Koree -> Aeromancer's Robe (4/7/2011 5:13:43)
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Aeromancer's Robe Also see the Generalist's Robe, and other specialist Robes ( Pyromancer's, Hydromancer's, Cryomancer's, Geomancer's, Dynamancer's, Lumenomancer's, Tenebromancer's) Level: 30 Price: 3,000 426 Sellback: 1,500 213 Location: Wizard Class Shop Element: Wind COMBAT DEFENCE Melee: 25 Ranged: 30 Magic: 35 ELEMENTAL MODIFIER Fire: 96% Water: 93% Wind: 85% Ice: 89% Earth: 100% Energy: 93% Light: 89% Darkness: 96% 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 Wind resistance decreases by round(1.7*ClassLevel)%. Your Ice and Light resistances decrease by round(1.2*ClassLevel)%. Your Water and Energy resistances decrease by round(0.7*ClassLevel)%. Your Fire and Darkness resistances decrease by round(0.5*ClassLevel)%. Your Earth 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*85/90% Base and Random, plus (100 +6.6*PowerLevel)*0.8*85/90% Stats BTH: +(PowerLevel/8)+5, rounded down, plus StatsNote:- 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 Wind magic. Get this if you want to learn mighty magical abilities like Tornado and Vacuum as well as many more. [image]http://i180.photobucket.com/albums/x22/justeen208/7.png[/image]
SKILLS [image]http://media.artix.com/encyc/AQ/AQPedia/Armours/AeromancerSkills.jpg[/image] Title Ability - Howling Efficiency If your Class Title is "Wizard", your Wind spells cost significantly less mana Your Magic Wind 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 Wind. For example, Spellcraft will NOT get the bonus, since it's Neutral. Level 0 - Howling Potence Your affinity with Wind allows you to greatly boost the power of your Wind spells! All your Magic Wind 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 Wind hit, and only for that. Level 1 - Downburst Infuse yourself with the raw power of Wind and use yourself as the weapon! You perform the following, which is treated as a normal Player attack: Hits: 1 Type: Melee Element: Wind Damage: 2.5*(100 +3*ScaledPowerLevel)*85/90% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)*85/90% Stats BTH: +(ScaledPowerLevel/8)+5, 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 - Wind Adept - Guardian Only Your experience with manipulating Wind has imbued your robes with some of its power! You get -6% to your Wind resistance. Level 3 - Summon Elemental Summon a homunculus crafted from the pure essence of your element or the diluted essence of an allied element and given life by your will! You get to choose which elemental you want to summon. Choosing the same elemental again will dismiss it. Level 4 - Howling Amplification - Guardian Only Gather Wind 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 - Collapse the Front - 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)*85/95/[# of hits], rounded normally Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)*85/95/[# of hits], rounded normally Stat: (100 + 6.6*ScaledPowerLevel)*85/95/[# of hits] % BTH: +(ScaledPowerLevel/4)+10, rounded down, plus Stats If Cyclonic Lore isn't on, then INSTEAD OF the usual boost from Blowing Potence, the spell deals: 0 charges: ([Normal HowlPot Boost] - 15) % damage 3 charges: [Normal HowlPot Boost]% damage 7 charges: ([Normal HowlPot Boost] + 32) % damage 10 charges: ([Normal HowlPot Boost] + 52) % damage If Cyclonic Lore is on AND you have enough MP to pay for the boost from Cyclonic Lore, then INSTEAD OF the usual boost from Howling Potence and Cyclonic Lore, the spell deals: 0 charges: 0.8*([Normal HowlPot Boost] + 35)% damage 3 charges: 0.8*([Normal HowlPot Boost] + 50)% damage 7 charges: 0.8*([Normal HowlPot Boost] + 82)% damage 10 charges: 0.8*([Normal HowlPot Boost] + 102)% damage Cost: If Cyclonic 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 Cyclonic Lore isn't on OR if you don't have enough to pay for the full Cyclonic 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 - Cyclonic Lore You can efficiently imbue your Wind spells with power directly from the Elemental Plane of Wind! This affects Blowing Potency. Instead of the usual boost, Blowing Potency boosts your spells by ([Normal BlowPot 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-Wind 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 Wind hit, and only for that. Level 6 - Gybbi's Howling Fist - Guardian Only Conjure a spectral fist of pure Wind 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: Wind Damage: **Base: (MonsterBaseHP*0.064*LvlMod)*85/95 damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2*85/95 damage **Random: 0 damage **Stat: (100 + 6.6*ScaledPowerLevel)*85/95% BTH: +(ScaledPowerLevel/4)+10, 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 Wind Sage works. Level 7 - Wind Sage Your continued experience wielding raw Wind has taught you how to reduce your vulnerability to its polar opposite: Earth! If Sage Defense is active, then you gain -7% to your Earth 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 Earth 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 Blowing 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 - Tornado A small gate to the Elemental Plane of Wind forms the swirling heart of a tornado that will tear your opponent apart! You perform the following, which is treated as a spell: Hits: 1 Type: Magic Element: Wind Damage: **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)*85/95 damage **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*85/95 damage **Stat%: (100 + 6.6*ScaledPowerLevel)*85/95 % BTH: +(ScaledPowerLevel/4)+10, rounded down, plus Stats Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally. Level 10 - Vacuum - Guardian Only Invoke the purest essence of Air to create a vacuum around your enemy - and try to make them struggle for air as well! You perform the following, which is treated as a spell: Hits: 3 Type: Magic Element: Wind 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 connect, then it attempts to inflict Vacuum on the monster. The monster takes a -9 penalty to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster takes -50 END for 5 rounds (if both hits connect), or -25 END for 5 rounds (if only one hit connects). Monster categories "robot", "undead", and "golem" are immune to this effect. - If the third hit connects, there's a 61% chance of attempting to make the monster Choke. The monster takes a -20 penalty to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster deals 60% damage for 2 rounds. Monster categories "robot", "undead", and "golem" 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 thanks to In Media Res. Some appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk). Corrections thanks to arcanum37.
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