Mage Armor (520): Difference between revisions

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Wizards can access all aspects of the spell regardless of lore training, but if they are under-trained in a lore (under 20 ranks) and are not using an aspect that matches their attunement, there is a penalty of additional mana cost. Every rank below 20 that the wizard is trained in an aspect's corresponding Elemental Lore will result in the spell costing an additional 4 mana to cast when activating that aspect, capped at 99 mana. This penalty will only be assessed on the very first cast of Mage Armor and when switching aspects. Once an aspect is active, increasing the duration of the spell will not apply the penalty.
Wizards can access all aspects of the spell regardless of lore training, but if they are under-trained in a lore (under 20 ranks) and are not using an aspect that matches their attunement, there is a penalty of additional mana cost. Every rank below 20 that the wizard is trained in an aspect's corresponding Elemental Lore will result in the spell costing an additional 4 mana to cast when activating that aspect, capped at 99 mana. This penalty will only be assessed on the very first cast of Mage Armor and when switching aspects. Once an aspect is active, increasing the duration of the spell will not apply the penalty.


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===Lore Benefits===
===Lore Benefits===
====Fire Aspect====
====Fire Aspect====
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Note: Dedicated fire mages that take advantage of this aspect might consider training in the [[Combat Mastery]] [[Combat Maneuvers|maneuver]], which enables the user to change stance in increments of 10% or 5%, rather than the default 20%. For more details on stances and percentages, see the [[Stance#Numerical Equivalent|Stance]] article.
Note: Dedicated fire mages that take advantage of this aspect might consider training in the [[Combat Mastery]] [[Combat Maneuvers|maneuver]], which enables the user to change stance in increments of 10% or 5%, rather than the default 20%. For more details on stances and percentages, see the [[Stance#Numerical Equivalent|Stance]] article.
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====Water Aspect====
====Water Aspect====

Revision as of 11:28, 7 November 2016

Mage Armor (520)
Mnemonic [MAGEARMOR]
Base Duration 1200 sec
Added Duration 60 sec per Major Elemental rank
Span Stackable
Combat Magic - Defense Enhancement
Type Special
Availability Self-cast
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

Mage Armor manipulates the elemental forces within a wizard's body, forming a layer of elemental energy that shifts with their movements. This self-cast spell provides additional protection from physical attacks in the form of critical padding.

The base amount of padding for native casters is "somewhat" (5 points) at 20 Major Elemental ranks, increasing every 15 Major Elemental ranks to a max of "heavy" (10 points) at 95 ranks. Non-native casters can only achieve light critical padding (1-2 points) with this spell, and elemental aspects are not available to non-native casters. (The padding table is available in the Earth Aspect section below.)

Major Elemental ranks 20 35 50 65 80 95
Critical padding added (always available) 5 6 7 8 9 10

The critical padding provided by this spell and its aspects stack with other forms of padding.

Aspects

The armor can be further enhanced by focusing on specific elements to further shore up defenses via CAST <Element>. Focusing on an element will produce additional defenses based on lore training in the respective Elemental Lore.

Aspect Base Benefit
Fire Provides a 15 percentage point stance bonus when spells are CHANNELed
Water Boosts the mage's defenses against dispel attacks with a chance to negate one dispel every 30 seconds
Earth When the mage is stunned: Provides an additional "somewhat" level of critical padding on top of base padding
Air Increases mage's carrying capacity by 10 pounds
Lightning When the mage becomes stunned: Provides a chance to stun all enemies in the room for 2 rounds, 30 second cooldown

Mana Cost

Wizards can access all aspects of the spell regardless of lore training, but if they are under-trained in a lore (under 20 ranks) and are not using an aspect that matches their attunement, there is a penalty of additional mana cost. Every rank below 20 that the wizard is trained in an aspect's corresponding Elemental Lore will result in the spell costing an additional 4 mana to cast when activating that aspect, capped at 99 mana. This penalty will only be assessed on the very first cast of Mage Armor and when switching aspects. Once an aspect is active, increasing the duration of the spell will not apply the penalty.

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Lore Benefits

Fire Aspect

Focusing on fire allows the mage, when CHANNELing spells, to cast as if they were in a more offensive stance. The base benefit of this aspect is a 15 percentage point stance bonus. With that bonus, a mage in Guarded stance (80%) would receive benefits as if they were in a 65% stance - just short of Neutral stance (60%). At the same time, a mage in Advance stance (20%) will cast spells in a 5% stance - almost as powerfully as full Offensive (0%).

Training in Elemental Lore, Fire will increase the stance bonus based on a seed 1 summation of ranks. Obtaining 15 ranks in fire will grant a 20 percentage point stance bonus, allowing the mage to remain in advanced stance while obtaining all benefits of offensive. The maximum benefit, 36 percentage points, is obtained at 231 fire ranks.

Stance Adjustment
Elemental Lore, Fire ranks 0 1 3 6 10 15 21 28 36 45 55
Total Stance Adjustment 15 16 17 18 19 20 21 22 23 24 25
Elemental Lore, Fire ranks 66 78 91 105 120 136 153 171 190 210 231
Total Stance Adjustment 26 27 28 29 30 31 32 33 34 35 36
Bolt Spell AS
Stance Offensive Advance Forward Neutral Guarded
Bolt Spell AS (normally) 100% 90% 80% 70% 60%
Bolt Spell AS (Fire Aspect, no lore)* 100% 97.5% 87.5% 77.5% 67.5%
Bolt Spell AS (Fire Aspect, 15 ranks) 100% 100% 90% 80% 70%
Bolt Spell AS (Fire Aspect, 231 ranks)* 100% 100% 98% 88% 78%
CS Spells, single open-handed CHANNEL
Stance Offensive Advance Forward Neutral Guarded
Endroll bonus (normally) +20 +16 +12 +8 +4
Endroll bonus (Fire Aspect, no lore)* +20 +19 +15 +11 +7
Endroll bonus (Fire Aspect, 15 ranks) +20 +20 +16 +14 +8
Endroll bonus (Fire Aspect, 231 ranks)* +20 +20 +19 +15 +11
CS Spells, double open-handed CHANNEL
Stance Offensive Advance Forward Neutral Guarded
Endroll bonus (normally) +40 +32 +24 +16 +8
Endroll bonus (Fire Aspect, no lore)* +40 +38 +30 +22 +14
Endroll bonus (Fire Aspect, 15 ranks) +40 +40 +32 +24 +16
Endroll bonus (Fire Aspect, 231 ranks)* +40 +40 +39 +31 +23
*Stance increments of less than 20% have not been tested; all values are estimates based on known formulas.

Note: Dedicated fire mages that take advantage of this aspect might consider training in the Combat Mastery maneuver, which enables the user to change stance in increments of 10% or 5%, rather than the default 20%. For more details on stances and percentages, see the Stance article.

Water Aspect

Focusing on water will allow a mage to attempt to negate dispelling attacks. The base benefit of this aspect is the negation of one dispel every 30 seconds and the attempt is subject to a hidden roll with undisclosed success factors.

Training in Elemental Lore, Water will reduce the 30 second cooldown one additional second based on a seed 1 summation of ranks. The maximum benefit of this aspect is a 21 second reduction, to a minimum of 9 seconds, obtained at 231 Water Lore ranks.

Dispel Nullification Cooldown
Elemental Lore, Water ranks 0 1 3 6 10 15 21 28 36 45 55
Dispel Cooldown (in seconds) 30 29 28 27 26 25 24 23 22 21 20
Elemental Lore, Water ranks 66 78 91 105 120 136 153 171 190 210 231
Dispel Cooldown (in seconds) 19 18 17 16 15 14 13 12 11 10 9

Earth Aspect

Padding
Combat Effectiveness Rating Table
Rating Name
-16+ Substantially diminished
-15 to -11 Noticeably diminished
-10 to -6 Somewhat diminished
-5 to -1 Slightly diminished
No Padding (baseline)
1 - 2 Lightly
3 - 4 Fairly
5 - 6 Somewhat
7 - 8 Decently
9 - 10 Heavily
11 - 13 Very heavily
14 - 15 Exceptionally
16 - 20 Masterfully
21 - 25 Superbly
26 - 30 Expertly
31 - 35 Phenomenally
36 - 40 Fantastically
41 - 45 Incredibly
46 - 50 Wondrously

Focusing on earth will allow the mage to be protected by a layer of stone when stunned. The base benefit of Earth Aspect starts at 5 additional points (somewhat), which is added to the base spell benefit (somewhat, also 5 points), for a total of 10 points (heavy padding).

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, so a stunned mage with 95 Major Elemental ranks (10 base points) could potentially see phenomenal levels of padding (31) at 168 Earth Lore ranks.

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

Air Aspect

Focusing on air allows the mage to increase his carrying capacity (CC). The base benefit of this aspect is an extra 10 pounds of CC.

Training in Elemental Lore, Air will increase the CC bonus based on a seed 1 summation of ranks. The maximum benefit of this aspect is 31 lbs at 231 Air Lore ranks.

Carrying Capacity Increase
Elemental Lore, Air ranks 0 1 3 6 10 15 21 28 36 45 55
Carrying Capacity Increase (in lbs) 10 11 12 13 14 15 16 17 18 19 20
Elemental Lore, Air ranks 66 78 91 105 120 136 153 171 190 210 231
Carrying Capacity Increase (in lbs) 21 22 23 24 25 26 27 28 29 30 31

Lightning Aspect

Focusing on lightning allows the mage to attempt to AoE stun all enemies in the room for two rounds every 30 seconds when the mage becomes stunned. This attempt is subject to a hidden roll with undisclosed success factors.

Training in Elemental Lore, Air and Elemental Lore, Water will reduce the 30 second cooldown one additional second based on a seed 3 summation of combined ranks. The maximum benefit of this aspect is a 20 second reduction, or a 10 second cooldown at 250 ranks.

AoE Stun Cooldown
Combined Elemental Lore, Water/Air ranks 0 3 7 12 18 25 33 42 52 63 75
Stun Cooldown (in seconds) 30 29 28 27 26 25 24 23 22 21 20
Combined Elemental Lore, Water/Air ranks 88 102 117 133 150 168 187 207 228 250
Stun Cooldown (in seconds) 19 18 17 16 15 14 13 12 11 10
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Messaging

Initial cast

A layer of raw elemental energy forms around you.

Fire Aspect

You shift the focus of the surrounding energies into fire.

Water Aspect

You shift the focus of the surrounding energies into water.
Success
The raw elemental energy surrounding you takes on a watery look as it absorbs the magic.
Failure
The raw elemental energy surrounding you takes on a watery look as it attempts to absorb the magic.

Earth Aspect

You shift the focus of the surrounding energies into earth.

Air Aspect

You shift the focus of the surrounding energies into air.

Lightning Aspect

You shift the focus of the surrounding energies into lightning.

Resources

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