Mage Robes (Full Version)

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kingocomedy -> Mage Robes (3/24/2005 16:48:13)

Mage Robes

Level: 10
Price: 1,000 146
Sellback: 500 73
Location: Mage Class Shop
Element: Neutral

DEFENSE MODIFIERS  Level 1  Levels 2-5   Levels 6+ 
Melee:               20 	20	    25	
Ranged:              20 	25	    25	
Magic:               25 	25          30

ELEMENT RESISTANCES  Level 1  Levels 2-5   Levels 6+  
Fire:                 100 	100      	95		
Water:                100 	100		100
Wind: 	              100 	100		100
Ice:                  100 	100		100
Earth:                100 	100		100
Energy:               100 	100		95
Light:                100 	95		95
Darkness:             100 	95		95

EFFECT
  • Magic Spells gain +5 BTH.
  • Player attacks take -5 BTH

    NORMAL ATTACK
    Hits: 1
    Type: «As Weapon»
    Element: «As Weapon»
    Damage: 90% Base, 90% Random, 100% Stat Bonuses
    BTH: +0 plus Stat Bonuses

    DESCRIPTION
    The robe of Mages. Buy this only if you want to quest to become a mage with Warlic. Level up as a mage to unlock a powerful elemental spell, summon a familar and learn basic metamagic like Empower Spell!

    [image]http://i122.photobucket.com/albums/o261/feral_john/Magerobes.png[/image]
    Old Image
    SKILLS
    [image]http://i22.photobucket.com/albums/b328/scakk/AQ%20Ency/MageClassTree.jpg[/image]

    NOTES
  • The Toggles only apply to Spell that deal Magic damage.
  • Extra MP used in the Toggle abilities is treated as MP spent for a class ability.
  • The extra MP multiplies, not adds, so that a Feeding Empowered Spell uses 75% * 140% = 105% of the usual MP (not 100% - 25% + 40% = 115%).
  • If you do not have enough extra MP, none of the Toggles are applied, but the spell is still cast.

    Level 1: Elemental Sphere - Active
    Unleash a Sphere Imbued with an element of your choice!
      Hits: 1
      Type: Magic
      Element: Your Choice (Fire/Water/Wind/Ice/Earth/Energy/Light/Darkness)
      Damage:
      **Base: 6.625 + 1.1*[MageLevel] + 0.02*[MageLevel]^2 (rounded off) damage
      **Random: 19.375 + 2.6*[MageLevel] + 0.02*[MageLevel]^2 (rounded off) damage
      **Stat Bonus: {244 + 17.6*[MageLevel]}%
      BTH: +{ 5 + [MageLevel]*2) (rounded off) } / 4
      Cost: { (62.6 + 5.125*[MageLevel] + 0.045*[MageLevel]^2) (rounded off) } *0.9 MP (rounded off)
    Level 2: Armor Bonus - Passive
    Your robes are magically imbued with greater defence.
      NEW COMBAT DEFENCE
      Melee: 20
      Ranged: 25
      Magic: 25

      NEW ELEMENT MODIFIER
      Fire: 100%
      Water: 100%
      Wind: 100%
      Ice: 100%
      Earth: 100%
      Energy: 100%
      Light: 95%
      Darkness: 95%
    Level 3: Summon Familiar - Active
    Summon forth a Flying Eyeball to attack your foes and restore your MP!
      Summons a Flying Eyeball as a guest. Cast again to dismiss it.
      MP Cost: 40 MP
    Level 4: Spiritfeeder - Toggle
    Take a stance that allows you to absorb magical energy from your spells, making them less potent but regaining some of the MP spent!
      While active:
      •Spells deal 75% Base, Random, and Stat Bonus damage.
      •Spells cost 75% of the usual MP.
      •If your current class is "Mage", there is a [MageLevel]% chance of the spell not dealing the reduced damage, but still costing less.
    Level 5: Empower Spell - Toggle
    Increase the damage of your spells by 20% for 40% extra MP!
      While active:
      •Spells deal 120% Base, Random, and Stat damage.
      •Spells cost 140% of the usual MP.
    Level 6: Armor Bonus - Guardian Only - Passive
    Your robes are magically imbued with greater defence!
      NEW COMBAT DEFENCE
      Melee: 25
      Ranged: 25
      Magic: 30

      NEW ELEMENT MODIFIER
      Fire: 95%
      Water: 100%
      Wind: 100%
      Ice: 100%
      Earth: 100%
      Energy: 95%
      Light: 95%
      Darkness: 95%
    Level 7: Focus Spell - Guardian Only - Toggle
    Increase the accuracy of your spells for 30% Extra MP!
      While active:
      •Spells gain +5+[MageLevel]/2 BTH.
      •Spells cost 130% of the usual MP.
    Level 8: Stable Spell - Guardian Only - Toggle
    Your next spell does 200% Base Damage, 0% Random Damage for 50% Extra MP
      While active:
      •Spells deal 200% Base and 0% Random damage.
      •Spells cost 150% of the usual MP cost.
      •Cannot be activated while Wild Spell is active.
    Level 9: Intelligence Boost - Guardian Only - Toggle
    Increase your Intelligence by 10 for the duration of the battle!
      While active: +10 Intelligence.
      Cost: 15 SP
    Level 10: Wild Spell - Guardian Only - Toggle
    Your next spell does 0% Base Damage, 200% Random Damage for 50% Extra MP.
      While active:
      •Spells deal 0% Base, 200% Random damage.
      •Spells cost 150% of the usual MP.
      •Cannot be activated while Stable Spell is active.

    Skill tree image thanks to .*..*..*.. Typo correction from Grotesque. Armour image from feral__john. Update from Kalanyr (via dino5saur and etching). Guardian requirements from Rhowena.




  • Ianthe -> RE: Mage Robes (6/15/2008 21:45:23)

    Appendix: Damage for Elemental Sphere
    Level   Damage    Stats   BTH   COST
    
        1     8-30   261.6%    +1     61
        2     9-34   279.2%    +2     66
        3    10-37   296.8%    +2     70
        4    11-41   314.4%    +3     76
        5    13-46   332.0%    +3     80
        6    14-50   349.6%    +4     86
        7    15-54   367.2%    +4     91
        8    17-58   384.8%    +5     95
        9    18-62   402.4%    +5    101
       10    20-67   420.0%    +6    106




    Ianthe -> RE: Mage Robes (6/15/2008 23:54:50)

    [image]http://img67.imageshack.us/img67/1997/paststats8va.jpg[/image]

    Level 1: Elemental Sphere - Active
    Unleash a Sphere Imbued with an element of your choice!
      Hits: 1
      Type: Magic
      Element: Your choice (Fire/Water/Wind/Ice/Earth/Energy/Light/Darkness)
      Damage: 5+(1.5*Mage Level) - 10+(4*Mage Level) plus 100% Stat Bonuses
      BTH: +10 plus Stat Bonuses
      Cost: 30 MP
      «This ability is treated as a spell»
    Level 4: Spiritfeeder - Toggle
    Take a stance that allows you to absorb magical energy from your spells making them less potent but regaining some of the MP spent!
      While active:
      •Spells cost 80% of the usual MP cost.
      •Spells deal 75% Base and Random damage.
    Level 5: Empower Spell - Toggle
    Increase the damage of your spells by 50% for 50% extra MP!
      While active:
      •Spells cost 150% of the usual MP cost.
      •Spells deal 150% Base and Random damage.
    Level 7: Focus Spell - Toggle
    Increase the accuracy of your spells for 35% Extra MP!
      While active:
      Spells cost 150% of the usual MP cost.
      •Spells gain +[5 + (MageLevel)/2] BTH




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