Resist Nature (620): Difference between revisions
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! Town || General Location |
! Town || General Location || Room ID || Lich Room # |
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| Icemule Trace || Icemule Trace, Forest |
| Icemule Trace || Icemule Trace, Forest || || 2491 |
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| Kharam Dzu || Teras Isle, River's Edge |
| Kharam Dzu || Teras Isle, River's Edge || || 2054 |
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| Kraken's Fall || Rocky Shoals, Black Stone Beach |
| Kraken's Fall || Rocky Shoals, Black Stone Beach || || 29204 |
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| River's Rest || Shady Trail |
| River's Rest || Shady Trail || || 11013 |
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| Solhaven || Vornavis Cliffs, River Trail |
| Solhaven || Vornavis Cliffs, River Trail || || 4618 |
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| Ta'Illistim || Whistler's Pass, Forest |
| Ta'Illistim || Whistler's Pass, Forest || || 54 |
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| Ta'Vaalor || Near the Cemetery |
| Ta'Vaalor || Near the Cemetery |
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<b>Spoiler!</b> |
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<div class="mw-collapsible-content" style="color: black;"># here |
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<b>Spoiler!</b> |
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<div class="mw-collapsible-content" style="color: black;"># here |
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| Wehnimer's Landing || Lower Dragonsclaw, Wooded Hills |
| Wehnimer's Landing || Lower Dragonsclaw, Wooded Hills || || 426 |
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Revision as of 10:59, 28 March 2023
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Resist Nature allows the Ranger to cast a magical shield that provides resistance to a chosen element (heat, cold, steam, nature, or lightning) equal to 20% + 1% per 4 Blessings ranks (50% maximum at 120 ranks via enhancives/Ascension). The duration of this benefit is 1200 + 60s per Ranger spell rank, but the effect will quickly fade for any member who leaves the Ranger's group. The amount of resistance that can be absorbed by the shield before it fades from the group is equal to 100 + (Spiritual Mana Control skill / 2) DSW. Re-casting the spell will replenish this resistance pool.
The spell also allows a Ranger to infuse a prepared wearable magic item created by Imbue (614) with resistance to a chosen element (heat, cold, steam, nature, or lightning). This item confers the elemental resistance to its bearer. Each tier of Resist Nature bestows a 5% resistance to the element, with a maximum of 5 tiers (25%). The affected item will remain imbeddable/imbedded, and will no longer crumble when its charges are depleted. An item with no charges may also be re-imbedded with a different spell with the use of a grot t'kel potion. A character may only have one Resist Nature item active at a time.
- Success Formula
Ranger Level + 2*WIS bonus + 2*INT bonus + .75*Survival Ranks + MIU ranks + 1.5*Ranger Spell ranks + Harness Power ranks + SMC ranks + SL:B Lore ranks + 20 if outside - Tier Modifier - Previous Resistances Modifier + d100 > 100
- Tier Modifier is equal to 100 * the target tier of the attempt.
- Previous Resistances Modifier is equal to 150 * the number of existing T5 resistances on the item.
- Interactions
Resistance provided from a Resist Nature magic item will fully stack with the group version of the spell, up to a maximum of 50%. Resistance provided from armor or cloaks will not stack with either version of Resist Nature – only the strongest resistance will apply. The chance for the item to negate damage will occur regardless if it is providing the highest resistance or not, with one exception -- Resist Nature magic items will not provide any benefits if their bearer is also wearing armor that has resistance granted by the old Resist Nature. It is advised to remove the legacy Resist Nature from your armor if you are also using a Resist Nature magic item.
Usage
- Group version
- INCANT 620 ELEMENT, where ELEMENT is the type of elemental damage you wish to protect against (heat/cold/steam/nature/lightning).
See the Process section below for more detailed usage when using Resist Nature to grant elemental resistance to an imbued item.
Mana Control Benefits
Each rank of training in Spiritual Mana Control contributes directly to the item cast success formula noted above. It also factors into the amount of resistance absorbed by the shield provided by the group spell version, the resolution of which uses skill/2 (not ranks).
Lore Benefits
Each rank of training in Spiritual Lore, Blessings contributes directly to the item cast success formula noted above, as well as increasing the resistance applied by the group spell version at a rate of 1% per 4 ranks.
Spiritual Lore, Blessings ranks 0 20 40 60 80 100 120 Total resistance applied
(group spell version)20 25 30 35 40 45 50
Resistance and Mana Absorb Mechanics
First, a definition of Damage Severity Weighting (DSW): This is a term that describes how critical damage is dealt throughout GemStone. Simply put, it’s the critical ranking system drawn out to 5 points per crit rank (rank 0-9 mapping to ~0-50 DSW). The Combat Effectiveness Rating (CER) numbers in use with Weighting and Padding services are on the same scale.
When the player is struck by damage of the resistant type and the magic item is imbedded with a spell, it absorbs an amount of mana equal to the DSW resisted (i.e. up to 25% of the incoming DSW). Absorbed mana will convert to spell charges based on the cost of the imbedded spell, not to exceed the maximum mana capacity of the item.
Additionally, there is a percentage chance that the damage will be entirely negated, equal to the tier of the resistance (maximum base of 5%). The negation chance is further increased by any additional resistances that have been applied to the item equal to resistance tier / 2.
Sources of Elemental Damage
Resist Nature items will reduce damage inflicted by attacks of its element type. What follows is a short list of examples where damage can be mitigated by an appropriate Resist Nature item. This list is not intended to be comprehensive; you can generally expect a Resist Nature item to universally mitigate damage of its associated type regardless of source.
- Nature
- Offensive Ranger spells (Wild Entropy, Sun Burst, Moonbeam, Spike Thorn, Nature's Fury (all damage types))
- Sandstorm
- Fire
- Fire/heat flares (from weapons/armor)
- Fire-based bolt and ball spells (e.g. Minor Fire, Major Fire, Fire Spirit)
- Other fire-based spells and effects (e.g Immolation, Weapon Fire, Earthen Fury, Dark Catalyst)
- Fire-based creature attacks (e.g. Lava Golem hurl attacks, Fire Mage death throes)
- Cold
- Cold/ice flares (from weapons/armor)
- cold- and ice-based bolt and ball spells (e.g. Major Cold, Minor Cold)
- Other cold-based spells and effects (e.g. Major E-wave (ice), Earthen Fury (cold))
- Environmental effects (Pinefar/Icemule Trace/Gossamer Valley/Hinterwilds)
- Steam
- Steam flares (from weapons/armor)
- steam-based bolt spells (e.g. Minor Steam)
- Steam-based environmental effects (e.g. Greymist area effect, damage from the columns in Luukos' Temple)
- Lightning
- Lightning flares (from weapons/armor)
- Lightning-based bolt and ball spells (e.g. Minor Shock, Major Shock)
- Call Lightning
Process
As the Ranger gains experience, they also earn Nature's Grace points at a 1:1 rate. A total of 50k Nature's Grace can be earned per week, banking up to an overall total of 200k. Nature's Grace points can be spent to attempt to apply resistance to an Imbued magic item, at a cost of 50k/75k/100k/125k/150k based on how many tiers of the spell are currently applied.
First, the Ranger must obtain a resistance potion, as outlined in the section on potions below. The Ranger may then CAST Resist Nature at the magic item to receive a difficulty check, then POUR the potion on the item to prepare it, and finally CHANNEL the spell at the item to attempt to apply the resistance.
The number of doses of the potion required is equal to the tier of the current attempt. If successful, the item then gains a permanent 5% resistance to the chosen element, with a maximum of 25% resistance after 5 successful tiers. A failure will result in a loss of 10% of the points of Nature’s Grace required for the attempt.
An item that has reached tier 5 resistance may have another resistance added, but the difficulty of the project will increase by a flat amount per previous resistance.
Using a larkspur potion on an item affected by Resist Nature will remove the most recent tier applied. If only multiple tier 5 resistances remain, the user will be able to choose which to degrade by TURNing the potion.
Potions
Potions specific to each resistance type can be made by dropping off forageable plants corresponding to the desired damage resistance at the local herbalist NPC found in weathered shacks throughout the world. Each dose of a resistance potion requires five of the same plant. The cost of brewing a potion is 50,000 silver per dose, and the potions do not expire.
Type Name Plant Location Cold cerulean and frosty white potion frostflower Icemule Trace, Pinefar Trading Post a brittle crystalline stalk Elemental Confluence Heat vivid red-gold potion drakefern Kharam Dzu (Teras Isle) a razor-edged oily flameleaf Elemental Confluence Steam mistweed River's Rest, Ta'Vaalor a glistening engorged bulb Elemental Confluence Nature drab green-gold potion murkweed Wehnimer's Landing, River's Rest, Ta'Illistim a dense earthen root Elemental Confluence Lightning shimmering blue-violet potion a length of deep purple shockroot Wehnimer's Landing (Upper Trollfang - Danjirland, northern slopes of Wentoph, The Hidden Plateau), Ta'Illistim (Griffin's Keen) a spiky luminescent blossom Elemental Confluence
Luminescent indigo mushrooms, a rare and limited find when foraging, may also be turned in to the herbalist NPC, who will provide a single dose of a selected resistance potion in exchange.
Larkspur potions, used for removing a tier of Resist Nature from an item, are available from the herbalist NPC for the asking. No reagent or preparation is required.
Locations
The locations of the weathered shacks are as follows:
Town General Location Room ID Lich Room # Icemule Trace Icemule Trace, Forest 2491 Kharam Dzu Teras Isle, River's Edge 2054 Kraken's Fall Rocky Shoals, Black Stone Beach 29204 River's Rest Shady Trail 11013 Solhaven Vornavis Cliffs, River Trail 4618 Ta'Illistim Whistler's Pass, Forest 54 Ta'Vaalor Near the Cemetery Spoiler!
# hereSpoiler!
# hereWehnimer's Landing Lower Dragonsclaw, Wooded Hills 426
Calculations
Erek's 620 Difficulty Chart, wikified:
1st Resistance 2nd Resistance 3rd Resistance 4th Resistance 5th Resistance Grace Needed T1: 5% 100 250 400 550 700 T1: 50,000 T2: 10% 200 350 500 650 800 T2: 75,000 T3: 15% 300 450 600 750 900 T3: 100,000 T4: 20% 400 550 700 850 1000 T4: 125,000 T5: 25% 500 650 800 950 1100 T5: 150,000
NOTE: You must bring a resistance up entirely to T5 before adding a new resistance.
The chance to negate is equal to the current resistance Tier (1-5) that matches the damage type you are receiving, plus half of other Tiers present on your item.
Suffusion
Nature’s Grace may be SUFFUSEd at a rate of 1 point of energy per 1000 Nature's Grace. Each point of suffused energy used in a Resist Nature infusion attempt is equivalent to a +1 bonus.
Titles
The following post-name titles are available under the SKILL category:
- Grace of Nature - Unlocked for Rangers who have successfully spent 50 full weeks' worth of resources on Resist Nature.
- Arboreal Arcanist - Unlocked for Rangers who have successfully cast a fifth tier 5 resistance on a Resist Nature item.
Additional Information
- Legacy Armor Resistance
Armor currently affected by temporary Resist Nature resistance will continue to function, but their charges will be depleted based on the amount of DSW resisted, rather than per instance. For example, if an incoming instance of fire damage with DSW 20 (rank 4 crit) strikes armor with 60% heat resistance, it will lose 20 * .60 = 12 Resistance Life while reducing the damage to DSW 8 (rank 1 crit).
- Capacity Re-Calculation
An item made resistant by 620 may have its mana capacity re-calculated based on the Ranger’s current training by CHANNELing Imbue (614) at it. Only the Ranger who originally created the item is eligible for this renewal, and the item must be depleted of charges before undergoing the process. The cost of renewal is 25,000 Nature’s Grace.
- Lich Casting
If using Lich, you can specify the element you wish to cast by setting the UserVar resist_element
via the syntax: ;vars set resist_element=<ELEMENT>
. Elements supported are Nature, Lightning, Steam, Fire, Heat, Ice, and Cold.