Resist Nature (620): Difference between revisions
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| name = Resist Nature |
| name = Resist Nature |
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| number = 620 |
| number = 620 |
Revision as of 09:50, 7 December 2017
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Resist Nature allows a ranger to infuse leather (both hard and soft leather armor, and leather armor accessories) and cloth armor with a minimum of 20% temporary resistance to fire, nature, cold, or steam. spikethorns, weeds, and the elements. Armor infused by the spell will reduce the critical damage of the specified resistance type by a percentage based upon the caster's Spiritual Lore, Blessings training.
Aura, Discipline, and Wisdom stat bonuses all play a part to success, though not equal ones, in this spell. The duration of the resistance, or resistance life, is influenced by Spiritual Mana Control and Ranger Base ranks.
Armor treated with Resist Nature will seem to have permanent resistance in a Bard loresong. A ranger must be found to ASSESS the armor to determine how many hits remain as well as who applied the resistance.
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting. This spell has no risk of destroying or harming a piece of armor in any way. Only 5 armors may be treated in any one week.
Mana Control Benefits
Training in Spiritual Mana Control adds to the duration of the applied resistance. It also allows the spell to be cast on damage or crit padded armor, based on a seed 1 summation of ranks. It is possible to add resistance to "lightly" padded armor beginning at 1 rank, "very heavily" at 91 ranks, and the lowest level of "masterfully" padded armor at 136 enhanced ranks.
Spiritual Mana Control ranks 1 3 6 10 15 21 28 36 45 55 66 78 91 105 120 136 Padding points ability 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Lore Benefit
Training in Spiritual Lore, Blessings increases the percent resistance applied to a piece of armor by ranks ÷ 2.
Spiritual Lore, Blessings ranks 0 20 40 60 80 100 120 140 150 Total resistance applied 20% 30% 40% 50% 60% 70% 80% 90% 95%
Process
- This has been adapted from Kateerina's guide with permission.
While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.
Potion Preparation
The first step is to have all of the the required potions prepared in advance. Each potion will take one hour to finish, and costs 3000 silver each, payable upon the herbalist's delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions.
The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus' Room Data website.
Type Plant Location Cold Frostflower Icemule Trace, Pinefar Trading Post Fire Drakefern Kharam Dzu (Teras Isle) Nature Murkweed Wehnimer's Landing, River's Rest, Ta'Illistim Steam Mistweed River's Rest, Ta'Vaalor
Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its armor sub-group. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires eight.
Armor AsG # of Potions Robe 1 1 Light Leather 5 2 Full Leather 6 3 Reinforced Leather 7 4 Double Leather 8 5 Leather Breastplate 9 4 Cuirbouilli Leather 10 5 Studded Leather 11 6 Brigandine Armor 12 8
Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:
Town General Location Icemule Trace Icemule Trace, Forest Kharam Dzu Teras Isle, River's Edge River's Rest Shady Trail Solhaven Vornavis Cliffs, River Trail Ta'Illistim Whistler's Pass, Forest Ta'Vaalor Near the Cemetery (hidden, in game secret) Wehnimer's Landing Lower Dragonsclaw, Wooded Hills
Initial Cast
After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.
Success, ready for the next step:
You gesture at some brigandine armor. A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp. Failure, chance (try again): You gesture at some vultite cuirbouilli leather. The magic of your spell unravels and dissipates!
Failure, armor not in hand (hold it and try again):
You gesture at some light leather. The magic of your spell dissipates before it can reach the light leather.
Failure, exceeded five per week limit:
You gesture at some cuirbouilli leather. You strain to cast the spell, but your spirit hasn't yet recovered from your recent channeling of this type of magic. Your spell's energy dissipates.
Failure, incompatible (armor is scripted, or being tempered):
You gesture at a set of darkly etched Sylvan scalemail. Your spell's magic cannot permeate the material of the etched Sylvan scalemail.
Failure, incompatible (armor does not fall in the proper ASG range):
You gesture at some chain mail. The magic of your spell fizzles against the surface of the chain mail.
Failure, armor is already resistant (remove the current resistance before attempting again):
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. The magic of your spell wavers and lashes back at you! ... 1 point of damage! Your wrist is twisted slightly. Cast Roundtime 3 Seconds.
After a successful initial cast, ASSESSing the armor should yield a message similar to the following:
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. You examine the armor closely, lightly running your fingers over the material. You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.
Potion Application
POUR the first potion on the prepared armor and ASSESS to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week's time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.
Success, ready for next pour or sealing cast:
You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. Roundtime: 17 sec.
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast:
Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.
Failure, potion has expired (get a fresh potion):
As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.
Failure, incorrect pourer (only the original caster can pour):
As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.
Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The "holds no hint as to its purpose" should be replaced by one of the following, depending on the resistance type:
Type Messaging Cold slightest presence of cool air Fire slightest presence of warmth Nature slightest presence of grit Steam slightest presence of warm moisture
Repeat as appropriate until the armor is ready for the final cast.
Sealing Cast
If "an emptiness permeates the material of the armor," it requires at least another potion pour. However, if "the aura of magic does not feel complete," the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time. Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.
Success, process complete:
You gesture at some ora brigandine armor. A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. Roundtime: 7 secs. Cast Roundtime 3 Seconds.
Failure, chance (try again):
You gesture at some shiny blue leather. The magic of your spell unravels and dissipates! Cast Roundtime 3 Seconds.
Failure, armor not in hand (hold it and try again):
You gesture at some light leather. The magic of your spell dissipates before it can reach the light leather. Cast Roundtime 3 Seconds.
Failure, exceeded five per week limit (if working with more than one project at a time):
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. You strain to cast the spell, but your spirit hasn't yet recovered from your recent channeling of this type of magic. Your spell's energy dissipates. Cast Roundtime 3 Seconds.
Failure, not enough potions poured (start the entire process over):
You gesture at some brass brigandine armor. A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! ... 45 points of damage! Right eye evaporates in a burst of flame. Death from shock follows.
Benefits
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).
Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:
Nature:All offensive Ranger spells, plus Sandstorm
Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature's fury and the fire flare from dark Catalyst.
Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature's Fury, environmental effects (pinefar/icemule/gossamer pass).
Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature's Fury, steam column damage from the columns in Luukos' Temple.