Elemental Blade (411): Difference between revisions

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{{HSN}}
{{spell
{{spell
| mnemonic = ELEMBLADE
| mnemonic = ELEMBLADE
Line 9: Line 8:
| weapon = [[Enchant|Enchantment]], [[Flares]]
| weapon = [[Enchant|Enchantment]], [[Flares]]
| enhancement = +20
| enhancement = +20
| requirements = Non-magical
| requirements = Non-Scripted, Non-Flaring
| availability = Any normal weapon
| availability = Any normal weapon
| navigation = {{minor elemental navigation}}
| navigation = {{minor elemental navigation}}
}}
}}
__TOC__
__TOC__
'''Elemental Blade''' (commonly referred to as "'''eblade'''") provides a plain weapon or [[runestaff]] with a +20 bonus to enchantment and one of 5 types of [[elemental]] [[flare]]s. Weapons and staves must be completely free of any other mechanical effects including flares or [[weighting]] (crit or damage). However, Elemental Blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material's bonus), and [[invar]]-based items.
<section begin=description /><noinclude>'''Elemental Blade''' (commonly referred to as "'''eblade'''") provides</noinclude><includeonly>Provides</includeonly> a plain weapon or [[runestaff]] with a +20 bonus to enchantment and one of 5 types of [[elemental]] [[flare]]s: air, earth, fire, water, or lightning <noinclude>([[#Element Identification|see below]] for identification means)</noinclude>.<section end=description />


Weapons and staves must be completely free of most [[item properties]], including other flares and [[script]]s (functional or non-functional). However, Elemental Blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material's bonus), and [[invar]]-based items (innate +2 bonus) at the base version of the spell. [[Weighting]] on a weapon will reduce the effectiveness of Elemental Blade, including reduction to the AS bonus, flare potency, and/or charges, and any weapon that assesses at heavy weighting or higher will not be able to be ebladed at all. Elemental Blade ''can'' be cast on [[bless]]ed items.
Duration:
<div {{prettydiv|margin-right=55%}}><center><tt>'''# of swings = 20 + (MnE ranks &times; 3)</tt></center></div>


Training in an [[#Lore Benefits|Elemental Lore]] specific to a desired flare will allow a caster to eblade enchanted weapons. Furthermore, [[attunement|attuned]] casters receive the benefits of the flares always matching the caster's attunement (as opposed to receiving a random element with random attunement), and, when properly trained in the corresponding Elemental Lore of that attunement, the flare damage imposed receiving a minor boost to critical weighting.
Charges will be depleted on both attacks and successful parries.


Duration:
Training in an [[Elemental Lore]] specific to a desired flare will allow a caster to eblade enchanted weapons. Furthermore, [[attunement|attuned]] casters receive the benefits of the flares always matching the caster's attunement (as opposed to receiving a random element with random attunement), and, when properly trained in the corresponding Elemental Lore of that attunement, the flare damage imposed receiving a minor boost to critical weighting.
{{equation box
|{{math|# of swings <nowiki>=</nowiki> 20 + (MnE ranks &times; 3)}} }}


:[[Scroll]] or [[magical item]]:
Archers may get their 0x arrows or bolts ebladed and, in combination with a 4x (+20) bow, will have the equivalent of an 8x (+40) weapon. If the naturally 0x wood is master crafted, the total enchant will be 9x (+45).
::{{equation box
|{{math|# of swings <nowiki>=</nowiki> 20 + (applicable [[Arcane Symbols]] or [[MIU]] ranks &times; 1.5)}} }}


Charges will be depleted on both attacks and successful parries.
== Element Identification ==
== Element Identification ==
An ebladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger ''<The dagger is surrounded by a scintillating '''red''' light>.'' Each color is symbolic of one the five attuneable elements.
An ebladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the [[LOOK]] verb to see this. E.g., LOOK my dagger ''<The dagger is surrounded by a scintillating '''red''' light>.'' Each color is symbolic of one the five attuneable elements.


Each element has an inherent [[:Category:Damage Types|damage type]] that can cause associated [[critical]] injuries. Casting [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g., ''<You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>''
Each element has an inherent [[:Category:Damage Types|damage type]] that can cause associated [[critical]] injuries. Casting [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g., ''<You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>''
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== Lore Benefit ==
== Lore Benefit ==


Training in any [[Elemental Lore]] (only one is considered) allows Elemental Blade to be cast on enchanted weapons, with otherwise the same restrictions. The threshold of an enchanted weapon that can be ebladed is based on a seed 3 [[summation]] per +1 of the enchant.
Training in any [[Elemental Lore]] (only one lore is considered) allows Elemental Blade to be cast on enchanted weapons, with otherwise the same restrictions. The threshold of an enchanted weapon that can be ebladed is based on a seed 3 [[summation]] per +1 of the enchant.
:*If the caster is randomly attuned, the cast will only work if the cast's random element matches with an element that the caster has adequate training for.
:*If the caster is randomly attuned, the cast will only work if the cast's random element matches with an element that the caster has adequate training for.
:*If the caster is attuned to an element they are not appropriately trained for, the caster will have to attune random and depend on trial and error to get the right element.
:*If the caster is attuned to an element they are not appropriately trained for, the caster will have to attune random and depend on trial and error to get the right element.
:*If the caster is attuned to an element they are appropriately trained for, the caster will always get the flares desired and the weapon will receive a minor boost to the critical weighting from the flares.
:*If the caster is attuned to an element they are appropriately trained for, the caster will always get the flares desired and the weapon will receive a minor boost to the critical weighting from the flares.


For example, if a caster is fire attuned, but has the adequate air lore for the eblade, they will need to {{mono|ATTUNE RANDOM}}, and the weapon will only accept lightning or air flares.
For example, if a caster is fire attuned, but does not have appropriate training in Fire Lore, but does have a high number of Air Lore ranks, they will need to{{mono| ATTUNE RANDOM}}, and the weapon will only accept lightning or air flares.


For casters attuned to lightning, it will use their Elemental Lore, Air or Water (which ever is higher) to calculate their respective lore ranks to determine the enchant bonus for which the spell may be used.
For casters attuned to lightning, it will use their [[Elemental Lore, Air]] or [[Elemental Lore, Water|Water]] (which ever is higher) to calculate their respective lore ranks to determine the enchant bonus for which the spell may be used.


:{| {{prettytable}} align="center"
:{| {{prettytable|text-align:center;}}
!align="right"|Appropriate Elemental Lore ranks||3||7||12||18||25||33||42||52||63||75
!align=right style="white-space:nowrap"|Appropriate Elemental Lore ranks||3||7||12||18||25||33||42||52||63||75
|-
|-
|align="right"|Enchant that can be ebladed||+1||+2||+3||+4||+5||+6||+7||+8||+9||+10
|align=right|Enchant that can be ebladed||+1||+2||+3||+4||+5||+6||+7||+8||+9||+10
|-
|-
|colspan="11"|
|colspan=11|
|-
|-
!align="right"|Appropriate Elemental Lore ranks||88||102||117||133||150||168||187||207||228||250
!align=right|Appropriate Elemental Lore ranks||88||102||117||133||150||168||187||207||228||250
|-
|-
|align="right"|Enchant that can be ebladed||+11||+12||+13||+14||+15||+16||+17||+18||+19||+20
|align=right|Enchant that can be ebladed||+11||+12||+13||+14||+15||+16||+17||+18||+19||+20
|}
|}

===Use with [[Chromatic Circle (502)]]===
Chromatic Circle (502) will cause targets to be surrounded by an element and training in an Elemental Lore will cause targets to incur a [[DS]] penalty to successive weapon attacks when the weapon's flare damage type matches the magic element surrounding the target AND the caster has ranks in that lore. Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks, whichever comes first (see [[Chromatic_Circle_(502)#Lore_Benefit|Chromatic Circle]] spell page for full lore requirements). This use is of particular interest to [[war mage]]s.


{{AR2}}
{{AR2}}
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==Resources==
==Resources==
*[[Blessing and eblading arrows (guide)]]
*[[Bless/Eblade Arrows (saved post)]]
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]

Latest revision as of 20:19, 13 January 2023

Elemental Blade (411)
Mnemonic [ELEMBLADE]
Base Duration 20 + (MnE ranks × 3) swings
Added Duration None
Span Solid Block
Offensive Magic - Weapon Enhancement - Enhancement  
Subtype Weapon Enhancement 
Weapon Enhancement Enchantment, Flares 
Enhancement +20 
Weapon Requirements Non-Scripted, Non-Flaring 
Availability Any normal weapon 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack

Elemental Blade (commonly referred to as "eblade") provides a plain weapon or runestaff with a +20 bonus to enchantment and one of 5 types of elemental flares: air, earth, fire, water, or lightning (see below for identification means).

Weapons and staves must be completely free of most item properties, including other flares and scripts (functional or non-functional). However, Elemental Blade may be cast on master-fletched arrows (which have an innate +5 bonus above the material's bonus), and invar-based items (innate +2 bonus) at the base version of the spell. Weighting on a weapon will reduce the effectiveness of Elemental Blade, including reduction to the AS bonus, flare potency, and/or charges, and any weapon that assesses at heavy weighting or higher will not be able to be ebladed at all. Elemental Blade can be cast on blessed items.

Training in an Elemental Lore specific to a desired flare will allow a caster to eblade enchanted weapons. Furthermore, attuned casters receive the benefits of the flares always matching the caster's attunement (as opposed to receiving a random element with random attunement), and, when properly trained in the corresponding Elemental Lore of that attunement, the flare damage imposed receiving a minor boost to critical weighting.

Duration:

# of swings = 20 + (MnE ranks × 3)
Scroll or magical item:
# of swings = 20 + (applicable Arcane Symbols or MIU ranks × 1.5)

Charges will be depleted on both attacks and successful parries.

Element Identification

An ebladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger <The dagger is surrounded by a scintillating red light>. Each color is symbolic of one the five attuneable elements.

Each element has an inherent damage type that can cause associated critical injuries. Casting Elemental Detection (405) at the weapon will give a message specifying the damage type. E.g., <You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>

Element Color Critical Damage type
Air White Vacuum
Earth Brown Impact/Vibration
Fire Red Fire
Water Blue Cold/Ice
Lightning Silver Lightning/Electric

Lore Benefit

Training in any Elemental Lore (only one lore is considered) allows Elemental Blade to be cast on enchanted weapons, with otherwise the same restrictions. The threshold of an enchanted weapon that can be ebladed is based on a seed 3 summation per +1 of the enchant.

  • If the caster is randomly attuned, the cast will only work if the cast's random element matches with an element that the caster has adequate training for.
  • If the caster is attuned to an element they are not appropriately trained for, the caster will have to attune random and depend on trial and error to get the right element.
  • If the caster is attuned to an element they are appropriately trained for, the caster will always get the flares desired and the weapon will receive a minor boost to the critical weighting from the flares.

For example, if a caster is fire attuned, but does not have appropriate training in Fire Lore, but does have a high number of Air Lore ranks, they will need to ATTUNE RANDOM, and the weapon will only accept lightning or air flares.

For casters attuned to lightning, it will use their Elemental Lore, Air or Water (which ever is higher) to calculate their respective lore ranks to determine the enchant bonus for which the spell may be used.

Appropriate Elemental Lore ranks 3 7 12 18 25 33 42 52 63 75
Enchant that can be ebladed +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Appropriate Elemental Lore ranks 88 102 117 133 150 168 187 207 228 250
Enchant that can be ebladed +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

Use with Chromatic Circle (502)

Chromatic Circle (502) will cause targets to be surrounded by an element and training in an Elemental Lore will cause targets to incur a DS penalty to successive weapon attacks when the weapon's flare damage type matches the magic element surrounding the target AND the caster has ranks in that lore. Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks, whichever comes first (see Chromatic Circle spell page for full lore requirements). This use is of particular interest to war mages.

Alchemy Recipes

Some scintillating prismatic oil
Eastern version Western version
  1. Add pure oil
  2. Add 2 doses of fairy primrose
  3. Simmer
  4. Add 2 doses of elemental core
  5. Boil
  6. Add powdered bright bluerock
  7. Infuse
  8. Chant Elemental Blade (411)
  1. Add pure oil
  2. Add 2 doses of fairy primrose
  3. Simmer
  4. Add 2 doses of elemental core
  5. Boil
  6. Add powdered green starstone
  7. Infuse
  8. Chant Elemental Blade (411)
Although the recipe says scintillating prismatic oil, the end result is actually glowing prismatic oil.

Resources