Dynamancer's Robe (Full Version)

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Koree -> Dynamancer's Robe (4/7/2011 5:22:43)

Dynamancer's Robe

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

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

COMBAT DEFENCE
Melee: 25
Ranged: 30
Magic: 35

ELEMENTAL MODIFIER
Fire: 89%
Water: 100%
Wind: 93%
Ice: 96%
Earth: 93%
Energy: 85%
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 Energy resistance decreases by round(1.7*ClassLevel)%.
  • Your Fire and Light resistances decrease by round(1.2*ClassLevel)%.
  • Your Wind and Earth resistances decrease by round(0.7*ClassLevel)%.
  • Your Ice and Darkness resistances decrease by round(0.5*ClassLevel)%.
  • Your Water 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% 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 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 Energy magic. Get this if you want to learn mighty magical abilities like Supercell and Thunderbolt as well as many more.

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

    [image]http://media.artix.com/encyc/AQ/AQPedia/Armours/DynamancerSkills.jpg[/image]


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



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

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

      Hits: 1
      Type: Melee
      Element: Energy
      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.
      • 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 - Energy Adept - Guardian Only
    Your experience with manipulating Energy has imbued your robes with some of its power!
      You get -6% to your Energy 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 - Shocking Amplification - Guardian Only
    Gather Energy 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 - 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.

      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)/[# of hits], rounded normally
      Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)/[# of hits], rounded normally
      Stat: (100 + 6.6*ScaledPowerLevel)/[# of hits] %
      BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

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

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

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


    Level 6 - Gybbi's Shocking Fist - Guardian Only
    Conjure a spectral fist of pure Energy 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: Energy
      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

      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 Energy Sage works.
    Level 7 - Energy Sage
    Your continued experience wielding raw Energy has taught you how to reduce your vulnerability to its polar opposite: Water!
      If Sage Defense is active, then you gain -7% to your Water 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 Water 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 Shocking 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 - 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!

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

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

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


    Level 10 - Thunderbolt - Guardian Only
    Invoke the purest essence of Energy to Daze your enemy - and you may also give yourself Celerity!

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

      Hits: 3
      Type: Magic
      Element:Energy
      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 the monster can become Dazed. The monster gets a +20 bonus to its save:

        Level: ScaledPowerLevel vs MonsterLevel
        Major: YourINT vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      The monster is Dazed for 4 rounds, with 27% chance of not acting each round (if both hits connect and deal >0 damage), or for 2 rounds, with 20% chance (if only one does). Energy-element monsters are immune to this.

    • If the third hit connects, there is 48% chance of attempting to give you Celerity, Celerous Item, Celerous Pet, and Celerous Guest. The monster makes one save, with a -20 penalty, to resist this:

        Level: ScaledPowerLevel vs MonsterLevel
        Major: YourINT vs MonsterLUK
        Minor: YourLUK vs MonsterINT

      If the monster is immune to ANY of the above statuses, then NONE of the statuses are inflicted. If the monster has a bonus (or penalty) to saves against a version of Celerity, then it uses whatever is the greatest bonus.


    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 KlawdStrife.




  • Koree -> RE: Dynamancer's Robe (4/7/2011 5:23:05)

    Appendix

    Combat Defences
    Level	0	1	2	3	4	5	6	7	8	9	10
    Melee	25	26	26	27	28	28	29	30	30	31	32
    Ranged	30	31	31	32	33	33	34	35	35	36	37
    Magic	35	36	36	37	38	38	39	40	40	41	42
    
    Element Modifiers
    Numbers don't include Energy 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	100	99	99	98	98	97	97	96	96	95	95
    Wind	93	92	92	91	90	89	89	88	87	87	86
    Ice	96	95	95	94	94	93	93	92	92	91	91
    Earth	93	92	92	91	90	89	89	88	87	87	86
    Energy	85	83	82	80	78	76	75	73	71	70	68
    Light	89	88	87	85	84	83	82	81	79	78	77
    Dark	96	95	95	94	94	93	93	92	92	91	91
    
    Normal Attack
    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
    Shocking 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
    
    Ball Lightning
    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	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
    Shocking 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
    

    Discharge Current;

    Number of hits:
    Charges	0	3	7	10
    Hits	1	1	2	5
    Damage:
  • These assume that your (unscaled) Class Level is 10.
  • DO NOT apply Shocking Potence nor Electric Lore to the damage. DO apply the MP cost increase for Electric Lore.
  • This is total damage, inflicted by all the hits.
      With Electric Lore off:
      Skill	Dmg0	Stat0	Dmg3	Stat3	Dmg7	Stat7	Dmg10	Stat10	BTH	MP
      0	32-95	367	36-102	412	44-119	507	49-129	567	7	90
      1	36-106	400	40-115	448	49-133	552	55-144	617	8	100
      2	39-118	432	44-127	485	54-148	597	61-161	667	9	109
      3	43-130	465	48-141	521	60-164	642	67-178	717	10	119
      4	48-144	497	54-156	558	66-181	687	74-196	768	11	128
      5	53-159	530	59-172	594	73-199	732	82-217	818	12	139
      6	58-173	562	65-187	631	80-216	777	89-235	868	13	150
      7	62-186	595	69-202	667	85-234	822	95-254	918	14	161
      8	68-202	627	76-219	704	94-254	867	105-275	968	15	172
      9	73-217	660	82-235	740	100-272	912	112-296	1019	16	183
      10	78-233	692	87-252	777	107-292	957	120-318	1069	17	195


      With Electric Lore on:
      Skill	Dmg0	Stat0	MP0	Dmg3	Stat3	MP0	Dmg7	Stat7	MP7	Dmg10	Stat10	MP10	BTH
      0	45-133	516	90	49-141	561	106	57-157	656	129	62-168	716	145	7
      1	50-149	562	100	55-157	611	118	64-176	714	143	70-187	779	161	8
      2	55-166	608	109	60-175	660	129	70-196	772	156	77-209	843	176	9
      3	61-184	653	119	66-195	710	141	77-217	831	170	84-232	906	192	10
      4	68-203	699	128	73-215	760	152	86-240	889	184	94-255	969	208	11
      5	74-223	745	139	81-236	809	165	95-263	947	199	103-281	1033	225	12
      6	81-242	790	150	88-256	859	178	103-286	1005	215	113-304	1096	243	13
      7	87-262	836	161	94-277	909	191	110-309	1063	231	120-330	1160	261	14
      8	95-284	882	172	104-300	958	204	121-335	1121	246	132-357	1223	278	15
      9	102-305	928	183	111-322	1008	217	130-360	1179	263	142-383	1287	297	16
      10	109-327	973	195	119-346	1058	232	139-386	1238	280	151-412	1350	316	17
    Gybbi's Shocking Fist
    Min is the minimum damage that the spell can deal.
    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
    
    Energy 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
    

    Supercell
    Level	Dmg	Stat%	BTH	MP
    0	4-13	49.7	7	118
    1	5-15	54.1	8	131
    2	5-16	58.5	9	143
    3	6-18	62.9	10	156
    4	7-20	67.3	11	169
    5	7-21	71.7	12	183
    6	8-24	76.1	13	197
    7	8-25	80.5	14	212
    8	9-27	84.9	15	226
    9	10-30	89.3	16	241
    10	11-32	93.7	17	257
    

    Thunderbolt
    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
    




  • Koree -> RE: Dynamancer's Robe (4/7/2011 5:23:59)

    [img]http://media.artix.com/encyc/AQ/AQPedia2/paststats.jpg[/img]
    Red 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.

    [image]http://i298.photobucket.com/albums/mm261/Eikgaezyl/AQ%20pedia/Armors/redrobe.jpg[/image]

    [image]http://i37.photobucket.com/albums/e92/spartan115x/AQ%20Pics/WizardRobesSkillTree.gif[/image]


    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%




    Koree -> RE: Dynamancer's Robe (4/7/2011 5:24:18)

    [image]http://media.artix.com/encyc/AQ/AQPedia/PastPastStats.jpg[/image]
    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.




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