Resist Nature (620): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
No edit summary
m (Updating casing for category per Gswiki:Style guide)
 
(30 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{work-in-progress}}
{{spell
{{spell
| name = Resist Nature
| name = Resist Nature
| number = 620
| number = 620
| mnemonic = RESISTNATURE
| mnemonic = RESISTNATURE
| base_dur = 1200s (group version)
| duration = Variable
| add_dur = 60s (group version)
| span = [[Refreshable]] (group version)<br>[[Stackable]] (self version)
| type = Utility
| type = Utility
| subtype = Armor Enhancement
| subtype = Enhancement
| skill = Elemental Resistance
| skill = Elemental Resistance
| components = [[NPC]]-made potion
| components = [[NPC]]-made potion
| availability = Cloth & leather armor only
| availability = group / wearable [[Imbue (614)]] item
| navigation = {{Ranger base navigation}}
| navigation = {{Ranger base navigation}}
}}
}}
__TOC__
__TOC__
'''Resist Nature''' allows the [[Ranger]] to cast a magical shield that provides [[resistance]] to a chosen element (heat, cold, steam, nature, or lightning) equal to 20% + 1% per 4 Blessings ranks (50% maximum at 120 ranks via [[enhancive]]s/[[Ascension]]). The duration of this benefit is 1200 + 60s per Ranger spell rank, but the effect will quickly fade for any member who leaves the Ranger's group. The amount of resistance that can be absorbed by the shield before it fades from the group is equal to 100 + ([[Spiritual Mana Control]] skill / 2) [[#Resistance and Mana Absorb Mechanics |DSW]]. Re-casting the spell will replenish this resistance pool.
'''Resist Nature''' allows a [[ranger]] to infuse [[armor]] and armor accessories with temporary [[resistance]] to [[Fire critical table|fire]], [[Cold critical table|cold]], [[Steam critical table|steam]], or nature ("nature" resistance protects against Ranger Base spell attacks such as [[Spike Thorn]], as well as [[Sandstorm]]).


The spell also allows a Ranger to infuse a prepared wearable magic item created by [[Imbue (614)]] with resistance to a chosen element (heat, cold, steam, nature, or lightning). This item confers the elemental resistance to its bearer. Each tier of Resist Nature bestows a 5% resistance to the element, with a maximum of 5 tiers (25%). The affected item will remain [[imbed|imbeddable/imbedded]], and will no longer crumble when its charges are depleted. An item with no charges may also be re-imbedded with a different spell with the use of a [[grot t'kel potion]]. A character may only have one Resist Nature item active at a time.
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.


;Success Formula
Resistance Strength is based upon the caster's [[#Lore Benefit|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.
{{math|Ranger Level + 2*WIS bonus + 2*INT bonus + .75*Survival Ranks + MIU ranks + 1.5*Ranger Spell ranks + Harness Power ranks + SMC ranks + SL:B Lore ranks + 20 if outside - Tier Modifier - Previous Resistances Modifier + d100 > 100}}
*''Tier Modifier'' is equal to 100 * the '''target''' tier of the attempt.
*''Previous Resistances Modifier'' is equal to 150 * the number of existing T5 resistances on the item.


;Interactions
{{Equation box|'''{{math|Resistance Strength {{=}} 20 + trunc(Spiritual Lore Blessings Ranks / 2)}}'''
Resistance provided from a Resist Nature magic item will fully stack with the group version of the spell, up to a maximum of 50%. Resistance provided from armor or cloaks will not stack with either version of Resist Nature – only the strongest resistance will apply. The chance for the item to negate damage will occur regardless if it is providing the highest resistance or not, with one exception -- Resist Nature magic items will not provide ''any'' benefits if their bearer is also wearing armor that has resistance granted by the old Resist Nature. It is advised to remove the legacy Resist Nature from your armor if you are also using a Resist Nature magic item.


== Usage ==
''Reduced to 50% of the normal value when applied to heavy armors (chain and plate).''}}
;Group version
* {{boldmono|[[INCANT]] 620 ELEMENT}}, where {{mono|ELEMENT}} is the type of elemental damage you wish to protect against (heat/cold/steam/nature/lightning).


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.


See the [[#Process|Process]] section below for more detailed usage when using Resist Nature to grant elemental resistance to an imbued item.
[[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 [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.


== Mana Control Benefits ==
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]]. A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.
Each rank of training in [[Spiritual Mana Control]] contributes directly to the item cast success formula noted above. It also factors into the amount of resistance absorbed by the shield provided by the group spell version, the resolution of which uses {{math|skill/2}} (not ranks).

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.


== Lore Benefits ==
Each rank of training in [[Spiritual Lore, Blessings]] contributes directly to the item cast success formula noted above, as well as increasing the resistance applied by the group spell version at a rate of 1% per 4 ranks.
:{| class="wikitable" style="text-align:center;"
:{| class="wikitable" style="text-align:center;"
!align="right"|Spiritual Mana Control ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136
!align="right"|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120
|-
|-
|align="right"|Padding points ability||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16
|align="right"|Total resistance applied<br>(group spell version)||20||25||30||35||40||45||50
|}
|}


== Resistance and Mana Absorb Mechanics ==
==Lore Benefit==
First, a definition of Damage Severity Weighting (DSW): This is a term that describes how critical damage is dealt throughout GemStone. Simply put, it’s the critical ranking system drawn out to 5 points per crit rank (rank 0-9 mapping to ~0-50 DSW). The Combat Effectiveness Rating (CER) numbers in use with [[Weighting]] and [[Padding]] services are on the same scale.
Training in [[Spiritual Lore, Blessings]] increases the resistance applied to a piece of armor by {{math|(Ranks / 2)}}.


When the player is struck by damage of the resistant type and the magic item is imbedded with a spell, it absorbs an amount of mana equal to the DSW resisted (i.e. up to 25% of the incoming DSW). Absorbed mana will convert to spell charges based on the cost of the imbedded spell, not to exceed the maximum mana capacity of the item.
:{| class="wikitable" style="text-align:center;"
!align="right"|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120||140||150
|-
|align="right"|Total resistance applied||20||30||40||50||60||70||80||90||95
|}


Additionally, there is a percentage chance that the damage will be entirely negated, equal to the tier of the resistance (maximum base of 5%). The negation chance is further increased by any additional resistances that have been applied to the item equal to resistance tier / 2.
==Process==
:<small>''This has been adapted from [http://home.dejazzd.com/acoustic/Kateerina/NR.html Kateerina's guide] with permission.''</small>
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.


== Sources of Elemental Damage ==
===Potion Preparation===
Resist Nature items will reduce damage inflicted by attacks of its element type. What follows is a short list of examples where damage can be mitigated by an appropriate Resist Nature item. This list is not intended to be comprehensive; you can generally expect a Resist Nature item to universally mitigate damage of its associated type regardless of source.
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.


;Nature
'''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).
*Offensive Ranger spells (Wild Entropy, Sun Burst, Moonbeam, Spike Thorn, Nature's Fury (all damage types))
*[[Sandstorm]]


;Fire
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.
*Fire/heat flares (from weapons/armor)
*Fire-based bolt and ball spells (e.g. Minor Fire, Major Fire, Fire Spirit)
*Other fire-based spells and effects (e.g Immolation, Weapon Fire, Earthen Fury, Dark Catalyst)
*Fire-based creature attacks (e.g. Lava Golem hurl attacks, Fire Mage death throes)

;Cold
*Cold/ice flares (from weapons/armor)
*cold- and ice-based bolt and ball spells (e.g. Major Cold, Minor Cold)
*Other cold-based spells and effects (e.g. Major E-wave (ice), Earthen Fury (cold))
*Environmental effects (Pinefar/Icemule Trace/Gossamer Valley/Hinterwilds)

;Steam:
*Steam flares (from weapons/armor)
*steam-based bolt spells (e.g. Minor Steam)
*Steam-based environmental effects (e.g. Greymist area effect, damage from the columns in Luukos' Temple)

;Lightning:
*Lightning flares (from weapons/armor)
*Lightning-based bolt and ball spells (e.g. Minor Shock, Major Shock)
*Call Lightning

== Process ==
As the Ranger gains experience, they also earn Nature's Grace points at a 1:1 rate. A total of 50k Nature's Grace can be earned per week, banking up to an overall total of 200k. Nature's Grace points can be spent to attempt to apply resistance to an Imbued magic item, at a cost of 50k/75k/100k/125k/150k based on how many tiers of the spell are currently applied.

First, the Ranger must obtain a resistance potion, as outlined in the section on potions below. The Ranger may then {{boldmono|[[CAST]]}} Resist Nature at the magic item to determine the number of potions needed, then {{boldmono|[[POUR]]}} the potion on the item to prepare it. At this point they may {{boldmono|[[CAST]]}} Resist Nature at the item for a difficulty check and finally {{boldmono|[[CHANNEL]]}} the spell at the item to attempt to apply the resistance.

The number of doses of the potion required is equal to the tier of the current attempt. If successful, the item then gains a permanent 5% resistance to the chosen element, with a maximum of 25% resistance after 5 successful tiers. A failure will result in a loss of 10% of the points of Nature’s Grace required for the attempt.

An item that has reached tier 5 resistance may have another resistance added, but the difficulty of the project will increase by a flat amount per previous resistance.

Using a larkspur potion on an item affected by Resist Nature will remove the most recent tier applied. If only multiple tier 5 resistances remain, the user will be able to choose which to degrade by {{boldmono|[[TURN]]ing}} the potion.

=== Potions ===
Potions specific to each resistance type can be made by dropping off forageable plants corresponding to the desired damage resistance at the local herbalist NPC found in weathered shacks throughout the world. Each dose of a resistance potion requires five of the same plant. The cost of brewing a potion is 50,000 silver per dose, and the potions do not expire.


:{| {{prettytable}}
:{| {{prettytable}}
|- bgcolor="lightblue"
|- bgcolor="lightblue"
! Type || Plant || Location
! Type || Name || Plant || Location
|-
|-
| Cold || [http://www.virilneus.com/recipes/ingredient.php?named=frostflower Frostflower] || [[Icemule Trace]], [[Pinefar]] Trading Post
| rowspan=2| '''Cold''' || rowspan=2| cerulean and frosty white potion || [[frostflower]] || [[Icemule Trace]], [[Pinefar]] Trading Post
|-
|-
| a brittle crystalline stalk || [[Elemental Confluence]]
| Fire || [http://www.virilneus.com/recipes/ingredient.php?named=drakefern Drakefern] || [[Kharam Dzu]] ([[Teras Isle]])
|-
|-
| rowspan=2| '''Heat''' || rowspan=2| vivid red-gold potion || [[drakefern]] || [[Kharam Dzu]] ([[Teras Isle]])
| Nature || [http://www.virilneus.com/recipes/ingredient.php?named=murkweed Murkweed] || [[Wehnimer's Landing]], [[River's Rest]], [[Ta'Illistim]]
|-
|-
| a razor-edged oily flameleaf || Elemental Confluence
| Steam || [http://www.virilneus.com/recipes/ingredient.php?named=mistweed Mistweed] || [[River's Rest]], [[Ta'Vaalor]]
|-
|-
| rowspan=2| '''Steam''' || rowspan=2| roiling misty grey potion || [[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|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.

:{| {{prettytable}}
|- bgcolor="lightblue"
! Armor || AsG || # of Potions
|-
|-
| a glistening engorged bulb || Elemental Confluence
| Robe || 1 || 1
|-
|-
| rowspan=2| '''Nature''' || rowspan=2| drab green-gold potion || [[murkweed]] || [[Wehnimer's Landing]], [[River's Rest]], [[Ta'Illistim]]
| Light Leather || 5 || 2
|-
|-
| a dense earthen root || Elemental Confluence
| Full Leather || 6 || 3
|-
|-
| rowspan=2| '''Lightning''' || rowspan=2| shimmering blue-violet potion || a length of deep purple shockroot || Wehnimer's Landing (Upper Trollfang - [[:Category:Danjirland_creatures|Danjirland]], northern slopes of [[:Category:Wehntoph creatures | Wentoph]], The Hidden Plateau), Ta'Illistim ([[Griffin's Keen]])
| Reinforced Leather || 7 || 4
|-
|-
| a spiky luminescent blossom || Elemental Confluence
| Double Leather || 8 || 5
|}

[[Luminescent indigo mushroom]]s, a rare and limited find when foraging, may also be turned in to the herbalist NPC, who will provide a single dose of a selected resistance potion in exchange.

Larkspur potions, used for removing a tier of Resist Nature from an item, are available from the herbalist NPC for the asking. No reagent or preparation is required.

== Locations ==

The locations of the weathered shacks are as follows:
:{| {{prettytable}}
|- bgcolor="lightblue"
! Town || General Location || Room ID || Prime Lich Room # || Platinum Lich Room #
!Shattered Lich Room #
|-
|-
| Icemule Trace || Icemule Trace, Forest || u142003 || 2491 ||
| Leather Breastplate || 9 || 4
|
|-
|-
| Kharam Dzu || Teras Isle, River's Edge || u142002 || 33260 ||
| Cuirbouilli Leather || 10 || 5
|
|-
|-
| Kraken's Fall || Rocky Shoals, Black Stone Beach || u7127018 || 29204 ||
| Studded Leather || 11 || 6
|
|-
|-
| River's Rest || Shady Trail || u142005 || 23529 || 11013
| Brigandine Armor || 12 || 7
|
|-
|-
| Solhaven || Vornavis Cliffs, River Trail || u142004 || 4618 ||
| Chain Mail || 13 || 5
|13173
|-
|-
| Ta'Illistim || Whistler's Pass, Forest || u142006 || 54 || 18818
| Double Chain || 14 || 6
|
|-
|-
| Augmented Chain || 15 || 7
| Ta'Vaalor || Near the Cemetery || u142007 || 25636 ||
|
|-
|-
| Wehnimer's Landing || Lower Dragonsclaw, Wooded Hills || u142001 || 426 ||
| Chain Hauberk || 16 || 8
|-
|
| Metal Breastplate || 17 || 6
|-
| Augmented Breastplate || 18 || 7
|-
| Half Plate || 19 || 8
|-
| Full Plate || 20 || 9
|}
|}


== Calculations ==
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:


Erek's 620 Difficulty Chart, wikified:
:{| {{prettytable}}
:{| {{prettytable}}
|- bgcolor="lightblue"
|- bgcolor="lightblue"
! || 1st Resistance || 2nd Resistance || 3rd Resistance || 4th Resistance || 5th Resistance || Grace Needed
! Town || General Location
|-
|-
| T1: 5% || 100 || 250 || 400 || 550 || 700 || T1: 50,000
| Icemule Trace || Icemule Trace, Forest (Rm 2491)
|-
|-
| T2: 10% || 200 || 350 || 500 || 650 || 800 || T2: 75,000
| Kharam Dzu || Teras Isle, River's Edge (Rm 2054)
|-
|-
| T3: 15% || 300 || 450 || 600 || 750 || 900 || T3: 100,000
| River's Rest || Shady Trail (Rm 11013)
|-
|-
| T4: 20% || 400 || 550 || 700 || 850 || 1000 || T4: 125,000
| Solhaven || Vornavis Cliffs, River Trail (Rm 4618)
|-
|-
| T5: 25% || 500 || 650 || 800 || 950 || 1100 || T5: 150,000
| 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)
|}
|}
{{top}}

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:
<pre{{log2}}>
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!
</pre>
Failure, armor not in hand (hold it and try again):
<pre{{log2}}>
You gesture at some light leather.
The magic of your spell dissipates before it can reach the light leather.
</pre>
Failure, exceeded five per week limit:
<pre{{log2}}>
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.
</pre>
Failure, incompatible (armor is scripted, or being tempered):
<pre{{log2}}>
You gesture at a set of darkly etched Sylvan scalemail.
Your spell's magic cannot permeate the material of the etched Sylvan scalemail.
</pre>
Failure, incompatible (armor does not fall in the proper ASG range):
<pre{{log2}}>
You gesture at some chain mail.
The magic of your spell fizzles against the surface of the chain mail.
</pre>
Failure, armor is already resistant (remove the current resistance before attempting again):
<pre{{log2}}>
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.
</pre>
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:
<pre{{log2}}>
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.
</pre>
{{top}}
===Potion Application===
{{boldmono|[[POUR]]}} the first potion on the prepared armor and {{boldmono|[[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:
<pre{{log2}}>
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.
</pre>
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast:
<pre{{log2}}>
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.
</pre>
Failure, potion has expired (get a fresh potion):
<pre{{log2}}>
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.
</pre>
Failure, incorrect pourer (only the original caster can pour):
<pre{{log2}}>
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.
</pre>

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:


For 100% success cast:
:{| {{prettytable}}
:{| {{prettytable}}
|- bgcolor="lightblue"
|- bgcolor="lightblue"
! || 1st Resistance || 2nd Resistance || 3rd Resistance || 4th Resistance || 5th Resistance || Grace Needed
! Type || Messaging
|-
| T1: 5% || 200 || 350 || 500 || 650 || 800 || T1: 50,000
|-
|-
| T2: 10% || 300 || 450 || 600 || 750 || 900 || T2: 75,000
| Cold || slightest presence of cool air
|-
|-
| T3: 15% || 400 || 550 || 700 || 850 || 1000 || T3: 100,000
| Fire || slightest presence of warmth
|-
|-
| T4: 20% || 500 || 650 || 800 || 950 || 1100 || T4: 125,000
| Nature || slightest presence of grit
|-
|-
| T5: 25% || 600 || 750 || 900 || 1050 || 1200 || T5: 150,000
| Steam || slightest presence of warm moisture
|}
|}


NOTE: You must bring a resistance up entirely to T5 before adding a new resistance.
Repeat as appropriate until the armor is ready for the final cast.
{{top}}
===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.


The chance to negate is equal to the current resistance Tier (1-5) that matches the damage type you are receiving, plus half of other Tiers present on your item.
Success, process complete:
<pre{{log2}}>
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.
</pre>
Failure, chance (try again):
<pre{{log2}}>
You gesture at some shiny blue leather.
The magic of your spell unravels and dissipates!
Cast Roundtime 3 Seconds.
</pre>
Failure, armor not in hand (hold it and try again):
<pre{{log2}}>
You gesture at some light leather.
The magic of your spell dissipates before it can reach the light leather.
Cast Roundtime 3 Seconds.
</pre>
Failure, exceeded five per week limit (if working with more than one project at a time):
<pre{{log2}}>
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.
</pre>
Failure, not enough potions poured (start the entire process over):
<pre{{log2}}>
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.
</pre>
{{top}}


== Benefits ==
== Suffusion ==
Nature’s Grace may be {{boldmono|[[SUFFUSE]]d}} at a rate of 1 point of energy per 1000 Nature's Grace. Each point of suffused energy used in a Resist Nature infusion attempt is equivalent to a +1 bonus.


== Titles ==
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).
The following post-name [[Title system | titles]] are available under the SKILL category:
*Grace of Nature - Unlocked for Rangers who have successfully spent 50 full weeks' worth of resources on Resist Nature.
*Arboreal Arcanist - Unlocked for Rangers who have successfully cast a fifth tier 5 resistance on a Resist Nature item.


== Additional Information ==
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:
;Legacy Armor Resistance
Armor currently affected by temporary Resist Nature resistance will continue to function, but their charges will be depleted based on the amount of DSW resisted, rather than per instance. For example, if an incoming instance of fire damage with DSW 20 (rank 4 crit) strikes armor with 60% heat resistance, it will lose 20 * .60 = 12 Resistance Life while reducing the damage to DSW 8 (rank 1 crit).


;Capacity Re-Calculation
Nature:All offensive Ranger spells, plus Sandstorm
An item made resistant by 620 may have its mana capacity re-calculated based on the Ranger’s current training by {{boldmono|[[CHANNEL]]ing}} Imbue (614) at it. Only the Ranger who originally created the item is eligible for this renewal, and the item must be depleted of charges before undergoing the process. The cost of renewal is 25,000 Nature’s Grace.


;Lich Casting
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.
If using Lich, you can specify the element you wish to cast by setting the UserVar <code>resist_element</code> via the syntax: <code>;vars set resist_element=<ELEMENT></code>. Elements supported are Nature, Lightning, Steam, Fire, Heat, Ice, and Cold.

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 ==
== Resources ==
* [[/saved posts|Saved posts]]
* [[/saved posts|Saved posts]]
* [[Imbue (614)]]
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#620 Ranger Base Spell Circle: Resist Nature], on Play.net
* [[Tsalinx (prime)/Ranger 620 Service Training Table|Ranger 620 Service Training Table]]: A table showing the relative costs for rangers to train skills to improve their Resist Nature (620) service bonus.
* [http://home.dejazzd.com/acoustic/Kateerina/NR.html Nature Resistance Guide]

[[Category:Profession services]]

Latest revision as of 08:41, 19 November 2024

Resist Nature (620)
Mnemonic [RESISTNATURE]
Base Duration 1200s (group version)
Added Duration 60s (group version)
Span Refreshable (group version)
Stackable (self version)
Utility Magic - Skill Enhancement  
Subtype Enhancement 
Skill Enhancement Elemental Resistance 
Components NPC-made potion 
Availability group / wearable Imbue (614) item 
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 the Ranger to cast a magical shield that provides resistance to a chosen element (heat, cold, steam, nature, or lightning) equal to 20% + 1% per 4 Blessings ranks (50% maximum at 120 ranks via enhancives/Ascension). The duration of this benefit is 1200 + 60s per Ranger spell rank, but the effect will quickly fade for any member who leaves the Ranger's group. The amount of resistance that can be absorbed by the shield before it fades from the group is equal to 100 + (Spiritual Mana Control skill / 2) DSW. Re-casting the spell will replenish this resistance pool.

The spell also allows a Ranger to infuse a prepared wearable magic item created by Imbue (614) with resistance to a chosen element (heat, cold, steam, nature, or lightning). This item confers the elemental resistance to its bearer. Each tier of Resist Nature bestows a 5% resistance to the element, with a maximum of 5 tiers (25%). The affected item will remain imbeddable/imbedded, and will no longer crumble when its charges are depleted. An item with no charges may also be re-imbedded with a different spell with the use of a grot t'kel potion. A character may only have one Resist Nature item active at a time.

Success Formula

Ranger Level + 2*WIS bonus + 2*INT bonus + .75*Survival Ranks + MIU ranks + 1.5*Ranger Spell ranks + Harness Power ranks + SMC ranks + SL:B Lore ranks + 20 if outside - Tier Modifier - Previous Resistances Modifier + d100 > 100

  • Tier Modifier is equal to 100 * the target tier of the attempt.
  • Previous Resistances Modifier is equal to 150 * the number of existing T5 resistances on the item.
Interactions

Resistance provided from a Resist Nature magic item will fully stack with the group version of the spell, up to a maximum of 50%. Resistance provided from armor or cloaks will not stack with either version of Resist Nature – only the strongest resistance will apply. The chance for the item to negate damage will occur regardless if it is providing the highest resistance or not, with one exception -- Resist Nature magic items will not provide any benefits if their bearer is also wearing armor that has resistance granted by the old Resist Nature. It is advised to remove the legacy Resist Nature from your armor if you are also using a Resist Nature magic item.

Usage

Group version
  • INCANT 620 ELEMENT, where ELEMENT is the type of elemental damage you wish to protect against (heat/cold/steam/nature/lightning).


See the Process section below for more detailed usage when using Resist Nature to grant elemental resistance to an imbued item.

Mana Control Benefits

Each rank of training in Spiritual Mana Control contributes directly to the item cast success formula noted above. It also factors into the amount of resistance absorbed by the shield provided by the group spell version, the resolution of which uses skill/2 (not ranks).

Lore Benefits

Each rank of training in Spiritual Lore, Blessings contributes directly to the item cast success formula noted above, as well as increasing the resistance applied by the group spell version at a rate of 1% per 4 ranks.

Spiritual Lore, Blessings ranks 0 20 40 60 80 100 120
Total resistance applied
(group spell version)
20 25 30 35 40 45 50

Resistance and Mana Absorb Mechanics

First, a definition of Damage Severity Weighting (DSW): This is a term that describes how critical damage is dealt throughout GemStone. Simply put, it’s the critical ranking system drawn out to 5 points per crit rank (rank 0-9 mapping to ~0-50 DSW). The Combat Effectiveness Rating (CER) numbers in use with Weighting and Padding services are on the same scale.

When the player is struck by damage of the resistant type and the magic item is imbedded with a spell, it absorbs an amount of mana equal to the DSW resisted (i.e. up to 25% of the incoming DSW). Absorbed mana will convert to spell charges based on the cost of the imbedded spell, not to exceed the maximum mana capacity of the item.

Additionally, there is a percentage chance that the damage will be entirely negated, equal to the tier of the resistance (maximum base of 5%). The negation chance is further increased by any additional resistances that have been applied to the item equal to resistance tier / 2.

Sources of Elemental Damage

Resist Nature items will reduce damage inflicted by attacks of its element type. What follows is a short list of examples where damage can be mitigated by an appropriate Resist Nature item. This list is not intended to be comprehensive; you can generally expect a Resist Nature item to universally mitigate damage of its associated type regardless of source.

Nature
  • Offensive Ranger spells (Wild Entropy, Sun Burst, Moonbeam, Spike Thorn, Nature's Fury (all damage types))
  • Sandstorm
Fire
  • Fire/heat flares (from weapons/armor)
  • Fire-based bolt and ball spells (e.g. Minor Fire, Major Fire, Fire Spirit)
  • Other fire-based spells and effects (e.g Immolation, Weapon Fire, Earthen Fury, Dark Catalyst)
  • Fire-based creature attacks (e.g. Lava Golem hurl attacks, Fire Mage death throes)
Cold
  • Cold/ice flares (from weapons/armor)
  • cold- and ice-based bolt and ball spells (e.g. Major Cold, Minor Cold)
  • Other cold-based spells and effects (e.g. Major E-wave (ice), Earthen Fury (cold))
  • Environmental effects (Pinefar/Icemule Trace/Gossamer Valley/Hinterwilds)
Steam
  • Steam flares (from weapons/armor)
  • steam-based bolt spells (e.g. Minor Steam)
  • Steam-based environmental effects (e.g. Greymist area effect, damage from the columns in Luukos' Temple)
Lightning
  • Lightning flares (from weapons/armor)
  • Lightning-based bolt and ball spells (e.g. Minor Shock, Major Shock)
  • Call Lightning

Process

As the Ranger gains experience, they also earn Nature's Grace points at a 1:1 rate. A total of 50k Nature's Grace can be earned per week, banking up to an overall total of 200k. Nature's Grace points can be spent to attempt to apply resistance to an Imbued magic item, at a cost of 50k/75k/100k/125k/150k based on how many tiers of the spell are currently applied.

First, the Ranger must obtain a resistance potion, as outlined in the section on potions below. The Ranger may then CAST Resist Nature at the magic item to determine the number of potions needed, then POUR the potion on the item to prepare it. At this point they may CAST Resist Nature at the item for a difficulty check and finally CHANNEL the spell at the item to attempt to apply the resistance.

The number of doses of the potion required is equal to the tier of the current attempt. If successful, the item then gains a permanent 5% resistance to the chosen element, with a maximum of 25% resistance after 5 successful tiers. A failure will result in a loss of 10% of the points of Nature’s Grace required for the attempt.

An item that has reached tier 5 resistance may have another resistance added, but the difficulty of the project will increase by a flat amount per previous resistance.

Using a larkspur potion on an item affected by Resist Nature will remove the most recent tier applied. If only multiple tier 5 resistances remain, the user will be able to choose which to degrade by TURNing the potion.

Potions

Potions specific to each resistance type can be made by dropping off forageable plants corresponding to the desired damage resistance at the local herbalist NPC found in weathered shacks throughout the world. Each dose of a resistance potion requires five of the same plant. The cost of brewing a potion is 50,000 silver per dose, and the potions do not expire.

Type Name Plant Location
Cold cerulean and frosty white potion frostflower Icemule Trace, Pinefar Trading Post
a brittle crystalline stalk Elemental Confluence
Heat vivid red-gold potion drakefern Kharam Dzu (Teras Isle)
a razor-edged oily flameleaf Elemental Confluence
Steam roiling misty grey potion mistweed River's Rest, Ta'Vaalor
a glistening engorged bulb Elemental Confluence
Nature drab green-gold potion murkweed Wehnimer's Landing, River's Rest, Ta'Illistim
a dense earthen root Elemental Confluence
Lightning shimmering blue-violet potion a length of deep purple shockroot Wehnimer's Landing (Upper Trollfang - Danjirland, northern slopes of Wentoph, The Hidden Plateau), Ta'Illistim (Griffin's Keen)
a spiky luminescent blossom Elemental Confluence

Luminescent indigo mushrooms, a rare and limited find when foraging, may also be turned in to the herbalist NPC, who will provide a single dose of a selected resistance potion in exchange.

Larkspur potions, used for removing a tier of Resist Nature from an item, are available from the herbalist NPC for the asking. No reagent or preparation is required.

Locations

The locations of the weathered shacks are as follows:

Town General Location Room ID Prime Lich Room # Platinum Lich Room # Shattered Lich Room #
Icemule Trace Icemule Trace, Forest u142003 2491
Kharam Dzu Teras Isle, River's Edge u142002 33260
Kraken's Fall Rocky Shoals, Black Stone Beach u7127018 29204
River's Rest Shady Trail u142005 23529 11013
Solhaven Vornavis Cliffs, River Trail u142004 4618 13173
Ta'Illistim Whistler's Pass, Forest u142006 54 18818
Ta'Vaalor Near the Cemetery u142007 25636
Wehnimer's Landing Lower Dragonsclaw, Wooded Hills u142001 426

Calculations

Erek's 620 Difficulty Chart, wikified:

1st Resistance 2nd Resistance 3rd Resistance 4th Resistance 5th Resistance Grace Needed
T1: 5% 100 250 400 550 700 T1: 50,000
T2: 10% 200 350 500 650 800 T2: 75,000
T3: 15% 300 450 600 750 900 T3: 100,000
T4: 20% 400 550 700 850 1000 T4: 125,000
T5: 25% 500 650 800 950 1100 T5: 150,000

For 100% success cast:

1st Resistance 2nd Resistance 3rd Resistance 4th Resistance 5th Resistance Grace Needed
T1: 5% 200 350 500 650 800 T1: 50,000
T2: 10% 300 450 600 750 900 T2: 75,000
T3: 15% 400 550 700 850 1000 T3: 100,000
T4: 20% 500 650 800 950 1100 T4: 125,000
T5: 25% 600 750 900 1050 1200 T5: 150,000

NOTE: You must bring a resistance up entirely to T5 before adding a new resistance.

The chance to negate is equal to the current resistance Tier (1-5) that matches the damage type you are receiving, plus half of other Tiers present on your item.

Suffusion

Nature’s Grace may be SUFFUSEd at a rate of 1 point of energy per 1000 Nature's Grace. Each point of suffused energy used in a Resist Nature infusion attempt is equivalent to a +1 bonus.

Titles

The following post-name titles are available under the SKILL category:

  • Grace of Nature - Unlocked for Rangers who have successfully spent 50 full weeks' worth of resources on Resist Nature.
  • Arboreal Arcanist - Unlocked for Rangers who have successfully cast a fifth tier 5 resistance on a Resist Nature item.

Additional Information

Legacy Armor Resistance

Armor currently affected by temporary Resist Nature resistance will continue to function, but their charges will be depleted based on the amount of DSW resisted, rather than per instance. For example, if an incoming instance of fire damage with DSW 20 (rank 4 crit) strikes armor with 60% heat resistance, it will lose 20 * .60 = 12 Resistance Life while reducing the damage to DSW 8 (rank 1 crit).

Capacity Re-Calculation

An item made resistant by 620 may have its mana capacity re-calculated based on the Ranger’s current training by CHANNELing Imbue (614) at it. Only the Ranger who originally created the item is eligible for this renewal, and the item must be depleted of charges before undergoing the process. The cost of renewal is 25,000 Nature’s Grace.

Lich Casting

If using Lich, you can specify the element you wish to cast by setting the UserVar resist_element via the syntax: ;vars set resist_element=<ELEMENT>. Elements supported are Nature, Lightning, Steam, Fire, Heat, Ice, and Cold.

Resources