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Lumenomancer's Robe

 
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4/7/2011 5:25:25   
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: 3,000 426
Sellback: 1,500 213
Location: 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!


    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 >
  • AQ  Post #: 1
    4/7/2011 5:25:53   
    Koree
    Legendary AK!!!


    Appendix

    Combat Defences
    Level	0	1	2	3	4	5	6	7	8	9	10
    Melee	30	31	31	32	33	33	34	35	35	36	37
    Ranged	25	26	26	27	28	28	29	30	30	31	32
    Magic	35	36	36	37	38	38	39	40	40	41	42
    
    Element Modifiers
    Numbers don't include Light Adept
    Level	0	1	2	3	4	5	6	7	8	9	10
    Fire	93	92	92	91	90	89	89	88	87	87	86
    Water	96	95	95	94	94	93	93	92	92	91	91
    Wind	89	88	87	85	84	83	82	81	79	78	77
    Ice	93	92	92	91	90	89	89	88	87	87	86
    Earth	96	95	95	94	94	93	93	92	92	91	91
    Energy	89	88	87	85	84	83	82	81	79	78	77
    Light	85	83	82	80	78	76	75	73	71	70	68
    Dark	100	99	99	98	98	97	97	96	96	95	95
    
    Normal Attack
    Level	0	1	2	3	4	5	6	7	8	9	10
    BR	150.2	159.7	169.2	178.7	188.2	197.7	207.2	216.7	226.1	235.6	245.1
    Stat%	235.6	256.5	277.4	298.3	319.1	340	360.9	381.7	402.6	423.5	444.4
    BTH	4	5	5	6	6	7	7	8	8	9	9
    Radiant Potence
    Level	0	1	2	3	4	5	6	7	8	9	10
    Damage%	124.53	127.93	131.63	135.63	139.93	144.53	149.43	154.63	160.13	165.93	172.03
    
    Luminous Leap
    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	469.5	499.1	528.8	558.4	588.1	617.7	647.4	677.0	706.7	736.3	766.0
    Stat	763.3	801.6	866.8	932.0	997.3	1063	1128	1193	1258	1323	1389
    BTH	4	5	5	6	6	7	7	8	8	9	9
    SP	49	54	59	65	71	76	82	88	94	101	107
    Radiant Amplification
    Level	0	1	2	3	4	5	6	7	8	9	10
    MP	13	14	16	17	19	20	22	23	25	27	28
    

    Daylight;

    Number of hits:
    Charges	0	3	7	10
    Hits	1	1	2	3
    Damage:
  • These assume that your (unscaled) Class Level is 10.
  • DO NOT apply Radiant Potence nor Luminous Lore to the damage. DO apply the MP cost increase for Luminous Lore.
  • This is total damage, inflicted by all the hits.
      With Luminous Lore off:
      Skill	Dmg0	Stat0	Dmg3	Stat3	Dmg7	Stat7	Dmg10	Stat10	BTH	MP
      0	31-92	359	35-100	402	43-116	496	48-126	554	9	90
      1	35-104	390	39-112	438	48-130	539	54-141	603	10	100
      2	39-116	422	43-125	474	53-145	583	59-158	652	11	109
      3	42-127	454	47-138	509	58-160	627	65-174	701	12	119
      4	47-141	486	53-152	545	65-177	671	72-192	750	13	128
      5	52-156	518	58-168	581	72-195	715	80-212	799	14	139
      6	57-169	549	63-183	616	78-212	759	87-230	848	15	150
      7	60-182	581	68-196	652	83-228	803	93-248	897	16	161
      8	66-197	613	74-213	688	91-247	847	102-269	946	17	172
      9	71-212	645	80-229	723	98-266	891	110-288	995	18	183
      10	76-228	676	85-246	759	105-286	935	117-310	1044	19	195


      With Luminous Lore on:
      Skill	Dmg0	Stat0	MP0	Dmg3	Stat3	MP0	Dmg7	Stat7	MP7	Dmg10	Stat10	MP10	BTH
      0	44-130	504	90	48-138	548	106	56-154	641	129	61-164	699	145	9
      1	49-145	549	100	53-154	596	118	62-172	698	143	68-183	761	161	10
      2	54-162	594	109	59-172	645	129	69-192	755	156	75-204	823	176	11
      3	59-179	638	119	64-190	694	141	75-212	812	170	82-226	885	192	12
      4	66-198	683	128	72-209	742	152	84-234	868	184	92-249	947	208	13
      5	73-219	728	139	79-231	791	165	93-258	925	199	101-275	1009	225	14
      6	80-237	772	150	86-251	839	178	101-280	982	215	110-298	1071	243	15
      7	85-256	817	161	92-271	888	191	108-302	1039	231	117-322	1133	261	16
      8	93-277	862	172	101-293	936	204	118-328	1095	246	129-349	1195	278	17
      9	100-298	906	183	108-315	985	217	127-352	1152	263	138-375	1257	297	18
      10	107-320	951	195	116-339	1033	232	136-378	1209	280	148-403	1319	316	19
    Gybbi's Radiant Fist
    Min is the minimum damage that the spell can deal.
    Skill	0	1	2	3	4	5	6	7	8	9	10
    Min	25	28	31	35	38	42	45	49	53	57	62
    Stat	291.1	316.9	342.7	368.5	394.3	420.1	445.9	471.7	497.5	523.3	549.1
    BTH	9	10	11	12	13	14	15	16	17	18	19
    											
    MP	118	131	143	156	169	183	197	212	226	241	257
    
    Light Sage;
      Sage defense:
      Level	7	8	9	10
      SP	38	43	48	54
      Greater Sage defense:
      Level	7	8	9	10
      SP	77	87	97	109

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

    LACER
    Level	Dmg	Stat%	BTH	MP
    0	13-38	145.6	9	118
    1	14-42	158.5	10	131
    2	16-47	171.4	11	143
    3	17-52	184.3	12	156
    4	19-57	197.2	13	169
    5	21-63	210.1	14	183
    6	23-68	223	15	197
    7	24-73	235.9	16	212
    8	27-80	248.7	17	226
    9	29-86	261.6	18	241
    10	31-93	274.5	19	257

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


    < Message edited by Koree -- 4/16/2011 7:04:08 >
  • AQ  Post #: 2
    4/7/2011 5:26:53   
    Koree
    Legendary AK!!!



    White 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.





    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%

    < Message edited by Carandor -- 3/30/2016 14:14:55 >
    AQ  Post #: 3
    4/7/2011 5:27:14   
    Koree
    Legendary AK!!!



    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.
    AQ  Post #: 4
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