Hydromancer's Robe (Full Version)

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Koree -> Hydromancer's Robe (4/7/2011 5:09:16)

Hydromancer's Robe

Also see the Generalist's Robe, and other specialist Robes ( Pyromancer's, Aeromancer's, Cryomancer's, Geomancer's, Dynamancer's, Lumenomancer's, Tenebromancer's)

Level: 30
Price: 3,000 426
Sellback: 1,500 213
Location: Wizard Class Shop
Element: Water

COMBAT DEFENCE
Melee: 25
Ranged: 30
Magic: 35

ELEMENTAL MODIFIER
Fire: 96%
Water: 85%
Wind: 93%
Ice: 89%
Earth: 93%
Energy: 100%
Light: 96%
Darkness: 89%

NOTES
  • ClassLevel is your Wizard Class Level
  • SkillLevel is your Skill Level. You can select it by clicking on the "Wizard" icon in the skill menu.
  • PowerLevel is equal to 30+ClassLevel*4
  • ScaledPowerLevel is equal to 30+SkillLevel*4

    EFFECT
  • All of your combat defences increase by round((0.5*PowerLevel-0.5)/3)-5.
  • Your Water resistance decreases by round(1.7*ClassLevel)%.
  • Your Ice and Darkness resistances decrease by round(1.2*ClassLevel)%.
  • Your Wind and Earth resistances decrease by round(0.7*ClassLevel)%.
  • Your Fire and Light resistances decrease by round(0.5*ClassLevel)%.
  • Your Energy resistance decreases by round(0.5*ClassLevel)%.
  • You can remove the hat by clicking it.


    NORMAL ATTACK
    Hits: 1
    Type: Magic
    Element: «As weapon»
    Damage: (100 +3*PowerLevel)*0.8*85/88% Base and Random, plus (100 +6.6*PowerLevel)*0.8*85/88% Stats
    BTH: +(PowerLevel/8)+3, rounded down, plus Stats
      Note:
    • If you're wielding a Melee or Ranged weapon and it converts the weapon to Magic, then the attack does 75% Base and Random damage. The stat bonuses the attack takes are 0.75*INT/8 (possibly +LUK/2) for damage and INT/16 + DEX/16 + LUK/20 for BTH, regardless of your weapon type.
    • Type or Element switching effects of your weapon are ignored. Other triggers and effects (like what the Blood Crystal Axe has) are still applied.

    DESCRIPTION
    The robes of a Wizard who specializes in Water magic. Get this if you want to learn mighty magical abilities like Deluge and Mana Tide as well as many more.

    [image]http://i180.photobucket.com/albums/x22/justeen208/4.png[/image]
    SKILLS

    [image]http://media.artix.com/encyc/AQ/AQPedia/Armours/HydromancerSkills.jpg[/image]


    Title Ability - Flooding Efficiency
    If your Class Title is "Wizard", your Water spells cost significantly less mana
      Your Magic Water spells costs ClassLevel% less MP, SP, and HP. SP and HP aren't working right now. Melee and Ranged spells are unaffected, regardless of their element.

      This only applies to spells whose database element is Water. For example, Spellcraft will NOT get the bonus, since it's Neutral.



    Level 0 - Flooding Potence
    Your affinity with Water allows you to greatly boost the power of your Water spells!
      All your Magic Water spells deal (124.53 + 3.25*ClassLevel + 0.15*ClassLevel^2)% damage. Melee and Ranged spells are unaffected, regardless of their element.


    This applies based on the individual hit of the spell. For example, Elemental Doom WILL get the bonus for the Water hit, and only for that.

    Level 1 - High Dive
    Infuse yourself with the raw power of Water and use yourself as the weapon!
      You perform the following, which is treated as a normal Player attack:

      Hits: 1
      Type: Melee
      Element: Water
      Damage: 2.5*(100 +3*ScaledPowerLevel)*85/88% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)*85/88% Stats
      BTH: +(ScaledPowerLevel/8)+3, rounded down, plus Stats

        Note:
      • Stat bonus to damage is INT/8, possibly +LUK/4. Stat bonus to BTH is INT/16 + DEX/16 + LUK/20.
      • Type or Element switching effects of your weapon are ignored. Other triggers and effects (like what the Blood Crystal Axe has) are still applied.
      • Your weapon Special can still occur. If it does, you don't pay any SP.

      Cost: round(0.75*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2))*(0.0003*ClassLevel^2-0.0471*ClassLevel+0.9968 SP


    Level 2 - Water Adept - Guardian Only
    Your experience with manipulating Water has imbued your robes with some of its power!
      You get -6% to your Water resistance.


    Level 3 - Summon Elemental
    Summon a homunculus crafted from the pure essence of your element or the diluted essence of an allied element and given life by your will!


    Level 4 - Flooding Amplification - Guardian Only
    Gather Water energy over time...(Costs ## MP each round to stock 1 Level «SkillLevel» Charge)
      Each turn you have this on, you pay 0.11*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) and store one charge. The charge's level is equal to your current Skill Level. Charges last until you log out, and charges in one armor can't be used in another.

      You can store a maximum of 10 charges, regardless of level. If you try to store an 11th, then it either replaces a lower-level stored charge (if there is one), or does nothing.


    Level 4 - Unleash the Cresting Tide - Guardian Only
    ... and release it as a very powerful spell!
      This costs either 0, 3, 7, or 10 charges. It only uses a charge if the charge's level is greater than or equal to your current skill level. (So, if you have 10 Level 0 charges stored and you try to cast the Skill Level 6 version of this, then the spell will use 0 charges.) It uses the lowest-level charges available.

      You perform the following, which is treated as a Spell:

      For the number of hits, see the appendix on the second post.
      Base: (5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2)*85/91/[# of hits], rounded normally
      Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)*85/91/[# of hits], rounded normally
      Stat: (100 + 6.6*ScaledPowerLevel)*85/91/[# of hits] %
      BTH: +(ScaledPowerLevel/4)+6, rounded down, plus Stats

      If Alluvionic Lore isn't on, then INSTEAD OF the usual boost from Flooding Potence, the spell deals:
      0 charges: ([Normal FloodPot Boost] - 15) % damage
      3 charges: [Normal FloodPot Boost]% damage
      7 charges: ([Normal FloodPot Boost] + 32) % damage
      10 charges: ([Normal FloodPot Boost] + 52) % damage

      If Alluvionic Lore is on AND you have enough MP to pay for the boost from Arcane Lore, then INSTEAD OF the usual boost from Flooding Potence and Alluvionic Lore, the spell deals:
      0 charges: 0.8*([Normal FloodPot Boost] + 35)% damage
      3 charges: 0.8*([Normal FloodPot Boost] + 50)% damage
      7 charges: 0.8*([Normal FloodPot Boost] + 82)% damage
      10 charges: 0.8*([Normal FloodPot Boost] + 102)% damage

      Cost:
      If Alluvionic Lore is on, then it costs round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*(1.33 + CHARGES USED * 0.0825)/1.75 MP, rounded normally. (This is then doubled when you cast the spell.)
      If Alluvionic Lore isn't on OR if you don't have enough to pay for the full Alluvionic Lore version (including the *1.75), then it costs 0.76*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally.


    Level 5 - Alluvionic Lore
    You can efficiently imbue your Water spells with power directly from the Elemental Plane of Water!
      This affects Flooding Potency. Instead of the usual boost, Flooding Potency boosts your spells by ([Normal FloodPot Boost] +50)%.

      To pay for this, your spells cost 175% of the usual amount.

      Note that you ALWAYS pay for the increase; so, don't cast non-Water spells while this is in effect. Also, this applies based on the individual hit of the spell. For example, Elemental Doom WILL get the bonus for the Water hit, and only for that.


    Level 6 - Gybbi's Flooding Fist - Guardian Only
    Conjure a spectral fist of pure Water energy to crush your opponents!
      This is a spell which deals damage based on the monster's Level and base HP.

      LvlDiff is equal to (ScaledPowerLevel - MonsterLevel), to a maximum of 20 (and no minimum).
      LvlMod is equal to 0.00004*LvlDiff^3 + 0.0008*LvlDiff^2 + 0.0183*LvlDiff + 1.

      Hits: 1
      Type: Magic
      Element: Water
      Damage:
      **Base: (MonsterBaseHP*0.064*LvlMod)*85/91 damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2*85/91 damage
      **Random: 0 damage
      **Stat: (100 + 6.6*ScaledPowerLevel)*85/91%
      BTH: +(ScaledPowerLevel/4)+6, rounded down, plus Stats

      Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP


    Level 7 - Sage Defense
    You will limit your sage knowledge to conserve your power!
    Level 7 - Greater Sage Defense
    You will use your sage knowledge to its fullest extent!
      You can toggle between these two options. They control how Water Sage works.
    Level 7 - Water Sage
    Your continued experience wielding raw Water has taught you how to reduce your vulnerability to its polar opposite: Energy!
      If Sage Defense is active, then you gain -7% to your Energy resistance.
      This costs round(0.55*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0006*ClassLevel^2+0.0139*ClassLevel+0.3134)) SP per turn.

      If Greater Sage Defense is active, then you gain -14% to your Energy resistance.
      This costs round(1.1*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0006*ClassLevel^2+0.0139*ClassLevel+0.3134)) SP per turn.


    Level 8 - Dharana - Guardian Only
    Concentrate and draw mana in from the ambient air to charge your mental reserves!
      You gain round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP. This is directly added to your MP; it isn't affected by Flooding Potence nor Ironthorn nor anything that usually modifies healing.

      Cost: round(0.75*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2))*(0.459 - 0.0042*ClassLevel), rounded normally.


    Level 9 - Deluge
    No time for your foe to build an ark as a flood pours out of a small gate to the Elemental Plane of Water!

      You perform the following, which is treated as a spell:

      Hits: 8
      Type: Magic
      Element: Water
      Damage:
      **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)/8*85/91 damage each
      **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/8*85/91 damage each
      **Stat%: (100 + 6.6*ScaledPowerLevel)/10*85/91 % each
      BTH: +(ScaledPowerLevel/4)+6, rounded down, plus Stats

      Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally.


    Level 10 - Mana Tide - Guardian Only
    Invoke the purest essence of Water to damage your enemy's mana with Mana Tide - you may even get a Tidal Surge back for yourself!

      You perform the following, which is treated as a spell:

      Hits: 3
      Type: Magic
      Element: Water
      Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel+ 5.25)*0.62/3 damage each
      Rand: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*0.62/3 damage each
      Stat: (100 + 6.6*ScaledPowerLevel)*0.62/3% each
      BtH: +(ScaledPowerLevel/4), rounded down, plus Stats each

      Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP

      Effect:
    • On both of the first two hits, if they deal >0 damage, then the monster loses MP equal to *45/62 of the damage dealt.
    • If the third hit connects, there's a 38% chance of you getting Regain Mana status. Its LEVEL is equal to ScaledPowerLevel, and it only applies to Water-element spells.


    Armor image thanks to Mystical Warrior. Skill menu image thanks to Scakk. Information from many people, including algimantas2, Thylek Shran, Chii (via Skytalker), Khimera, fenmeisterkronos and Ward_Point. Numbers thanks to In Media Res. Some appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk). Correction thanks to The Forgotten.




  • Koree -> RE: Hydromancer's Robe (4/7/2011 5:10:01)

    Appendix

    Combat Defences
    Level	0	1	2	3	4	5	6	7	8	9	10
    Melee	25	26	26	27	28	28	29	30	30	31	32
    Ranged	30	31	31	32	33	33	34	35	35	36	37
    Magic	35	36	36	37	38	38	39	40	40	41	42
    
    Element Modifiers
    Numbers don't include Water Adept
    Level	0	1	2	3	4	5	6	7	8	9	10
    Fire	96	95	95	94	94	93	93	92	92	91	91
    Water	85	83	82	80	78	76	75	73	71	70	68
    Wind	93	92	92	91	90	89	89	88	87	87	86
    Ice	89	88	87	85	84	83	82	81	79	78	77
    Earth	93	92	92	91	90	89	89	88	87	87	86
    Energy	100	99	99	98	98	97	97	96	96	95	95
    Light	96	95	95	94	94	93	93	92	92	91	91
    Dark	89	88	87	85	84	83	82	81	79	78	77
    
    Normal Attack
    Level	0	1	2	3	4	5	6	7	8	9	10
    BR	146.8	156.1	165.4	174.6	183.9	193.2	202.5	211.7	221	230.3	239.5
    Stat%	230.3	250.7	271.1	291.5	311.9	332.3	352.7	373.1	393.5	413.9	434.3
    BTH	6	7	7	8	8	9	9	10	10	11	11
    Flooding Potence
    Level	0	1	2	3	4	5	6	7	8	9	10
    Damage%	124.53	127.93	131.63	135.63	139.93	144.53	149.43	154.63	160.13	165.93	172.03
    
    High Dive
    SP Costs assume your (unscaled) ClassLevel is 10. Damage is unaffected by this.
    Level	0	1	2	3	4	5	6	7	8	9	10
    BR	458.8	487.8	516.8	545.7	574.7	603.7	632.7	661.6	690.6	719.6	748.6
    Stat	719.6	783.4	847.1	910.9	974.6	1038	1102	1166	1230	1293	1357
    BTH	6	7	7	8	8	9	9	10	10	11	11
    SP	49	54	59	65	71	76	82	88	94	101	107
    Flooding Amplification
    Level	0	1	2	3	4	5	6	7	8	9	10
    MP	13	14	16	17	19	20	22	23	25	27	28
    

    Unleash the Cresting Tide;

    Number of hits:
    Charges	0	3	7	10
    Hits	1	1	2	3
    Damage:
  • These assume that your (unscaled) Class Level is 10.
  • DO NOT apply Flooding Potence nor Alluvionic Lore to the damage. DO apply the MP cost increase for Alluvionic Lore.
  • This is total damage, inflicted by all the hits.
      With Alluvionic Lore off:
      Skill	Dmg0	Stat0	Dmg3	Stat3	Dmg7	Stat7	Dmg10	Stat10	BTH	MP
      0	30-89	343	34-96	385	41-111	474	46-121	529	13	90
      1	33-99	373	37-107	419	46-124	516	52-134	576	14	100
      2	37-111	404	41-120	453	51-139	558	57-151	623	15	109
      3	40-122	434	45-132	487	56-153	600	62-166	670	16	119
      4	45-135	464	50-146	521	62-169	642	69-184	717	17	128
      5	49-148	495	56-160	555	68-186	684	76-202	764	18	139
      6	54-161	525	61-174	589	75-202	726	83-219	811	19	150
      7	58-174	556	65-188	623	79-219	768	89-237	858	20	161
      8	63-188	586	71-204	657	87-236	810	98-257	905	21	172
      9	68-203	616	76-219	691	94-254	851	105-276	952	22	183
      10	72-217	647	81-235	725	100-272	893	112-296	998	23	195


      With Alluvionic Lore on:
      Skill	Dmg0	Stat0	MP0	Dmg3	Stat3	MP0	Dmg7	Stat7	MP7	Dmg10	Stat10	MP10	BTH
      0	42-125	482	90	46-132	524	106	53-147	613	129	58-156	669	145	13
      1	47-139	525	100	51-147	570	118	60-164	667	143	65-175	728	161	14
      2	52-156	568	109	56-165	617	129	66-184	722	156	72-196	787	176	15
      3	57-172	610	119	62-182	663	141	72-203	776	170	79-216	846	192	16
      4	63-189	653	128	69-200	709	152	80-223	830	184	88-238	906	208	17
      5	70-209	696	139	76-221	756	165	88-247	884	199	96-263	965	225	18
      6	76-226	738	150	83-239	802	178	97-267	939	215	105-285	1024	243	19
      7	81-244	781	161	88-259	849	191	103-289	993	231	112-308	1083	261	20
      8	89-265	824	172	97-281	895	204	113-313	1047	246	123-334	1142	278	21
      9	95-284	866	183	104-301	942	217	121-336	1102	263	132-358	1202	297	22
      10	102-306	909	195	111-323	988	232	130-361	1156	280	141-385	1261	316	23
    Gybbi's Flooding Fist
    Min is the minimum damage that the spell can deal.
    Skill	0	1	2	3	4	5	6	7	8	9	10
    Min	24	27	30	33	36	40	43	47	51	55	59
    Stat	278.4	303.0	327.7	325.3	377.0	401.6	426.3	451.0	475.6	500.3	524.9
    BTH	13	14	15	16	17	18	19	20	21	22	23
    											
    MP	118	131	143	156	169	183	197	212	226	241	257
    
    Water Sage;
      Sage defense:
      Level	7	8	9	10
      SP	38	43	48	54
      Greater Sage defense:
      Level	7	8	9	10
      SP	77	87	97	109

    Dharana
    Skill	0	1	2	3	4	5	6	7	8	9	10
    SP	37	41	45	49	53	57	62	66	71	75	80
    MP	118	131	143	156	169	183	197	212	226	241	257
    

    Deluge
    Numbers are per hit.
    Level	Damage	Stat%	BTH	MP
    0	3-9	34.8	13	118
    1	3-10	37.9	14	131
    2	4-11	41.0	15	143
    3	4-12	44.0	16	156
    4	5-14	47.1	17	169
    5	5-15	50.2	18	183
    6	5-16	53.3	19	197
    7	6-18	56.4	20	212
    8	6-19	59.5	21	226
    9	7-21	62.5	22	241
    10	7-22	65.6	23	257

    Mana Tide
    Numbers are per hit.
    Level	Damage	Stat%	BTH	MP
    0	5-16	61.6	7	118
    1	6-18	67.0	8	131
    2	7-20	72.5	9	143
    3	7-22	78.0	10	156
    4	8-24	83.4	11	169
    5	8-27	88.9	12	183
    6	10-29	94.3	13	197
    7	10-31	99.8	14	212
    8	11-34	105.2	15	226
    9	12-36	110.7	16	241
    10	13-39	116.1	17	257
    




  • Koree -> RE: Hydromancer's Robe (4/7/2011 5:11:13)

    [img]http://media.artix.com/encyc/AQ/AQPedia2/paststats.jpg[/img]
    Blood Wizard Robe

    Level: 40
    Price: 2000
    Sellback: 1600
    Location: Wizard Class
    Element: Neutral

    COMBAT DEFENSE (Before and after boost from the level 9 bonus)
    Melee: 20 / 25
    Ranged: 20 / 25
    Magic: 30 / 45

    ELEMENT MODIFIERS (Before and after the level 3 bonus)
    Fire: 95% / 85%
    Water: 98% / 92%
    Wind: 98% / 92%
    Ice: 98% / 92%
    Earth: 98% / 92%
    Energy: 95% / 85%
    Light: 95% / 85%
    Darkness: 95% / 85%

    NORMAL ATTACK
    Hits: 1
    Type: «As Weapon»
    Element: «As Weapon»
    Damage: 100% Base, Random, and Stats
    BTH: +0 plus Stats

    DESCRIPTION
    The robes of a Wizard! Get this if you want to learn mighty magical abilities like Levitation, Amplify, and much more.

    [image]http://i298.photobucket.com/albums/mm261/Eikgaezyl/AQ%20pedia/Armors/bloodrobe.jpg[/image]

    [image]http://i37.photobucket.com/albums/e92/spartan115x/AQ%20Pics/WizardRobesSkillTree.gif[/image]


    Level 1 - Flame Wheel
    Ignite yourself on fire and cartwheel at the enemy for 2 hits of fire damage.
    Cost: 20 MP
      Hits: 2
      Type: Magic
      Element: Fire
      Damage: 60% Base and Random, plus 100% Stats each
      BTH: +0 plus Stats

    Level 2 - Mana Morph
    Transform either 10% of your max HP or a mana potion, into 20% of your max MP.
    Cost: 0 MP

    Level 3 - Resistance Bonus
    Increased elemental resistance!

    Level 4 - Levitation!
    Use your superb monster knowlege to harm your foe. Different opjects will be levitated depending upon your enemy's home environment.
    Cost: 60 MP
      The spell's element is based on the monster's terrain (where the monster can normally be found in RA or Yonder):
      Elemnt	Terrains
      Energy	"underwater", "ship", "water"
      Wind	"hills", "sand", "building"
      Fire	"forest", "castle", "ice"
      Ice	"plains", "swamp", "town"
      Water	"fire", "volcano", "road"
      Earth	"beach", "mountain", "throne"
      Light	 "dungeon", "cave", "cemetary"
      Dark	"desert", "light", "none"
      
      Regardless:

      Type: Magic
      BTH: +50 plus Stats
      Note: This is treated as a spell.

      Earth/Wind/Energy/Fire/Water:
      Hits: 2
      Damage: 10-30 damage plus 100% Stats per hit

      Ice:
      Hits: 3
      Damage: 7-20 damage plus 100% Stats per hit

      Light/Darkness
      Hits: 4
      Damage: 5-15 damage plus 100% Stats per hit
    Amplify (Level 5)
    Cast 1 of 3 different water spells. The spell is chosen depending on how many turns you waited. The more you wait, the more powerful the spell.
    Cost: 80 MP
      Your Amplify charge starts at 0. If while wearing Wizard armour you cast a spell, use a special, drink a potion, make a normal attack or use any wizard class ability other than Amplify, then your Amplify charge increases by 1.

      If you have 0-10 charges, then:

        Hits: 1
        Type: Magic
        Element: Water
        Damage: 5-20 plus 100% Stats
        BTH: +20 plus Stats
        Note: This is treated as a normal Player attack.


      If you have 11-29 charges, then:

        Hits: 3
        Element: Water
        Damage: 10-25 plus 100% Stats each
        BTH: +20 plus Stats each
        Note: This is treated as a normal Player attack.


      If you have 30+ charges, then:

        Hits: 5
        Element: Water
        Damage: 10-25 plus 100% Stats each
        BTH: +20 plus Stats each
        Note: This is treated as a normal Player attack.


      Regardless, after the attack, the number of charges is reset to 0.

    Summon Minions! (Level 6)
    Summon a minion to help in battle. Your powers allow you to summon 3 types of minions.
    Cost: 60 MP

    Rock
    Hits: 2
    Type: Melee
    Element: Earth
    Damage: 12-17 per hit
    BTH: 5%

    Cloud
    Hits: 2
    Type: Ranged
    Element: Wind
    Damage: 12-17 per hit
    BTH: 5%

    Lightning
    Hits: 2
    Type: Ranged
    Element: Energy
    Damage: 12-17 per hit
    BTH: 5%

    Divine Magic (Level 7)
    Greatly increases the damage of your next spell.
    Cost: 80

    All hits of your next spell will have their base and random damage multiplied by 2.5. Stat bonuses stays the same. You need to wear the Wizard's robe for Divine Magic to improve your spell.

    Frostbite (Level 8)
    Freeze your enemy, causing them to be frozen in place. May freeze them to the core if magic defense is 20 or less.
    Cost: 226 MP
      Hits: 1
      Type: Magic
      Element: Ice
      Damage: 41-121 plus 376.66% Stats
      BTH: +15 plus Stats
      Effect: If the hit connects, then it attempts to Freeze* the monster for one turn. Ice-element monsters are immune to this. The monster gets a bonus of 25 - (ItsIceResistance-100)/10 to its save**:

        Level: 62 vs MonsterLevel
        Major: YourINT vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      *Your foe is frozen!
      **Your foe resists the chill!

    Defense Bonus (Level 9)
    Increased defense!

    Elemental Explosion (Level 10)
    Cast upon thy foe a spell of unimaginable power. Does 8 powerful hits, 1 for each element.
    Cost: 175 MP

    Hits: 8
    Type: Magic
    Element: One hit of each element.
    Damage: 10-25 per hit.
    BTH: 0%




    Koree -> RE: Hydromancer's Robe (4/7/2011 5:11:39)

    [image]http://media.artix.com/encyc/AQ/AQPedia/PastPastStats.jpg[/image]
    Frostbite (Level 8)
    Freeze your enemy, causing them to be frozen in place. May freeze them to the core if magic defense is 20 or less.
    Cost: 150 130 MP

    Hits: 1
    Type: Magic
    Element: Ice
    Damage: 10-30 plus 100% Stats
    BTH: 60 plus Stats
    Effect: Freezes monsters with 100% to ice. If magic defense is 20 or below it freezes for 2 turns, otherwise freezing them for 1 turn. The 2 turn freeze only works once per battle.




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