Eternal Chaos -> Pyromancer's Robe (12/10/2006 13:16:57)
|
Pyromancer's Robe Also see the Generalist's Robe, and other specialist Robes ( Hydromancer's, Aeromancer's, Cryomancer's, Geomancer's, Dynamancer's, Lumenomancer's, Tenebromancer's) Level: 30 Price: 3,000 426 Sellback: 1,500 213 Location: Wizard Class Shop Element: Fire COMBAT DEFENCE Melee: 30 Ranged: 25 Magic: 35 ELEMENTAL MODIFIER Fire: 85% Water: 96% Wind: 96% Ice: 100% Earth: 89% Energy: 89% Light: 93% Darkness: 93% 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 Fire resistance decreases by round(1.7*ClassLevel)%. Your Earth and Energy resistances decrease by round(1.2*ClassLevel)%. Your Light and Darkness resistances decrease by round(0.7*ClassLevel)%. Your Wind and Water resistances decrease by round(0.5*ClassLevel)%. Your Ice 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*85/80% Base and Random, plus (100 +6.6*PowerLevel)*0.8*85/80% Stats BTH: +(PowerLevel/8)-5, 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 Fire magic. Get this if you want to learn mighty magical abilities like Volcanic Apocalypse and Conflagration as well as many more. [image]http://i180.photobucket.com/albums/x22/justeen208/untitled-25.png[/image]
SKILLS [image]http://media.artix.com/encyc/AQ/AQPedia/Armours/PyromancerSkills.jpg[/image] Title Ability - Flaming Efficiency If your Class Title is "Wizard", your Fire spells cost significantly less mana Your Magic Fire 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 Fire. For example, Powerword Red Fog will NOT get the bonus, since it's Neutral. Level 0 - Flaming Potence Your affinity with Fire allows you to greatly boost the power of your Fire spells! All your Magic Fire 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, Powerword Red Fog WILL get the bonus for the Fire hits, and only for those. Level 1 - Firestorm Infuse yourself with the raw power of Fire and use yourself as the weapon! You perform the following, which is treated as a normal Player attack: Hits: 1 Type: Melee Element: Fire Damage: 2.5*(100 +3*ScaledPowerLevel)*85/80% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)*85/80% Stats BTH: +(ScaledPowerLevel/8)-5, 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 - Fire Adept - Guardian Only Your experience with manipulating Fire has imbued your robes with some of its power! You get -6% to your Fire 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 - Flaring Amplification - Guardian Only Gather Fire 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 - Unleash the Flames - 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)*85/75/[# of hits], rounded normally Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)*85/75/[# of hits], rounded normally Stat: (100 + 6.6*ScaledPowerLevel)*85/75/[# of hits] % BTH: +(ScaledPowerLevel/4)-10, rounded down, plus Stats If Pyroclastic Lore isn't on, then INSTEAD OF the usual boost from Flaming Potence, the spell deals: 0 charges: ([Normal FlamPot Boost] - 15) % damage 3 charges: [Normal FlamPot Boost]% damage 7 charges: ([Normal FlamPot Boost] + 32) % damage 10 charges: ([Normal FlamPot Boost] + 52) % damage If Arcane Lore is on AND you have enough MP to pay for the boost from Pyroclastic Lore, then INSTEAD OF the usual boost from Flaming Potence and Pyroclastic Lore, the spell deals: 0 charges: 0.8*([Normal FlamPot Boost] + 35)% damage 3 charges: 0.8*([Normal FlamPot Boost] + 50)% damage 7 charges: 0.8*([Normal FlamPot Boost] + 82)% damage 10 charges: 0.8*([Normal FlamPot Boost] + 102)% damage Cost: If Pyroclastic 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 Pyroclastic Lore isn't on OR if you don't have enough to pay for the full Pyroclastic 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 - Pyroclastic Lore You can efficiently imbue your Fire spells with power directly from the Elemental Plane of Fire! This affects Flaming Potency. Instead of the usual boost, Flaming Potency boosts your spells by ([Normal FlamPot 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-Fire spells while this is in effect. Also, this applies based on the individual hit of the spell. For example, Powerword Red Fog WILL get the bonus for the Fire hits, and only for those. Level 6 - Gybbi's Flaming Fist - Guardian Only Conjure a spectral fist of pure Fire 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: Fire Damage: **Base: (MonsterBaseHP*0.064*LvlMod)*85/75 damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2*85/75 damage **Random: 0 damage **Stat: (100 + 6.6*ScaledPowerLevel)*85/75% BTH: +(ScaledPowerLevel/4)-10, 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 Fire Sage works. Level 7 - Fire Sage Your continued experience wielding raw Fire has taught you how to reduce your vulnerability to its polar opposite: Ice! If Sage Defense is active, then you gain -7% to your Ice 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 Ice 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 Arcane 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 - Volcanic Apocalypse It's the end of the world as your foe knows it, but it won't be feeling fine when you create a small magma-spewing gate to the Elemental Plane of Fire underneath it! You perform the following, which is treated as a spell: Hits: 10 Type: Magic Element: Fire Damage: **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)/10*85/75 damage each **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/10*85/75 damage each **Stat%: (100 + 6.6*ScaledPowerLevel)/10*85/75 % each BTH: +(ScaledPowerLevel/4)-10, rounded down, plus Stats Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally. Level 10 - Conflagration - Guardian Only Invoke the purest essence of Fire to Burn your enemy - you may even cause a Third-Degree Burn! You perform the following, which is treated as a spell: Hits: 3 Type: Magic Element: Fire 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:- After the second hit, it may attempt to Burn the monster. It automatically attempts it if both previous hits connected and did >0 damage; if only one hit connects and deals >0 damage, then there's a 25% chance of a burn. Either way, the monster gets a +10 bonus to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The burn's Level is equal to ScaledPowerLevel. Fire-element monsters are immune to this. - There's a 70% chance of attempting to inflict a "Third-Degree" Burn, or a 100% chance if the basic ability successfully burnt the monster. If the third hit connects, then the monster makes a save, with a -7 penalty (if it was burnt by the above effect) or a +0 penalty (if it wasn't):
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The Level of the third-degree burn is ScaledPowerLevel + 4*SkillLevel. Again, Fire-element monsters are immune to this. The burn lasts for 5 turns. 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 thanks to In Media Res. Some appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk).
|
|
|
|