Elemental Lore, Air: Difference between revisions
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== Major Elemental == |
== Major Elemental == |
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;*[[Chromatic Circle (502)]] |
;*[[Chromatic Circle (502)]] |
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:Targets |
:Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of {{mono|2 per seed 1 summation of ranks }}to successive casts of the Cone of Elements (518) special vacuum bolt, and attacks with vacuum-flaring weapons. Air Lore also determines activation of lightning vulnerability. In combination with Water Lore, Air Lore determines the DS penalty of follow-up attacks of Minor Shock, Major Shock, and lightning flaring weapons by {{mono|seed 1 summation [(Water Lore + Air Lore ranks) ÷ 2]}}. |
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;*[[Slow (504)]] |
;*[[Slow (504)]] |
Revision as of 22:07, 20 February 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.
Elemental Lore, Air is a widely used lore used by mainly bards and wizards for the benefits it adds to many of the Sonic spells used by bards and the increases in various air base spells, such as Hand of Tonis, for wizards. Sorcerers also often train in this skill minimally for the benefits it adds to Dark Catalyst.
Minor Elemental
- Training in Air Lore provides a chance to be able to point out hidden targets. The formula highly favors the hider, but will allow an extremely dedicated Air Elementalists a chance against less skilled hiders.
- 30 ranks of Air Lore will give the ability to detect elemental weapon flares, and if an item is an enhancive (but not the properties of said enhancement).
- 50 ranks of Air Lore will turn the ability into a spherical wave that can affect flying targets, but will not knock them out of the air.
- 50 ranks of Air Lore will turn the ability into a spherical wave that can affect flying targets, but will not knock them out of the air.
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 the Cone of Elements (518) special vacuum bolt, and attacks with vacuum-flaring weapons. Air Lore also determines activation of lightning vulnerability. In combination with Water Lore, Air Lore determines the DS penalty of follow-up attacks of Minor Shock, Major Shock, and lightning flaring weapons by seed 1 summation [(Water Lore + Air Lore ranks) ÷ 2].
- A target successfully warded by Slow will have an additional one second of roundtime at 100 skill (24 ranks) of air lore, two seconds at 200 skill (100 ranks), and three seconds at 300 skill (200 ranks) of air lore. Every 20 ranks adds one target in the open cast version. Total targets = 1 + ranks/20.
- 20 ranks of Air Lore unlocks a bolt version of this spell (Tonis Bolt) that deals Unbalance crits with a high chance of a knockdown and stun.
- Air Lore ranks also increase the bolt's damage factor by .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus is .100 with 200 air lore ranks.
- 50 ranks of Air Lore unlocks a group version using EVOKE. Reduces stamina cost by ... Reduces roundtime by ...
- 10 ranks of Air Lore make the Wizard's disk increase capacity from eight item slots to nine. A maximum capacity of twenty (8 base + 12 bonus) item slots is achieved at 186 ranks of air lore. Use seed 10 of the summation chart to determine the minimum number of ranks required for additional bonus slots.
- 1 rank of Air lore provides a 1% chance to reduce the castRT to 0 seconds for any spell cast while Rapid Fire is active. Additional ranks use a seed 1 of the summation chart to increase the chance.
- 20 ranks of Air Lore unlocks Air specification, which uses a vacuum based bolt that is currently unique to Cone of Elements.
- 10 ranks of Air Lore (along with 10 ranks of Water Lore) is also required to unlock Lightning specification, which uses Major Shock (910), and gains from Major Shock's respective lore benefits.
- Every five ranks of Air Lore ...
Wizard Base
- Training in Air 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 air lore.
- Air Lore also adds a seed 5 summation of skill chance of applying a persistent electrical jolt on the target called Stun Shock, for which the duration of is determined by Water Lore.
- Training in Air 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 air lore.
- Air Lore also adds a seed 5 summation of skill chance of applying a persistent electrical jolt on the target called Stun Shock, for which the duration of is determined by Water Lore.
- 10 ranks of Air Lore (along with 10 ranks of Water Lore) unlocks lightning element specification, which multi-casts this spell with Cone of Elements (518).
- Training in Air Lore increases Dodge ranks by +1 per seed 1 summation. This bonus applies to the caster only and not any group members.
- Training in air lore will give the wizard a chance of forming a windy vortex when casting Call Wind by 2% per seed 5 summation of ranks.
- Air lore has two effects: it reduces the summoning time and increases unbalance critical damage per seed 6 summation.
- 50 ranks of Air Lore will unlock a group version that will make everyone in the group invisible for 2 minutes, and also disband the group. This is cast using EVOKE.
- Every 100 skill bonus of Air Lore will decrease the amount of time it takes for a familiar to find a player, with the maximum benefit occurring at 200 skill.
Bard Base
- Every three (3) ranks of EL:Air lore will increase the damage inflicted by a successful result by one (1) additional Hit Point.
- Sonic Equipment Songs, three of them
- For all three of the "Sonic Equipment Songs" listed below (Shield, Weapon, and Armor), each rank of EL:Air will increase their DUrability (used in comparing items when they clash in combat, to determine which--if any--will be subject to being broken) by the standard amount for skills progression: +5/rank for ten ranks, then +4/rank for ten ranks, +3/rank for ten ranks, +2/rank for ten ranks, and finally by +1/rank for all additional ranks. This is usually called the "5/4/3/2/1 rank progression", and is followed for all skills available through the Character Manager except for Spell Research.
- At twenty (20) ranks of EL:Air skill, the effective size--for purposes of calculating hindrance to Dodge--of a Bard's Sonic Shield is reduced by one (1) step, so a Tower sized Sonic Shield would only hinder the Bard to the extent that a normal Large shield would.
- At fifty (50) ranks of EL:Air skill, the effective size is reduced by one (1) more (a total of -2 size reduction), so a Tower sized Sonic Shield would hinder as a normal Medium shield.
- At one hundred (100) ranks of EL:Air skill, the effective size is further reduced by one (1) (a total of -3 size reduction), so a Tower sized Sonic Shield would hinder the Bard's Dodge as though it were a normal Small shield.
- Training in EL:Air will first give, and then increase, the possibility of a Bard's chosen Sonic Weapon flaring a second time. Sonic Weapon Song already has the best inherent flares in the game: they have the possibility of flaring on consecutive swings, and that is very uncommon outside of ridiculously rare/expensive items.
- The second flare that Sonic Weapon Song has is independent of the first flare, and the two flares have different messaging; the second flare is indicated by "With a loud snap" (and then additional text which I do not recall). Since this flare is independent, it is possible to have a swing which generates no flare, one (normal) flare, one (second) flare, or two (one each normal and second) flares. While this is superficially similar to the Paladin spell which also confers second flares, the Paladins can only get their second flare on a swing which generates the primary flare.
- Both flares draw from the same critical hit chart, so it is entirely possible to get only minor hits (add 5 hit points of damage) for both... or to get major hits (add 40-75 hit points of damage, break/sever limbs, instant death) for both. (If the primary flare kills, of course, the second never gets a chance to activate.)
- Apart from the increases in DUrability mentioned above, training in EL:Air does nothing for Sonic Armor Song.
- This Song normally provides some ranks of Dodge to the Bard's group while it is active; with additional training in EL:Air these ranks are increased. The rank progression does not follow one of the normal Lore "seed" patterns. One (1) additional rank of Dodge is conferred at one (1) rank of EL:Air; a maximum of twenty (20) additional ranks of Dodge are conferred at ninety six (96) ranks of EL:Air.
- At thirty (30) ranks of EL:Air, Song of Tonis gives an additional one (1) second of roundtime reduction to the Bard's party (-1s is inherent in the spell effect; a total of -2s at this skill level).
- At seventy five (75) ranks of EL:Air, Song of Tonis gives still another one (1) second (a total of -2s from this skill and -1s from the spell, for -3s total) reduction.
Sorcerer Base
- Training in Air Lore will increase the damage of lightning cycles (and not vacuum). 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 Air Lore will increase the damage of an animate corpse explosion for air-attuned sorcerers.