Elemental Lore, Earth: Difference between revisions
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: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. |
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{{#section:Thurfels_Ward_(503)#Lore_Benefit|Earth Lore Bonus}} |
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Revision as of 00:49, 4 July 2018
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.
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.
- 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.
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.
- 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
- Training in Earth Lore increases the enhancive bonus by +1 per seed 7 summation bonus.
- 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).
- Training in Earth Lore will grant +1 DS per seed 5 summation bonus.
- 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. 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.
- 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.
- 100 ranks required to enchant earth flaring items (can be offset up to 50% via mana pool). 100 ranks can also be used to enchant acid flaring items (or fewer with a total of 100 ranks in combination with Water Lore).
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 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 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).