| Koree Legendary AK!!!
 
 
 
   | Lumenomancer's Robe 
 Also see the  Generalist's Robe, and other specialist Robes ( Pyromancer's,  Hydromancer's,  Aeromancer's,  Cryomancer's,  Geomancer's,  Dynamancer's,  Tenebromancer's)
 
 Level: 30
 Price:
 3,000426Sellback:
 1,500213Location:  Wizard Class Shop
 Element: Light
 
 COMBAT DEFENCE
 Melee: 30
 Ranged: 25
 Magic: 35
 
 ELEMENTAL MODIFIER
 Fire: 93%
 Water: 96%
 Wind: 89%
 Ice: 93%
 Earth: 96%
 Energy: 89%
 Light: 85%
 Darkness: 100%
 
 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 Light resistance decreases by round(1.7*ClassLevel)%.
 Your Wind and Energy resistances decrease by round(1.2*ClassLevel)%.
 Your Fire and Ice resistances decrease by round(0.7*ClassLevel)%.
 Your Water and Earth resistances decrease by round(0.5*ClassLevel)%.
 Your Darkness 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*85/86% Base and Random, plus (100 +6.6*PowerLevel)*0.8*85/86% Stats
 BTH: +(PowerLevel/8)+1, 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 Light magic. Get this if you want to learn mighty magical abilities like LACER and Solar Flare as well as many more.
 
 
   
 SKILLS 
 
 Title Ability - Radiant Efficiency
 If your Class Title  is "Wizard", your Light spells cost significantly less mana
 
 Your Magic Light 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 Light. For example,  Spellcraft will NOT get the bonus, since it's Neutral.
 
 
 Level 0 - Radiant Potence
 Your affinity with Light allows you to greatly boost the power of your Light spells!
 
 All your Magic Light 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 Light hit, and only for that.
 
 Level 1 - Luminous Leap
 Infuse yourself with the raw power of Light and use yourself as the weapon!
 
 You perform the following, which is treated as a normal Player attack: 
 Hits: 1
 Type: Melee
 Element: Light
 Damage: 2.5*(100 +3*ScaledPowerLevel)*85/86% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)*85/86% Stats
 BTH: +(ScaledPowerLevel/8)+1, 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 - Light Adept - Guardian Only
 Your experience with manipulating Light has imbued your robes with some of its power!
 
 You get -6% to your Light 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!
 
 You get to choose which elemental you want to summon. Choosing the same elemental again will dismiss it.  
 Level 4 - Radiant Amplification - Guardian Only
 Gather Light 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 - Daylight - 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)*85/87/[# of hits], rounded normally
 Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)*85/87/[# of hits], rounded normally
 Stat: (100 + 6.6*ScaledPowerLevel)*85/87/[# of hits] %
 BTH: +(ScaledPowerLevel/4)+2, rounded down, plus Stats
 
 If Luminous Lore isn't on, then INSTEAD OF the usual boost from Radiant Potence, the spell deals:
 0 charges: ([Normal RadPot Boost] - 15) % damage
 3 charges: [Normal RadPot Boost]% damage
 7 charges: ([Normal RadPot Boost] + 32) % damage
 10 charges: ([Normal RadPot Boost] + 52) % damage
 
 If Luminous Lore is on AND you have enough MP to pay for the boost from Luminous Lore, then INSTEAD OF the usual boost from Radiant Potence and Luminous Lore, the spell deals:
 0 charges: 0.8*([Normal RadPot Boost] + 35)% damage
 3 charges: 0.8*([Normal RadPot Boost] + 50)% damage
 7 charges: 0.8*([Normal RadPot Boost] + 82)% damage
 10 charges: 0.8*([Normal RadPot Boost] + 102)% damage
 
 Cost:
 If Luminous 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 Luminous Lore isn't on OR if you don't have enough to pay for the full Luminous 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 - Luminous Lore
 You can efficiently imbue your Light spells with power directly from the Elemental Plane of Light!
 
 This affects Radiant Potency.  Instead of the usual boost, Radiant Potency boosts your spells by ([Normal RadPot 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-Light 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 Light hit, and only for that.
 
 
 Level 6 - Gybbi's Radiant Fist - Guardian Only
 Conjure a spectral fist of pure Light 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: Light
 Damage:
 **Base: (MonsterBaseHP*0.064*LvlMod)*85/87 damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2*85/87 damage
 **Random: 0 damage
 **Stat: (100 + 6.6*ScaledPowerLevel)*85/87%
 BTH: +(ScaledPowerLevel/4)+2, 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 Light Sage works. Level 7 - Light Sage
 Your continued experience wielding raw Light has taught you how to reduce your vulnerability to its polar opposite: Darkness!
 
 If Sage Defense is active, then you gain -7% to your Darkness 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 Darkness 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 Radiant 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 - LACER
 Short for 'Light Amplification and Concentration for Enemy Ruination,' the full name for this pinhole gate to the Elemental Plane of Light says it all.
 
 
 You perform the following, which is treated as a spell: 
 Hits: 2
 Type: Magic
 Element: Light
 Damage:
 **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)*85/87/2 damage each
 **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*85/87/2 damage each
 **Stat%: (100 + 6.6*ScaledPowerLevel)*85/87/2 % each
 BTH: +(ScaledPowerLevel/4)+2, rounded down, plus Stats
 
 Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally.
 
 
 Level 10 - Solar Flare - Guardian Only
 Invoke the purest essence of Light to Blind your enemy - and try to Dazzle them while they stare at the sun as well!
 
 
 You perform the following, which is treated as a spell: 
 Hits: 3
 Type: Magic
 Element: Light
 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:
 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.
 
 
There is a 53% chance of the third hit dealing 250% damage. If it then connects and deals >0 damage, then the monster automatically becomes Dazzled for -5 BTH.  If the monster is currently Blind, then the Blindness "fades slowly", and becomes Dazzled for -5 BTH after the duration expires. 
 
 Armor image thanks to BlackAces. Skill menu image thanks to Scakk. Information from many people, including kittycat, algimantas2, Thylek Shran, Chii (via Skytalker), Khimera, fenmeisterkronos and Ward_Point. Numbers and the majority of the write-up and appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk).
 
 < Message edited by Balu -- 6/10/2012 10:02:34  >
 
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