Elemental Lore, Water: Difference between revisions

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;*[[Disarm Enhancement (404)]]
;*[[Disarm Enhancement (404)]]
: Provide phantom ranks (at a seed 1 rate) when determining if you failed badly enough to set off the trap.
:Training in Water Lore will reduce disarming roundtime by 1 second per seed 6 summation.


;*[[Unlock (407)]]
;*[[Unlock (407)]]
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;*[[Minor Water (903)]]
;*[[Minor Water (903)]]
:Water Lore increases the [[damage factor]] by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks above 100.
:Water Lore increases the [[damage factor]] by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks above 100.
:Water Lore further increases the chance to "soak" a target from a base 20% with no ranks up to 100% with 60 ranks. Soaking adds greatly to the chance to activate Stun Shock, which is a persistent electrical jolt causing either stun or light damage, caused by Minor and Major Shock.
:In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already [[rooted]] by Cold Snap, and each cast will be converted to [[Minor Cold (1709)]]. The number of casts this is applicable is equivalent to the bonus level of a seed 10 [[summation]] of ranks.
:20 ranks of Water Lore is a prerequisite for use with [[Cone of Elements (518)]].
:20 ranks of Water Lore is a prerequisite for use with [[Cone of Elements (518)]].
:Water Lore further increases the chance to "soak" a target from a base 20% with no ranks up to 100% with 60 ranks. Soaking adds greatly to the chance to activate Stun Shock, which is a persistent electrical jolt causing either stun or light damage, caused by Minor and Major Shock.
{{Collapselore-1}}
{{Collapselore-1}}
{{#section:Minor_Water_(903)#Elemental_Lore|Water Lore Bonus}}
{{#section:Minor_Water_(903)#Elemental_Lore|Water Lore Bonus}}
</div>
:In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already [[rooted]] by Cold Snap, and each cast will be converted to [[Minor Cold (1709)]]. The number of casts this is applicable is equivalent to the bonus level of a seed 10 [[summation]] of ranks.
{{Collapselore-1}}
{{#section:Minor_Water_(903)#Interaction_with_Cold_Snap|Water Lore Conversion Bonus}}
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:75 ranks of Water Lore will unlock the ability to allow your familiar to travel to another town within the same [[Realm#Teleportation_Zones|zone]].
:75 ranks of Water Lore will unlock the ability to allow your familiar to travel to another town within the same [[Realm#Teleportation_Zones|zone]].


;*[[Enchant Item (925)]]
;*[[Core Tap (950)]]
:Training in Water Lore allows for more free mana to fuel spells based on a 6 multiplier of a seed 10 summation.
:5 ranks required to unlock a [[mana pool]] to infuse [[enchanting potions]], enabling the reduction of (1) lore requirements to enchant elemental flaring items, and (2) temper times.
:100 ranks required to enchant [[cold critical table|ice]] [[flare|flaring]] items (can be offset up to 50% via mana pool). 100 ranks can also be used to enchant [[acid critical table|acid]], [[lightning critical table|lightning]], or [[steam critical table|steam]] flaring items (or fewer with a total of 100 ranks in combination with Earth, Air, or Fire Lore, respectively).
{{Collapselore-1}}
{{Collapselore-1}}
{{#section:Enchant_Item_(925)#Reduced_Temper_Time|Water Lore Bonus}}
{{#section:Core_Tap_(950)#Elemental_Lore|Water Lore Bonus}}
</div>
</div>



Latest revision as of 15:57, 12 December 2020

Since mid-2015 there has been a considerable amount of development with Hot Summer Nights 2015, the Elemental Lore Review, and the Teleportation review.

Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.

Minor Elemental

Training in Water Lore will remove 1 point per seed 10 summation level of potential damage to a lockpick on a failed picking attempt. The potential damage to a lockpick can completely removed, but any previous damage will not be fixed by Water Lore. The bonus will apply when cast on others.
Provide phantom ranks (at a seed 1 rate) when determining if you failed badly enough to set off the trap.
Training in Water Lore will corrode a lock on unsuccessful casts. Each corrosion of the lock will subtract from the lock's difficulty based on a seed 1 of the Summation Chart up to a total reduction of 10% of the lock difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).
Training in Water Lore will corrode a trap on unsuccessful casts. Each corrosion of the trap will subtract from the trap's difficulty based on a seed 1 of the Summation Chart up to a total reduction of 10% of the trap difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).
Training in Water Lore will cause targets to have a reduced maneuver defense determined by an unknown linear formula based on skill.
Training in Water Lore will provide a chance of Skill/4 to show Unlock and Disarm success messaging (the messaging for Disarm to work will only be displayed if the caster has discovered the trap).
Training in Water Lore will apply a +10 mana regeneration bonus to the caster only on successful attempts. The duration of the effect is a set number of pulses based on a seed 10 summation. This effect does not require the caster to remain in the noded room.
Training in Water Lore will cause targets to have a reduced maneuver defense determined by an unknown linear formula based on skill.

Major Elemental

Click to collapse/expand lore tables

Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of 2 per seed 1 summation of ranks to successive casts of (Minor Water?), Minor Cold, Major Cold, and attacks with ice-flaring weapons. In combination with Air Lore, Water Lore determines the DS penalty of follow-up attacks of Minor Shock, Major Shock, and lightning flaring weapons by seed 1 summation [(Water Lore + Air Lore ranks) ÷ 2].
Elemental Lore ranks 1 3 6 10 15 21 28 36 45 55 66
DS penalty 2 4 6 8 10 12 14 16 18 20 22
Elemental Lore ranks 78 91 105 120 136 153 171 190 210 231
DS penalty 24 26 28 30 32 34 36 38 40 42
Water Lore increases the possible number of targets from a base of four by +1 per seed 5 summation of ranks.
Elemental Lore, Water ranks 0 5 11 18 26 35 45 56 68 81
Possible targets 4 5 6 7 8 9 10 11 12 13
Elemental Lore, Water ranks 95 110 126 143 161 180 200 221 243
Possible targets 14 15 16 17 18 19 20 21 22
Water Lore provides a chance to shatter an injured body part when an applicable bolt spell is cast at a target encased in ice of skill bonus/3.
Elemental Lore, Water ranks 1 3 6 9 13 17 20 25 30 38 50
Chance for shattering 1% 3% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Elemental Lore, Water ranks 65 80 95 110 125 140 155 170 185 200
Chance for shattering 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
Water Lore allows subsequent casts of Minor Water to convert to Minor Cold (1709), with the number of casts based on a seed 10 summation of ranks.
Elemental Lore, Water ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Casts of Minor Water converted to Minor Cold 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.
Elemental Lore, Water ranks 1 3 6 10 15 21 28 36 45 55 66
Chance to negate cooldown 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%
Elemental Lore, Water ranks 78 91 105 120 136 153 171 190 210 231
Chance to negate cooldown 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%
Training in Water Lore provides a chance based on seed 2 ranks summation for an additional 20 mana to be added to the amount drained from the target.
Elemental Lore, Water ranks 2 5 9 14 20 27 35 44 54 65 77 90 104 119 135 152 170 189 209 230 252
Chance for +20 mana 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%
20 ranks of Water Lore unlocks Cold specification, which uses Minor Cold (1709), and gains from Minor Cold's respective lore benefits. 20 ranks also unlocks Water specification, which uses Minor Water (903), and gains from Minor Water's respective lore benefits.
10 ranks of Water Lore is required to add to all combination elements:
+ 10 ranks of Fire Lore for Steam specification, which uses Minor Steam (1707), and gains from Minor Steam's respective lore benefits
+ 10 ranks of Earth Lore for Acid specification, which uses Minor Acid (904), and gains from Minor Acid's respective lore benefits.
+ 10 ranks of Air Lore for Lightning specification, which uses Major Shock (910), and gains from Major Shock's respective lore benefits.
When cast in water mode, decreases dispel nullification 30-second cooldown by a number of seconds equal to seed 1 summation of 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
50 ranks of Water Lore causes Elemental Wave (410) to automatically be cast for free along with Time Stop.

Wizard Base

Click to collapse/expand lore tables

Training in Water 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 water lore.
Water Lore also increases the duration of Stun Shock, which is 8 sec + seed 10 rank summation.
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Duration of Stun Shock (in seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Water Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks above 100.
20 ranks of Water Lore is a prerequisite for use with Cone of Elements (518).
Water Lore further increases the chance to "soak" a target from a base 20% with no ranks up to 100% with 60 ranks. Soaking adds greatly to the chance to activate Stun Shock, which is a persistent electrical jolt causing either stun or light damage, caused by Minor and Major Shock.
Elemental Lore, Water ranks 0 1 6 8 13 18 24 30 40 60
Chance for soaking 20% 22% 30% 40% 50% 60% 70% 80% 90% 100%
In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already rooted by Cold Snap, and each cast will be converted to Minor Cold (1709). The number of casts this is applicable is equivalent to the bonus level of a seed 10 summation of ranks.
Elemental Lore, Water ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Casts of Minor Water converted to Minor Cold 1 2 3 4 5 6 7 8 9 10 11 12 13 14
30 ranks of Water Lore unlocks Major Acid (1710), used with EVOKE.
10 ranks of Water Lore (along with 10 ranks of Earth Lore) unlocks the ability to use this spell with Cone of Elements (518).
Combined Water and Earth Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max).
Training in Water Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks above 100.
In addition, Water Lore determines the potential maximum number of opponents hit by the splash (See ball spells).

Potential Splash Targets

The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Water and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Elemental Lore, Water Ranks] - 7) / 2
  • First Roll is a random number from 0 to 8
  • Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
  • The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].

(As such, training in Elemental Lore, Water contributes to both of the values from which the smaller number is chosen.)

Elemental Lore, Water ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Elemental Lore, Water ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22
Training in Water Lore increases the damage factor by .001 every two ranks up to rank 100 and .001 per four ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of water lore.
Water Lore also increases the duration of Stun Shock, which is 8 sec + seed 10 rank summation.
10 ranks of Water Lore (along with 10 ranks of Air Lore) unlocks lightning element specification, which multi-casts this spell with Cone of Elements (518).
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Duration of Stun Shock (in seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Training in Water Lore gives each successful critical cycle a (Lore Ranks/5)% chance to do an immediate extra, more powerful, critical against the target in the Cold version of the spell, not subject to rounding.
Elemental Lore, Fire or Water ranks 5 25 50 75 100 125 150 175 200 225 250
Chance for extra, more powerful critical 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Not all thresholds shown, all ranks improve critical chance
50 ranks of Water Lore will unlock the ability to set an anchor to the naturally occurring earthnode of a caster's choice.
75 ranks of Water Lore will unlock the ability to allow your familiar to travel to another town within the same zone.
Training in Water Lore allows for more free mana to fuel spells based on a 6 multiplier of a seed 10 summation.
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Free mana 50 56 62 68 74 80 86 92 98 104 110 116 122 128 134
Training benefits between standard thresholds

Sorcerer Base

Training in Water Lore will increase the damage of water cycles. 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.
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.
Training in Water Lore will increase the damage of an animate corpse explosion for water-attuned sorcerers.

Arcane

Water Lore also increases this spell's damage factor by .001 per two ranks for ranks 1 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus with 200 lore ranks is .075. Damage factor bonus is also similarly affected by ranks in Elemental Lore, Fire with the DF bonus capped at 200 combined lore ranks.
10 ranks of Water Lore (along with 10 ranks of Fire Lore) is a prerequisite for use with Cone of Elements (518).
Training in Water Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks 101 to 200. Total cumulative bonus is .100 at 200 ranks (300 skill) of water lore.
20 ranks of Water Lore unlocks cold element specification ability to multi-cast this spell in Cone of Elements (518).
Combined Water and Earth Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max).

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