Resist Nature (620): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
No edit summary
No edit summary
Line 130: Line 130:
| Solhaven || Vornavis Cliffs, River Trail (Rm 4618)
| Solhaven || Vornavis Cliffs, River Trail (Rm 4618)
|-
|-
| Ta'Illistim || Whistler's Pass, Forest
| Ta'Illistim || Whistler's Pass, Forest (Rm 54)
|-
|-
| Ta'Vaalor || Near the Cemetery (hidden, in game secret)
| Ta'Vaalor || Near the Cemetery (hidden, in game secret)

Revision as of 21:30, 8 November 2020

This article is a work in progress!
Resist Nature (620)
Mnemonic [RESISTNATURE]
Duration Variable
Utility Magic - Skill Enhancement  
Subtype Armor Enhancement 
Skill Enhancement Elemental Resistance 
Components NPC-made potion 
Availability Cloth & leather armor only 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility

Resist Nature allows a ranger to infuse armor and armor accessories with temporary resistance to fire, cold, steam, or nature ("nature" resistance protects against Ranger Base spell attacks such as Spike Thorn, as well as Sandstorm).

The resulting armor will have a Resistance Strength and a Resistance Life, which are determined by a number of factors. Resistance Strength (RS) is defined as the actual amount of resistance provided against criticals of the type infused in the armor. Resistance Life (RL) is defined as the amount of resistance left in the armor.

Resistance Strength is based upon the caster's Spiritual Lore, Blessings training with a minimum of 20% temporary resistance strength. The full RS benefit from Resist Nature applies for cloth and leather armors, and is halved for chain and plate armors.

Resistance Strength = 20 + trunc(Spiritual Lore Blessings Ranks / 2)

Reduced to 50% of the normal value when applied to heavy armors (chain and plate).

The RS of the armor does not degrade with use; however, the RL decreases as the armor absorbs damage of the type the resistance is intended to protect against. When the RL is exhausted, the resistance is no longer inherent in the armor.

Aura, Discipline, and Wisdom stat bonuses all play a part to success, though not equal ones, in this spell. The duration of the resistance, or resistance life, is influenced by Spiritual Mana Control and Ranger Base ranks.

Armor treated with Resist Nature will seem to have permanent resistance in a Bard loresong. A ranger must be found to ASSESS the armor to determine how many hits remain as well as who applied the resistance.

Eligible armor cannot be scripted or currently tempered by a wizard for enchanting. This spell has no risk of destroying or harming a piece of armor in any way. Only 5 armors may be treated in any one week.

Mana Control Benefits

Training in Spiritual Mana Control adds to the duration of the applied resistance. It also allows the spell to be cast on damage or crit padded armor, based on a seed 1 summation of ranks. It is possible to add resistance to "lightly" padded armor beginning at 1 rank, "very heavily" at 91 ranks, and the lowest level of "masterfully" padded armor at 136 enhanced ranks.

Spiritual Mana Control ranks 1 3 6 10 15 21 28 36 45 55 66 78 91 105 120 136
Padding points ability 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Lore Benefit

Training in Spiritual Lore, Blessings increases the resistance applied to a piece of armor by (Ranks / 2).

Spiritual Lore, Blessings ranks 0 20 40 60 80 100 120 140 150
Total resistance applied 20 30 40 50 60 70 80 90 95

Process

This has been adapted from Kateerina's guide with permission.

While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.

Potion Preparation

The first step is to have all of the the required potions prepared in advance. Each potion will take one hour to finish, and costs 3000 silver each except the a luminescent indigo mushroom potion which costs 25000, payable upon the herbalist's delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions.

Take note: When using a luminescent indigo mushroom potion, there is only a 5-min duration to complete the cast. Pour the indigo potion on the armor before casting 620 or pouring the other potions, then follow the below steps (i.e., pour the mushroom potion on the armor, cast 620 at it to ready it for the potions, pour the potions one by one, and then cast 620 again to seal the armor).

The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus' Room Data website.

Type Plant Location
Cold Frostflower Icemule Trace, Pinefar Trading Post
Fire Drakefern Kharam Dzu (Teras Isle)
Nature Murkweed Wehnimer's Landing, River's Rest, Ta'Illistim
Steam Mistweed River's Rest, Ta'Vaalor
Heavy Armor luminescent indigo mushroom Anywhere, random find on high open rolls

Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its armor sub-group. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires seven. Heavier armors such as chain and plate require the luminescent indigo mushroom potion, which is crafted from a single a luminescent indigo mushroom and must be poured on the armor before the other potion types.

Armor AsG # of Potions
Robe 1 1
Light Leather 5 2
Full Leather 6 3
Reinforced Leather 7 4
Double Leather 8 5
Leather Breastplate 9 4
Cuirbouilli Leather 10 5
Studded Leather 11 6
Brigandine Armor 12 7
Chain Mail 13 5
Double Chain 14 6
Augmented Chain 15 7
Chain Hauberk 16 8
Metal Breastplate 17 6
Augmented Breastplate 18 7
Half Plate 19 8
Full Plate 20 9

Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:

Town General Location
Icemule Trace Icemule Trace, Forest (Rm 2491)
Kharam Dzu Teras Isle, River's Edge (Rm 2054)
River's Rest Shady Trail (Rm 11013)
Solhaven Vornavis Cliffs, River Trail (Rm 4618)
Ta'Illistim Whistler's Pass, Forest (Rm 54)
Ta'Vaalor Near the Cemetery (hidden, in game secret)
Wehnimer's Landing Lower Dragonsclaw, Wooded Hills (Rm 426)
Return to the top of this page.

Asking the herbalist about REMOVE will give one the option to buy a potion capable of removing Resist Nature from a piece of armor that already has it.

Initial Cast

After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.

Success, ready for the next step:

You gesture at some brigandine armor. 
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.
Failure, chance (try again): 
You gesture at some vultite cuirbouilli leather. 
The magic of your spell unravels and dissipates! 

Failure, armor not in hand (hold it and try again):

You gesture at some light leather. 
The magic of your spell dissipates before it can reach the light leather. 

Failure, exceeded five per week limit:

You gesture at some cuirbouilli leather. 
You strain to cast the spell, but your spirit hasn't yet recovered from your recent channeling of this type of magic. Your spell's energy dissipates. 

Failure, incompatible (armor is scripted, or being tempered):

You gesture at a set of darkly etched Sylvan scalemail. 
Your spell's magic cannot permeate the material of the etched Sylvan scalemail. 

Failure, incompatible (armor does not fall in the proper ASG range):

You gesture at some chain mail. 
The magic of your spell fizzles against the surface of the chain mail. 

Failure, armor is already resistant (remove the current resistance before attempting again):

You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. 
The magic of your spell wavers and lashes back at you! 
   ... 1 point of damage! 
   Your wrist is twisted slightly. 
Cast Roundtime 3 Seconds.

After a successful initial cast, ASSESSing the armor should yield a message similar to the following:

Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. 
You examine the armor closely, lightly running your fingers over the material. 
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.
Return to the top of this page.

Potion Application

POUR the first potion on the prepared armor and ASSESS to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week's time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.

Success, ready for next pour or sealing cast:

You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. 
Roundtime: 17 sec.

Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast:

Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.

Failure, potion has expired (get a fresh potion):

As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.

Failure, incorrect pourer (only the original caster can pour):

As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.

Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The "holds no hint as to its purpose" should be replaced by one of the following, depending on the resistance type:

Type Messaging
Cold slightest presence of cool air
Fire slightest presence of warmth
Nature slightest presence of grit
Steam slightest presence of warm moisture

Repeat as appropriate until the armor is ready for the final cast.

Return to the top of this page.

Sealing Cast

If "an emptiness permeates the material of the armor," it requires at least another potion pour. However, if "the aura of magic does not feel complete," the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time. Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.

Success, process complete:

You gesture at some ora brigandine armor. 
A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. 
Roundtime: 7 secs. 
Cast Roundtime 3 Seconds.

Failure, chance (try again):

You gesture at some shiny blue leather. 
The magic of your spell unravels and dissipates! 
Cast Roundtime 3 Seconds.

Failure, armor not in hand (hold it and try again):

You gesture at some light leather. 
The magic of your spell dissipates before it can reach the light leather. 
Cast Roundtime 3 Seconds.

Failure, exceeded five per week limit (if working with more than one project at a time):

You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. 
You strain to cast the spell, but your spirit hasn't yet recovered from your recent channeling of this type of magic. Your spell's energy dissipates. 
Cast Roundtime 3 Seconds.

Failure, not enough potions poured (start the entire process over):

You gesture at some brass brigandine armor. 
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! 
   ... 45 points of damage! 
   Right eye evaporates in a burst of flame. Death from shock follows.
Return to the top of this page.

Benefits

The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).

Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:

Nature:All offensive Ranger spells, plus Sandstorm

Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature's fury and the fire flare from dark Catalyst.

Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature's Fury, environmental effects (pinefar/icemule/gossamer pass).

Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature's Fury, steam column damage from the columns in Luukos' Temple.

Resources