Koree -> Dynamancer's Robe (4/7/2011 5:22:43)
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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 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 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! You get to choose which elemental you want to summon. Choosing the same elemental again will dismiss it. 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.
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