Target defense: Difference between revisions

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(Added scaling factors for defensive spells.)
(Fixed mental TD stat as DIS as per Oscuro post.)
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Often abbreviated as "TD" it is a value used to determine the outcome of [[warding]] magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.
Often abbreviated as "TD" it is a value used to determine the outcome of [[warding]] magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.


A character's base TD to all spells is 3 points per level, plus the relevant [[statistic]] bonus -- [[Wisdom]] for spiritual spells, [[Aura]] for elemental spells, and [[Logic]] for mental spells. Sorcerer spells take the average of Wisdom and Aura.
A character's base TD to all spells is 3 points per level, plus the relevant [[statistic]] bonus:
*[[Wisdom]] for spiritual spells
*[[Aura]] for elemental spells
*[[Discipline]] for mental spells

Sorcerer spells take the average of Wisdom and Aura.


Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it'll add +7 Elemental TD and +11 Sorcerer TD (and Empath TD, once Empaths convert to hybrid mental/spirit). (Stated by GM Oscuro)
Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it'll add +7 Elemental TD and +11 Sorcerer TD (and Empath TD, once Empaths convert to hybrid mental/spirit). (Stated by GM Oscuro)

Revision as of 00:36, 18 July 2015

Often abbreviated as "TD" it is a value used to determine the outcome of warding magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.

A character's base TD to all spells is 3 points per level, plus the relevant statistic bonus:

Sorcerer spells take the average of Wisdom and Aura.

Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it'll add +7 Elemental TD and +11 Sorcerer TD (and Empath TD, once Empaths convert to hybrid mental/spirit). (Stated by GM Oscuro)

Spells that increase Target Defense

Spell TD Bonus Sphere Scaling
Elemental Defense I (401) +5 Elemental
Elemental Defense II (406) +10 Elemental
Elemental Defense III (414) +15 Elemental
Elemental Barrier (430) +15 Elemental +1 TD per 2 ranks of Minor Elemental above 30
Elemental Bias (508) +20 Elemental
Melgorehn's Aura (913) +20 Elemental +1 TD per 3 ranks of Wizard Base above 13
Cloak of Shadows (712) +20 Sorcerer +1 TD per 10 ranks of Sorcerer Base above 12
Spirit Warding I (101) +10 Spiritual
Spirit Warding II (107) +15 Spiritual
Lesser Shroud (120) +20 Spiritual
Spell Shield (219) +30 Spiritual
Warding Sphere (310) +10 Spiritual +1 TD per 2 ranks of Cleric Base above 10, max +20 TD
Prayer (313) +10 Spiritual
Self Control (613) +20 Spiritual
Nature's Touch (625) +1 Spiritual +1 TD per 2 ranks of Ranger Base above 25, max +12 TD
Empathic Focus (1109) +15 Spiritual
Strength of Will (1119) +12 Spiritual +1 per 3 ranks of Empath Base above 19, max +25 TD
Mantle of Faith (1601) +5 Spiritual +1 TD per seed 2 summation of Spiritual Lore, Blessings
Faith Shield (1619) +50 Spiritual 3% * (seed 5 summation of Spiritual Lore, Religion), max +74 TD at 68 ranks
Mindward (1208) +20 Mental +1 TD per 2 ranks of Minor Mental above 8, max +40 TD

Spells that decrease Target Defense