Elemental Lore, Earth: Difference between revisions

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== Minor Elemental ==
== Minor Elemental ==
;*[[Weapon Deflection (412)]]
;*[[Weapon Deflection (412)]]
:Every 20 ranks of lore will allow the open cast version of the spell to affect an additional target.
:Every 20 ranks of Earth Lore will allow the open cast version of the spell to affect an additional target.


;*[[Elemental Defense III (414)]]
;*[[Elemental Defense III (414)]]
:25 Earth Lore ranks unlocks the ability to get a 5% chance for a magical barrier to deflect a single physical (AS/DS) attack, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them. Every 20 additional Earth Lore ranks adds 1% to the deflection chance. Odds are reduced by 1% for every 5 levels the attacker is above the caster.
:25 Earth Lore ranks unlocks the ability to get a 5% chance for a magical barrier to deflect a single physical (AS/DS) attack, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them. Every 20 additional Earth Lore ranks adds 1% to the deflection chance. Odds are reduced by 1% for every 5 levels the attacker is above the caster.

{| {{prettytable}} align="center"
!align="right"|Elemental Lore, Earth ranks||25||45||65||85||105||125||145||165||185||205||225||245
|-
|align="right"|% chance for magical barrier||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%
|}
:''For creatures ≤ 5 levels above caster.''


;*[[Elemental Barrier (430)]]
;*[[Elemental Barrier (430)]]
:Training in Earth Lore provides a percentage chance equal to the seed 10 summation of ranks trained to gain +10 points of critical padding for any single attack.
:<section begin=430 />Training in Earth Lore provides a percentage chance equal to the seed 10 summation of ranks trained to gain +10 combat effective points of critical padding for any single attack.<section end=430 />

:{| {{prettytable|text-align:center}}
!align=right|Elemental Lore, Earth ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231
|-
|align=right|Chance for +10 critical padding||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%
|}


== Major Elemental ==
== Major Elemental ==
{{Collapselore}}
;*[[Chromatic Circle (502)]]
: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 (Minor Water?), Hurl Boulder, and attacks with impact-flaring weapons.
{{Collapselore-1}}
{{#section:Chromatic_Circle_(502)#All_Elements_but_Lightning|Not Lightning}}
</div>

;*[[Thurfel's Ward (503)]]
;*[[Thurfel's Ward (503)]]
:Training in Earth Lore will give a ranks per seed 10 [[summation]] percent chance to gain an additional +20 DS on any single attack.
:Training in Earth Lore will give a ranks per seed 10 [[summation]] percent chance to gain an additional +20 DS on any single attack.
{{Collapselore-1}}
{{#section:Thurfel's_Ward_(503)#Lore_Benefit|Earth Lore Bonus}}
</div>


;*[[Elemental Deflection (507)]]
;*[[Elemental Deflection (507)]]
:Training in Earth Lore unlocks the ability to reflect bolt attacks at 15 ranks. The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS (of the original attacker) applied to the reflected attack. Success of the initial attack is not considered in whether the reflected bolt occurs. Hidden and invisible creatures will not be hit by a reflected bolt.
:15 ranks Earth Lore unlocks the ability to reflect bolt attacks. The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS (of the original attacker) applied to the reflected attack. Success of the initial attack is not considered in whether the reflected bolt occurs. Hidden and invisible creatures will not be hit by a reflected bolt.
{{Collapselore-1}}
{{#section:Elemental_Deflection_(507)#Lore_Benefit|Earth Lore Bonus}}
</div>

;*[[Elemental Bias (508)]]
:25 ranks Earth Lore unlocks the ability to boost elemental TD by 20 when warding against a spell attack. The base chance for the boost is 5%, and an additional 1% chance is gained for every 10 additional lore ranks.
{{Collapselore-1}}
{{#section:Elemental_Bias_(508)#Lore_Benefit|Earth Lore Bonus}}
</div>


;*[[Strength (509)]]
;*[[Strength (509)]]
:Training in Earth Lore increases the AS bonus granted by this spell beginning with +1 at four ranks and maxing out with +16 at 184 ranks. Uses the [[Summation Chart]], with four as the Seed.
:Training in Earth Lore increases the AS bonus granted by this spell beginning with +1 at four ranks and maxing out with +16 at 184 ranks. Uses the [[Summation Chart]], with four as the Seed.
{{Collapselore-1}}
{{#section:Strength_(509)#Lore_Benefit|Earth Lore Bonus}}
</div>


;*[[Hurl Boulder (510)]]
;*[[Hurl Boulder (510)]]
Line 31: Line 66:
:10 ranks of Earth Lore (along with 10 ranks of Water Lore) is required to unlock Acid specification, which uses [[Minor Acid (904)]], and gains from Minor Acid's respective lore benefits.
:10 ranks of Earth Lore (along with 10 ranks of Water Lore) is required to unlock Acid specification, which uses [[Minor Acid (904)]], and gains from Minor Acid's respective lore benefits.


;*[[Stone Skin (520)]]
;*[[Mage Armor (520)]]
:When casting Mage Armor, focusing on earth will allow the mage to be protected by a layer of stone when stunned. Training in Elemental Lore, Earth increases the critical padding provided based on a seed 3 summation of ranks. This benefit stacks with the base benefit of the spell. 20 ranks of Earth Lore allows the caster of Mage Armor to focus on the Earth aspect with no additional mana cost penalty.
:Training in Earth Lore increases the shatter point: the amount of damage Stone Skin can absorb in a single hit without shattering. It also provides a % chance for reactive vibration flares to occur when struck with an AS/DS attack, using a seed 9 summation.
{{Collapselore-1}}
{{#section:Mage_Armor_(520)#Earth_Aspect|Earth Lore Bonus}}
</div>

;*[[Time Stop (550)]]
:Training in Earth Lore unlocks an additional use per day at 40, 115, and 190 ranks.


== Wizard Base ==
== Wizard Base ==
{{Collapselore}}
;*[[Minor Elemental Edge (902)]]
:Training in Earth Lore increases the enhancive bonus by +1 per seed 7 summation bonus.
{{Collapselore-1}}
{{#section:Minor_Elemental_Edge_(902)#Lore_Benefit|Earth Lore Bonus}}
</div>

;*[[Minor Acid (904)]]
:10 ranks of Earth Lore unlocks an acid burn effect, which generate 2 additional acid flares at 5 and 10 seconds after the initial cast. The chance for this effect is 37% at 10 ranks, and 100% at 200 ranks.
:10 ranks of Earth Lore (along with 10 ranks of Water Lore) unlocks the ability to use this spell with [[Cone of Elements (518)]].
:Combined Earth and Water 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).
{{Collapselore-1}}
{{#section:Minor_Acid_(904)#Acid_Burn_Effect|Earth Lore Bonus}}
</div>

;*[[Prismatic Guard (905)]]
;*[[Prismatic Guard (905)]]
:Training in Earth Lore will grant +1 DS per seed 5 summation bonus.
:Training in Earth Lore will grant +1 DS per seed 5 summation bonus.
{{Collapselore-1}}
{{#section:Prismatic_Guard_(905)#Lore_Benefit|Earth Lore Bonus}}
</div>

;*[[Tremors (909)]]
:Training in Earth Lore will increase the [[evade]] [[block]] [[parry]] % penalty on targets by 1 per seed 4 summation &divide; 2 from a base of 5.
{{Collapselore-1}}
{{#section:Tremors_(909)#EBP_Penalty|Earth Lore Bonus}}
</div>
:It will also increase the charges of the [[evoke]] version from a base of 5 by 1 at 20, 50, 90, 150, and 200 ranks, up to a maximum of 10 charges.
{{Collapselore-1}}
{{#section:Tremors_(909)#Evoke_Charges|Earth Lore Evoke Bonus}}
</div>


;*[[Sandstorm (914)]]
;*[[Sandstorm (914)]]
:Training in Earth Lore increases [[impact critical table|impact]] critical damage per seed 6 [[summation chart|summation]] bonus.
:Training in Earth Lore increases [[impact critical table|impact]] critical damage per seed 6 summation bonus.
{{Collapselore-1}}
{{#section:Sandstorm_(914)#Elemental_Lore|Earth Lore Bonus}}
</div>


;*[[Boil Earth (917)]]
;*[[Earthen Fury (917)]]
:Training in Earth Lore allows you to hit multiple targets with a single cast of the spell. The chance for a second strike is equal to your Earth lore skill, and a third strike is equal to your Earth Lore skill - 100. Each extra strike costs an extra 5 mana.
:Training in Earth Lore gives cycles after the first a percentage of the bonus that the spell would normally gain from the target being prone or stunned. If the target is not stunned or prone, the roll gains (100 * Earth Lore Ranks / 202)% of the respective bonus that the target being stunned or prone would normally grant. Earth Lore is particularly effective against targets that cannot be stunned and/or knocked down.
{{Collapselore-1}}
{{#section:Earthen_Fury_(917)#Prone|Earth Lore Bonus}}
</div>

;*[[Core Tap (950)]]
:Training in Earth Lore unlocks an additional use per minute at 60, 135, and 210 ranks.
{{Collapselore-1}}
{{#section:Core_Tap_(950)#Elemental_Lore|Earth Lore Bonus}}
</div>


== Sorcerer Base ==
== Sorcerer Base ==
;*[[Energy Maelstrom (710)]]
:Training in Earth Lore will increase the damage of earth 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 less than 10 seconds at 75 ranks.

;*[[Dark Catalyst (719)]]
;*[[Dark Catalyst (719)]]
: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.
:Despite being a [[Sorcerer]] spell, Dark Catalyst is affected only by Elemental Lores. All four Lores affect only the damage from the respective element during Dark Catalyst's cycle. It is not based on the [[Summation Chart]].


;*[[Animate Dead (730)]]
:''Dark Catalyst's (719) Elemental Lore bonus is a bit convoluted. I will tell you this: at 12 ranks of the appropriate lore, it adds one crit rank to the relevant damage cycle, at 50 lore ranks it adds 2 crit ranks, and at 100 lore ranks it adds 3 crit ranks. It's a flat modifier and the warding margin is not a factor. If you're wanting to crit kill with Dark Catalyst, the lore benefit is pretty good, although admittedly, you don't receive much other benefit with those ranks (at least until the Elemental Lore Review for the Minor Elemental spell circle).''
:Training in Earth Lore will increase the damage of an animate corpse explosion for earth-attuned sorcerers.


==Arcane Circle==
:GameMaster Estild [http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/3314]
;*[[Major Acid (1710)]]
:Combined Earth and Water 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 Earth Lore determines the maximum possible number of opponents hit with the splash (''See [[ball spell]]s'').


== Resources ==
== Resources ==

Latest revision as of 10:35, 7 October 2024

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

Every 20 ranks of Earth Lore will allow the open cast version of the spell to affect an additional target.
25 Earth Lore ranks unlocks the ability to get a 5% chance for a magical barrier to deflect a single physical (AS/DS) attack, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them. Every 20 additional Earth Lore ranks adds 1% to the deflection chance. Odds are reduced by 1% for every 5 levels the attacker is above the caster.
Elemental Lore, Earth ranks 25 45 65 85 105 125 145 165 185 205 225 245
% chance for magical barrier 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16%
For creatures ≤ 5 levels above caster.
Training in Earth Lore provides a percentage chance equal to the seed 10 summation of ranks trained to gain +10 combat effective points of critical padding for any single attack.
Elemental Lore, Earth ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Chance for +10 critical padding 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14%

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?), Hurl Boulder, and attacks with impact-flaring weapons.
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
Training in Earth Lore will give a ranks per seed 10 summation percent chance to gain an additional +20 DS on any single attack.
Elemental Lore, Earth ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Chance for additional +20 DS on any single attack 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14%

For MSTRIKEs, each individual attack of that MSTRIKE will have its own separate chance and will only gain the +20 DS for that part(s) of the MSTRIKE that pass the activation check.

15 ranks Earth Lore unlocks the ability to reflect bolt attacks. The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS (of the original attacker) applied to the reflected attack. Success of the initial attack is not considered in whether the reflected bolt occurs. Hidden and invisible creatures will not be hit by a reflected bolt.
Elemental Lore, Earth ranks 15 25 35 45 55 65 75 85 95 105 115 125
Chance for bolt reflection 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16%
Elemental Lore, Earth ranks 135 145 155 165 175 185 195 205 215 225 235 245
Chance for bolt reflection 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28%
25 ranks Earth Lore unlocks the ability to boost elemental TD by 20 when warding against a spell attack. The base chance for the boost is 5%, and an additional 1% chance is gained for every 10 additional lore ranks.
Elemental Lore, Earth ranks 25 35 45 55 65 75 85 95 105 115 125 135
Chance for elemental TD boost 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16%
Elemental Lore, Earth ranks 145 155 165 175 185 195 205 215 225 235 245
Chance for elemental TD boost 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27%
Training in Earth Lore increases the AS bonus granted by this spell beginning with +1 at four ranks and maxing out with +16 at 184 ranks. Uses the Summation Chart, with four as the Seed.
Elemental Lore, Earth ranks 0 4 9 15 22 30 39 49 60 72
Total AS bonus 15 16 17 18 19 20 21 22 23 24
Elemental Lore, Earth ranks 85 99 114 130 147 165 184 204 225 247
Total AS bonus 25 26 27 28 29 30 31 32 33 34
Training in Earth Lore increases the damage factor (DF) by .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 - 100 and .001 per 4 ranks for ranks greater than 100. With 200 ranks the DF bonus is 0.100.
20 ranks of Earth Lore will unlock earth element specification, which multi-casts this spell with Cone of Elements (518).
Training in Earth Lore unlocks commands with this spell that are otherwise unavailable. To use Slap, Clench, and Pound on like level creatures you need to have xx, xx, and 1.8x ranks per level, respectively.
20 ranks of Earth Lore unlocks Earth specification, which uses Hurl Boulder (510), and gains from Hurl Boulder's respective lore benefits.
10 ranks of Earth Lore (along with 10 ranks of Water Lore) is required to unlock Acid specification, which uses Minor Acid (904), and gains from Minor Acid's respective lore benefits.
When casting Mage Armor, focusing on earth will allow the mage to be protected by a layer of stone when stunned. Training in Elemental Lore, Earth increases the critical padding provided based on a seed 3 summation of ranks. This benefit stacks with the base benefit of the spell. 20 ranks of Earth Lore allows the caster of Mage Armor to focus on the Earth aspect with no additional mana cost penalty.
Critical Padding Benefit
Elemental Lore, Earth ranks 0 3 7 12 18 25 33 42 52 63 75
Total padding while stunned (20 MjE ranks) 10 11 12 13 14 15 16 17 18 19 20
Total padding while stunned (95 MjE ranks) 15 16 17 18 19 20 21 22 23 24 25
Elemental Lore, Earth ranks 88 102 117 133 150 168 187 207 228 250
Total padding while stunned (20 MjE ranks) 21 22 23 24 25 26 27 28 29 30
Total padding while stunned (95 MjE ranks) 26 27 28 29 30 31 32 33 34 35
Combat effectiveness numbers used.
Training in Earth Lore unlocks an additional use per day at 40, 115, and 190 ranks.

Wizard Base

Click to collapse/expand lore tables

Training in Earth Lore increases the enhancive bonus by +1 per seed 7 summation bonus.
Elemental Lore, Earth ranks 0 7 15 24 34 45 57 70 84 99 115 132 150 169 189 210 232
Total skill bonus 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
10 ranks of Earth Lore unlocks an acid burn effect, which generate 2 additional acid flares at 5 and 10 seconds after the initial cast. The chance for this effect is 37% at 10 ranks, and 100% at 200 ranks.
10 ranks of Earth Lore (along with 10 ranks of Water Lore) unlocks the ability to use this spell with Cone of Elements (518).
Combined Earth and Water 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).
Elemental Lore, Earth ranks 10 20 30 40 50 70 90 110 130 150 175 200
% chance for acid burn 37 47 55 60 62 67 72 77 82 87 93 100
Training in Earth Lore will grant +1 DS per seed 5 summation bonus.
Elemental Lore, Earth ranks 5 11 18 26 35 45 56 68 81 95 110 126 143 161 180 200 221 243
Additional DS 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Training in Earth Lore will increase the evade block parry % penalty on targets by 1 per seed 4 summation ÷ 2 from a base of 5.
Elemental Lore, Earth ranks 0 9 22 39 60 85 114 147 184 225
Target EBP% penalty 5 6 7 8 9 10 11 12 13 14
It will also increase the charges of the evoke version from a base of 5 by 1 at 20, 50, 90, 150, and 200 ranks, up to a maximum of 10 charges.
Training in Earth Lore increases impact critical damage per seed 6 summation bonus.
Elemental Lore, Earth Ranks 6 13 21 30 40 51 63 76 90 105 121 138 156 175 195 216 238
Increase in critical rank .2 .4 .6 .8 1 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3 3.2 3.4
Training in Earth Lore gives cycles after the first a percentage of the bonus that the spell would normally gain from the target being prone or stunned. If the target is not stunned or prone, the roll gains (100 * Earth Lore Ranks / 202)% of the respective bonus that the target being stunned or prone would normally grant. Earth Lore is particularly effective against targets that cannot be stunned and/or knocked down.
Elemental Lore, Earth ranks 10 20 30 40 50 60 70 80 90 101 121 142 162 182 202
% of the stunned or prone damage bonus 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 60% 70% 80% 90% 100%
% shown are rounded to the nearest whole #, not all thresholds shown, all ranks improve bonus
Training in Earth Lore unlocks an additional use per minute at 60, 135, and 210 ranks.
Elemental Lore, Earth ranks 0 60 135 210
# of uses per minute 1 2 3 4

Sorcerer Base

Training in Earth Lore will increase the damage of earth 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 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 Earth Lore will increase the damage of an animate corpse explosion for earth-attuned sorcerers.

Arcane Circle

Combined Earth and Water 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 Earth Lore determines the maximum possible number of opponents hit with the splash (See ball spells).

Resources