Time Stop (550): Difference between revisions

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===[[Elemental Lore, Water]]===
===[[Elemental Lore, Water]]===

Revision as of 00:06, 4 July 2018

This article is a work in progress!
Time Stop (550)
Mnemonic [TIMESTOP]
Duration Immediate
Utility Magic  
Subtype Emergency defense 
Availability Self 
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

Time Stop will remove a base 60 seconds of roundtime from the caster and reduce the duration of negative effects by the same amount (e.g. stuns, Bind (214), etc). It can be activated while in roundtime and while under most status conditions (stunned, webbed, immobile, etc) with the STOP TIME command. It may be used at a base of once per day and uses resets at midnight ET. Additional uses may be unlocked by training in Elemental Lore, Earth. Training in Elemental Lore, Air will increase the amount removed from roundtime and negative effects.

Elemental Wave effects of increasing power may be unlocked by training in Elemental Lore, Water and Elemental Lore, Fire.

Usage

  • STOP TIME while in roundtime or affected by applicable status condition
  • STOP TIME NOWAVE to not cast an Elemental Wave if the caster is able to
  • STOP TIME WAVE to force the wave while in town (if justice is on)

Lore Benefits

Elemental Lore, Earth

Training in Earth Lore unlocks an additional use per day at 40, 115, and 190 ranks.

Elemental Lore, Air

Training in Air Lore will increase the amount of roundtime that is removed and the amount of time that is removed from negative effects by (1.5 * seed 1 summation of their EL:A ranks) seconds (e.g. at 28 ranks, it removes an additional 10 seconds; at 55 ranks, it removes an additional 15 seconds, etc).

Elemental Lore, Air ranks 0 1 3 6 10 15 21 28 36 45 55 66 78 91
total seconds reduced RT 60 61 63 64 66 67 69 70 72 73 75 76 78 79
Elemental Lore, Air ranks 105 120 136 153 171 190 210 231 253 276 300
total seconds reduced RT 81 82 84 85 87 88 90 91 93 94 96


Elemental Lore, Water

At 50 ranks of Water Lore, the spell will automatically release an Elemental Wave (410) in the room, with additional lore training past that making it more difficult to resist.

Elemental Lore, Fire

At 50 ranks of Fire Lore, the spell will automatically release a fire Elemental Wave (similar to 435 but without the roundtime) in the room, with additional lore training past that making it more difficult to resist. Having 50 ranks in both EL:W and EL:F causes it act exactly like a fire Major Elemental Wave (435). In either case (or when both effects are combined), the wave is significantly more difficult to resist than the base 410/435 spell alone.

Messaging

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Resources