Mage Armor (520)
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Mage Armor manipulates the elemental forces within a wizard's body, forming a layer of elemental energy that shifts with their movements. This self-cast spell provides additional protection from physical attacks in the form of critical padding.
The base amount of padding for native casters is "somewhat" (5 effective combat points†) at 20 Major Elemental ranks, increasing every 15 Major Elemental ranks to a maximum of "heavy" (10 points) at 95 ranks. Non-native casters can only achieve light critical padding (2 points) with this spell, and elemental aspects are not available to non-native casters. (The padding table is available in the Earth Aspect section below.)
† In August 2017, the padding system changed to a system that ranged from 0-5000, but the old values remained valid as breakpoints for combat effectiveness. Thus, the old values are used throughout this article for readability.
Major Elemental ranks 20 35 50 65 80 95 Critical padding† added (always available) 5 6 7 8 9 10 † Combat effectiveness numbers used.
The critical padding provided by this spell and its aspects stack with other forms of padding.
Aspects
The armor can be further enhanced by focusing on specific elements to further shore up defenses via CAST <Element>. Focusing on an element will produce additional defenses based on lore training in the respective Elemental Lore.
Aspect | Base Benefit |
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Fire | Physical or bolt attacks have a chance to add a fire flare |
Water | Boosts the mage's defenses against dispel attacks with a chance to negate one dispel every 30 seconds |
Earth | When the mage is stunned: Provides an additional "somewhat" level of critical padding on top of base padding |
Air | Increases mage's carrying capacity by 10 pounds |
Lightning | When the mage becomes stunned: Provides a chance to stun all enemies in the room for 2 rounds, 30 second cooldown |
Mana Cost
Wizards can access all aspects of the spell regardless of lore training, but if they are under-trained in a lore (under 20 ranks) and are not using an aspect that matches their attunement, there is a penalty of additional mana cost. Every rank below 20 that the wizard is trained in an aspect's corresponding Elemental Lore will result in the spell costing an additional 4 mana to cast when activating that aspect, capped at 99 mana. This penalty will only be assessed on the very first cast of Mage Armor and when switching aspects. Once an aspect is active, increasing the duration of the spell will not apply the penalty.
Lore Benefits
Fire Aspect
Focusing on fire allows the mage to add a standard fire flare to any attack. The base benefit of this aspect is a 5% chance for a flare per attack. The probability of flares can be increased through Elemental Lore, Fire training on a seed 6 summation of ranks. The maximum benefit of this aspect is a 22% chance for a flare at 238 ranks. Additionally, every 50 ranks of fire lore provides a flat 17% chance for a follow-up flare. It is therefore possible, through dedicated training and extraordinary luck, to have six flares on a single attack.
Fire Flares Elemental Lore, Fire ranks 0 6 13 21 30 40 51 63 76 Probability for flare (in percentage points) 5 6 7 8 9 10 11 12 13 Elemental Lore, Fire ranks 90 105 121 138 156 175 195 216 238 Probability for flare (in percentage points) 14 15 16 17 18 19 20 21 22
Water Aspect
Focusing on water will allow a mage to attempt to negate dispelling attacks. The base benefit of this aspect is the negation of one dispel every 30 seconds and the attempt is subject to a hidden roll with success factors based on the mage's total spell ranks, favoring Major Elemental.
Training in Elemental Lore, Water will reduce the 30 second cooldown one additional second based on a seed 1 summation of ranks. The maximum benefit of this aspect is a 21 second reduction, to a minimum of 9 seconds, obtained at 231 Water Lore ranks.
Dispel Nullification Cooldown Elemental Lore, Water ranks 0 1 3 6 10 15 21 28 36 45 55 Dispel Cooldown (in seconds) 30 29 28 27 26 25 24 23 22 21 20 Elemental Lore, Water ranks 66 78 91 105 120 136 153 171 190 210 231 Dispel Cooldown (in seconds) 19 18 17 16 15 14 13 12 11 10 9
Earth Aspect
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Focusing on earth will allow the mage to be protected by a layer of stone when stunned. The base benefit of Earth Aspect starts at 5 additional points (somewhat), which is added to the base spell benefit (somewhat, also 5 points), for a total of 10 points (heavy padding).
Training in Elemental Lore, Earth increases the critical padding provided based on a seed 3 summation of ranks. This benefit stacks with the base benefit of the spell, so a stunned mage with 95 Major Elemental ranks (10 base points) could potentially see phenomenal levels of critical padding (31) at 168 Earth Lore ranks.
Critical Padding Benefit Elemental Lore, Earth ranks 0 3 7 12 18 25 33 42 52 63 75 Total padding† while stunned (20 MjE ranks) 10 11 12 13 14 15 16 17 18 19 20 Total padding while stunned (95 MjE ranks) 15 16 17 18 19 20 21 22 23 24 25 Elemental Lore, Earth ranks 88 102 117 133 150 168 187 207 228 250 Total padding while stunned (20 MjE ranks) 21 22 23 24 25 26 27 28 29 30 Total padding while stunned (95 MjE ranks) 26 27 28 29 30 31 32 33 34 35 † Combat effectiveness numbers used.
Air Aspect
Focusing on air allows the mage to increase his carrying capacity (CC). The base benefit of this aspect is an extra 10 pounds of CC.
Training in Elemental Lore, Air will increase the CC bonus based on a seed 1 summation of ranks. The maximum benefit of this aspect is 31 lbs at 231 Air Lore ranks.
Carrying Capacity Increase Elemental Lore, Air ranks 0 1 3 6 10 15 21 28 36 45 55 Carrying Capacity Increase (in lbs) 10 11 12 13 14 15 16 17 18 19 20 Elemental Lore, Air ranks 66 78 91 105 120 136 153 171 190 210 231 Carrying Capacity Increase (in lbs) 21 22 23 24 25 26 27 28 29 30 31
Lightning Aspect
Focusing on lightning allows the mage to attempt to AoE stun all enemies in the room for two rounds every 30 seconds when the mage becomes stunned. This attempt is subject to a hidden roll with undisclosed success factors.
Training in Elemental Lore, Air and Elemental Lore, Water will reduce the 30 second cooldown one additional second based on a seed 3 summation of combined ranks. The maximum benefit of this aspect is a 20 second reduction, or a 10 second cooldown at 250 ranks.
AoE Stun Cooldown Combined Elemental Lore, Water/Air ranks 0 3 7 12 18 25 33 42 52 63 75 Stun Cooldown (in seconds) 30 29 28 27 26 25 24 23 22 21 20 Combined Elemental Lore, Water/Air ranks 88 102 117 133 150 168 187 207 228 250 Stun Cooldown (in seconds) 19 18 17 16 15 14 13 12 11 10
Messaging
Cast | A layer of raw elemental energy forms around you. | |
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Expiration | The layer of raw elemental energy surrounding you dissipates. | |
Fire Aspect | As you shift the focus to fire, the energy surrounding you ignites and bursts into illusionary flames! | |
Water Aspect | Initiation | As you shift the focus to water, liquid pools around you as it begins to deliquesce from the surroundings. |
Success | The raw elemental energy surrounding you takes on a watery look as it absorbs the magic. | |
Failure | The raw elemental energy surrounding you takes on a watery look as it attempts to absorb the magic. | |
Earth Aspect | As you shift the focus to earth, hard matter siphons from the local environs overlaying your skin with a thin layer of stone. | |
Air Aspect | As you shift the focus to air, the elemental energy channels into the space around you creating a spiraling gale that quickly tapers off into a stable vortex of wind. | |
Lightning Aspect | As you shift the focus to lightning, water and air cascade into a field of mana creating an unstable discharge of electrical energy. |
Additional Info
- Lich Casting
If using Lich, you can specify the element you wish to cast by setting the UserVar element
via the syntax: ;vars set element=<ELEMENT>
. Elements supported are Fire, Water, Earth, Air, and Lightning.