Koree -> Lumenomancer's Robe (4/7/2011 5:25:25)
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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 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 Light magic. Get this if you want to learn mighty magical abilities like LACER and Solar Flare as well as many more. [image]http://i916.photobucket.com/albums/ad5/BlackAces_/Lumenomancer.png[/image]
SKILLS [image]http://media.artix.com/encyc/AQ/AQPedia/Armours/LumenomancerSkills.jpg[/image] 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! You get to choose which elemental you want to summon. Choosing the same elemental again will dismiss it. 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).
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