RE: Armors (Full Version)

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majesticstar3800 -> RE: Armors (3/3/2011 16:37:30)

quote:

Please, someone tell me the names, I only know the level 105.

Punisher's Maxim Z

Level: 11
Power Level: 45, MasterCraft
Price: 700 Z-Tokens
Sellback: 630 for the first 48 hours, then 350 afterwards
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 32
Ranged: 32
Magic: 32

ELEMENT MODIFIER
Fire: 100%
Water: 87%
Wind: 87%
Ice: 72%
Earth: 87%
Energy: 87%
Light: 100%
Darkness: 75%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 58.75% Base and Random each
Stats: 80% Each
BtH: +5 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

___________________________________________________________________________________________________________________________________________________

Punisher's Maxim

Level: 45
Power Level: 45, MasterCraft
Price: 22,000 Gold
Sellback: 14,500 Gold
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 32
Ranged: 32
Magic: 32

ELEMENT MODIFIER
Fire: 100%
Water: 87%
Wind: 87%
Ice: 72%
Earth: 87%
Energy: 87%
Light: 100%
Darkness: 75%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 58.75% Base and Random each
Stats: 80% Each
BtH: +5 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

____________________________________________________________________________________________________________________________________________________

Vindicator's Precept

Level: 60
Power Level: 60, MasterCraft
Price: 44,000
Sellback: 29,000
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 35
Ranged: 35
Magic: 35

ELEMENT MODIFIER
Fire: 93%
Water: 85%
Wind: 85%
Ice: 65%
Earth: 85%
Energy: 85%
Light: 93%
Darkness: 67%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 70% Base and Random each
Stats: 125% Each
BtH: +7 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

____________________________________________________________________________________________________________________________________________________

Avenger's Principle

Level: 75
Power Level: 75, MasterCraft
Price: 93,500
Sellback: 62,000
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 37
Ranged: 37
Magic: 37

ELEMENT MODIFIER
Fire: 91%
Water: 84%
Wind: 84%
Ice: 59%
Earth: 84%
Energy: 84%
Light: 91%
Darkness: 61%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 81.25% Base and Random each
Stats: 148.75% Each
BtH: +9 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

____________________________________________________________________________________________________________________________________________________

Vigilante's Creed

Level: 90
Power Level: 90, MasterCraft
Price: 132,000
Sellback: 88,000
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 40
Ranged: 40
Magic: 40

ELEMENT MODIFIER
Fire: 91%
Water: 84%
Wind: 84%
Ice: 54%
Earth: 84%
Energy: 84%
Light: 91%
Darkness: 57%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 92.5% Base and Random each
Stats: 173.75% Each
BtH: +11 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

____________________________________________________________________________________________________________________________________________________

Scourge's Tenet

Level: 105
Power Level: 105, MasterCraft
Price: 700,000
Sellback: 475,000
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 42
Ranged: 42
Magic: 42

ELEMENT MODIFIER
Fire: 91%
Water: 82%
Wind: 82%
Ice: 50%
Earth: 82%
Energy: 82%
Light: 91%
Darkness: 51%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 103.75% Base and Random each
Stats: 198.75% Each
BtH: +13 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

____________________________________________________________________________________________________________________________________________________

Castigator's Doctrine

Level: 120
Power Level: 120, MasterCraft
Price: 1,100,000
Sellback: 730,000
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 45
Ranged: 45
Magic: 45

ELEMENT MODIFIER
Fire: 89%
Water: 82%
Wind: 82%
Ice: 46%
Earth: 82%
Energy: 82%
Light: 89%
Darkness: 48%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 115% Base and Random each
Stats: 223.75% Each
BtH: +15 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

____________________________________________________________________________________________________________________________________________________

Nemesis' Testament

Level: 135
Power Level: 135, MasterCraft
Price: 1,705,000
Sellback: 1,136,667
Location: Nemesis Set Quest
Element: Neutral

COMBAT DEFENCE
Melee: 47
Ranged: 47
Magic: 47

ELEMENT MODIFIER
Fire: 86%
Water: 79%
Wind: 79%
Ice: 42%
Earth: 79%
Energy: 79%
Light: 86%
Darkness: 42%

NORMAL ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Damage: 126.25% Base and Random each
Stats: 248.75% Each
BtH: +16 plus Stats

EFFECT:
MC Bonus: Backlash- When you take damage, your opponent makes a save roll. If it fails, then 11.9% of the opponent's damage is directed back to them. You do not heal the damage.

Level: PLvl vs Monster Level
Major: (YourINT or YourSTR, whichever is higher) vs MonsterEND
Minor: YourLUK vs MonsterLUK

FULL SET BONUS:
Whenever you have all pieces of the set equipped(Weapon,Armor,Shield), you have a chance to do Harm Damage. You also do 160% damage is this happens.* The chance of this occurring is 10%, whenever you use a weapon special or Normal player attack.

*You smite your foe with divine justice!

Note: There are no penalties for the backlash damage because of MC.

[img]http://i1124.photobucket.com/albums/l576/AQMajestic3800/Nemesispicture.jpg[/img]

Thanks to In Media Res for info sub. Thanks to majesticstar3800 for write up.
I used arcangelgabrel's image, as you can see the whole armor from it (you cut some of the leg away). Remember to give credit to whoever has given you information or helped you in another way. Added, thanks! ~Koree




Guardian Patrick -> RE: Armors (3/3/2011 16:41:54)

quote:

Scourge's Tenet

Stats:
Meele 42
Ranged 42
Magic 42

Element Modifier-
Fire: 91%
Water: 82%
Wind: 82%
Ice: 50%
Earth: 82%
Energy: 82%
Light: 91%
Darkness: 51%


http://forums2.battleon.com/f/tm.asp?m=1582304&mpage=1&key=nemesis�

No longer available at Frostvale
Thanks, but I got all I needed from above. ~Koree




arcanum37 -> RE: Armors (3/6/2011 6:20:52)

quote:

@Majestic For the level 11Z & 45 Set, It's called 'Punisher's Maxim' not Protector's
Taken care of. ~Koree




arcangelgabrel -> RE: Armors (3/6/2011 8:21:02)

quote:

quote:

Tell me if i missed anything.


You missed my image on the first page.
Taken care of. ~Koree




Teuvi -> RE: Armors (3/13/2011 21:24:10)

quote:

Here is a picture for the Lesser Soul Melt/ Soul Melt/ Soul of Hope
[image]http://i22.photobucket.com/albums/b309/Yakimito/SoulofHope.jpg[/image]
Looks like we have our images. Thanks anyway. ~Koree




Mystical Warrior -> RE: Armors (3/17/2011 7:45:15)

quote:

Image for the Pyromancer Robes
[image]http://i180.photobucket.com/albums/x22/justeen208/untitled-25.png[/image]
[image]http://i180.photobucket.com/albums/x22/justeen208/untitled-25.png[/image]


Image for Cryomancer
[image]http://i180.photobucket.com/albums/x22/justeen208/2.png[/image]
[image]http://i180.photobucket.com/albums/x22/justeen208/2.png[/image]


Image for Geomancer
[image]http://i180.photobucket.com/albums/x22/justeen208/3.png[/image]
[image]http://i180.photobucket.com/albums/x22/justeen208/3.png[/image]


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


Got it. Thanks. ~Scakk




BlackAces -> RE: Armors (3/17/2011 7:57:31)

quote:

Here's one for Lumenomancer:

[image]http://i916.photobucket.com/albums/ad5/BlackAces_/Lumenomancer.png[/image]

[image] http://i916.photobucket.com/albums/ad5/BlackAces_/Lumenomancer.png [/image]


Got it. Thanks. ~Scakk




Mystical Warrior -> RE: Armors (3/17/2011 8:01:00)

quote:

Dynamancer
[image]http://i180.photobucket.com/albums/x22/justeen208/5.png[/image]
[image]http://i180.photobucket.com/albums/x22/justeen208/5.png[/image]


Tenebromancer
[image]http://i180.photobucket.com/albums/x22/justeen208/6.png[/image]
[image]http://i180.photobucket.com/albums/x22/justeen208/6.png[/image]


Aeromancer
[image]http://i180.photobucket.com/albums/x22/justeen208/7.png[/image]
[image]http://i180.photobucket.com/albums/x22/justeen208/7.png[/image]


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

Got it. Thanks. ~Scakk




kittycat -> RE: Armors (3/17/2011 21:50:09)

quote:

Let me help you get started with one of the Wizard Armors:

Lumenomancer:

Melee: 33
Ranged: 28
Magic: 38

Resistances:
Fire: 89
Water: 93
Wind: 83
Ice: 89
Earth: 93
Energy: 83
Light: 76
Darkness: 97

Level 0: Radiant Efficiency - Lowers Mana for Spells based on Armor's element.
Level 0: Radiant Potence - Increases Damage
Level 1: Luminous Leap - Does a certain amount of damage costing SP
Level 2: Light Adept- Unknown
Level 3: Summon Elemental - Gives 3 choices of elemental with the Base Element and 2 Elements that are Related to the Base Element.
(Light - Energy/Wind)
Level 4: Radiant Amplication - Similar to the old Wizard Skill, Amplify.
Level 4: Daylight - Unknown
Level 5: Luminous Lore - Efficiently imbue spells
Level 6: Gybbi's Radiant Fist - Unknown
Level 7: Light Sage - Reduces vulnerability to opposing element of the armor.
Level 8: Dharana - Unknown
Level 9: Lacer
Level 10: Solar Flare
All taken care of. Thanks. ~Koree




ivanndj -> RE: Armors (3/18/2011 2:22:52)

quote:

Generalist's Robe:

Melee: 35
Ranged: 35
Magic: 42

Resistances:
Fire: 80
Water: 80
Wind: 80
Ice: 80
Earth: 80
Energy: 80
Light: 80
Darkness: 80
[Dont think the resistance and combat defence is correct...]

Armor Skills:
Players are able to choose 1 of the 8 elements [Fire,Water,Wind,Ice,Earth.Energy,Light,Darkness]

Level 0: Arcane Efficiency - Passive [If you class title is 'Wizard', your spells cost less mana] Cost: Free

Level 0: Arcane Potence - Passive [Your affinity with the elements allows you to boost the power of your spells!] Cost: Free

Level 1: Arcane Dive - Active [Infuse yourself with the power of the elements and use yourself as the weapon!] Cost: 210 Sp

Level 2: Arcane Adept - Passive [Your experience with manipulating the elements has imbued your robes with some of their power] Cost: Free, Guardian

Level 3: Summon Elemental - Active [Summon a homunculus crafted from the essence of an element and given life by your will!] Cost: Free

Level 4: Arcane Amplification - Toggle [Gather elemental energy over time... (Cost 34 MP each round to stock 1 level 10 charge)] Cost: Free, Guardian

Level 4: Release 'Fire,Water,Wind,Ice,Earth.Energy,Light,Darkness' - Active [ ...And release it as a powerful spell!] Cost: 273 MP Guardian, 273 MP 3 Charges Guardian, 273 MP 7 Charges Guardian, 273 MP 10 Charges Guardian, 324 MP 3 Charges Guardian, 443 MP 10 Charges Guardian (Not so sure, MP cost sometimes change, the cost i have typed out is what i have gotten when trying out the skill)

Level 5: Arcane Lore - Toggle [You can imbue your elemental spells with power directly from the Elemental Planes!] Cost: Free

Level 6: Gybbie's Arcane Fist - Active [Conjure a spectral fist of elemental energy to crush your opponents!] Cost: 339 MP, Guardian

Level 7: Arcane Sage - Toggle [Your continued experience wielding raw elements has taught you how to reduce your vulnerability to the element of your choice!] Cost: Free

Level 8: Dharana - Active [Concentrate and draw mana in from the ambient air to charge your mental reserve!] Cost: 22 SP, Guardian

Level 9: Elemental Explosion - Active [Call on the power of ALL of the elements in a massive explosion!] Cost : 257 MP

Level 10: Elemental Invocation - Active [Invoke the very essence of the elements to cause an effect beyond pure damage!] Cost: 339 MP, Guardian
All taken care of. Thanks. ~Koree




Drakeh -> RE: Armors (3/18/2011 6:46:53)

quote:

Descriptions of new wizard Robes:

Lumenomancer's Robe
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.

Pyromancer's Robe
The robes of a Wizard who specializes in Fire magic. Get this if you want to learn mighty magical abilities like Volcanic Apocalypse and Conflagration as well as many more.

Cryomancer's Robe
The robes of a Wizard who specializes in Ice magic. Get this if you want to learn mighty magical abilities like Ice Age and Frostbite as well as many more.

Geomancer's Robe
The robes of a Wizard who specializes in Earth magic. Get this if you want to learn mighty magical abilities like Sinkhole and Earthquake as well as many more.

Hydromancer's Robe
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.

Dynamancer's Robe
The robes of a Wizard who specializes in Energy magic. Get this if you want to learn mighty magical abilities like Supercell and Thunderbolt as well as many more.

Tenebromancer's Robe
The robes of a Wizard who specializes in Darkness magic. Get this if you want to learn mighty magical abilities like Eclipse and Fell Midnight as well as many more.

Aeromancer's Robe
The robes of a Wizard who specializes in Wind magic. Get this if you want to learn mighty magical abilities like Tornado and Vacuum as well as many more.

Generalist's Robe
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.
All taken care of. Thanks. ~Koree




Thylek Shran -> RE: Armors (3/18/2011 13:55:03)

quote:

I can confirm these stats for two of the armors on full trained wizard class.
Kittykat´s stats are actually not correct i think its because there is a Guardian bonus.
My character is a lvl 136 Guardian.


Lumenomancer

Melee: 37
Ranged: 32
Magic: 42

Resistances:
Fire: 86
Water: 91
Wind: 77
Ice: 86
Earth: 91
Energy: 77
Light: 62
Darkness: 95


Tenebromancer

Melee: 35
Ranged: 35
Magic: 42

Resistances:
Fire: 86
Water: 77
Wind: 91
Ice: 86
Earth: 77
Energy: 91
Light: 95
Darkness: 62

_____________________________________________________________________________________________________________


Abilities:


Magnify:

Amplification - Toggle

Description: Gather "name of active element" energy over time...(Cost xx MP each round to stock 1 Level x Charge)
Cost: Free! Guardian
Obtained: Class Level 4

Click on the wizard icon inside the elemental wheel to toggle the "Scaled Skill Level" and the MP cost for "Amplification".


Scaled Skill Level 0: Cost 13 MP each round to stock 1 Level 0 Charge
Scaled Skill Level 1: Cost 14 MP each round to stock 1 Level 1 Charge
Scaled Skill Level 2: Cost 16 MP each round to stock 1 Level 2 Charge
Scaled Skill Level 3: Cost 17 MP each round to stock 1 Level 3 Charge
Scaled Skill Level 4: Cost 19 MP each round to stock 1 Level 4 Charge
Scaled Skill Level 5: Cost 20 MP each round to stock 1 Level 5 Charge
Scaled Skill Level 6: Cost 22 MP each round to stock 1 Level 6 Charge
Scaled Skill Level 7: Cost 23 MP each round to stock 1 Level 7 Charge
Scaled Skill Level 8: Cost 25 MP each round to stock 1 Level 8 Charge
Scaled Skill Level 9: Cost 27 MP each round to stock 1 Level 9 Charge
Scaled Skill Level 10: Cost 28 MP each round to stock 1 Level 10 Charge

_____________________________________________________________________________________________________________


Elemental Sage:

"Name of active element" - Toggle

Description: Your continued experience wielding raw "name of active element" has taught you how to reduce your vulnerability to its polar opposite: "name of polar opposite element"!
Cost: Free!; 54 SP; 109 SP
Obtained: Class Level 7

Click on the shield icon above "Elemental Sage" to toggle between "Sage Defence" and "Greater Sage Defence".


Sage Defence

Cost: 54 SP each round
Obtained: Class Level 7
Description: You will limit your sage knowledge to converse your power!
Effect: The polar opposite elemental modifier will be reduced by 7% points.


Greater Sage Defence

Cost: 109 SP each round
Obtained: Class Level 7
Description: You will use your sage knowledge to its fullest extent!
Effect: The polar opposite elemental modifier will be reduced by 14% points.
All taken care of. Thanks. ~Koree




Ianthe -> RE: Armors (3/18/2011 23:50:41)

quote:

Wizard Robes

First, some basics:
ClassLevel is... your 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

The "elemental wheel" of relatedness/unrelatedness is:
                      Dark
                Water      Earth
           Ice                    Fire
                 Wind      Energy
                     Light
So, Fire is related/allied to Earth and Energy, unrelated/neutral to Dark and Light, poorly related to Wind and Water, and opposed to Ice.


The armour itself is a "squishy mage" armour. This means that it has bad defences (like a fully offensive armour) and bad offence (like a fully defensive armour), but gets a boost to spell damage (see the Lv0 skill).

Basics

Each armour has some minor variations:
Earth: Good Melee, Bad Ranged, Medium Inaccurate Powerful (-3 BTH)
Fire: Neutral Melee/Ranged, Max Inaccurate Power (-5 BTH)
Wind: Good Ranged, Bad Melee, Max Accurate Weak (+5 BTH)
Darkness: Neutral Melee/Ranged, Slight Inaccurate Powerful (-1 BTH)
Light: Good Melee, Slight Accurate Weak (+1 BTH)
Water: Good Ranged, Medium Accurate Weak (+3 BTH)
Energy: Good Ranged, Bad Melee, Neutral (+0 BTH)
Ice: Good Melee, Bad Ranged, Neutral (+0 BTH)
Generalist: Neutral Melee/Ranged, Neutral (+0 BTH)

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/Ranged weapon and it converts the weapon to Magic, then the attack does 75% Base and Random damage.
Note2: Do not apply any triggers/effects from the weapon which have it switch Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied.

Futhermore, you apply the "BTH" thing mentioned above. You deal *85/(85+BTHMod) damage, and get the listed BTH modifier.
NOTE: This assumes that you don't have any BTH modifiers. 

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
COMBAT DEFENCES
They all start out as either 28/28/35 or 25/30/35 or 30/25/35, based on what the armour is (see above). Regardless, you get +round((0.5*PowerLevel-0.5)/3)-5 to all defences.
Level	0	1	2	3	4	5	6	7	8	9	10
Poor	25	26	26	27	28	28	29	30	30	31	32
Good	30	31	31	32	33	33	34	35	35	36	37
Neut	28	29	29	30	31	31	32	33	33	34	35
Mag	35	36	36	37	38	38	39	40	40	41	42
ELEMENT MODIFIERS
The Generalist starts off as 92% to all elements, and gets -1% to each element for each ClassLevel.

For the Specialist:
#The Specialist's own element starts off as 85%, and decreases by round(1.7*ClassLevel)% .
#Allied elements start off as 89%, and decrease by round(1.2*ClassLevel)% .
#Neutral elements start off as 93%, and decrease by round(0.7*ClassLevel)% .
#Poorly related elements start off as 96%, and decrease by round(0.5*ClassLevel)% .
#The opposed element starts off as 100%, and decreases by round(0.5*ClassLevel)% .

Level	0	1	2	3	4	5	6	7	8	9	10
Generalist:
All	92	91	90	89	88	87	86	85	84	83	82
											
Specialist:
Own	85	83	82	80	78	76	75	73	71	70	68
Ally	89	88	87	85	84	83	82	81	79	78	77
Neut	93	92	92	91	90	89	89	88	87	87	86
Poor	96	95	95	94	94	93	93	92	92	91	91
Opp	100	99	99	98	98	97	97	96	96	95	95


Title Ability - Arcane Efficiency
If your Class Title is "Wizard", your spells cost less mana
    Your spells costs (ClassLevel/2)% less MP/SP/HP. SP and HP aren't working right now. This only affects spells whose Type is Magic.
Title Ability - Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Efficiency
If your Class Title is "Wizard", your ELEMENT spells cost significantly less mana
    Your ELEMENT spells costs ClassLevel% less MP/SP/HP. SP and HP aren't working right now. This only affects spells whose Type is Magic.

    This only applies to spells whose database element -- like, what it shows in the shop or in the quick-cast bar -- is the proper element. For example, Spellcraft will NEVER get the bonus, since it's Neutral.

Level 0 - Arcane Potence
Your affinity with the elements allows you to boost the power of your spells!
    All your spells deal (113.4 + 1.18*ClassLevel + 0.13*ClassLevel^2)% damage. This only affects spells whose Type is Magic.
Level	0	1	2	3	4	5	6	7	8	9	10
Boost%	113.4	114.71	116.28	118.11	120.20	122.55	125.16	128.03	131.16	134.55	138.2
Level 0 - Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Potence
Your affinity with ELEMENT allows you to greatly boost the power of your ELEMENT spells!
    All your ELEMENT spells deal (124.53 + 3.25*ClassLevel + 0.15*ClassLevel^2)% damage. This only affects spells whose Type is Magic.

    This applies based on the individual hit of the spell. For example, Spellcraft WILL get the bonus if it's the proper element. For Elemental Doom, only the hit of the proper element will get the boost, but the other hits won't.
Level	0	1	2	3	4	5	6	7	8	9	10
Boost%	124.53	127.93	131.63	135.63	139.93	144.53	149.43	154.63	160.13	165.93	172.03

Level 1 - Arcane Dive
Infuse yourself with the power of the Elements and use yourself as the weapon!
    This is a skill. It uses your weapon's stats, and your weapon's Special can occur.

    You select the element from the skill menu, at the top.

    Hits: 1
    Type: Melee
    Element: «Selectable»
    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.
    Note2: Do not apply any triggers/effects from the weapon that switch its Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied.

    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
NOTE: This assumes that your (unscaled) ClassLevel is 10.

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
Level 1 - Firestorm / Boulder Blast / Shadow Drop / High Dive / Snowflake Fall / Downburst / Luminous Leap / Ball Lightning
Infuse yourself with the raw power of ELEMENT and use yourself as the weapon!
    This is a skill. It uses your weapon's stats, and your weapon's Special can occur.

    Hits: 1
    Type: Melee
    Element: ELEMENT
    Damage: 2.5*(100 +3*ScaledPowerLevel)% Base and Random, plus 2.5*(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.
    Note2: Do not apply any triggers/effects from the weapon that switch its Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied.

    Also, the BTH modifiers (*pokes the Basics section*) applies to this attack.

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

NOTE: This assumes that your (unscaled) ClassLevel is 10.
NOTE2: This assumes that you don't have any BTH modifiers.

Level	0	1	2	3	4	5	6	7	8	9	10
BR	475	505	535	565	595	625	655	685	715	745	775
Stat	745	811	877	943	1009	1075	1141	1207	1273	1339	1405
BTH	3	4	4	5	5	6	6	7	7	8	8
SP	49	54	59	65	71	76	82	88	94	101	107

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

Level 3 - Summon Elemental
Summon a homunculus crafted from the essence of an element and given life by your will!
    Summons an elemental, based on the element you have selected in the skill menu. Cast again to dismiss it.
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!
    Summons an elemental. You get to choose between your element, and the two allied elements. *pokes the elemental wheel above*
Elementals are listed here.

Level 4 - Arcane Amplification - Guardian Only
Gather elemental energy over time... (Costs ## MP each round to stock 1 Level SKILL LEVEL 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 don't "transfer" between different armours. (So, Tenebromancer can't use charges from Generalist, and so on.)

    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	0	1	2	3	4	5	6	7	8	9	10
MP	16	17	19	21	22	24	26	28	30	32	34
Level 4 - Release ELEMENT - 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, so:
    Base: 5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2, rounded normally
    Rand: 10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2, rounded normally
    Stat: (100 + 6.6*ScaledPowerLevel) %
    BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

    You select the element from the skill menu.

    This is affected by Arcane Potence and Arcane Lore weirdly.
    If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals:
    0 charges: 0.8*([Normal AP Boost] - 15) % damage
    3 charges: 0.8*[Normal AP Boost]% damage
    7 charges: 0.8*([Normal AP Boost] + 32) % damage
    10 charges: 0.8*([Normal AP 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 AP Boost] + 35)% damage
    3 charges: 0.8*([Normal AP Boost] + 50)% damage
    7 charges: 0.8*([Normal AP Boost] + 82)% damage
    10 charges: 0.8*([Normal AP 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.
NOTE: These assume that your (unscaled) Class Level is 10.
NOTE2: DO NOT apply Arcane Potence nor Arcane Lore to these.

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
Level 4 - Flaring / Rocky / Shadowy / Flooding / Frosty / Howling / Radiant / Shocking Amplification - Guardian Only
Gather ELEMENT energy over time...(Costs ## MP each round to stock 1 Level SKILL LEVEL 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 don't "transfer" between different armours. (So, Tenebromancer can't use charges from Generalist, and so on.)

    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	0	1	2	3	4	5	6	7	8	9	10
MP	13	14	16	17	19	20	22	23	25	27	28
Level 4 - Unleash the Flames / Seismic Slip / Call the Night / Cresting Tide / Hypothermia / Collapse the Front / Daylight / Discharge Current - 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.

    This is a spell, so:
    Base: 5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2, rounded normally
    Rand: 10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2, rounded normally
    Stat: (100 + 6.6*ScaledPowerLevel) %
    BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

    This is affected by Arcane Potence and Arcane Lore weirdly.
    If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals:
    0 charges: ([Normal AP Boost] - 15) % damage
    3 charges: [Normal AP Boost]% damage
    7 charges: ([Normal AP Boost] + 32) % damage
    10 charges: ([Normal AP 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 AP Boost] + 35)% damage
    3 charges: 0.8*([Normal AP Boost] + 50)% damage
    7 charges: 0.8*([Normal AP Boost] + 82)% damage
    10 charges: 0.8*([Normal AP Boost] + 102)% damage

    Lastly, you apply twice the usual BTH modifiers (see the Basics section). For example, Geomancer takes -6 BTH, and deals *85/79 damage.

    Cost:
    If Arcane 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 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 0.76*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally.
NOTE: These assume that your (unscaled) Class Level is 10, and that there's no BTH modifiers.
NOTE2: DO NOT apply Arcane Potence nor Arcane Lore to these.

With Arcane Lore off:

Level	0	1	2	3	4	5	6	7	8	9	10
Dmg0	41-121	46-136	50-150	55-166	61-183	68-203	74-220	79-238	86-257	93-277	99-297
Stat0	468	509	551	592	634	675	717	758	800	841	883

Dmg3	45-133	50-148	55-165	60-182	67-201	74-222	81-241	86-260	95-283	101-302	108-325
Stat3	513	558	603	649	694	740	785	831	876	921	967

Dmg7	53-157	59-175	65-196	71-216	80-239	88-263	96-286	102-308	112-334	120-359	129-386
Stat7	608	662	716	770	823	877	931	985	1039	1093	1147

Dmg10	58-172	65-193	72-215	78-237	87-262	96-289	105-313	112-338	123-367	132-394	141-423
Stat10	668	727	786	845	904	963	1022	1082	1141	1200	1259
											
BTH	7	8	9	10	11	12	13	14	15	16	17
MP	90	100	109	119	128	139	150	161	172	183	195

With Arcane Lore on:

Level	0	1	2	3	4	5	6	7	8	9	10
Dmg0	54-160	60-178	66-198	72-219	81-242	89-267	97-290	104-313	114-340	122-364	130-391
Stat0	617	672	726	781	836	890	945	1000	1054	1109	1164
MP0	90	100	109	119	128	139	150	161	172	183	195

Dmg3	58-171	64-191	71-213	78-236	87-260	95-286	104-310	111-335	122-364	131-391	140-420
Stat3	662	720	779	837	896	955	1013	1072	1131	1189	1248
MP3	106	118	129	141	152	165	178	191	204	217	232

Dmg7	66-196	74-219	81-244	89-269	99-297	109-327	119-355	127-384	140-417	150-447	160-480
Stat7	757	824	891	958	1025	1092	1159	1226	1294	1361	1428
MP7	129	143	156	170	184	199	215	231	246	263	280

Dmg10	71-211	79-235	88-263	96-291	107-321	118-354	129-384	137-414	151-450	162-483	173-518
Stat10	817	889	961	1034	1106	1178	1251	1323	1395	1468	1540
MP10	145	161	176	192	208	225	243	261	278	297	316
											
BTH	7	8	9	10	11	12	13	14	15	16	17
Aaaallll taken care of. Thanks. ~Koree




Ianthe -> RE: Armors (3/19/2011 6:15:37)

quote:

Okay, the above post is getting long >.> New post!

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 AP Boost] +50)%.

    To pay for this, your spells cost twice the usual amount.
Level 5 - Pyroclastic / Tectonic / Shadowy / Alluvionic / Glacial / Cyclonic / Luminous / Electric Lore
You can efficiently imbue your ELEMENT spells with power directly from the Elemental Plane of ELEMENT!
    This affects Arcane Potency. Instead of the usual boost, Arcane Potency boosts your spells by ([Normal AP 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-ELEMENT spells while this is in effect. Also, this applies based on the individual hit of the spell. For example, Spellcraft WILL get the bonus if it's the proper element. For Elemental Doom, only the hit of the proper element will get the boost, but the other hits won't.
(No tables needed; just add 50% to the things from Arcane Potence.)

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. You can select its element from the skill menu.

    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: (Selectable)
    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.
NOTE: 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
Level 6 - Gybbi's Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Fist - Guardian Only
Conjure a spectral fist of pure ELEMENT 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: ELEMENT
    Damage:
    **Base: (MonsterBaseHP*0.064*LvlMod) damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2 damage
    **Random: 0 damage
    **Stat: (100 + 6.6*ScaledPowerLevel)%
    BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

    Lastly, you apply twice the usual BTH modifiers (see the Basics section). For example, Geomancer takes -6 BTH, and deals *85/79 damage.

    Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP
NOTE: Min is the minimum damage that the spell can deal.
NOTE2: This assumes that there's no BTH modifiers.

Skill	0	1	2	3	4	5	6	7	8	9	10
Min	26	29	32	36	39	43	47	51	55	59	63
Stat	298	324.4	350.8	377.2	403.6	430	456.4	482.8	509.2	535.6	562
BTH	7	8	9	10	11	12	13	14	15	16	17
											
MP	118	131	143	156	169	183	197	212	226	241	257

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	7	8	9	10
With Sage Defense:
SP	41	46	50	56
With Greater Sage Defense:
SP	82	91	101	113
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 - ELEMENT Sage
Your continued experience wielding raw ELEMENT has taught you how to reduce your vulnerability to its polar opposite: OPPOSITE ELEMENT!
    If Sage Defense is active, then you gain -7% to your OPPOSITE ELEMENT 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 OPPOSITE ELEMENT 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	7	8	9	10
With Sage Defense:
SP	38	43	48	54
With Greater Sage Defense:
SP	77	87	97	109

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))*(0.294 - 0.018*ClassLevel), rounded normally.
NOTE: This assumes that your ClassLevel is 10.

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
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.
NOTE: This assumes that your ClassLevel is 10.

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
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.
Skill	0	1	2	3	4	5	6	7	8	9	10
Base	4	4	5	5	6	7	7	8	8	9	10
Max	12	13	15	16	18	20	21	23	25	27	29
Stat%	45.11	49.11	53.1	57.1	61.1	65.09	69.09	73.08	77.08	81.08	85.07
BTH	7	8	9	10	11	12	13	14	15	16	17
Level 9 - Volcanic Apocalypse
It's the end of the world as your foe knows it, but it won't be feeling fine when you create a small magma-spewing gate to the Elemental Plane of Fire underneath it!
Level 9 - Sinkhole
Make the ground under your foe disappear by creating a small, hungry gate to the Elemental Plane of Earth underneath them!
Level 9 - Eclipse
Assault your foe with the essence of shadow by opening a small gate to the Elemental Plane of Darkness between it and the sun!
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!
Level 9 - Ice Age
A small gate to the Elemental Plane of Ice will drive your opponent to extinction!
Level 9 - Tornado
A small gate to the Elemental Plane of Wind forms the swirling heart of a tornado that will tear your opponent apart!
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.
Level 9 - Supercell
A supercharged electrical storm drawn from a small gate to the Elemental Plane of Energy is looking for the closest place to ground itself -- your opponent!
    This is an ELEMENT spell.

    Hits: [SEE BELOW]
    Type: Magic
    Element: ELEMENT
    Damage:
    **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)/[NUMBER OF HITS] damage each
    **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel^2 + 10.5)/[NUMBER OF HITS] damage each
    **Stat%: (100 + 6.6*ScaledPowerLevel)/[NUMBER OF HITS] % each
    BTH: +(ScaledPowerLevel/4), rounded down, plus Stats
    Elem	Fire	Earth	Dark	Water	Ice	Wind	Light	Energy
    Hits	10	8	9	8	8	1	2	6
    
    Lastly, you apply twice the usual BTH modifiers (see the Basics section). For example, Geomancer takes -6 BTH, and deals *85/79 damage.

    Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally.
NOTE: This assumes that there are no modifications to BTH.

Base	3	4	4	4	5	5	6	6	7	7	8
Max	9	11	12	13	15	16	18	19	21	22	24
Stat%	37.25	40.55	43.85	47.15	50.45	53.75	57.05	60.35	63.65	66.95	70.25
BTH	7	8	9	10	11	12	13	14	15	16	17
Aaaalll taken care of. Thanks. ~Koree




Manofthetrees -> RE: Armors (3/19/2011 16:37:09)

quote:

The old wizard robes, (White, Blue, Dark, Spring, Blood, Red) are all removed from game, and were replaced by the new ones. Which ones were replaced by which ones, I don't know, my mage only had one, and I didn't play as her enough to remember exactly which one it was. I think it was White Wizard Robe, either White or Spring, and it became Lumenomancer. It should be looked into which of the old ones became the new ones.

If i had to GUESS, I would think that
Dark became Tenebromancer
White became Lumenomancer
Spring became Geomancer
Blue became Generalist
Red became Pyromancer
I have no idea what Blood became.
Taken care of. Thanks. ~Koree




Rayimika -> RE: Armors (3/19/2011 17:48:44)

quote:

Blood Became Hydromancer's Robe
quote:

Blue Wizard Robe - Generalist's Robe - Neutral
N/A - Aeromancer's Robe - Wind
N/A - Cryomancer's Robe - Ice
Pyromancer's Robe - Pyromancer's Robe - Fire
Red Wizard Robe - Dynamancer's Robe - Energy
Spring Wizard Robe - Geomancer's Robe - Earth
Blood Wizard Robe - Hydromancer's Robe - Water
White Wizard Robe - Lumenomancer's Robe - Light
Dark Wizard Robe - Tenebromancer's Robe - Dark

Clicky!
Taken care of. Thanks. ~Koree




Epsilon2012 -> RE: Armors (3/19/2011 18:02:37)

quote:

That's wrong...look at the post that Chii quoted that in.....

quote:

The current alternate Wizard colorations (Blood, Spring, White, etc) have no real bearing on what the robes will become. Actually, the list posted earlier wasn't completely inaccurate...

-Chii said this about the Quote that Skytalker posted.
Taken care of. Thanks. ~Koree




Kalanyr -> RE: Armors (3/19/2011 18:16:35)

Skytalker's post is correct in terms of what each of the old robes became. And Chii is sorta right, there are tenuous thematic connections between what a robe was and what it became but they probably don't make a lot of sense to people other than the 2 of us who decided on what would be transforming into what.




majesticstar3800 -> RE: Armors (3/19/2011 22:57:44)

quote:

IMR, doesn't the Elemental Explosion spell for the level 9 Generalist need a *132/109 for omni-elemental damage?

@below: Ahh. Thank you, I just don't bother to use those formulas that look drastically hard to comprehend.
Taken care of. ~In Media Res




Apocalyptic Silence -> RE: Armors (3/20/2011 0:07:32)

quote:

majesticstar3800, it is included already.

quote:

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^2 + 10.5)*(132/109)/8 damage each
**Stat%: (100 + 6.6*ScaledPowerLevel)*(132/109)/8 % each
BTH: +(ScaledPowerLevel/4), rounded down, plus Stats
Taken care of. ~In Media Res




majesticstar3800 -> RE: Armors (3/20/2011 8:53:06)

quote:

I found that there is another exception for Level 9 abilities...
Aeromancer has 1 Hit of the combined 8 hits.
I think that's the only 1.
Fixed. Thanks! ~In Media Res




Khimera -> RE: Armors (3/20/2011 9:26:11)

quote:

@IMR: I think there's a mistake in the SP cost for the Generalist Dharana - The equation you gave comes out with negative values. I think the mistake is in the second half, the elemental compensation.
Fixed. Thanks! ~In Media Res




fenmeisterkronos -> RE: Armors (3/20/2011 16:34:24)

quote:

Any ability that ajusts a spell from the wizard class armors (such as imbue with lore) doesn't effect *any* "irregular spell", including those that cost MP but use CHA for any part of their stats (such as the Fundead spells-CHA bonus to BTH and presumably the limkragg spells-CHA bonus to dmg and BTH)
Fundead spells are Neutral (*pokes what shows up in shops and the quick cast bar*), which means that they don't work with Specialist Efficiency. They work with everything like Lore which looks at the individual hit's element.

I just tested it with Limkragg's Breath, and I'm getting the Efficiency boost. It looks like it's getting the boost from Lore, too. ~In Media Res


quote:

Odd...I wasn't getting either the efficiency or the Lore effects in the generalist wizard with the fundead spell (but I was with Darkovian Triumvirate). I'll have to try it again.

Oh, here we go - it only works with Magic spells. Those use Ranged/Melee. That would explain it -- thanks! ~In Media Res




majesticstar3800 -> RE: Armors (3/20/2011 20:57:54)

quote:

Also, I found that Ice Age- level 9 Cryomancer, does only 6 Hits, instead of 8.
Nope, it gets eight hits. They come really quickly, so it's possible that you missed a few. ~In Media Res




Brohg -> RE: Armors (3/21/2011 16:17:14)

quote:

quote:

LvlDiff is equal to (ScaledPowerLevel - MonsterLevel), to a maximum of 20 (and no minimum).


Goes negative np?
Yep, it goes negative. There's no minimum. ~In Media Res




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