Cornu Charge
Press to cast. Charge in the target direction, dealing Blunt Damage to the first monster hit and releasing a shockwave that damages and Interrupts nearby enemies. Damage increases with distance travelled.
In the game
On the skill tree
Cornu Charge (Minotaur)
Starting spell of
Requirements
- Race:
Minotaur
Numbers
Hits and scaling
The damage depends on how far you charge.
What it scales with
- Blunt hits use Physical Power.
- Damage bonus: Blunt Damage and Physical Damage from gear and the tree, added together into one bonus.
- Physical Power = Strength x1, Adventure x0.5, Agility x0.5, plus flat Physical Power from gear and the tree. Archetype passives add: Wild Strider Adventure x0.25.
- One hit = power x (1 + bonus / 100) x (1 - the target's defence share) x the hit multiplier, rounded up. A critical hit then adds your Critical Damage.
Upgraded by
28 nodes on the skill tree upgrade it.
Bloodscent Charge (Minotaur)
Charge Stun Amplification (Minotaur)
Cornu Charge Cost Reduction I (Minotaur),
Cornu Charge Cost Reduction II (Minotaur),
Cornu Charge Cost Reduction III (Minotaur)
Cornu Charge Range Increase I (Minotaur),
Cornu Charge Range Increase II (Minotaur),
Cornu Charge Range Increase III (Minotaur)
Cornu Shockwave (Minotaur)
Cornu Shockwave Size Increase I (Minotaur),
Cornu Shockwave Size Increase II (Minotaur),
Cornu Shockwave Size Increase III (Minotaur)
Enraging Charge (Minotaur)
Enraging Charge Increase I (Minotaur),
Enraging Charge Increase II (Minotaur),
Enraging Charge Increase III (Minotaur)
Harvesting Charge (Minotaur)
Harvesting Charge Increase I (Minotaur),
Harvesting Charge Increase II (Minotaur),
Harvesting Charge Increase III (Minotaur)
Raging Charge (Minotaur)
Raging Charge Increase I (Minotaur),
Raging Charge Increase II (Minotaur),
Raging Charge Increase III (Minotaur)
Rending Charge (Minotaur)
Rending Charge Increase I (Minotaur),
Rending Charge Increase II (Minotaur),
Rending Charge Increase III (Minotaur)
What each upgrade changes
Bloodscent Charge
| Without | With | |
|---|---|---|
| Cooldown refunded Target is Bleeding | none | 35% |
Charge Stun Amplification
| Without | With | |
|---|---|---|
| Damage multiplier Target is Stunned | x1 | x1.5 |
Cornu Charge Cost Reduction
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Stamina cost | 20 | 18 | 16 | 14 |
Cornu Charge Range Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Charge distance | 8 m | 8.4 m | 8.8 m | 9.2 m |
Damage grows with distance travelled (distance / 4), so a longer charge can hit harder.
Cornu Shockwave
Replaces the single hit with a shockwave that hits every enemy in its area, with the same damage formula. The size of the area is not in the files we read.
Cornu Shockwave Size Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Shockwave size multiplier With Cornu Shockwave | x1 | x1.1 | x1.2 | x1.3 |
Enraging Charge
| Without | With | |
|---|---|---|
| Rage gained When it hits an enemy | none | 5 |
Enraging Charge Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Rage gained With Enraging Charge | 5 | 6 | 7 | 8 |
Harvesting Charge
| Without | With | |
|---|---|---|
| Stun damage per Bleeding consumed, share of hit damage Per Bleeding stack consumed | none | 5% |
| Maximum stun share | none | 50% |
The game sends a separate Stun hit worth this share of the charge damage, not a stun build-up bonus on the main hit.
Harvesting Charge Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Stun damage per Bleeding consumed, share of hit damage With Harvesting Charge | 5% | 7% | 9% | 11% |
| Maximum stun share With Harvesting Charge | 50% | 56% | 62% | 68% |
Raging Charge
| Without | With | |
|---|---|---|
| Damage per Rage spent Per Rage stack spent | none | 5% |
| Maximum damage bonus | none | 50% |
Spends up to 10 Rage.
Raging Charge Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Damage per Rage spent With Raging Charge | 5% | 7% | 9% | 11% |
| Maximum damage bonus With Raging Charge | 50% | 58% | 66% | 74% |
The game raises the maximum by 8% per point, so it reaches 74% at 3 points.
Rending Charge
| Without | With | |
|---|---|---|
| Bleeding applied | none | 3 |
| Extra Bleeding near max distance Distance at least 70% of the charge range | none | 2 |
Rending Charge Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Bleeding applied With Rending Charge | 3 | 4 | 5 | 6 |
| Extra Bleeding near max distance Distance at least 70% of the charge range | 2 | 3 | 4 | 5 |
Each point adds 1 to both parts, so 2 in total near max distance.
Rank it
Compare it with every other damaging spell on the spell ranking.