kill him in less time than the cooldown+casttime of this skill, you never will.

Catch[edit | edit source]

We do not know what this does. It may be a Snare, reducing your movement rate.

Deep Ichor[edit | edit source]

Used by Transmutated Maggots when they are hurt (50% HP), this is an escape skill. If you do not kill it within 4 seconds of the beginning of the cast, the Transmutated Maggot will escape.

Charge[edit | edit source]

Instantly rushes the mob to you. He cannot be damaged or bespelled while charging. Opening with a stun attack may prevent him from doing this.

Cure Injuries[edit | edit source]

Instantly heals the caster and may also remove a DoT or Debuff from him (such as a Poison attack).

Desperate Rescue[edit | edit source]

We don't know what this does as we have always killed the Ice Dwarf Gladiator before he could complete the casting time. It is probably a heal or it allows him to fight on for a short time after his HP reaches zero.

Mana Rift[edit | edit source]

Drains Mana slowly over time, so long as the mob continues to chant. Silence or Interrupt him to stop it.