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			  | kingocomedy ->   Mage Robes   (3/24/2005 16:48:13) |  
			  | Mage Robes
 
 Level: 10
 Price:
 1,000146Sellback:
 50073Location:  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 Level 2: Armor Bonus - PassiveType: 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)
 Your robes are magically imbued with greater defence.
 NEW COMBAT DEFENCE Level 3: Summon Familiar - ActiveMelee: 20
 Ranged: 25
 Magic: 25
 
 NEW ELEMENT MODIFIER
 Fire: 100%
 Water: 100%
 Wind: 100%
 Ice: 100%
 Earth: 100%
 Energy: 100%
 Light: 95%
 Darkness: 95%
 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. Level 4: Spiritfeeder - ToggleMP Cost: 40 MP
 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: Level 5: Empower Spell - Toggle•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.
 Increase the damage of your spells by 20% for 40% extra MP!
 While active: Level 6:  Armor Bonus - Guardian Only - Passive•Spells deal 120% Base, Random, and Stat damage.
 •Spells cost 140% of the usual MP.
 Your robes are magically imbued with greater defence!
 NEW COMBAT DEFENCE Level 7: Focus Spell - Guardian Only - ToggleMelee: 25
 Ranged: 25
 Magic: 30
 
 NEW ELEMENT MODIFIER
 Fire: 95%
 Water: 100%
 Wind: 100%
 Ice: 100%
 Earth: 100%
 Energy: 95%
 Light: 95%
 Darkness: 95%
 Increase the accuracy of your spells for 30% Extra MP!
 While active: Level 8: Stable Spell - Guardian Only - Toggle•Spells gain +5+[MageLevel]/2 BTH.
 •Spells cost 130% of the usual MP.
 Your next spell does 200% Base Damage, 0% Random Damage for 50% Extra MP
 While active: Level 9: Intelligence Boost - Guardian Only - Toggle•Spells deal 200% Base and 0% Random damage.
 •Spells cost 150% of the usual MP cost.
 •Cannot be activated while Wild Spell is active.
 Increase your Intelligence by 10 for the duration of the battle!
 While active: +10 Intelligence. Level 10: Wild Spell - Guardian Only - ToggleCost: 15 SP
 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.
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