Koree -> Tenebromancer's Robe (4/7/2011 5:28:40)
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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 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 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! You get to choose which elemental you want to summon. Choosing the same elemental again will dismiss it. 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).
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