https://gswiki.play.net/api.php?action=feedcontributions&user=REDDWARF&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-28T08:16:44ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Bard_Base&diff=128876Bard Base2020-03-06T12:58:55Z<p>REDDWARF: adding separate note for sonic armor & bard base</p>
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<div>{{ bard_base header | navigation = {{bard_base_navigation }} }}<br />
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The '''Bard Base''' [[spell circle]] is unique in that the [[magic]] is actually manipulated through a [[bard|bard's]] singing. Consequently, all bardic magic is [[SING (verb)|sung]] as opposed to [[CAST (verb)|cast]]. Bardic vocals manifest as a hybrid of both mental and elemental [[sphere]]s, which is also a unique blend. [[Spell]]s in this circle consist of a variety of offensive, defensive, and utility purposes all designed around the needs of a bard. Bard Base [[casting strength]] and [[target defense]] relies on a character's [[Aura]] bonus.<br />
<br />
== Renewing Continuous Songs ==<br />
<br />
''Spellsongs'' do not simply consume [[mana]] once per initiation as most other spells. They cost the regular initial expenditure of mana, and then a [[RENEW (verb)|renewal]] cost upon expiration in order to keep the magic going. The length of your renew cycle is given by the following formula:<br />
<br />
* 120 seconds<br />
* +4 per level 1-25<br />
* +3 per level 26-50<br />
* +2 per level 51-75<br />
* +1 per level 76+<br />
* +[[Logic]] Bonus<br />
* +[[Influence]] Bonus * 3<br />
* +[[Mental Lore, Telepathy]] Ranks * 2<br />
<br />
<br />
* [[SING (verb)|SING]] STATUS or [[SONG (verb)|SONG]] STATUS displays which songs are currently being sung, and an approximation of their remaining duration.<br />
* [[RENEW (verb)|RENEW]] ALL will renew all of the songs at once.<br />
* RENEW {spell#|mnemonic} will renew an individual song.<br />
* [[STOP (verb)|STOP]] SINGING to cease all spellsongs.<br />
* STOP [SINGING] {spell#|mnemonic} to cease a specific song. (Use of "singing" is optional; "stop fortitude" suffices to cause [[Fortitude Song (1003)]] to be removed from the Bard's medley.)<br />
<br />
Note that the offensive songs require manual renewal, but when the medley renewal occurs these spellsongs will, all, STOP completely. (Until that renewal, they will be displayed as in your medley, with Song Status. However, they will NOT be included in the calculated renewal mana cost, nor count towards Multi-Song Penalty.) You will no longer be able to renew the Song, but must re-start it at the full mana cost. These songs are:<br />
* Holding Song<br />
* Unravel<br />
* Song of Depression<br />
* Song of Rage<br />
* Song of Sonic Disruption<br />
Note also that Unravel has a unique, particularly short duration--not more than 20s and possibly as little as 15s--the first 3s of which are eaten up by the original casting time.<br />
* Failure to activate a renewal during that time will cause the spell to end, and you will have to re-cast at full mana cost.<br />
* Should your medley as a whole renew during an active Unravel, then Unravel's benefit will also end at the renewal, and you will have to re-cast at full mana cost. However, you are still considered to have the Song active, so you will have to either 'stop unravel' or wait out its duration before that re-cast is possible. Unravel is the ONLY Song which behaves in this way.<br />
<br />
== Multi-Song Penalty ==<br />
<br />
Singing more than three spellsongs at a time results in an increased renewal cost. The increase is 12 per song beyond the first, modified by your Bard Base ranks, [[Discipline]] bonus and [[Logic]] bonus, to a minimum of zero.<br />
<br />
== Enhancements by Rank ==<br />
<br />
;Bard Base [[casting strength]] (CS)<br />
:+1 CS for each rank up to and including the bard's level.<br />
:+0.75 CS for ranks level+1 through level+20.<br />
:+0.50 CS for ranks level+21 through level+60.<br />
:+0.25 CS for ranks level+61 through level+100.<br />
:+0.125 CS for ranks level+101 and greater.<br />
<br />
;[[Holding Song (1001)]]<br />
:Affects one additional target for every 7 ranks after the first.<br />
<br />
;[[Song of Luck (1006)]]<br />
:Additional ranks increase the chance for this song to aid the Bard (but not non-bard party members) at a rate of 1% for every three songs known. +1 to mana cost per four songs known after 1006. Renewal cost is half the [[mana]] cost.<br />
<br />
;[[Kai's Triumph Song (1007)]]<br />
:This song gives +1 [[Attack strength|AS]] for each song known after the seventh, until it reaches +20 [[Attack strength|AS]] when seventeen songs are known. Once nineteen songs are known, this song also affords the Bard's party increased [[health]] recovery; +1 to mana cost and renewal cost for each additional point of AS.<br />
<br />
;Sonic Equipment songs ([[Sonic Shield Song (1009)]], [[Sonic Blade Song (1012)]], [[Sonic Armor Song (1014)]])<br />
:Sonic equipment begins at a bonus of +10 (+15 for armor) and gains +1 for every two songs known, up to a maximum of +35 at 50 songs known (or 40 songs known for armor).<br />
<br />
;[[Song of Valor (1010)]]<br />
:+1 [[DS]] per two songs known after 1010; +1 mana cost for every 2 additional DS; +1 renewal cost for every 5 additional DS.<br />
<br />
;[[Song of Unravelling (1013)]]<br />
:Increased song knowledge increases the amount of mana drained by each use of this song.<br />
<br />
;[[Sonic Armor (1014)]]<br />
:Sonic Armor's heat, cold, and electrical resistances will improve with training in Bard Base.<br />
<br />
;[[Song of Mirrors (1019)]]<br />
:+1 Dodging rank per two songs (+1/2) known after 1019; +1 to mana cost per five songs known after 1019; +1 to renewal cost per ten songs known after 1019. <br />
<br />
;[[Singing Sword (1025)]]<br />
:Additional songs known add to the animated weapon's [[Attack strength|AS]].<br />
<br />
==Limitations==<br />
<br />
When using a runestaff, either one summoned with Sonic Weapon Song or a more normal version, the flares occur ONLY for<br />
* single-target spells, to include the single-target version of Disruption (1030) as well as spells that will have none of their normal effect (Vibration Chant (1002) against a target with neither weapon nor shield, say), and<br />
* only with the{{boldmono| CAST }}and{{boldmono| INCANT }}verbs, but not with{{boldmono| RENEW}}.<br />
<br />
==Resources==<br />
*[[/saved posts|Saved posts]]<br />
*[[Bard Spellsong RP]]<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10 Official Bard Base Spell Circle]<br />
*[http://forums.play.net/forums/GemStone%20IV/Bards/Bard%20Magic,%20Spells,%20and%20Spellsongs/view Officials folder]<br />
[[Category:Bard]]</div>REDDWARFhttps://gswiki.play.net/index.php?title=Elemental_Lore,_Air&diff=120892Elemental Lore, Air2019-09-30T02:18:30Z<p>REDDWARF: </p>
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<div>{{HSN}}<br />
__TOC__<br />
'''Elemental Lore, Air''' is a widely used lore used by mainly bards and wizards for the benefits it adds to many of the Sonic spells used by bards and the increases in various air base spells, such as [[Hand of Tonis]], for wizards. Sorcerers also often train in this skill minimally for the benefits it adds to [[Dark Catalyst]].<br />
<br />
==Minor Elemental==<br />
;*[[Presence (402)]]<br />
:Training in Air Lore 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.<br />
<br />
;*[[Elemental Detection (405)]]<br />
:30 ranks of Air Lore will give the ability to detect elemental weapon flares, and if an item is [[enhancive]] (but not the properties of said enhancement).<br />
<br />
;*[[Elemental Wave (410)]]<br />
:50 ranks of Air Lore will turn the ability into a spherical wave that can affect flying targets, but will not knock them out of the air.<br />
<br />
;*[[Major Elemental Wave (435)]]<br />
:50 ranks of Air Lore will turn the ability into a spherical wave that can affect flying targets, but will not knock them out of the air.<br />
<br />
== Major Elemental ==<br />
{{Collapselore}}<br />
;*[[Chromatic Circle (502)]]<br />
:Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of {{mono|2 per seed 1 summation of ranks }}to successive casts of the Cone of Elements (518) special vacuum bolt, (Tonis Bolt?), and attacks with vacuum-flaring weapons. Air Lore also determines activation of lightning vulnerability. In combination with Water Lore, Air Lore determines the DS penalty of follow-up attacks of Minor Shock, Major Shock, and lightning flaring weapons by {{mono|seed 1 summation [(Water Lore + Air Lore ranks) รท 2]}}. <br />
{{Collapselore-1}}<br />
{{#section:Chromatic_Circle_(502)#Lore_Benefit|Not Lightning}}<br />
</div><br />
<br />
;*[[Slow (504)]]<br />
:A target successfully warded by Slow will have an additional one second of roundtime at 100 skill (24 ranks) of air lore, two seconds at 200 skill (100 ranks), and three seconds at 300 skill (200 ranks) of Air Lore. <br />
{{Collapselore-1}}<br />
{{#section:Slow_(504)#Lore_Benefits|Air_Lore_Roundtime}}<br />
</div><br />
<br />
:Every 20 ranks adds one target in the open cast version. Total targets = 1 + ranks/20.<br />
{{Collapselore-1}}<br />
{{#section:Slow_(504)#Lore_Benefits|Air_Lore_Targets}}<br />
</div><br />
<br />
;*[[Hand of Tonis (505)]]<br />
:20 ranks of Air Lore unlocks a bolt version of this spell (Tonis Bolt) that deals [[Unbalance critical table|Unbalance]] crits with a high chance of a knockdown and stun. <br />
:Air Lore ranks also increase the bolt's [[damage factor]] by .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus is .100 with 200 air lore ranks. <br />
<br />
;*[[Celerity (506)]]<br />
:50 ranks of Air Lore unlocks a group version using [[EVOKE]]. Reduces stamina cost by ... Reduces roundtime by ...<br />
<br />
;*[[Floating Disk (511)]]<br />
:10 ranks of Air Lore make the Wizard's disk increase capacity from eight item slots to nine. A maximum capacity of twenty (8 base + 12 bonus) item slots is achieved at 186 ranks of air lore. Use seed 10 of the [[summation chart]] to determine the minimum number of ranks required for additional bonus slots.<br />
{{Collapselore-1}}<br />
{{#section:Floating_Disk_(511)#Lore_Benefit|Air_Lore_Disk_Capacity}}<br />
</div><br />
<br />
;*[[Rapid Fire (515)]]<br />
:Training in Air Lore provides a chance to cause a spell to be CHANNELled without incurring the normal hard RT from channeling based on a seed 1 summation of ranks. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling.<br />
{{Collapselore-1}}<br />
{{#section:Rapid_Fire_(515)#Lore_Benefits|Air_Lore_Bonus}}<br />
</div><br />
<br />
;*[[Cone of Elements (518)]]<br />
:20 ranks of Air Lore unlocks Air specification, which uses a [[vacuum critical table|vacuum]] based bolt that is currently unique to Cone of Elements. <br />
:10 ranks of Air Lore (along with 10 ranks of Water Lore) is also required to unlock Lightning specification, which uses [[Major Shock (910)]], and gains from Major Shock's respective lore benefits.<br />
<br />
;*[[Mage Armor (520)]]<br />
:Training in Air Lore will increase the carrying capacity bonus based on a seed 1 [[summation]] of ranks. The maximum benefit of this aspect is 31 lbs at 231 Air Lore ranks.<br />
:{{#section:Mage_Armor (520)|Air Lore Bonus}}<br />
<br />
;*[[Haste (535)]]<br />
:Every five ranks of Air Lore reduces the roundtime reduction by 1%, capped at 60% at 165 ranks with 35 Major Elemental spell ranks.<br />
{{Collapselore-1}}<br />
{{#section:Haste_(535)#Lore_Benefits|Air_Lore_Bonus}}<br />
</div><br />
<br />
;*[[Time Stop (550)]]<br />
:Training in Air Lore will increase the amount of roundtime that is removed and the amount of time that is removed from negative effects by (1.5 * seed 1 summation of their EL:A ranks) seconds (e.g. at 28 ranks, it removes an additional 10 seconds; at 55 ranks, it removes an additional 15 seconds, etc).<br />
{{Collapselore-1}}<br />
{{#section:Time_Stop_(550)#Elemental_Lore.2C_Air|Air_Lore_Bonus}}<br />
</div><br />
<br />
== Wizard Base ==<br />
{{Collapselore}}<br />
;*[[Minor Shock (901)]]<br />
:Training in Air Lore increases the damage factor by .001 per two ranks up to rank 100 and .001 per 4 ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of air lore. <br />
:Air Lore also adds a seed 5 summation of skill chance of applying a persistent electrical jolt on the target called Stun Shock, for which the duration of is determined by Water Lore.<br />
{{Collapselore-1}}<br />
{{#section:Minor_Shock_(901)#Stun_Shock|Air Lore Bonus}}<br />
</div><br />
<br />
;*[[Major Shock (910)]]<br />
:Training in Air Lore increases the damage factor by .001 per two ranks up to rank 100 and .001 per 4 ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of air lore.<br />
:Air Lore also adds a seed 5 summation of skill chance of applying a persistent electrical jolt on the target called Stun Shock, for which the duration of is determined by Water Lore.<br />
:10 ranks of Air Lore (along with 10 ranks of Water Lore) unlocks lightning element specification, which multi-casts this spell with [[Cone of Elements (518)]]. <br />
{{Collapselore-1}}<br />
{{#section:Major_Shock_(910)#Stun_Shock|Air Lore Bonus}}<br />
</div><br />
<br />
;*[[Mass Blur (911)]]<br />
:Training in Air Lore increases Dodge ranks by +1 per seed 1 summation. This bonus applies to the caster only and not any group members.<br />
{{Collapselore-1}}<br />
{{#section:Mass_Blur_(911)#Lore_Benefit|Air Lore Bonus}}<br />
</div><br />
<br />
;*[[Call Wind (912)]]<br />
:Training in air lore will give the wizard a chance of forming a windy vortex when casting Call Wind by {{mono|2% per seed 5 summation of ranks}}.<br />
{{Collapselore-1}}<br />
{{#section:Call_Wind_(912)#Lore_Benefit|Air Lore Bonus}}<br />
</div><br />
<br />
;*[[Sandstorm (914)]]<br />
:Air lore has two effects: it reduces the summoning time and increases [[Unbalance critical table|unbalance]] critical damage per seed 6 [[summation chart|summation]].<br />
{{Collapselore-1}}<br />
{{#section:Sandstorm_(914)#Elemental_Lore.2C_Air|Air Lore Bonus}}<br />
</div><br />
<br />
;*[[Invisibility (916)]]<br />
:50 ranks of Air Lore will unlock a [[group]] version that will make everyone in the group invisible for 2 minutes, and also disband the group. This is cast using [[EVOKE]].<br />
<br />
;*[[Call Familiar (920)]]<br />
:Every 100 skill bonus of Air Lore will decrease the amount of time it takes for a familiar to find a player, with the maximum benefit occurring at 200 skill.<br />
{{Collapselore-1}}<br />
{{#section:Call_Familiar_(920)#Elemental_Lore.2C_Air|Air Lore Bonus}}<br />
</div><br />
<br />
;*[[Enchant Item (925)]]<br />
:100 ranks required to enchant [[vacuum critical table|vacuum]] [[flare|flaring]] items (can be offset up to 50% via [[mana pool]]). 100 ranks can also be used to enchant [[lightning critical table|lightning]] flaring items (or fewer with a total of 100 ranks in combination with Water Lore).<br />
<br />
;*[[Core Tap (950)]]<br />
:Training in Air Lore allows for a chance to CHANNEL the spells cast (without having to be in offensive stance or receiving the RT) using a seed 1 summation with a 5 multiplier, such that 50 ranks it's 47% chance, at 100 ranks, it's 68%, etc.<br />
{{Collapselore-1}}<br />
{{#section:Core_Tap_(950)#Elemental_Lore.2C_Air|Air Lore Bonus}}<br />
</div><br />
<br />
== Bard Base ==<br />
;*[[Stunning Shout (1008)]]<br />
:Every three (3) ranks of EL:Air lore will increase the damage inflicted by a successful result by one (1) additional Hit Point.<br />
<br />
;*[[Sonic Shield Song (1009)]]<br />
:At twenty (20) ranks of EL:Air skill, the ''effective'' size--for purposes of calculating hindrance to [[Dodge]]--of a Bard's Sonic Shield is reduced by one (1) step, so a Tower sized Sonic Shield would only hinder the Bard to the extent that a normal Large shield would.<br />
:At fifty (50) ranks of EL:Air skill, the ''effective'' size is reduced by one (1) more (a total of -2 size reduction), so a Tower sized Sonic Shield would hinder as a normal Medium shield.<br />
:At one hundred (100) ranks of EL:Air skill, the ''effective'' size is further reduced by one (1) (a total of -3 size reduction), so a Tower sized Sonic Shield would hinder the Bard's Dodge as though it were a normal Small shield.<br />
<br />
;*[[Sonic Weapon Song (1012)]]<br />
:Training in EL:Air will first give, and then increase, the possibility of a Bard's chosen Sonic Weapon flaring a second time. Sonic Weapon Song already has the best inherent flares in the game: they have the possibility of flaring on consecutive swings, and that is ''very'' uncommon outside of ridiculously rare/expensive items.<br />
:The second flare that Sonic Weapon Song has is '''independent''' of the first flare, and the two flares have different messaging; the second flare is indicated by "With a loud snap" (and then additional text which I do not recall). Since this flare is independent, it is possible to have a swing which generates no flare, one (normal) flare, one (second) flare, or two (one each normal and second) flares. While this is superficially similar to the [[Paladin]] spell which also confers second flares, the [[Paladin]]s can '''only''' get their second flare on a swing which generates the primary flare.<br />
:Both flares draw from the same critical hit chart, so it is entirely possible to get only minor hits (add 5 hit points of damage) for both... or to get major hits (add 40-75 hit points of damage, break/sever limbs, instant death) for both. (If the primary flare kills, of course, the second never gets a chance to activate.)<br />
<br />
;*[[Sonic Armor Song (1014)]]<br />
:Sonic Armor's heat, cold, and electrical resistances will improve with training in Elemental Lore, Air.<br />
<br />
;*[[Song of Tonis (1035)]]<br />
:This Song normally provides some ranks of Dodge to the Bard's group while it is active; with additional training in EL:Air these ranks are increased. The rank progression does '''not''' follow one of the normal Lore "seed" patterns. One (1) additional rank of Dodge is conferred at one (1) rank of EL:Air; a maximum of twenty (20) additional ranks of Dodge are conferred at ninety six (96) ranks of EL:Air.<br />
:At thirty (30) ranks of EL:Air, Song of Tonis gives an additional one (1) second of [[roundtime]] reduction to the Bard's party (-1s is inherent in the spell effect; a total of -2s at this skill level).<br />
:At seventy five (75) ranks of EL:Air, Song of Tonis gives still another one (1) second (a total of -2s from this skill and -1s from the spell, for -3s total) reduction.<br />
<br />
== Sorcerer Base ==<br />
;*[[Energy Maelstrom (710)]]<br />
:Training in Air Lore will increase the damage of lightning cycles (and not vacuum). Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 total ranks, with the storm forming in a less than 10 seconds at 75 ranks.<br />
<br />
;*[[Dark Catalyst (719)]]<br />
:At 12 ranks of a given lore, the critical rank of the relevant damage cycle is increased by one level; at 50 ranks, it is increased by 2 levels; and at 100 lore ranks, it is increased by 3 levels. This flat modifier is unaffected by the warding margin.<br />
<br />
;*[[Animate Dead (730)]]<br />
:Training in Air Lore will increase the damage of an animate corpse explosion for air-attuned sorcerers.<br />
<br />
== Resources ==<br />
*[[Elemental Lore]]<br />
*[[Elemental Lore, Earth]]<br />
*[[Elemental Lore, Fire]]<br />
*[[Elemental Lore, Water]]<br />
*[[Lore chart]]<br />
*[[Elemental lore review (saved posts)]]<br />
<br />
[[Category:Lores|Elemental Lores]]</div>REDDWARF