Elemental Lore, Air

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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.

Major Elemental

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 per rank for ranks 21 to 70, .001 per two ranks for ranks 71 to 120 and .001 per four ranks for ranks 120 to 200. Total cumulative bonus of .095 at 200 ranks (300 skill) of air lore.
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 200 ranks (300 skill) of air lore.
Ten 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.
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.

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.
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.
Training in air lore will give the Wizard a chance 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.

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

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.

Dark Catalyst's (719) Elemental Lore bonus is a bit convoluted. I will tell you this: at 10 ranks of the appropriate lore, it almost adds one crit rank to the relevant damage cycle, at 50 lore ranks it adds 2 crit ranks, and at 100 lore ranks it adds 3 crit ranks. It's a flat modifier and the warding margin is not a factor. If you're wanting to crit kill with Dark Catalyst, the lore benefit is pretty good, although admittedly, you don't receive much other benefit with those ranks (at least until the Elemental Lore Review for the Minor Elemental spell circle).

-GameMaster Estild ([[1]] #16)

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