Elemental lore review (saved posts)
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- 1 General
- 2 Bolt DF
- 3 Minor Elemental
- 3.1 Presence (402)
- 3.2 Lock Pick Enhancement (403)
- 3.3 Disarm Enhancement (404)
- 3.4 Elemental Detection (405)
- 3.5 Unlock (407)
- 3.6 Disarm (408)
- 3.7 Elemental Wave (410) and Major Elemental Wave (435)
- 3.8 Elemental Blade (411)
- 3.9 Weapon Deflection (412)
- 3.10 Elemental Saturation (413)
- 3.11 Elemental Defense III (414)
- 3.12 Elemental Strike (415)
- 3.13 Piercing Gaze (416)
- 3.14 Elemental Dispel (417)
- 3.15 Mana Focus (418)
- 3.16 Elemental Targeting (425)
- 3.17 Elemental Barrier (430)
- 4 Major Elemental
- 5 Wizard Base
- 6 See Also
- Main article: Elemental Lore
Personally I would have thought it Earth would be better as in it strengthens the lockpick, but I can see a justification for water
We tried to stick with general themes for each lore:
- Fire: offensive
- Earth: defensive
- Water: Restoration and utility
- Air: Time alteration and utility
It's only a general guideline, as sometimes a specific spell is strongly associated with an element that it doesn't make much sense to use any other element. You'll see why water lore makes more sense in the next couple of days.
Wizards and CS Spells
- Main article: Wizard
I'm willing to engage in this discussion as long as all parties can remain civil. If individual posters cannot do that, posts will be removed and warnings issued (that affects all your accounts, F2P and/or paying).
- re wizards going to be allowed to be CS casters? It appears that you are systematically destroying every CS path we have.
- 519 was the best CS spell we have. You've heard loud and cloud how most wizards feel about that spell.
- 415 was the backup, you just posted that you're going to destroy it by killing the double cast.
- 915 is worthless.
- 512 no longer does damage.
- That leaves us with 409, or 502. Neither of which are great for killing.
- Why are wizards not allowed to be strong CS casters?
Wizards are allowed to hunt with warding spells. They've received at least 2 new tools (not strictly direct damage spells) in the last year alone to enhance that role (Chromatic Circle (502) and Cold Snap (512)). Weapon Fire (915) definitely needs reviewed (or completely redesigned), and but we have yet to come up with a good design for it. If wizards want to suggest a new unique and useful attack (or any type) spell for that slot, we're definitely open to suggests. Elemental Strike (415) will be adjusted, but not until we've also released at 4 other wizard spell updates, including an updated attack spell, a potent defensive spell, and 2 level 50 spells. We're also going to be opening up the Test server to players with instant migration enabled for you to try various training paths. (Emphasis added.)
Immolation (519) was down tweaked because it was far too strong. It now more closely aligns with Divine Fury (317) and Wither (1115). One metric we use to gauge effectiveness is casts-per-kill. All other factors being even (or as close as possible), how many casts of spell X does it take to kill creature Y? And how does that number compare to other similar attack spells? Here are some of the results for 317, 519, and 1115: https://goo.gl/8mgRL7. Each cell represents 2,500 kills (often resulting in 5-10k total casts) of that creature with that amount of lore training. All builds use a normalized CS of 100 spell ranks in each circle. One thing you'll notice is that currently, Divine Fury's (317) lore benefit hardly has any impact (to be fixed in the future). Wither (1115) also requires twice as much lore training as Immolation (519).
To head off the debate, we do not balance around just the Scatter, a hunting ground that was intended to be extremely difficult to solo. Like level comparisons are what we balance against. Yes, clerics and empaths have Spirit Slayer (240), but wizards also have Rapid Fire (515) (and other pending updates in the future), each with their own strengths and weaknesses.
Hi everybody! No shenanigans today because there is a LOT to cover. I promise we can have shenanigans later if you want. :)
- Minor Acid (904) and Major Acid (1710) now have their DFs increased similar to 901/910, using Elemental Lore, Earth and Elemental Lore, Water.
- Minor Steam (1707) now has its DF increased similar to 901/910, using Elemental Lore, Fire and Elemental Lore, Water.
- This means the increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200.
- Holy Bolt (306) now has its DF increased by Spirital Lore, Religion when the target is undead.
- The increase is .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.
Questions? Comments? Know of a bolt I missed that doesn't have a DF Lore increased? Let me know!
Presence has been updated to have a 5 minute, non-cumulative duration. In addition, it will now detect hidden creatures. Training in Elemental Lore, Air provides a chance to be able to point out hidden targets. The formula highly favors the hider, but will allow an extremely dedicated Air Elementalists a chance against less skilled hiders.
>Also, could we get any more info on how Air Lore influences the spell? I imagine since a seed number wasn't listed the lore is based on some other sort of formula? Is there a point of diminishing returns, or initial investment?
Sure, its a random number in the range of your EL:Air Ranks/2 to EL:Air Ranks. If that number is greater than the number of hiding ranks the creature has, you will point it out from hiding.
Locklore (403) has been updated to decrease potential damage to your pick on a failed picking attempt based on a seed 10 summation of the caster's Elemental Lore, Water ranks. Each bonus from the seed summation will remove a point of damage that would have been applied to your pick if you ended up damaging it. This can completely remove any potential damage, but it won't fix previous damage.
Yes, the lore bonus is not limited to self-cast.
Gamemaster Konacon here to talk to YOU about the latest and greatest addition to popping boxes! All you've gotta do to get started is get 1, that's right I said just ONE, rank in Elemental Lore, Water to get started!
Now I can hear you saying, "But Konacon, what could you -possibly- have to offer me that would make me want to spend my hard earned training points on ranks in water lore?"
Well. You never let me finish! On a seed 1 modifier (That's 1, 3, 6, 10, 15, and then more numbers. I could go higher but I don't want to and you can't make me!) every Unsuccessful cast of 407 will now corrode the lock on that box that has been sitting in your inventory closed for the past 4 years reducing its difficulty UP to 10% of the total lock's difficulty! Confused? Don't be! I HAZ EXAMPLS
Let's say you had some lock with a 500 difficulty, and you're sitting on 55 ranks of water lore (Why don't you have more you bum?!). Each unsuccessful cast would cause the lock's difficulty to reduce by 10 points all the way down to 450! So... What are you waiting for? Head to your nearest trainer and get some more ranks in water lore today!
Questions? Comments? Endless praise? Feel free to send them all my way!
> Would this also mean it makes the box easier to pop? Or is popping success not attached to lock level?
Good question! This DOES, in fact, make boxes easier to pop.
One other thing to note is that the rotting effect lasts 60 seconds and the duration is refreshed to with each cast.
Not to be outdone by its lower level brother, Disarm left me a message last night informing me that it was feeling left out. I let Unlock know how Disarm was feeling and after a lengthy discussion between the two (things may have gotten ugly) I have decided to give Disarm the water lore treatment as well!
So, with all of that said, casting 408 unsuccessfully on a trapped box now temporarily reduces the trap's difficulty! The modifier is based off a seed 1 summation of the caster's EL:W ranks, lasts 60 seconds, and stacks to a maximum value of 10% of the total trap's difficulty. One final thing, due to a clerical error on my part, the wording for 407 has been changed to 'corrode' rather than 'rot'.
I'll give an example again in case the 407 example got missed: With a trap difficulty of 350 and 21 ranks of water lore, each unsuccessful cast of 408 will reduce the trap's difficulty by 6, to a minimum of 315! YAY!
Questions or comments? Let me know!
- Main article: Elemental Wave (410) (saved posts)
Getting some Air & Water love into today's shipping extravaganza with both 410 and 435! Knock those stupid flying things out of the sky and just flat out make your E-Waves stronger! Yay! Okay, seriously, I'm excited but how long can I keep this going? What do you think?!
At 50 ranks of Elemental Lore, Air these spells are now transformed into a spherical wave which can affect flying targets. In addition, the target's maneuver defense against these spells is now reduced at a linear progression based on Elemental Lore, Water skill.
> 102 and 140 effect Ewave avoidance?
Ugh, my brains. This is what I get for trying to keep being helpful after the releaseathon. No, they don't. But if they did, those comparisons would hold! Um...
- 20 ranks is a little bit stronger than the benefit provided by Empathic Focus. (This one really does help against E-Wave.)
> Is every rank impactful towards success (1012 is stated to be that way with air lore, so in theory it is possible) or is it based around cut-offs and truncated remainders?
It is based around cut-offs, but every rank until 40 (When skill starts increasing by 1 per rank) is impactful towards success. After that there are some ranks that will not be impactful. However, I can tell you there is a definite difference in a 40 water-lore rank E-Wave and a 100 water-lore rank E-Wave. There are no diminishing returns to it.
Elementalists skilled in Elemental Lores have the ability to temporarily boost magical weapons!
If the caster is ATTUNED to an element, the spell will use that element for the flare type, otherwise, the cast is a random flare type. Additionally, a minor critical weighting boost is added to the flares when the caster is ATTUNED to an element while casting on a weapon.
For those that love formulas, the gruesome details are: 400s spells known times 3 plus 20 equals the number of charges. Seed 3 EL:XXX ranks equals the plus magic weapon that can be E-Bladed. XXX is the elemental lore type with lightning being the greater of EL:Air or EL:Water ranks.
As a follow up with some information:
The spell's duration was changed from (caster's level * 4) to (20 + MnE ranks * 3). Attacks, as well as successful parries now deplete a charge. Weapons without an existing special ability (flares or weighting mainly) can now be affected by the spell, including those that are already enchanted. To affect an enchanted weapon requires a seed 3 summation of the caster's attuned element per +1 (plus, enchant) of the weapon. For example, to eblade a mithril (+5) weapon would require 25 lore ranks. To eblade an imflass (+12) weapon would require 102 lore ranks. And to eblade vultite (+20) would require 250 lore ranks. For casters attuned to lightning, it will use their Elemental Lore, Air or Water (which ever is higher) to calculate their respective lore ranks. If the caster uses their actual attunement and not a random element (i.e. a fire mage casts 411 to grant fire flares), the flares from their cast are also more potent (higher floor for minimum damage).
- Do MIU/AS ranks count as MnE ranks for the purpose of duration?
It wasn't before, but now is. Every rank counts for 1.5 charges.
>all scripts or just mechanically functional?
If the weapon has a script, e-blade will not take.
Weapon Deflection will now decrease a target's damage factor by 10%, stackable up to five times. In addition, a group-friendly open cast version of the spell has been created. Every 20 ranks of Elemental Lore, Earth will allow the open cast version of the spell to affect an additional target.
Have I got a treat for you! But, um, it isn't this release. I mean, this one is great and all, but that's totally not what I'm talking about. You wanna know what it is? Too bad! You're gonna have to wait. For a little bit. Today we're putting some fire onto 413! And because everything isn't ALWAYS about lores, we'll add some Mana Control in there too.
Elemental Saturation now reduces the target's TD for warding the initial cast by (Caster's Elemental Mana Control Ranks, Seed 1). In addition, the persistent TD modifier applied is now increased by (Elemental Lore, Fire Ranks, Seed 5).
Thanks to GameMaster Konacon, Elemental Defense III (414) has been updated. At 25 Elemental Lore, Earth ranks, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them, they get a 5% chance for the combined magical barrier to deflect a single physical (AS/DS) attack. Every 20 additional Earth Lore ranks adds 1% to the deflection chance (e.g., 13% chance at 185 ranks). Reduce odds by 1% for every 5 levels the attacker is above the caster.
The following update has been made to Elemental Strike (415).
Training in Elemental Lore, Fire provides a chance equal to the caster's Elemental Lore Fire skill / 2 to hit a second target in the room, with an additional cost of 5 mana.
>For clarification, is this effect based on the casters fire lore ranks or fire lore bonus? Asking slightly differently, if I have 100 Ranks of fire lore is my chance to cast on a 2nd created 50% (based on ranks) or 100% (based on bonus)? If I have more than 100% chance for the second target does that give me an opportunity to hit a third target as well? - PEREGRINEFALCON
The calculation is based on the Elemental Lore Fire bonus. I'm not sure what you mean by a third target. The original cast will hit one creature, if you have have a 100% chance of a second strike, it will target a random creature in the room. If there is only one creature in the room, it will strike the the same creature again.
>With the variable mana component you are forcing a situation where you won't want to cast the spell unless you have the full 20 mana available. - PEREGRINEFALCON
The additional strike will not trigger unless you have 20 mana or more.
It has a large random component to its damage.
I've been sitting here for the past ten minutes trying to come up with something clever to write about this update, but so far nothing has come to me. It's like I -know- something is just sitting up in that brain of mine, locked away and possibly booby trapped from my conscious. Ever had that happen to you? It's like at some point of continually trying to unlock those ideas you just wish you could know if it was even worth the effort. I mean, what if you spend hours trying to get into that mind of yours and then you find out there was nothing in there in the first place?! (This is usually the case for me.)
Now if my brain was a lockbox, Piercing Gaze would let me do JUST that! How perfect! But what if I'd been trying to pop that box and Lady Luck had just never seen fit to toss the dice my way and give me a success? I wouldn't know if it was just bad luck or if I was just bad at popping boxes. Well, to this I say, "No more! We will no longer be bound by the old ways! The time for change is now!"
So, given all of that, Piercing Gaze has been updated with the possibility to provide the caster with some messaging indicating their relative chances of success at 407 or 408'ing a locked box! Here are some specific details that you may be curious about:
- The percentage chance of 416 showing you the messaging for the your 407/408 to succeed is (SKILL in Elemental Lore, Water / 4).
- The messaging for 408 to work will only be displayed if the caster has discovered the trap.
As always, questions, comments, praise, and criticisms are more than welcome.
Piercing Gaze's (416) lore benefit already accounts for Lock Pick Enhancement (403) and Disarm Enhancement (404) if they're active. You may not be able to tell the difference in your chance to unlock/disarm the box when the latter spells are active because the bonuses may not be enough to push you over the threshold to the next messaging category. Here's the breakdown:
Sticking to the mechanics of this one today. Don't worry though, it's just for today and I have my reasons.
When used to cause a target to lose a prepared spell, 10 ranks of Elemental Lore, Fire now unlocks a chance to also strip a spell from the target. The chance for this effect to occur is (10% + 3% per additional 10 ranks of Fire Lore). This means that 10 ranks = 10%, 20 ranks = 13%, 30 ranks = 16%, etc.
In addition, the mana drain effect is now also improved by Elemental Lore: Fire. The amount of mana drained is now increased by (Fire Lore Skill / 15).
In case you missed the discussion earlier in the "Minor Elemental Circle" topic, I'll bring you up to speed. My lawn needs watering, and as far as I know the best way to go about watering your lawn is to add water (I'm a genius)! Now that we've got that out of the way, we can get on to what really matters and may or may not make any sense to you. My lawn is apparently Mana Focus, so I'm gonna go ahead and water it! (In retrospect this was just awful and I'm ashamed of myself, but my delete key is all the way over there and I'm lazy so this is what you get.)
First off, the percentage chance for determining a successful cast of 418 has changed to:
- ((MnE spell ranks / 4) + (Elemental Mana Control ranks / 2) + Aura stat bonus)
Now on to the good part. The WATERING (Okay, can we just call my part of the ELR "The WATERING" now? That would be Ah. Maze. Ing.). Now, on a successful cast of 418, an effect is applied to the caster which increases their mana regeneration by 10. The duration of the effect is a set number of pulses, using a seed 10 summation. So it will last 1 pulse with 10 ranks, 2 pulses with 21 ranks, 3 pulses with 33 ranks, etc.
There is a 3% base chance of failure no matter what.
Questions? Comments? Hate? Love? I'm up for all of it.
>My assumption for The Watering being that this is an extra-special BONUS boost of ten (+10) mana per <X number of> pulses, correct?
Yes. To be specific, with <10 ranks of water lore, the spell remains almost entirely unchanged (Other than the new success formula).
>The base effect of the spell, creating a temporary ManaNode (with its attendant increase in mana) remains unchanged?
This is correct.
>Lastly, did you in fact mean "Aura stat" [emphasis mine], as you wrote, and not Aura stat bonus?
No. I meant Aura stat bonus. Thank you.
> 1) Do you need to remain stationary (in the room where Mana Focus was cast) to receive the increased mana regeneration benefit per pulse?
Nope. Remaining stationary is not required to continue to receive this bonus.
> 2) Given the context of ELR "The WATERING" I am assuming we are talking about Elemental Water Lore ranks for this benefit (but I hate to assume). And emphasis on ranks just to confirm it is ranks and not skill (aka bonus).
For this one it is ranks, not skill.
I'm going to give a little more information on Mana Focus because I'm gathering that it's a spell that there might be some confusion about the spell. This may have added to the confusion about my update. Here we go!
- If someone tries to cast 418 when another Mana Focus is already in the room, the spell automatically fails (Though not painfully). This includes the caster's own mana focus. It does not refresh.
- If a caster owns a mana focus in another room and casts 418 again, the old mana focus will be destroyed and a new one will be created in the caster's new room on a successful cast.
- The Mana Focus stays in the room while the caster is in the room according to its duration ((MnE ranks / 2) pulses). If the caster is not in the room, the mana focus will eventually dissipate, but not necessarily right away. The mana focus does not move.
- If the cast is successful and the caster has at least 10 ranks of water lore, an additional effect is applied to the caster that gives them 10 extra mana regeneration for (Water Lore Ranks, Seed 10) pulses. This effect is not tied to the mana focus in any way and does not necessarily go away when the mana focus does.
Does that help clear up the confusion with both the spell and the additional water lore effect? If not, keep the questions coming and I'll try again. :)
After reading all of the player feedback about this spell and going through some discussion, we've made a few additional changes to Mana Focus (418).
- A base 25% has been added to the success formula, which should make it much simpler to cast at the lower levels as well as cap out at the 97% success chance. The formula now reads: (25 + (MnE spell ranks / 4) + (Elemental Mana Control ranks / 2) + Aura stat bonus)
- The caster now loses no additional mana for failing on a cast of the spell. (Failures cost 18 mana just like successes now)
- The maximum damage dealt on a failure is now based on the amount that the caster failed by on the roll to succeed. Damage will still be dealt, but the amount of damage will be noticeably lower on average. This means that as you gain a higher chance to succeed at casting the spell from training in EMC and/or the MnE circle, the amount of damage that the spell deals will go down. It is still possible for a failure to be lethal, but that case is now very rare and should not be possible for anyone with a decent chance to succeed with this spell.
Questions? Comments? Love? Hate? Send them on my way!
As part of the elemental lore review, the Elemental Targeting spell (425) has been updated.
Elemental Lore, Fire will grant a chance to cause your next spell to be charged with elemental energy. If a spell is cast within 10 seconds of gaining this charge, and the spell's damage type matches the caster's elemental attunement, the spell will gain a critical rank of weighting over its original power.
The chance to gain this critical increase is equal to seed 10 summation of Elemental Lore, Fire ranks.
To handle your followup questions.
- Boo hiss - seed summation 10 RANKS
- You can gain the crit weighting on bolts, CS spells, and elemental weapon/armor flares
- The effect applies to one hit of a spell/spell like ability, so if you gain the spell and cast cone, only the first hit will be impacted
- The effect can be triggered off of any portion of a spell or spell/like ability, so it is possibly (though improbable) that your cone will have all hits with weighting
- You must be attuned to something to gain the ability, and only your attuned spell attacks will benefit from it.
- Attuning to random will still use your attuned element, so you'll still get a flare if you're not currently focusing on your element of choice.
- The crit weighting is applied before crit randomization, so it can be reduced by crit randomization
G>incant 518 You intone a phrase of elemental power while raising your hands, invoking Cone of Elements... Your spell is ready. You gesture. You hurl a powerful lightning bolt at a triton executioner! AS: +392 vs DS: +347 with AvD: +37 + d100 roll: +9 = +91 A clean miss. You hurl a powerful lightning bolt at a triton executioner! AS: +392 vs DS: +309 with AvD: +37 + d100 roll: +94 = +214 ... and hit for 93 points of damage! Horrid jolt of electricity illuminates kidneys! You hurl a powerful lightning bolt at a triton executioner! AS: +392 vs DS: +244 with AvD: +37 + d100 roll: +19 = +204 ... and hit for 83 points of damage! Heavy jolt to back shoots up spine. Sympathetic pains almost as bad. The triton executioner collapses, gurgling once with a wrathful look on its face before expiring. You hurl a powerful lightning bolt at a triton executioner! AS: +392 vs DS: +362 with AvD: +37 + d100 roll: +84 = +151 ... and hit for 36 points of damage! Visible wisps of electricity shoot up right arm. Youch! The triton executioner is stunned! Electrical elemental energy energizes you. You hurl a powerful lightning bolt at a triton executioner! The elemental energy surrounding you amplifies the attack! AS: +392 vs DS: +322 with AvD: +37 + d100 roll: +43 = +150 ... and hit for 38 points of damage! Heavy spark to abdomen. Bet that hurts. Electrical elemental energy energizes you. You hurl a powerful lightning bolt at a triton executioner! AS: +392 vs DS: +386 with AvD: +37 + d100 roll: +1 = +44 A clean miss.
- >I am attuned air. I have used DC as a followup but I can't tell that it works. I can say that I have seen the 'bluster' fall after a hunt when i'm sitting around in town so that makes me think it didn't activate on any of my hunting spells (including dc).
When it enhances an attack, you'll see "The elemental energy surrounding you amplifies the attack!". For air attunement, it previously wasn't helping Dark Catalyst (719), since the latter doesn't deal any vacuum criticals. However, I just updated it so that air attunement can also boost electric crits. Also, a few days ago, GameMaster Viduus had updated the spell to correctly work with warding spells and for the effect to now last 30 seconds.
The Elemental Lore Review still isn't complete. We have updates for Elemental Blade (411) and Elemental Focus (513) coming out soon. And we're currently working on the elemental attunement reset quest.
Hi everybody! (== MECHANICS == down below!)
I don't have anything silly to say today. I tried out a couple of things but, uh, they didn't work out. Anyways, today we have another seed 10 summation for you, and I have prepared myself for the onslaught of rotten tomatoes with my handy raincoat. Bring it!
Elemental Barrier now provides its caster a percentage chance equal to (Ranks in Elemental Lore, Earth using a seed 10 summation) to gain +10 critical padding for one attack.
- Main article: Sleep (501) (saved posts)
Sleep, 501, has been updated for the ELR. A seed 1 summation of Elemental Lore, Air provides for a chance for the target to be groggy (-20 AS/DS and 2 second slow) when (or if!) they wake up. The grogginess lasts for 10 seconds.
That is all.
The percentage chance of the sleeper waking up groggy is the seed 1 summation of the caster's EL:A ranks. You will see messaging that indicates when somebody or something wakes up groggy.
Maybe I should pose it as question. If the creature wakes up from sleeping to being stunned in prone (ie: slept, then crit), will the DS be further suppressed by 20?
Yes, the grogginess is separate from and can stack with any other status effect type penalties that might be applied to a critter (or you). As long as you see the new messaging, the penalties should be applied and in effect.
Hi everybody! (== MECHANICS == Section is down there and today's non-mechanical release note is just awful.)
I feel like THE WATERING is starting to die down, because this is not a water lore update. It's pretty sad, but what can you do... Other lores need love too, you know! Today you all get an earth update, because 503 is a defensive spell and this is a defensive update! So, you may have noticed that we've already started spreading some Earth Lore around the defensive spells, and I don't see any reason to stop now! We've added a chance to flat out block and a chance to reflect, so let's just add a chance for some bonus DS in there too. I know. This wasn't really shenanigans... I'm sorry! Still friends? No? Well I told you up above in the parentheses that it was just awful. What do you want from me? I'm all alone now, aren't I. Yep, just talking to myself. Good times.
> Konacon hangs his head in shame.
Thurfel's Ward now provides its caster a (Ranks in Elemental Lore, Earth, Seed 10) percent chance to gain +20 DS for a single attack.
>Also, what does "a single attack" mean? There's a chance on every swing at us for every creature; 10 creatures swing = 10 chances? Or, there's one chance when attacked by multiple creatures, applied against the first critter to swing at us? Once chance on the first swing of a critter's M-strike? Please define more clearly.
Every time an attack happens against you that uses AS/DS you have a chance to gain 20 DS for that attack. There is no cooldown or anything of that sort. If something M-Strikes you, each individual attack of that M-Strike will have its own separate chance and will only gain the 20 DS for that one part of the M-Strike.
Hi everybody! (Scroll down to == MECHANICS == if you don't care about my ramblings.)
I'm not sure I'm feeling 100% up to shenanigans today, but I'm gonna do what I can to power through and give you an update you can all be proud of. Today we're gonna be talking quality of life. "KONACON YOU GOT US NEW CARS?!" Come on now, we're talking about the spell Slow here. It says it right in the title! Pay attention. So here's the thing with Slow: It takes 3 seconds to cast, but the target you're casting at doesn't have to pay that three seconds. You take all that time, slow them down, and while you're still sitting in the cast RT of the spell, it hits you in the face! Then when you wake up you're thinking, "I thought it was slow!" Well, let's take care of that! Oh, and we'll add some air lore in, because this is the ELR. Also because I wanted to... And puppies.
- When a target is successfully hit with the spell Slow (and is not already affected by the spell), it will now be instantly given 3 seconds of roundtime.
- A group-friendly open cast version of this spell has been added. The number of targets affected is (1 + (Elemental Lore, Air Ranks / 20)). This also applies the 3 seconds of roundtime mentioned above.
- Note: The 3s roundtime benefit has also been applied to Pious Trial (1602).
Questions? Comments? Love? Hate? Send them on up in here!
Hi everybody! (As usual, check the == MECHANICS == section if you hate me.)
So I hear you all don't like seeds. Well, I don't know what it is that you have against plants (Maybe you're not a fan of THE WATERING? I don't know) but given that maybe you'll like today's update! Alright, on to talking about what's going on... First off, this is not a watering. We're talking EARTH today (Plants? See what I did there? HA!) because we're gonna give out a neat defensive bonus. The spell is called DEflection, but we thought we might add some REflection into it, since those words are already so close to each other. Let's get on to what actually happened!
At 15 ranks of Elemental Lore, Earth this spell unlocks the ability to reflect bolt attacks. The base chance is 5% + 1% for every 10 additional lore ranks (past 15). The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS applied to the reflected attack.
- The check for reflection happens before any AS/DS checks, so this effect happens whether or not the attack would have hit you.
- The reflected bolt does not consider hidden/invisible targets.
- The reflected bolt CAN hit the original attacker.
> Critter Concerns
You guys are right. E/B/P is a major concern for bolts (Wizards) in general, and that's bad enough alone without a chance for another percentage chance of killing yourself on top of it.
The 507 Earth Lore Reflection benefit is now player only.
(Editor's note: Release post updated to reflect this change for clarity)
I'm Konacon, Designated Shipping Grunt of the Elemental Lore Review Outlet and Stress-Relieving Punching Bag for the Development Team! Thanks to a programmatic error, we are now overstocked on Elemental Lore Review updates and everything must go! What can you do with your new shipment? GLAD YOU ASKED!
- Roll the dice with your slot machine defenses!
- Knock things out of the sky!
- Set all the things on fire!
- Do watery things with water!
Once again this is Konacon, Designated Shipping Grunt of the ELR Outlet bringing a second update to you in the same day! So come on down to your nearest outlet and see what we have in stock for you!
25 ranks of Elemental Lore, Earth now unlocks the ability to boost Elemental TD by 20 when warding against a spell attack. There is a base chance of 5% and an additional 1% chance is gained for every 10 additional lore ranks.
Hi everybody! (Skip down to == MECHANICS == if you don't want to read my ramblings)
This is not a water lore update, in fact it's not any kind of a lore update! That's right, you heard me. There are NO LORE ADDITIONS in today's spell update, but have no fear, I'm still doing something as watery as I can... So, let's talk Ice Patch. It makes patches of ice (Appropriately named) that make things hilariously fall to the ground so that everyone around can have a good laugh. Humor is great, but let's make it even better! Every once in a while you might find yourself mucking around in a bog, eyeing your destination and thinking to yourself, "If only I could just hop up and walk right over this bog I wouldn't have to get my robes dirty..." Wouldn't that be great?!
Have I got the thing for you!
The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).
Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.
Questions? Comments? Love? Hate? CANDY? All of those things are welcome.
(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)
- Other ideas could be a DS penalty to water/cold spells, in addition to turning Minor Water into Minor Cold.
This is actually already the case. Rooted targets get -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS. The only restriction is that it doesn't stack some some other status conditions.
The Wizard's Guild has released new information about the previous Ice Patch spell, allowing wizards greater mastery over freezing their opponents. Henceforth, Cold Snap has replaced the previous spell, allowing a wizard to freeze multiple targets in the room simultaneously.
When cast the spell will subject non-grouped targets to a warding. Targets that fail to ward become rooted. The root status effect causes a target to have -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS (but does not stack with the -DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures also can't perform maneuvers. The spell will affect up to 4 targets, increasing by +1 per seed 5 summation of Elemental Lore, Water ranks. The duration of the root will be ((warding margin / 5) + 3), capped at 25 seconds.
Casting the spell a second time will completely encase any already affected target that fails to ward in an ice block, immobilizing them and refreshing the duration.
Training in Elemental Lore, Water makes it possible to cast Minor Water (903) at the target, which will be converted to Minor Cold (1709), for a number of casts equivalent to the bonus level of a seed 10 summation of ranks, while still costing 3 mana. This is the same benefit that previously existed under a targeted Ice Patch.
If a target is encased in ice (512x2) and the caster CHANNELs a bolt that causes a rank 5+ impact (505, 510, 1709) critical, there is an (Elemental Lore, Water skill / 3) chance that the target location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.
If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it's melting the ice) and the target receives a steam critical, similar to how trolls react to fire.
- The spell seems to target first 'unrooted' creatures. I see no attempt to 'fully encase' those bandits already 'rooted'.
This was a tough situation as in some cases you might want to first recast the spell to try to root anything missed the first time. Other times you might want to recast just to completely freeze (immobilize) any already affected targets. So, to give you some control over it, if you open cast (don't specify a target), the spell will first try to find any targets that aren't already affected and will root them. However, if you cast the spell at a target that is already affected by the spell, it will then try to find other targets that are also already affected and fully freeze them as well.
- The 'mist rolling into the area' doesn't seem to be able to target hidden NPCs (ugh!).
It was affecting hidden and invisible targets, it just wasn't revealing them, which was a bug. It should now reveal them if they fail to ward the spell.
One other note I forgot to mention. If a target is drenched from the Minor Water (903 or 518) lore effect or if you cast the spell in a watery room, the affected target(s) get -25 TD.
You may now EVOKE Cold Snap (512). Doing so, it will always prefer to hit already affected targets (thus to more easily upgrade the root to an immobile). The previous targeting logic no longer applies.
I've made two updates to Cold Snap (512):
1.) It will now work on non-corporeal targets; however, they are able to better guard against the spell (+TD bonus of creature's level / 10). Creatures made out of fire or that emanate heat will continue to be immune (fire elementals, etc).
2.) The spell now has a minimum duration of 8 seconds.
Once again the Wizards of the Guild dug deep into the mysteries of the elements and unlocked one troubling feature of Elemental Focus (513). They found a way see past the fog that obscured their ability to use weapons effectively. No longer will Elemental Focus impede an attack with weapons!
Also while researching the above, the wizards discovered a new facet of the spell previously undiscovered! When the spell is active it will aid in the wizard's ability to "narrow their focus" on a specific target. Each subsequent bolt attack made on the same target will see an increase in their ability to hit that target.
The nitty gritty: The AS penalty for physical attacks has been removed. The "focusing" effect will add +1 AS for each seed 4 Elemental Lore, Fire per bolt attack on the same target, capped at +25 total AS boost. The AS will increase whether or not you actually hit the target, and only while casting bolt spells. Casting at another target removes the "focusing" AS boost.
Casting a non-bolt spell, or general area spells like Elemental Wave (410) or Cone of Elements (518) will not affect the focusing boost.
Hi Everybody! No shenanigans today. Just details.
Rapid Fire has been revised to remove the constant 0-second castRT. Instead, while Rapid Fire is active, it will reduce the castRT of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period of 3 minutes before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost +5 mana. Training in Elemental Mana Control reduces the 3 minute cooldown by (skill / 2) seconds. So at 102 skill, the cooldown duration is 129 seconds, at 202 skill, the duration is 79 seconds, and at 302 skill, the cooldown is 29 seconds.
Training in Elemental Lore, Air has a seed 1 summation (based upon ranks) % chance to reduce the castRT to 0 seconds for any spell cast while Rapid Fire is active. Training in Elemental Lore, Water, has a seed 1 summation (based upon ranks) % chance to not cause the spell to go on cooldown when the effect ends. Thus the chance for each of these to trigger is 10% at 55 lore ranks, 20% at 210 lore ranks, etc.
Finally, the spell will no longer automatically prepare the same spell again.
A couple of changes just rolled around to 515. Here are the details!
- The base cooldown of the spell has changed from 180 seconds to 90 seconds, and the reduction from Elemental Mana Control has changed to (0.3 * (Skill Bonus - 100)). This still results in a 30 second cooldown with 300 skill bonus in EMC, but makes the cooldown more forgiving with less skill in EMC.
- The air lore effect is no longer a chance to get 0s cast RT. It has been changed (With the same % chances) to cause the spell being cast to be channeled without incurring channeling roundtime. So, at 55 ranks of air lore, each spell cast has a 10% chance to be channeled while under the effect of Rapid Fire without hard RT. One thing to note is that when this effect occurs while casting a warding spell, the caster is treated as if they were in offensive stance for the purposes of determining the channeling bonus.
I typed out a whole bunch of stuff, but then a misclick caused me to close the window and lose it all. Now I'm sad, there may or may not be some tears, and all of you are jumping for joy because you don't have to listen to me ramble.
Mana Leech now has a percentage chance equal to (Ranks in Elemental Lore, Water, Seed 2) to add an additional 20 mana to the amount drained from the target each time it is cast.
Hi everybody! No shenanigans, because this is complicated and I want to do my best to get it right!
First off, Cone of Lightning has been changed to Cone of Elements! Here are the details, and I'll be around for Q&A most of the day!
The spell can be cast using CAST or EVOKE:
- When CAST, the spell will be player friendly and hit up to (2 + (Elemental Mana Control Skill / 75)) targets.
- When EVOKED, the spell will be group friendly and hit up to (5 + (Elemental Mana Control Skill / 50)) targets.
- Also when EVOKED, the spell will hit hidden/invisible targets. On a successful hit, the target will fall out of hiding/invisibility.
When casting this spell, the caster's attunement will be used to determine the bolt that is hurled out by this spell. There is also the option to specify the type of element the caster would like to use if they meet the lore requirements for that type (e.g. 'CAST COLD'):
- Fire attuned Cone will use Minor Fire (906).
- 'CAST/EVOKE FIRE' requires 20 ranks of Elemental Lore, Fire.
- Water attuned Cone will use Minor Cold (1709).
- 'CAST/EVOKE COLD' requires 20 ranks of Elemental Lore, Water.
- Earth attuned Cone will use Hurl Boulder (510).
- 'CAST/EVOKE EARTH' requires 20 ranks of Elemental Lore, Earth.
- Air attuned Cone will use a new vacuum bolt that is currently only attainable with Cone of Elements.
- 'CAST/EVOKE AIR' requires 20 ranks of Elemental Lore, Air.
- Lightning attuned Cone will use Major Shock (910).
- 'CAST/EVOKE LIGHTNING' requires 10 ranks of Elemental Lore, Air and 10 ranks of Elemental Lore, Water.
- Minor Acid (904) is not available through an unspecified cast. It is lore cast only.
- 'CAST/EVOKE ACID' requires 10 ranks of Elemental Lore, Earth and 10 ranks of Elemental Lore, Water.
- Minor Steam (1707) is not available through an unspecified cast. It is lore cast only.
- 'CAST/EVOKE STEAM' requires 10 ranks of Elemental Lore, Fire and 10 ranks of Elemental Lore, Water.
- Minor Water (903) is not available through an unspecified cast. It is lore cast only.
- 'CAST/EVOKE WATER' requires 20 ranks of Elemental Lore, Water.
Questions? Comments? Logs of you trying this out? I'd love to hear anything you have to say about all of this. I hope you all like it!
> Now, just to make sure I understand this right... random attunement will use any of the base spell effects (not listed as lore only) at random. Being actively fire attuned will automatically use fire, even without the lore. Being anything but fire attuned, and having 20 ranks of fire lore, allows the fire version to be cast?
This is correct. Here's the process just in case that helps:
- Check to see if a specific element was requested. If it was, check to see if they have the required lore. If they do, use it. If they don't, let them know and move to the next line.
- Check to see if they're attuned to anything. If they are and it's not random, use it (Water attunement uses COLD in this case). Otherwise, move to the next line.
- Pick a random element from AIR, COLD, FIRE, EARTH, and LIGHTNING.
The overall lethality of the spell for immolation-specced wizards is being reduced, but the usefulness and power of the spell for non-specialized wizards is being increased. The chance to incinerate (instant kill) a target is now calculated as a seed 1 summation of ((lore ranks - 10) / 2), but with a reduced chance for any warding result that is less than 150. The penalty is calculated at 2% per 1 WM. So if the wizard had a base 10% chance to incinerate the target, but the warding result was 125, the chance would be reduced to 5%. With 192 lore ranks, the base chance is 13%.
When not EVOKEd, the base damage of the spell has been increased. Training in Elemental Lore, Fire will now provide a % chance for one additional crit cycle, determined by (lore ranks / 1.5), so at 100 ranks, there is a 66% chance, and at 150 ranks, there is a 100% chance. The spell may also now be CHANNELed for increased damage, when one or more of the wizard's hands are empty and they are in an offensive stance. Lastly, when the spell is not EVOKEd, it will no longer cause RoundTime to the target, with the exception of players who manually choose to roll around on the ground in an attempt to extinguish the immolate effect. However, the spell can be EVOKEd to still cause RoundTime (in exchange for the decreased damage potential). This allows a wizard to optionally use the spell to disable or as an effective warding attack spell.
Immolation (519) has been updated to address some concerns. The spell has had an additional concussion-only cycle added to bring it more in line with similar damaging spells of it's class. This should noticeably boost it's effectiveness against crit-resistant foes and streaks of bad luck.
Also, the EVOKEable disabling version of the spell has had it's mana cost reduced to 15 mana. There was also a bug that prevented the RT from actually being applied to the target for this version, this has been fixed.
As always, we'll be monitoring the changes and considering your feedback.
- This spell has been deprecated and replaced with Mage Armor (520).
The following update has been made to Stone Skin (520). Training in Elemental Lore, Earth provides a % chance, using a seed 9 summation, for a reactive vibration flares to occur when struck with an AS/DS attack.
I've made a small update to Stone Skin (520) such that the lore benefit for the reactive flare now uses a seed 1 summation to determine the chance to trigger. In addition, the flare's minimal damage has been significantly raised. Both of these updates only apply toward creature attackers.
When casting either bolt, there is a seed 5 Elemental Lore, Air skill chance of applying a persistent electrical jolt on the target called Stun Shock. It will last for 8 + seed 10 ranks of Elemental Lore, Water seconds. Every 4 seconds, Stun Shock will either stun or cause minor electrical damage to the target.
Additionally, water mages discovered untapped reservoirs when casting Minor Water and now have the ability to soak their targets. There is a 20 + Elemental Lore, Water skill / 2 chance to soak the target for 20 seconds. A soaked target is more susceptible to Minor and Major Shock spells and will grant a flat +30% chance and +3 second duration to Stun Shock.
Minor Elemental Edge (902) has been updated to have a new self-cast version for warmages. When the spell is EVOKEd, it will enhance a weapon to grant +10 enhancive weapon skill bonus, as determined by the weapon (i.e. a dagger will grant +10 to Edged Weapons skill bonus). Training in Elemental Lore, Earth will increase the bonus by +1 per seed 7 summation of lore ranks. A few notes:
- The spell is still cast on the weapon itself (but you do not need to specify the weapon; it will check your hands).
- The bonus only works for the caster, as such the weapon cannot be passed to others for the same bonus.
- It will work on any weapon regardless of its properties, except if it has the normal 902 version already on it. The two versions do not stack.
- If you're 1x trained in Thrown Weapons, the spell will always grant Thrown Weapons skill regardless of the weapon the spell is cast upon.
- Both versions of the spell now last 20 + (3 * wizard spell ranks) attacks and can be refreshed.
Isle Snack Muncher
1) I was pleasantly surprised that right off the bat, this spell was working with my returning warhammer as a thrown weapon. I was so sure that wasn't going to work so that was nice to see. Unfortunately it looks like because I do have the 101 ranks of thrown, it's considering every weapon I have as a thrown weapon, which might not be a problem except that I'm trained in a few weapon types. If I wanted to swing the warhammer as a blunt weapon, I'm not seeing an increased attack. I'm also not seeing an increased attack in UAC because it's treating my handwraps as a thrown weapon. Is there a possible solution to this?
This is a difficult situation to handle. The problem is that almost any weapon can be considered thrown. So how do we determine if you want the bonus for Thrown Weapons, Blunt Weapons, etc? We decided that if you're 1x trained in Thrown Weapons, you're probably using a thrown combat and will want that bonus. We could change it such that it will provide the normal weapon bonus when held, but switches to thrown if you use the HURL verb, but there are implications for that too, such as any system that checks for your thrown skill would not see that bonus.
Isle Snack Muncher
Perhaps there could be a way to make weapons that are absolutely not going to be thrown, like UAC gloves to have a work around for the thrown weapons issue?
That's definitely doable and is now the case.
Water wizards everywhere began to notice some strange anomalies in their chosen element. They uncovered an unusual combination from wizards dedicated in Elemental Lore, Fire, a new bolt of steam! At 20 ranks of Elemental Lore, Fire, the ability to CHANNEL Steam Bolt is unlocked.
Once again experienced mages discovered hidden arcane secrets lying untapped within their spells. Minor Acid now has a new cousin, Major Acid!
By using EVOKE, the spell forms into a large ball of acid that is hurled at the target. 30 ranks or more of Elemental Lore, Water unlocks the ability.
In addition, wizards also discovered a way for Minor Acid to leave lingering caustic damage on the target. At 10 ranks of Elemental Lore, Earth, the ability to apply an Acid Burn effect on the target is unlocked. There is a 25 + Elemental Lore, Earth / 4 chance to land the Acid Burn effect and it will last for two 5 second rounds.
Prismatic Guard, 905, has been updated! Ranks in Elemental Lore, Earth will now grant +1 DS per seed 5 summation bonus.
You guys, I'm seriously. Burn all the things. I'm running outta steam here.
- 10 Ranks of Elemental Lore, Fire now unlocks a percentage chance equal to (Elemental Lore, Fire skill / 5) to ignite the target.
- This effect lasts for 10 seconds and the ignite damage occurs every 5 seconds.
- This ability does not work on targets already on fire through Immolation (519).
- Also, the spells Minor Water (903) and Holy Bolt (306) will remove this effect from the target, so if a nasty critter sets you on fire with this, you know what to do.
Tremors has gained a new self-cast version! To cast Tremors on yourself, PREPARE 909 and EVOKE. The self-cast version has a refreshable duration that is calculated as 20 minutes + (900 circle ranks * 60 seconds). Casting from a scroll will result in 10 minutes + (AS ranks * 30 seconds). Self-cast tremors will allow you to shake the ground once using either TAP while holding an appropriate weapon, such as a runestaff, POUND while holding a maul or other suitable weapon, or STOMP (no weapon needed). You don't need to TAP or POUND your weapon, just the verb by itself is enough.
Self-cast tremors will use up a charge when activated - charges are refreshed along with the duration when cast. The base number of charges is 5, with a bonus charge for 20, 50, 90, 150, and 200 ranks of Elemental Lore: Earth.
In addition to the self-cast version, any targets knocked down by Tremors with either a single activation or the periodic shaking will suffer a penalty to their EBP% of (5 + (seed 4 EL:E summation / 2))% for 10 seconds. Already prone targets can be affected by this as well if they fail the same check that standing targets are subject to.
>For informational purposes, a self-cast charge based activation is identical to a period tremor in terms of mechanical effects?
That's correct - including the potential for running afoul of the lawman if you activate it in town.
To be more specific - there is a variation in the strength of the shaking from an open cast: they start out stronger and end weaker. There is no training stuff that goes into how strong they start out, it's random. Since the manually activated version only happens once, it has a fixed strength that is fairly average. Some open casts can start stronger, but the last few shakes of every open cast version will always be weaker than a manual one.
Other than that they use the same code to do everything.
You can now STOP 909 or STOP TREMORS to end the self-cast version.
I didn't put this into MANA SPELLUP for the reasons mentioned, it's really more a delayed attack than a defensive spell.
For the EBP penalty - you've got it right: If you have a 40% chance to block an attack, but you've been hit by Tremors and are under the effect of a 9% penalty, you now have a 31% chance to block. If you were also hit by Dirtkick and the penalty for that ends up at 7%, you have a 24% chance to block. It is possible to end up with a 0% chance to block.
Penalties to parry and evade work the same way, though not all things necessarily affect all 3 systems or affect all 3 to the exact same degree (Tremors and Dirtkick both do though).
Thanks - that's a weird one (editor's note: log off and lose charges issue) but I'll see what I can do. It might take a bit to figure out (but I believe you). As for the mana cost - here's the skinny on that:
Base cost of 5 mana, -1 for 75 ranks of EMC, and another -1 for 150 ranks of EMC.
I just forgot to include it in the announcement is all. Sorry about that!
In an effort to improve black market gnome-crafted lens sales, Mass Blur is now a little blurrier!
Training in Elemental Lore, Air increases dodge ranks by +1 per seed 1 summation bonus. This bonus is self-cast only, the unmodified bonus will still be applied to any party members normally.
This change was not officially part of the ELR.
- Anyway, seed 5 should top out at 32% at 200 ranks or 36% at enhanced 243 ranks. Please confirm and I'll fix.
The spell was previously using a non-standard summation, that while close to the normal version, was slightly different such that it was 30% at 200 ranks previously. However, I updated it to use the standard summation, so it is now correctly seed 5 * 2, which results in a 32% chance at 200 EL:A ranks.
Elemental Lore, Air no longer increases the duration of the spell. Air lore will continue to help summon the storm faster. Currently, when it deals damage, it randoms between wind and sand attacks. Elemental Lore: Air and Elemental Lore: Earth will increase the damaged for their respected damage type using a seed 6 summation.
>A question... with 40 ranks of air lore the wizard would get a bonus of 5. How is that bonus applied to the damage?
A bonus of 5 is the amount needed to raise the damage one crit rank.
This is Konacon, signing out for today... But I've got one thing left for you before I disappear.
At 50 ranks of Elemental Lore, Air, a group-cast version with a 2-minute duration is unlocked using EVOKE.
- Note: This will cause the group to disband, as nobody will be able to see each other anymore!
- See main article Call Familiar (920)/saved posts
As part of the elemental lore review, the Call Familiar spell has been updated.
Elemental Lore, Air lore decreases the amount of time it takes for a familiar to find a player. Every 100 skill will reduce the time it takes you familiar to travel, with the maximum benefit occuring at 200 skill.
Also, training Elemental Lore, Water to 50 ranks will now unlock the ability to set anchor to the naturally occurring earthnode of your choice. Setting an anchor will allow the mage to TELL FAMILIAR TO GO ANCHOR, and the familiar will return to that room. Example below.
A speckled green tree frog hops in. >sense > You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop. You sense a convergence in the flows of essence and gather that this place must be a natural earthnode. You do not detect the distinct harmonies of a mana pool. >tell fam anchor You sense that your familiar has successfully anchored to its current location! Roundtime: 5 sec.
As an additional note, the controlling mage does not have to be in the anchor room for the anchor to be set.