Elemental Lore, Earth: Difference between revisions
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;*[[Major Acid (1710)]] |
;*[[Major Acid (1710)]] |
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:Combined Earth and Water Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max). |
:Combined Earth and Water Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max). |
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:Training in Earth Lore determines the maximum possible number of opponents hit with the splash (''See [[ball spell]]s''). |
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== Resources == |
== Resources == |
Revision as of 18:39, 25 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.
Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.
Minor Elemental
- Every 20 ranks of lore will allow the open cast version of the spell to affect an additional target.
- 25 Earth Lore ranks unlocks the ability to get a 5% chance for a magical barrier to deflect a single physical (AS/DS) attack, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them. Every 20 additional Earth Lore ranks adds 1% to the deflection chance. Odds are reduced by 1% for every 5 levels the attacker is above the caster.
- Training in Earth Lore provides a percentage chance equal to the seed 10 summation of ranks trained to gain +10 points of critical padding for any single attack.
Major Elemental
- Training in Earth Lore will give a ranks per seed 10 summation percent chance to gain an additional +20 DS on any single attack.
- 15 ranks Earth Lore unlocks the ability to reflect bolt attacks. The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS (of the original attacker) applied to the reflected attack. Success of the initial attack is not considered in whether the reflected bolt occurs. Hidden and invisible creatures will not be hit by a reflected bolt.
- 25 ranks Earth Lore unlocks the ability to boost elemental TD by 20 when warding against a spell attack. The base chance for the boost is 5%, and an additional 1% chance is gained for every 10 additional lore ranks.
- Training in Earth Lore increases the AS bonus granted by this spell beginning with +1 at four ranks and maxing out with +16 at 184 ranks. Uses the Summation Chart, with four as the Seed.
- Training in Earth Lore increases the damage factor (DF) by .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 - 100 and .001 per 4 ranks for ranks greater than 100. With 200 ranks the DF bonus is 0.100.
- 20 ranks of Earth Lore will unlock earth element specification, which multi-casts this spell with Cone of Elements (518).
- Training in Earth Lore unlocks commands with this spell that are otherwise unavailable. To use Slap, Clench, and Pound on like level creatures you need to have xx, xx, and 1.8x ranks per level, respectively.
- 20 ranks of Earth Lore unlocks Earth specification, which uses Hurl Boulder (510), and gains from Hurl Boulder's respective lore benefits.
- 10 ranks of Earth Lore (along with 10 ranks of Water Lore) is required to unlock Acid specification, which uses Minor Acid (904), and gains from Minor Acid's respective lore benefits.
- Training in Earth Lore increases the shatter point: the amount of damage Stone Skin can absorb in a single hit without shattering. It also provides a % chance for reactive vibration flares to occur when struck with an AS/DS attack, using a seed 9 summation.
Wizard Base
- 10 ranks of Earth Lore unlocks an acid burn effect, which generate 2 additional acid flares at 5 and 10 seconds after the initial cast. The chance for this effect is 37% at 10 ranks, and 100% at 200 ranks.
- 10 ranks of Earth Lore (along with 10 ranks of Water Lore) unlocks the ability to use this spell with Cone of Elements (518).
- Combined Earth and Water Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max).
- Training in Earth Lore will grant +1 DS per seed 5 summation bonus.
- Training in Earth Lore will increase the evade block parry % penalty on targets by 1 per seed 4 summation ÷ 2 from a base of 5. It will also increase the charges of the evoke version from a base of 5 by 1 at 20, 50, 90, 150, and 200 ranks, up to a maximum of 10 charges.
- Training in Earth Lore increases impact critical damage per seed 6 summation bonus.
- Training in Earth Lore allows you to hit multiple targets with a single cast of the spell. The chance for a second strike is equal to your Earth lore skill, and a third strike is equal to your Earth Lore skill - 100. Each extra strike costs an extra 5 mana.
Sorcerer Base
- Training in Earth Lore will increase the damage of earth 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 Earth Lore will increase the damage of an animate corpse explosion for earth-attuned sorcerers.
Arcane Circle
- Combined Earth and Water Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max).
- Training in Earth Lore determines the maximum possible number of opponents hit with the splash (See ball spells).