Elemental Lore

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Elemental Lores are divided into Earth, Air, Fire, and Water lores, corresponding to the four Primary Elements. These Lores serve primarily to affect Wizard spells, Bard spells, and Dark Catalyst (719). It should be noted that training in Elemental Lores no long has any bearing on attunement.


Earth Lore

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 by .001 up to 50 ranks, whereupon it decreases to a .0005 increase.
Training in Earth Lore opens up 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.
Training in Earth Lore increases the shatter point: the amount of damage Stone Skin can absorb in a single hit without shattering.
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, and a third strike is equal to your Earth Lore - 100. Each extra strike costs an extra 5 mana.

Fire Lore

Training in Fire Lore makes this spell more potent by increasing the initial chance of an instant kill, the damage of the spell, and the criticals caused by that damage.
Training in Fire Lore increases the Damage Factor by .001 up to 50 ranks, whereupon it decreases to a .0005 increase.
Training in Fire Lore increases the Damage Factor by .001 up to 50 ranks, whereupon it decreases to a .0005 increase. In addition, Fire Lore determines the maximum number of opponents you can hit with the additional flares from the spell.
Training in Fire Lore increases the strength of strikes against multiple opponents.

Water Lore

Training in Water Lore increases the Damage Factor by .001 up to 50 ranks, whereupon it decreases to a .0005 increase.
Training in Water Lore increases the Damage Factor by .001 up to 50 ranks, whereupon it decreases to a .0005 increase. In addition, Water Lore determines the maximum number of opponents you can hit with the additional flares from the spell.


Air Lore: Wizard

Twenty ranks of Air Lore make Hand of Tonis into a bolt spell that deals Unbalance crits with a high chance of a knockdown and stun. Training in Air Lore beyond twenty ranks increases the Damage Factor by .001 up to 50 ranks, whereupon it decreases to a .0005 increase.


Air Lore: Bard


Dark Catalyst (719)

Despite being a Sorcerer spell, Dark Catalyst is affected only by Elemental Lores. All four Lores affect only the damage from the respective element during Dark Catalyst's cycle. It is not based on the Summation chart, but instead on a mysterious equation. It is known, however, that returns for this spell from training in Elemental Lores diminish after ten ranks.