Elemental Lore: 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, X24), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses seed 10 of the [[summation chart]].)


;*[[Minor Shock (901)]]
;*[[Minor Shock (901)]]
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;*[[Major Shock (910)]]
;*[[Major Shock (910)]]



== Air Lore: [[Wizard]] ==
== Air Lore: [[Wizard]] ==

Revision as of 02:14, 26 December 2005

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 the Sorcerer spell Dark Catalyst (719). It should be noted that training in Elemental Lores no longer 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 changes 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 changes to a .0005 increase.
Training in Fire Lore increases the damage factor by .001 up to 50 ranks, whereupon it changes 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 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, X24), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses seed 10 of the summation chart.)
Training in Water Lore increases the damage factor by .001 up to 50 ranks, whereupon it changes to a .0005 increase.
Training in Water Lore increases the damage factor by .001 up to 50 ranks, whereupon it changes 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

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.
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. This spell is only in bolt form from stances neutral and ones more offensive, in guarded and defensive the spell is still the warding version. Training in Air Lore beyond twenty ranks increases the damage factor by .001 up to 50 ranks, whereupon it changes to a .0005 increase.
At 100 skill of air lore (24 ranks), A wizard's haste will decrease roundtime by an additional one second. Roundtimes will be further decreased by two seconds at 200 skill (100 ranks) and by three seconds at 300 skill (200 ranks).
Ten ranks of Air Lore make the Wizard's disk increase capacity from eight item slots to nine. A maximum capicity of twenty item slots is achieved at 186 ranks of air lore. Uses the summation chart.
Training in air lore will give the Wizard of forming a windy vortex when casting Call Wind. A 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks of air lore.
Air lore increases the duration of a sandstorm and the damaged caused by it.

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.