Elemental Lore, Water: Difference between revisions

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;*[[Ice Patch (512)]]
;*[[Ice Patch (512)]]
:Training in Water Lore increases the duration of the Ice Patch and its ability to make people/critters fall and hurt themselves. Targetted, Water Lore allows subsequent casts of Minor Water to convert to Minor Cold (the blue wand spell, 1709), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses the [[summation chart]] with a seed of ten.)
:Training in Water Lore increases the duration of the Ice Patch and its ability to make people/critters fall and hurt themselves. Targetted, Water Lore allows subsequent casts of Minor Water to convert to Minor Cold (the blue wand spell, 1709), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses the [[summation chart]] with a seed of ten.)

;*[[Rapid Fire (515)]]
:1 rank of Water lore provides a 1% chance to not cause the spell to go on cooldown. Additional ranks use a seed 1 of the [[summation chart]] to increase the chance.


;*[[Mana Leech (516)]]
;*[[Mana Leech (516)]]

Revision as of 16:11, 15 January 2016

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 Water Lore will remove 1 point per seed 10 summation level of potential damage to a lockpick on a failed picking attempt. The potential damage to a lockpick can completely removed, but any previous damage will not be fixed by Water Lore. The bonus will apply when cast on others.
Training in Water Lore will reduce disarming roundtime by 1 second per seed 6 summation.
Training in Water Lore will corrode a lock on unsuccessful casts. Each corrosion of the lock will subtract from the lock's difficulty based on a seed 1 of the Summation Chart up to a total reduction of 10% of the lock difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).
Training in Water Lore will corrode a trap on unsuccessful casts. Each corrosion of the trap will subtract from the trap's difficulty based on a seed 1 of the Summation Chart up to a total reduction of 10% of the trap difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).
Training in Water Lore will cause targets to have a reduced maneuver defense determined by an unknown linear formula based on skill.
Training in Water Lore will provide a chance of Skill/4 to show Unlock and Disarm success messaging (the messaging for Disarm to work will only be displayed if the caster has discovered the trap).
Training in Water Lore will apply a +10 mana regeneration bonus to the caster only on successful attempts. The duration of the effect is a set number of pulses based on a seed 10 summation. This effect does not require the caster to remain in the noded room.
Training in Water Lore will cause targets to have a reduced maneuver defense determined by an unknown linear formula based on skill.

Major Elemental

Training in Water Lore increases the duration of the Ice Patch and its ability to make people/critters fall and hurt themselves. Targetted, Water Lore allows subsequent casts of Minor Water to convert to Minor Cold (the blue wand spell, 1709), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses the summation chart with a seed of ten.)
1 rank of Water lore provides a 1% chance to not cause the spell to go on cooldown. Additional ranks use a seed 1 of the summation chart to increase the chance.
Training in Water Lore provides a chance based on seed 2 ranks summation for an additional 20 mana to be added to the amount drained from the target.
20 ranks of Water Lore unlocks Cold specification, which uses Minor Cold (1709), and gains from Minor Cold's respective lore benefits. 20 ranks also unlocks Water specification, which uses Minor Water (903), and gains from Minor Water's respective lore benefits.
10 ranks of Water Lore is required to add to all combination elements:
+ 10 ranks of Fire Lore for Steam specification, which uses Minor Steam (1707), and gains from Minor Steam's respective lore benefits
+ 10 ranks of Earth Lore for Acid specification, which uses Minor Acid (904), and gains from Minor Acid's respective lore benefits.
+ 10 ranks of Air Lore for Lightning specification, which uses Major Shock (910), and gains from Major Shock's respective lore benefits.

Wizard Base

Training in Water Lore increases the damage factor by .001 per two ranks up to rank 100 and .001 per 4 ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of water lore.
Water Lore also increases the duration of Stun Shock, which is 8 sec + seed 10 rank summation.
Water 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 above 100.
Water Lore further increases the chance to "soak" a target from a base 20% with no ranks up to 100% with 60 ranks. Soaking adds greatly to the chance to activate Stun Shock, which is a persistent electrical jolt causing either stun or light damage, caused by Minor and Major Shock.
20 ranks of Water Lore is a prerequisite for use with Cone of Elements (518).
30 ranks of Water Lore unlocks Major Acid (1710), used with EVOKE.
10 ranks of Water Lore (along with 10 ranks of Earth Lore) unlocks the ability to use this spell with Cone of Elements (518).
Training in Water 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 above 100. In addition, Water Lore determines the maximum number of opponents you can hit with the additional flares from the spell (See ball spells).
Training in Water Lore increases the damage factor by .001 every two ranks up to rank 100 and .001 per four ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of water lore.
Water Lore also increases the duration of Stun Shock, which is 8 sec + seed 10 rank summation.
10 ranks of Water Lore (along with 10 ranks of Air Lore) unlocks lightning element specification, which multi-casts this spell with Cone of Elements (518).
50 ranks of Water Lore will unlock the ability to set an anchor to the naturally occurring earthnode of a caster's choice.

Sorcerer Base

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

Arcane

Water Lore also 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 Elemental Lore, Fire with the DF bonus capped at 200 combined lore ranks.
10 ranks of Water Lore (along with 10 ranks of Fire Lore) is a prerequisite for use with Cone of Elements (518).
Training in Water 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 101 to 200. Total cumulative bonus is .100 at 200 ranks (300 skill) of water lore.
20 ranks of Water Lore unlocks cold element specification ability to multi-cast this spell in Cone of Elements (518).

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