Elemental Lore, Fire: Difference between revisions

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;*[[Elemental Targeting (425)]]
;*[[Elemental Targeting (425)]]
:Training in Fire Lore grants a chance to cause your next spell to be charged with elemental energy, increasing critical damage, past in seed 10 summation of ranks known.
:<section begin=425 />Training in Fire Lore grants a chance to cause the caster's next spell to be charged with elemental energy, increasing critical damage, based on a seed 10 summation of ranks, and subject to [[critical randomization]].<section end=425 />


== Major Elemental ==
== Major Elemental ==

Revision as of 13:15, 15 September 2017

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

Training in Fire Lore will increase the persistent TD penalty applied to the target by 1 per seed 5 summation of ranks.
Training in Fire Lore provides a chance equal to the caster's Elemental Lore Fire bonus ÷ 2 to trigger a 2nd elemental strike on a random opponent in the room for an additional cost of 5 mana.
10 ranks of Fire Lore unlocks a chance to strip a defensive spell from the target, in addition to the prepared spell. This ability has a base 10% chance with an additional 3% every 10 ranks. It also increases the mana drain by skill bonus ÷ 15.
Training in Fire Lore grants a chance to cause the caster's next spell to be charged with elemental energy, increasing critical damage, based on a seed 10 summation of ranks, and subject to critical randomization.

Major Elemental

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 Fire, Major Fire, Fire Spirit (111), and attacks with fire-flaring weapons.
Training in Fire Lore will cumulatively add +1 AS for each seed 4 summation of ranks per consecutive bolt attack on the same target, capped at +25 total AS boost. The AS will increase whether or not the target is successfully hit, and only while casting bolt spells. Casting at another target removes this boost.
20 ranks of Fire Lore unlocks Fire specification, which uses Minor Fire (906), and gains from Minor Fire's respective lore benefits. 10 ranks of Fire Lore (along with 10 ranks of Water Lore) is required to unlock Steam specification, which uses Minor Steam (1707), and gains from Minor Steam's respective lore benefits.
Training in Fire Lore provides a chance to incinerate a target, instantly killing it. The base percent chance is a seed 1 summation of (Fire Lore ranks - 10) ÷ 2. This benefit can be reduced or eliminated if the warding margin is < 50 (reduction of 2% per 1 below 50).
Fire Lore also provides a chance for an extra damage cycle, determined by ranks ÷ 1.5, so at 75 ranks, there is a 50% chance, and at 150 ranks, there is a 100% chance.

Wizard Base

20 ranks of Fire Lore unlocks the ability to cast Minor Steam (1707) using EVOKE. Fire Lore will also add to the damage factor for Minor Steam as described below.
Training in Fire Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks over 100. DF increase with 200 ranks is 0.100.
Training a minimum of 10 ranks of Elemental Lore, Fire will unlock a percentage chance equal to (skill bonus ÷ 5) to ignite the target. Activation will result in 2 additional rounds of fire critical injuries (no additional hitpoint damage).
20 ranks of Fire Lore unlocks fire element specification, which multi-casts this spell with Cone of Elements (518).
Training in Fire Lore increases the damage factor by .001 up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks over 100. DF increase with 200 ranks is 0.100. Fire Lore is a factor in determining the maximum number of targets that can be hit with the additional flares from the spell (See ball spells).
Training in Fire Lore gives each successful critical cycle a (Lore Ranks/5)% chance to do an immediate extra, more powerful, critical against the target in the Fire version of the spell, not subject to rounding.
100 ranks required to enchant fire flaring items (can be offset up to 50% via mana pool). 100 ranks can also be used to enchant steam flaring items (or fewer with a total of 100 ranks in combination with Water Lore).
Training in Fire Lore increases the caster's bolt attack strength (AS) and casting strength (CS) for the subsequent spells that are cast from 950.

Sorcerer Base

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

Arcane

Fire Lore increases this spell's damage factor by .001 per two ranks for ranks 1 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus with 200 lore ranks is .075. Damage factor bonus is also similarly affected by ranks in Fire Lore with the DF bonus capped at 200 combined lore ranks.
10 ranks on Fire Lore (along with 10 ranks of Water Lore) is a prerequisite for use with Cone of Elements (518).

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