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Geomancer's Robe

 
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4/7/2011 5:17:57   
Koree
Legendary AK!!!


Geomancer's Robe

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

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

COMBAT DEFENCE
Melee: 30
Ranged: 25
Magic: 35

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

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

    EFFECT
  • All of your combat defences increase by round((0.5*PowerLevel-0.5)/3)-5.
  • Your Earth resistance decreases by round(1.7*ClassLevel)%.
  • Your Fire and Darkness resistances decrease by round(1.2*ClassLevel)%.
  • Your Water and Energy resistances decrease by round(0.7*ClassLevel)%.
  • Your Ice and Light resistances decrease by round(0.5*ClassLevel)%.
  • Your Wind 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*85/82% Base and Random, plus (100 +6.6*PowerLevel)*0.8*85/82% Stats
    BTH: +(PowerLevel/8)-3, rounded down, plus Stats
      Note:
    • If you're wielding a Melee or Ranged weapon and it converts the weapon to Magic, then the attack does 75% Base and Random damage. The stat bonuses the attack takes are 0.75*INT/8 (possibly +LUK/2) for damage and INT/16 + DEX/16 + LUK/20 for BTH, regardless of your weapon type.
    • Type or Element switching effects of your weapon are ignored. Other triggers and effects (like what the Blood Crystal Axe has) are still applied.

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


    SKILLS



    Title Ability - Rocky Efficiency
    If your Class Title is "Wizard", your Earth spells cost significantly less mana
      Your Magic Earth 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 Earth. For example, Spellcraft will NOT get the bonus, since it's Neutral.



    Level 0 - Rocky Potence
    Your affinity with Earth allows you to greatly boost the power of your Earth spells!
      All your Magic Earth 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 Earth hit, and only for that.

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

      Hits: 1
      Type: Melee
      Element: Earth
      Damage: 2.5*(100 +3*ScaledPowerLevel)*85/82% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)*85/82% Stats
      BTH: +(ScaledPowerLevel/8)-3, rounded down, plus Stats

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

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


    Level 2 - Earth Adept - Guardian Only
    Your experience with manipulating Earth has imbued your robes with some of its power!
      You get -6% to your Earth 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 - Rocky Amplification - Guardian Only
    Gather Earth 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 - Seismic Slip - 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)*85/79/[# of hits], rounded normally
      Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)*85/79/[# of hits], rounded normally
      Stat: (100 + 6.6*ScaledPowerLevel)*85/79/[# of hits] %
      BTH: +(ScaledPowerLevel/4)-6, rounded down, plus Stats

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

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

      Cost:
      If Tectonic 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 Tectonic Lore isn't on OR if you don't have enough to pay for the full Tectonic 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 - Tectonic Lore
    You can efficiently imbue your Earth spells with power directly from the Elemental Plane of Earth!
      This affects Rocky Potency. Instead of the usual boost, Rocky Potency boosts your spells by ([Normal RockPot 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-Earth 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 Earth hit, and only for that.


    Level 6 - Gybbi's Rocky Fist - Guardian Only
    Conjure a spectral fist of pure Earth 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: Earth
      Damage:
      **Base: (MonsterBaseHP*0.064*LvlMod)*85/79 damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2*85/79 damage
      **Random: 0 damage
      **Stat: (100 + 6.6*ScaledPowerLevel)*85/79%
      BTH: +(ScaledPowerLevel/4)-6, rounded down, plus Stats

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


    Level 7 - Sage Defense
    You will limit your sage knowledge to conserve your power!
    Level 7 - Greater Sage Defense
    You will use your sage knowledge to its fullest extent!
      You can toggle between these two options. They control how Earth Sage works.
    Level 7 - Earth Sage
    Your continued experience wielding raw Earth has taught you how to reduce your vulnerability to its polar opposite: Wind!
      If Sage Defense is active, then you gain -7% to your Wind 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 Wind 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 Rocky 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 - Sinkhole
    Make the ground under your foe disappear by creating a small, hungry gate to the Elemental Plane of Earth underneath them!

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

      Hits: 8
      Type: Magic
      Element: Earth
      Damage:
      **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)/8*85/79 damage each
      **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/8*85/79 damage each
      **Stat%: (100 + 6.6*ScaledPowerLevel)/8*85/79 % each
      BTH: +(ScaledPowerLevel/4)-6, rounded down, plus Stats

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


    Level 10 - Earthquake - Guardian Only
    Invoke the purest essence of Earth to give your enemy an Aftershock - and try to Petrify them as well!

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

      Hits: 3
      Type: Magic
      Element: Earth
      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 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.

    • If the third hit connects and deals >0 damage, there is a 77% chance of attempting to Petrify the monster for one round.
        Level: ScaledPowerLevel vs MonsterLevel
        Major: YourINT vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      Earth-element monsters are immune to this.


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

    < Message edited by Balu -- 6/9/2012 15:27:45 >
  • AQ  Post #: 1
    4/7/2011 5:18:17   
    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 Earth Adept
    Level	0	1	2	3	4	5	6	7	8	9	10
    Fire	89	88	87	85	84	83	82	81	79	78	77
    Water	93	92	92	91	90	89	89	88	87	87	86
    Wind	100	99	99	98	98	97	97	96	96	95	95
    Ice	96	95	95	94	94	93	93	92	92	91	91
    Earth	85	83	82	80	78	76	75	73	71	70	68
    Energy	93	92	92	91	90	89	89	88	87	87	86
    Light	96	95	95	94	94	93	93	92	92	91	91
    Dark	89	88	87	85	84	83	82	81	79	78	77
    
    Normal Attack
    Level	0	1	2	3	4	5	6	7	8	9	10
    BR	157.6	167.5	177.5	187.4	197.4	207.3	217.3	227.2	237.2	247.1	257.1
    Stat%	247.1	269	290.9	312.8	334.7	356.6	378.5	400.4	422.3	444.2	466
    BTH	0	1	1	2	2	3	3	4	4	5	5
    Rocky 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
    
    Boulder Blast
    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	429.4	523.5	554.6	585.7	616.8	647.9	679.0	710.1	741.2	772.3	803.4
    Stat	772.3	840.7	909.1	977.5	1046	1114	1183	1251	1320	1388	1456
    BTH	0	1	1	2	2	3	3	4	4	5	5
    SP	49	54	59	65	71	76	82	88	94	101	107
    Rocky 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
    

    Seismic Slip;

    Number of hits:
    Charges	0	3	7	10
    Hits	1	1	2	4
    Damage:
  • These assume that your (unscaled) Class Level is 10.
  • DO NOT apply Rocky Potence nor Tectonic Lore to the damage. DO apply the MP cost increase for Tectonic Lore.
  • This is total damage, inflicted by all the hits.
      With Tectonic Lore off:
      Skill	Dmg0	Stat0	Dmg3	Stat3	Dmg7	Stat7	Dmg10	Stat10	BTH	MP
      0	34-102	395	39-110	443	48-127	546	53-138	610	1	90
      1	38-114	430	43-123	482	53-142	594	59-155	664	2	100
      2	42-127	465	48-137	522	59-159	642	65-173	718	3	109
      3	46-140	500	52-152	561	64-176	691	72-191	772	4	119
      4	52-155	535	58-168	600	71-195	739	80-212	826	5	128
      5	57-171	570	64-185	639	79-214	787	88-233	880	6	139
      6	62-185	605	70-200	679	86-232	836	96-252	934	7	150
      7	66-200	640	74-216	718	92-251	884	102-273	988	8	161
      8	73-217	675	82-235	757	101-273	932	113-296	1042	9	172
      9	78-233	710	88-252	796	108-292	981	121-317	1096	10	183
      10	84-251	745	94-271	836	115-315	1029	129-342	1150	11	195


      With Tectonic Lore on:
      Skill	Dmg0	Stat0	MP0	Dmg3	Stat3	MP0	Dmg7	Stat7	MP7	Dmg10	Stat10	MP10	BTH
      0	48-143	555	90	53-151	603	106	62-169	706	129	67-180	770	145	1
      1	54-160	605	100	59-169	657	118	69-189	769	143	75-201	838	161	2
      2	60-179	654	109	65-190	710	129	76-212	831	156	83-225	907	176	3
      3	65-197	703	119	71-209	764	141	83-233	894	170	90-248	975	192	4
      4	73-218	752	128	79-231	817	152	92-258	956	184	101-275	1043	208	5
      5	80-240	801	139	87-254	871	165	102-284	1019	199	111-302	1111	225	6
      6	88-261	851	150	95-276	924	178	111-308	1081	215	121-328	1180	243	7
      7	93-281	900	161	101-298	978	191	118-332	1144	231	129-354	1248	261	8
      8	102-305	949	172	111-323	1031	204	130-360	1206	246	142-384	1316	278	9
      9	110-328	998	183	119-347	1085	217	140-387	1269	263	152-412	1384	297	10
      10	117-352	1047	195	128-372	1138	232	149-416	1332	280	163-443	1452	316	11
    Gybbi's Rocky Fist
    Min is the minimum damage that the spell can deal.
    Skill	0	1	2	3	4	5	6	7	8	9	10
    Min	27	31	34	38	42	46	50	54	59	63	68
    Stat	320.6	349.0	377.4	405.8	434.3	462.7	491.1	519.5	547.9	576.3	604.7
    BTH	1	2	3	4	5	6	7	8	9	10	11
    											
    MP	118	131	143	156	169	183	197	212	226	241	257
    
    Earth 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
    

    Sinkhole
    Level	Dmg	Stat%	BTH	MP
    0	3-10	40.1	1	118
    1	4-12	43.6	2	131
    2	4-13	47.2	3	143
    3	5-15	50.7	4	156
    4	5-15	54.3	5	169
    5	6-18	57.8	6	183
    6	6-19	61.4	7	197
    7	7-21	64.9	8	212
    8	7-22	68.5	9	226
    9	8-24	72	10	241
    10	8-25	75.6	11	257

    Earthquake
    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 7:05:47 >
  • AQ  Post #: 2
    4/7/2011 5:20:21   
    Koree
    Legendary AK!!!



    Spring Wizard Robe

    Level: 35
    Price: 2000
    Sellback: 1600
    Location: Wizard Class
    Element: Neutral

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

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

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

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





    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 14:13:39 >
    AQ  Post #: 3
    4/7/2011 5:20:59   
    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
    Page:   [1]
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