Generalist's Robe (Full Version)

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Suikoman444 -> Generalist's Robe (10/20/2005 20:14:16)

Generalist's Robe

Also see the specialist Robes ( Pyromancer's, Hydromancer'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: Neutral

COMBAT DEFENCE
Melee: 28
Ranged: 28
Magic: 35

ELEMENTAL MODIFIER
Fire: 92%
Water: 92%
Wind: 92%
Ice: 92%
Earth: 92%
Energy: 92%
Light: 92%
Darkness: 92%

NOTES
  • You can choose your ActiveElement in the skill menu by clicking any of the elements around the "Wizard" icon (Earth by default).
  • 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.
  • All of your resistances decrease by ClassLevel %.
  • You can remove the hat by clicking it.

    NORMAL ATTACK
    Hits: 1
    Type: Magic
    Element: «As weapon»
    Damage: (100 +3*PowerLevel)*0.8% Base and Random, plus (100 +6.6*PowerLevel)*0.8% Stats
    BTH: +(PowerLevel/8), 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 prefers diversity in magic. Get this if you want to learn mighty magical abilities like Elemental Explosion and Elemental Invocation as well as many more.

    [image]http://i180.photobucket.com/albums/x22/justeen208/8.png[/image]
    SKILLS

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


    Title Ability - Arcane Efficiency
    If your Class Title is "Wizard", your spells cost less mana
      Your Magic spells costs (ClassLevel/2)% less MP, SP, and HP. SP and HP aren't working right now. Melee and Ranged spells are unaffected.



    Level 0 - Arcane Potence
    Your affinity with the elements allows you to boost the power of your spells!
      All your Magic spells deal (113.4 + 1.18*ClassLevel + 0.13*ClassLevel^2)% damage. Melee and Ranged spells are unaffected.



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

      Hits: 1
      Type: Melee
      Element: «ActiveElement»
      Damage: 2*(100 +3*ScaledPowerLevel)% Base and Random, plus 2*(100 +6.6*ScaledPowerLevel)% Stats
      BTH: +(ScaledPowerLevel/8), 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))*(-0.0012*ClassLevel^2-0.024*ClassLevel+1.185)*1.32 SP



    Level 2 - Elemental Adept - Guardian Only
    Your experience with manipulating the elements has imbued your robes with some of their power!
      You get -2% to all your Element Modifiers.



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


    Level 4 - Arcane Amplification - Guardian Only
    Gather elemental energy over time... (Costs ## MP each round to stock 1 Level «SkillLevel» Charge)
      Each turn you have this on, you pay 0.132*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 - Release «ActiveElement» - Guardian Only
    ... and release it as a 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 10 version of this, then the spell will use 0 charges.) It uses the lowest-level charges available.

      This is a spell, and it uses your ActiveElement. For the number of hits, see the appendix in the second post.

      Base: (5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2)/[# of hits], rounded normally
      Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)/[# of hits], rounded normally
      Stat: (100 + 6.6*ScaledPowerLevel)/[# of hits] %
      BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

      If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals:
      0 charges: 0.8*([Normal ArcPot Boost] - 15) % damage
      3 charges: 0.8*[Normal ArcPot Boost]% damage
      7 charges: 0.8*([Normal ArcPot Boost] + 32) % damage
      10 charges: 0.8*([Normal ArcPot Boost] + 52) % damage

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

      Cost:
      If Arcane Lore is on, then it costs round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*(2.128 + CHARGES USED * 0.132)/2 MP, rounded normally. (Arcane Lore then multiplies this by 1.75.)
      If Arcane Lore isn't on OR if you don't have enough to pay for the full Arcane Lore version (including the *1.75), then it costs 1.064*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally.


    Level 5 - Arcane Lore
    You can imbue your elemental spells with power directly from the Elemental Planes!
      This affects Arcane Potency. Instead of the usual boost, Arcane Potency boosts your spells by ([Normal ArcPot Boost] +50)%.

      To pay for this, your spells cost twice the usual amount.


    Level 6 - Gybbi's Arcane Fist - Guardian Only
    Conjure a spectral fist of elemental 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: «ActiveElement»
      Damage:
      **Base: (MonsterBaseHP*0.064*LvlMod) damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*0.4 damage
      **Random: 0 damage
      **Stat: (80.0+5.28*ScaledPowerLevel)%
      BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

      Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*1.32 MP, rounded normally.


    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 Arcane Sage works.
    Level 7 - Arcane Sage
    Your continued experience wielding the raw elements has taught you how to reduce your vulnerability to the element of your choice!
      If Sage Defense is active, then you gain -5% to the opposite element that you have selected in the skill menu. (For example, if you have Earth selected, then you get the bonus to your Wind resistance.)
      This costs round(1.2*round(0.55*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0004*ClassLevel^2 + 0.0124*ClassLevel + 0.2798))) SP per turn.

      If Greater Sage Defense is active, then you gain -10% to the opposite element that you have selected in the skill menu. (For example, if you have Earth selected, then you get the bonus to your Wind resistance.)
      This costs round(1.2*round(1.1*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0004*ClassLevel^2 + 0.0124*ClassLevel + 0.2798))) 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 Arcane 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 - Elemental Explosion
    Call on the power of ALL of the elements in a massive explosion!
      This is a multi-elemental spell.

      Hits: 8
      Type: Magic
      Element: Ice; Water; Light; Earth; Energy; Fire; Darkness; Wind
      Damage:
      **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)*(132/109)/8 damage each
      **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*(132/109)/8 damage each
      **Stat%: (100 + 6.6*ScaledPowerLevel)*(132/109)/8 % each
      BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

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


    Level 10 - Elemental Invocation - Guardian Only
    Invoke the very essence of the elements to cause an effect beyond pure damage!

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

      Hits: 3
      Type: Magic
      Element: «ActiveElement»
      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)*1.32 MP
    Also, the spell gains different effects depending on your ActiveElement:
      Fire - Conflagration
    • Element: Fire
    • Effect: After the second hit, it may attempt to Burn the monster. It automatically attempts it if both previous hits connected and did >0 damage; if only one hit connects and deals >0 damage, then there's a 25% chance of a burn. Either way, the monster gets a +10 bonus to its save:

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

      The burn's Level is equal to ScaledPowerLevel. Fire-element monsters are immune to this effect.


      Water - Mana Tide
    • Element: Water
    • 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.


      Wind - Vacuum
    • Element: Wind
    • Effect: If at least one of the first two hits connect, then it attempts to inflict Vacuum on the monster. The monster takes a -9 penalty to its save:

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

      The monster takes -50 END for 5 rounds (if both hits connect), or -25 END for 5 rounds (if only one hit connects). Monster categories "robot", "undead", and "golem" are immune to this effect.


      Ice - Frostbite
    • Element: Ice
    • Effect: If at least one of the first two hits connects and deals >0 damage, then the monster can become Numb. The monster takes a -9 penalty to its save:

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


      If both hits connect and deal >0 damage, then the monster takes -50 DEX for 5 rounds; if only one hit does, then the monster takes -25 DEX for 5 rounds. Ice-element monsters are immune to this effect.


      Earth - Earthquake
    • Element: Earth
    • Effect: If either of the first two hits connected and did >0 damage, then it attempts to inflict Aftershock on the monster. The monster gets a -10 penalty if both hits connected and did >0 damage, or a +20 bonus to its save if only one did.

        Level: ScaledPowerLevel vs MonsterLevel
        Major: YourINT vs MonsterSTR
        Minor: YourLUK vs MonsterLUK

      The Aftershock deals Earth damage, lasts 1d4+1 rounds (which means either 2, 3, 4, or 5 rounds). The "modifier" is *15/51 damage. Earth-element monsters are immune to this.


      Energy - Thunderbolt
    • Element: Energy
    • Effect: If at least one of the first two hits connects and deals >0 damage, then the monster can become Dazed. The monster gets a +20 bonus to its save:

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

      The monster is Dazed for 4 rounds, with 27% chance of not acting each round (if both hits connect and deal >0 damage), or for 2 rounds, with 20% chance (if only one does). Energy-element monsters are immune to this.


      Light - Solar Flare
    • Element: Light
    • Effect: If at least one of the first two hits connects and deals >0 damage, then it attempts to Blind the monster. The monster takes a -20 penalty to its save:

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

      The monster takes -10 BTH for 3 rounds (if both hits connected and dealt >0 damage) or for 2 rounds (if only one hit connected). Light-element monsters are immune to this.


      Darkness - Fell Midnight
    • Element: Darkness
    • Effect: If either of the first two hits connected and did >0 damage, then the monster can become Afraid. The monster gets a +20 bonus to its save:

        Level: ScaledPowerLevel vs MonsterLevel
        Major: YourINT vs MonsterCHA
        Minor: YourLUK vs MonsterLUK

      If successful, the monster becomes Afraid for 4 rounds, with 27% chance of not acting each round (if both hits connected and did >0 damage), or for 2 rounds, with 20% chance (if only one did). Darkness-element monsters are immune to this.



    Armor image thanks to Mystical Warrior. Skill menu image thanks to Scakk. Information from many people, including ivanndj, algimantas2, Thylek Shran, Chii (via Skytalker), Khimera, and fenmeisterkronos. Numbers and the majority of the write-up and appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk).




  • Ianthe -> RE: Wizard Robes (All) (1/18/2011 0:13:26)

    Appendix

    Combat Defences
    Level	0	1	2	3	4	5	6	7	8	9	10
    Melee	28	29	29	30	31	31	32	33	33	34	35
    Ranged	28	29	29	30	31	31	32	33	33	34	35
    Magic	35	36	36	37	38	38	39	40	40	41	42
    
    Element Modifiers
    Numbers don't include Elemental Adept
    Level	0	1	2	3	4	5	6	7	8	9	10
    All	92	91	90	89	88	87	86	85	84	83	82
    Normal Attack
    Level	0	1	2	3	4	5	6	7	8	9	10
    BR	152	161.6	171.2	180.8	190.4	200	209.6	219.2	228.8	238.4	248
    Stat	238.4	259.52	280.64	301.76	322.88	344	365.12	386.24	407.36	428.48	449.6
    BTH	3	4	4	5	5	6	6	7	7	8	8
    Arcane Potence
    Level	0	1	2	3	4	5	6	7	8	9	10
    Damage%	113.4	114.71	116.28	118.11	120.20	122.55	125.16	128.03	131.16	134.55	138.2
    
    Arcane 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	380	404	428	452	476	500	524	548	572	596	620
    Stat	596	648.8	701.6	754.4	807.2	860	912.8	965.6	1018.4	1071.2	1124
    BTH	3	4	4	5	5	6	6	7	7	8	8
    SP	97	107	117	127	138	149	161	173	185	197	210
    Arcane Amplification
    Level	0	1	2	3	4	5	6	7	8	9	10
    MP	16	17	19	21	22	24	26	28	30	32	34
    
    Release;

    Number of hits:
    Charges	Fire	Earth	Dark	Water	Ice	Wind	Light	Energy
    0	1	1	1	1	1	1	1	1
    3	1	1	1	1	1	1	1	1
    7	2	2	2	2	3	2	2	2
    10	5	4	3	3	5	3	3	5

    Damage:
  • These assume that your (unscaled) Class Level is 10.
  • DO NOT apply Arcane Potence nor Arcane Lore to the damage. DO apply the MP cost increase for Arcane Lore.
  • This is total damage, inflicted by all the hits.
      With Arcane Lore off:
      Level	0	1	2	3	4	5	6	7	8	9	10
      Dmg0	26-76	29-85	32-95	34-104	38-115	42-127	46-138	49-149	54-161	58-173	62-186
      Stat0	294	320	346	372	398	424	450	476	502	528	554
      
      Dmg3	29-85	32-95	35-106	39-117	43-129	48-143	52-155	55-167	61-182	65-194	70-209
      Stat3	329	359	388	417	446	475	505	534	563	592	621
      
      Dmg7	35-104	39-117	44-131	48-145	53-159	59-176	64-191	68-206	75-223	80-239	86-258
      Stat7	406	442	478	514	550	585	621	657	693	729	765
      
      Dmg10	40-118	44-131	49-146	53-161	59-178	65-196	72-214	76-230	84-250	90-268	96-288
      Stat10	453	494	534	574	614	654	694	735	775	815	855
      											
      BTH	7	8	9	10	11	12	13	14	15	16	17
      MP	126	139	152	166	180	195	210	226	240	256	273
      With Arcane Lore on:
      Level	0	1	2	3	4	5	6	7	8	9	10
      Dmg0	36-107	40-119	44-133	48-146	54-162	60-179	65-194	69-209	76-227	82-244	87-262
      Stat0	413	449	486	523	559	596	632	669	706	742	779
      MP0	126	139	152	166	180	195	210	226	240	256	273
      
      Dmg3	39-116	44-130	48-144	53-160	59-176	65-194	71-211	75-227	83-247	89-265	95-285
      Stat3	449	488	528	568	608	647	687	727	767	806	846
      MP3	149	165	180	197	213	231	249	268	285	304	324
      
      Dmg7	46-136	51-151	56-169	62-187	69-206	76-227	83-247	88-266	97-289	104-310	111-333
      Stat7	525	571	618	664	711	757	804	851	897	944	990
      MP7	180	200	218	238	258	279	301	324	345	368	392
      
      Dmg10	50-148	56-166	61-184	67-203	75-225	83-248	90-269	96-290	106-315	113-338	121-363
      Stat10	573	623	674	725	776	826	877	928	978	1029	1080
      MP10	203	226	247	269	291	315	340	365	390	415	443
      
      BTH	7	8	9	10	11	12	13	14	15	16	17
      
    Gybbi's Arcane Fist
    Min is the minimum damage that the spell can deal.
    Skill	0	1	2	3	4	5	6	7	8	9	10
    Min	20	23	26	28	31	34	37	40	44	47	50
    Stat%	238.4	259.52	280.64	301.76	322.88	344	365.12	386.24	407.36	428.48	449.6
    BTH	7	8	9	10	11	12	13	14	15	16	17
    											
    MP	156	173	189	206	223	242	260	280	298	318	339
    
    Arcane Sage;
      Sage defense:
      Level	7	8	9	10
      SP	41	46	50	56
      Greater Sage defense:
      Level	7	8	9	10
      SP	82	91	101	113

    Dharana
    Skill	0	1	2	3	4	5	6	7	8	9	10
    SP	10	11	12	13	14	16	17	18	19	21	22
    MP	118	131	143	156	169	183	197	212	226	241	257
    

    Elemental Explosion
    Numbers are per hit.
    Level	Damage	Stat%	BTH	MP
    0	4-12	45	7	118
    1	4-13	49	8	131
    2	5-15	53	9	143
    3	5-16	57	10	156
    4	6-18	61	11	169
    5	7-20	65	12	183
    6	7-21	69	13	197
    7	8-23	73	14	212
    8	8-25	77	15	226
    9	9-27	81	16	241
    10	10-29	85	17	257

    Elemental Invocation
    Numbers are per hit.
    Level	Damage	Stat%	BTH	MP
    0	5-16	61.6	7	156
    1	6-18	67.0	8	173
    2	7-20	72.5	9	189
    3	7-22	78.0	10	206
    4	8-24	83.4	11	223
    5	8-27	88.9	12	242
    6	10-29	94.3	13	260
    7	10-31	99.8	14	280
    8	11-34	105.2	15	298
    9	12-36	110.7	16	318
    10	13-39	116.1	17	339
    




  • Koree -> RE: Wizard Robes (All) (4/7/2011 4:59:37)

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

    Level: 30
    Price: 2600
    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/bluerobe.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: Wizard Robes (All) (4/7/2011 5:00:44)

    [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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