Suikoman444
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Generalist's Robe Also see the specialist Robes ( Pyromancer's, 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: Neutral COMBAT DEFENCE Melee: 28 Ranged: 28 Magic: 35 ELEMENTAL MODIFIER Fire: 92% Water: 92% Wind: 92% Ice: 92% Earth: 92% Energy: 92% Light: 92% Darkness: 92% NOTES You can choose your ActiveElement in the skill menu by clicking any of the elements around the "Wizard" icon (Earth by default). 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. All of your resistances decrease by ClassLevel %. You can remove the hat by clicking it. NORMAL ATTACK Hits: 1 Type: Magic Element: «As weapon» Damage: (100 +3*PowerLevel)*0.8% Base and Random, plus (100 +6.6*PowerLevel)*0.8% Stats BTH: +(PowerLevel/8), 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 prefers diversity in magic. Get this if you want to learn mighty magical abilities like Elemental Explosion and Elemental Invocation as well as many more.
SKILLS Title Ability - Arcane Efficiency If your Class Title is "Wizard", your spells cost less mana Your Magic spells costs (ClassLevel/2)% less MP, SP, and HP. SP and HP aren't working right now. Melee and Ranged spells are unaffected. Level 0 - Arcane Potence Your affinity with the elements allows you to boost the power of your spells! All your Magic spells deal (113.4 + 1.18*ClassLevel + 0.13*ClassLevel^2)% damage. Melee and Ranged spells are unaffected. Level 1 - Arcane Dive Infuse yourself with the power of the Elements and use yourself as the weapon! You perform the following, which is treated as a normal Player attack: Hits: 1 Type: Melee Element: «ActiveElement» Damage: 2*(100 +3*ScaledPowerLevel)% Base and Random, plus 2*(100 +6.6*ScaledPowerLevel)% Stats BTH: +(ScaledPowerLevel/8), 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))*(-0.0012*ClassLevel^2-0.024*ClassLevel+1.185)*1.32 SP Level 2 - Elemental Adept - Guardian Only Your experience with manipulating the elements has imbued your robes with some of their power! You get -2% to all your Element Modifiers. Level 3 - Summon Elemental Summon a homunculus crafted from the essence of an element and given life by your will! Summons an elemental of your ActiveElement as your guest. Cast again to dismiss it. Level 4 - Arcane Amplification - Guardian Only Gather elemental energy over time... (Costs ## MP each round to stock 1 Level «SkillLevel» Charge) Each turn you have this on, you pay 0.132*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 - Release «ActiveElement» - Guardian Only ... and release it as a 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 10 version of this, then the spell will use 0 charges.) It uses the lowest-level charges available. This is a spell, and it uses your ActiveElement. For the number of hits, see the appendix in the second post. Base: (5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2)/[# of hits], rounded normally Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)/[# of hits], rounded normally Stat: (100 + 6.6*ScaledPowerLevel)/[# of hits] % BTH: +(ScaledPowerLevel/4), rounded down, plus Stats If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals: 0 charges: 0.8*([Normal ArcPot Boost] - 15) % damage 3 charges: 0.8*[Normal ArcPot Boost]% damage 7 charges: 0.8*([Normal ArcPot Boost] + 32) % damage 10 charges: 0.8*([Normal ArcPot Boost] + 52) % damage If Arcane Lore is on AND you have enough MP to pay for the boost from Arcane Lore, then INSTEAD OF the usual boost from Arcane Potence and Arcane Lore, the spell deals: 0 charges: 0.8*([Normal ArcPot Boost] + 35)% damage 3 charges: 0.8*([Normal ArcPot Boost] + 50)% damage 7 charges: 0.8*([Normal ArcPot Boost] + 82)% damage 10 charges: 0.8*([Normal ArcPot Boost] + 102)% damage Cost: If Arcane Lore is on, then it costs round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*(2.128 + CHARGES USED * 0.132)/2 MP, rounded normally. (Arcane Lore then multiplies this by 1.75.) If Arcane Lore isn't on OR if you don't have enough to pay for the full Arcane Lore version (including the *1.75), then it costs 1.064*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally. Level 5 - Arcane Lore You can imbue your elemental spells with power directly from the Elemental Planes! This affects Arcane Potency. Instead of the usual boost, Arcane Potency boosts your spells by ([Normal ArcPot Boost] +50)%. To pay for this, your spells cost twice the usual amount. Level 6 - Gybbi's Arcane Fist - Guardian Only Conjure a spectral fist of elemental 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: «ActiveElement» Damage: **Base: (MonsterBaseHP*0.064*LvlMod) damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*0.4 damage **Random: 0 damage **Stat: (80.0+5.28*ScaledPowerLevel)% BTH: +(ScaledPowerLevel/4), rounded down, plus Stats Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*1.32 MP, rounded normally. 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 Arcane Sage works. Level 7 - Arcane Sage Your continued experience wielding the raw elements has taught you how to reduce your vulnerability to the element of your choice! If Sage Defense is active, then you gain -5% to the opposite element that you have selected in the skill menu. (For example, if you have Earth selected, then you get the bonus to your Wind resistance.) This costs round(1.2*round(0.55*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0004*ClassLevel^2 + 0.0124*ClassLevel + 0.2798))) SP per turn. If Greater Sage Defense is active, then you gain -10% to the opposite element that you have selected in the skill menu. (For example, if you have Earth selected, then you get the bonus to your Wind resistance.) This costs round(1.2*round(1.1*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0004*ClassLevel^2 + 0.0124*ClassLevel + 0.2798))) 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 - Elemental Explosion Call on the power of ALL of the elements in a massive explosion! This is a multi-elemental spell. Hits: 8 Type: Magic Element: Ice; Water; Light; Earth; Energy; Fire; Darkness; Wind Damage: **Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)*(132/109)/8 damage each **Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*(132/109)/8 damage each **Stat%: (100 + 6.6*ScaledPowerLevel)*(132/109)/8 % each BTH: +(ScaledPowerLevel/4), rounded down, plus Stats Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally. Level 10 - Elemental Invocation - Guardian Only Invoke the very essence of the elements to cause an effect beyond pure damage! You perform the following, which is treated as a spell: Hits: 3 Type: Magic Element: «ActiveElement» 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)*1.32 MP Also, the spell gains different effects depending on your ActiveElement:Fire - Conflagration - Element: Fire
- 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 effect. Water - Mana Tide - Element: Water
- Effect: On both of the first two hits, if they deal >0 damage, then the monster loses MP equal to *45/62 of the damage dealt.
Wind - Vacuum - Element: Wind
- Effect: If at least one of the first two hits connect, then it attempts to inflict Vacuum on the monster. The monster takes a -9 penalty to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster takes -50 END for 5 rounds (if both hits connect), or -25 END for 5 rounds (if only one hit connects). Monster categories "robot", "undead", and "golem" are immune to this effect. Ice - Frostbite - Element: Ice
- Effect: If at least one of the first two hits connects and deals >0 damage, then the monster can become Numb. The monster takes a -9 penalty to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK If both hits connect and deal >0 damage, then the monster takes -50 DEX for 5 rounds; if only one hit does, then the monster takes -25 DEX for 5 rounds. Ice-element monsters are immune to this effect. Earth - Earthquake - Element: Earth
- Effect: If either of the first two hits connected and did >0 damage, then it attempts to inflict Aftershock on the monster. The monster gets a -10 penalty if both hits connected and did >0 damage, or a +20 bonus to its save if only one did.
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterSTR Minor: YourLUK vs MonsterLUK The Aftershock deals Earth damage, lasts 1d4+1 rounds (which means either 2, 3, 4, or 5 rounds). The "modifier" is *15/51 damage. Earth-element monsters are immune to this. Energy - Thunderbolt - Element: Energy
- Effect: If at least one of the first two hits connects and deals >0 damage, then the monster can become Dazed. The monster gets a +20 bonus to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster is Dazed for 4 rounds, with 27% chance of not acting each round (if both hits connect and deal >0 damage), or for 2 rounds, with 20% chance (if only one does). Energy-element monsters are immune to this. Light - Solar Flare - Element: Light
- Effect: If at least one of the first two hits connects and deals >0 damage, then it attempts to Blind the monster. The monster takes a -20 penalty to its save:
Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster takes -10 BTH for 3 rounds (if both hits connected and dealt >0 damage) or for 2 rounds (if only one hit connected). Light-element monsters are immune to this. Darkness - Fell Midnight - Element: Darkness
- 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. Armor image thanks to Mystical Warrior. Skill menu image thanks to Scakk. Information from many people, including ivanndj, algimantas2, Thylek Shran, Chii (via Skytalker), Khimera, and fenmeisterkronos. Numbers and the majority of the write-up and appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk).
< Message edited by Balu -- 6/9/2012 15:26:43 >
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