Tenebromancer's Robe (Full Version)

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Koree -> Tenebromancer's Robe (4/7/2011 5:28:40)

Tenebromancer's Robe

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

Level: 30
Price: 3,000 423
Sellback: 1,500 213
Location: Wizard Class Shop
Element: Darkness

COMBAT DEFENCE
Melee: 28
Ranged: 28
Magic: 35

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

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 Darkness resistance decreases by round(1.7*ClassLevel)%.
  • Your Water and Earth resistances decrease by round(1.2*ClassLevel)%.
  • Your Fire and Ice resistances decrease by round(0.7*ClassLevel)%.
  • Your Wind and Energy resistances decrease by round(0.5*ClassLevel)%.
  • Your Light 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*85/84% Base and Random, plus (100 +6.6*PowerLevel)*0.8*85/84% Stats
    BTH: +(PowerLevel/8)-1, 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 Darkness magic. Get this if you want to learn mighty magical abilities like Eclipse and Fell Midnight as well as many more.

    [image]http://i180.photobucket.com/albums/x22/justeen208/6.png[/image]
    SKILLS

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


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



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

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

      Hits: 1
      Type: Melee
      Element: Darkness
      Damage: 2.5*(100 +3*ScaledPowerLevel)*85/84% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)*85/84% 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 - Darkness Adept - Guardian Only
    Your experience with manipulating Darkness has imbued your robes with some of its power!
      You get -6% to your Darkness 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 - Shadowy Amplification - Guardian Only
    Gather Darkness 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 - Call the Night - 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)*85/83/[# of hits], rounded normally
      Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)*85/83/[# of hits], rounded normally
      Stat: (100 + 6.6*ScaledPowerLevel)*85/83/[# of hits] %
      BTH: +(ScaledPowerLevel/4)-2, rounded down, plus Stats

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

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

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


    Level 6 - Gybbi's Shadowy Fist - Guardian Only
    Conjure a spectral fist of pure Darkness 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: Darkness
      Damage:
      **Base: (MonsterBaseHP*0.064*LvlMod)*85/83 damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2*85/83 damage
      **Random: 0 damage
      **Stat: (100 + 6.6*ScaledPowerLevel)*85/83%
      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 Darkness Sage works.
    Level 7 - Darkness Sage
    Your continued experience wielding raw Darkness has taught you how to reduce your vulnerability to its polar opposite: Light!
      If Sage Defense is active, then you gain -7% to your Light 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 Light 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 - Eclipse
    Assault your foe with the essence of shadow by opening a small gate to the Elemental Plane of Darkness between it and the sun!

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

      Hits: 9
      Type: Magic
      Element: Darkness
      Damage:
      **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)*85/83/9 damage each
      **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*85/83/9 damage each
      **Stat%: (100 + 6.6*ScaledPowerLevel)*85/83/9 % each
      BTH: +(ScaledPowerLevel/4)-2, rounded down, plus Stats

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


    Level 10 - Fell Midnight - Guardian Only
    Invoke the purest essence of Darkness to cause your enemy to Fear you - and try to induce a Panic Attack as well!

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

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

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

      If successful, the monster becomes Afraid for 4 rounds, with 27% chance of not acting each round (if both hits connected and did >0 damage), or for 2 rounds, with 20% chance (if only one did). Darkness-element monsters are immune to this.

    • There's a 73% chance of this occurring. If the third hit connects and deals >0 damage, there's a 73% chance of attempting to make the monster Panicked. While Panicked, the monster deals 75% damage.

      For the save on the status*:

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

      The monster takes -20 to its save.

      *The monster automatically makes a save at the beginning of its turn. The save is built into Panicked, instead of the spell making the save.


    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).




  • Koree -> RE: Tenebromancer's Robe (4/7/2011 5:29:11)

    Appendix

    Combat Defences
    Level	0	1	2	3	4	5	6	7	8	9	10
    Melee	28	29	29	30	31	31	32	33	33	34	35
    Ranged	28	29	29	30	31	31	32	33	33	34	35
    Magic	35	36	36	37	38	38	39	40	40	41	42
    
    Element Modifiers
    Numbers don't include Darkness Adept
    Level	0	1	2	3	4	5	6	7	8	9	10
    Fire	93	92	92	91	90	89	89	88	87	87	86
    Water	89	88	87	85	84	83	82	81	79	78	77
    Wind	96	95	95	94	94	93	93	92	92	91	91
    Ice	93	92	92	91	90	89	89	88	87	87	86
    Earth	89	88	87	85	84	83	82	81	79	78	77
    Energy	96	95	95	94	94	93	93	92	92	91	91
    Light	100	99	99	98	98	97	97	96	96	95	95
    Dark	85	83	82	80	78	76	75	73	71	70	68
    
    Normal Attack
    Level	0	1	2	3	4	5	6	7	8	9	10
    BR	153.8	163.5	173.2	183	192.7	202.4	212.1	221.8	231.5	241.2	251
    Stat%	241.2	262.6	284	305.4	326.7	348.1	369.5	390.8	412.2	433.6	455
    BTH	2	3	3	4	4	5	5	6	6	7	7
    Shadowy 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
    
    Shadow Drop
    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	480.7	511.0	541.4	571.7	602.1	632.4	662.8	693.2	723.5	753.9	784.2
    Stat	753.9	820.7	887.4	954.2	1021	1088	1155	1221	1288	1355	1422
    BTH	2	3	3	4	4	5	5	6	6	7	7
    SP	49	54	59	65	71	76	82	88	94	101	107
    Shadowy 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
    

    Call the Night;

    Number of hits:
    Charges	0	3	7	10
    Hits	1	1	2	3
    Damage:
  • These assume that your (unscaled) Class Level is 10.
  • DO NOT apply Shadowy Potence nor Shadowy Lore to the damage. DO apply the MP cost increase for Shadowy Lore.
  • This is total damage, inflicted by all the hits.
      With Shadowy Lore off:
      Skill	Dmg0	Stat0	Dmg3	Stat3	Dmg7	Stat7	Dmg10	Stat10	BTH	MP
      0	33-97	376	37-105	422	45-122	519	51-132	580	5	90
      1	37-109	409	41-118	459	51-136	565	56-148	632	6	100
      2	40-121	443	45-131	496	56-152	611	62-165	683	7	109
      3	44-134	476	50-144	534	61-168	657	68-182	735	8	119
      4	49-147	509	55-159	571	68-185	703	76-201	786	9	128
      5	54-163	543	61-176	609	75-204	749	84-222	838	10	139
      6	59-176	576	67-191	646	82-221	796	92-240	889	11	150
      7	63-190	609	71-206	683	87-239	842	97-260	940	12	161
      8	69-207	642	78-223	721	96-259	888	107-281	992	13	172
      9	74-222	676	84-240	758	103-278	934	115-302	1043	14	183
      10	79-238	709	89-257	795	110-299	980	123-324	1095	15	195


      With Shadowy Lore on:
      Skill	Dmg0	Stat0	MP0	Dmg3	Stat3	MP0	Dmg7	Stat7	MP7	Dmg10	Stat10	MP10	BTH
      0	46-136	529	90	50-144	574	106	59-161	672	129	64-171	733	145	5
      1	51-152	575	100	56-161	625	118	65-180	732	143	71-191	798	161	6
      2	57-171	622	109	62-180	676	129	72-201	791	156	79-214	863	176	7
      3	62-188	669	119	67-199	727	141	79-222	851	170	86-237	928	192	8
      4	69-207	716	128	75-219	778	152	88-245	910	184	96-261	993	208	9
      5	76-229	763	139	83-242	829	165	97-270	970	199	106-288	1058	225	10
      6	83-248	810	150	91-262	880	178	106-293	1029	215	116-312	1123	243	11
      7	89-268	856	161	96-284	931	191	113-317	1089	231	123-337	1188	261	12
      8	98-291	903	172	106-308	981	204	124-344	1148	246	135-366	1253	278	13
      9	105-313	950	183	114-330	1032	217	133-369	1208	263	145-393	1318	297	14
      10	112-335	997	195	121-355	1083	232	142-396	1267	280	155-422	1382	316	15
    Gybbi's Shadowy 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	33	36	40	44	48	52	56	60	65
    Stat	305.2	332.2	359.3	386.3	413.3	440.4	467.4	494.4	521.5	548.5	575.5
    BTH	5	6	7	8	9	10	11	12	13	14	15
    											
    MP	118	131	143	156	169	183	197	212	226	241	257
    
    Darkness 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
    

    Eclipse
    Level	Dmg	Stat%	BTH	MP
    0	3-9	33.9	5	118
    1	3-9	36.9	6	131
    2	4-11	39.9	7	143
    3	4-12	42.9	8	156
    4	4-13	45.9	9	169
    5	5-15	48.9	10	183
    6	5-16	51.9	11	197
    7	6-17	54.9	12	212
    8	6-18	57.9	13	226
    9	7-20	60.9	14	241
    10	7-21	63.9	15	257

    Fell Midnight
    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: Tenebromancer's Robe (4/7/2011 5:30:22)

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

    [image]http://i298.photobucket.com/albums/mm261/Eikgaezyl/AQ%20pedia/Armors/darkrobe.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: Tenebromancer's Robe (4/7/2011 5:30:57)

    [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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