Elemental Lore, Water

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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.

Minor Elemental

Training in Water Lore will remove 1 point per seed 10 summation level of potential damage to a lockpick on a failed picking attempt. The potential damage to a lockpick can completely removed, but any previous damage will not be fixed by Water Lore. The bonus will apply when cast on others.
Training in Water Lore will reduce disarming roundtime by 1 second per seed 6 summation.
Training in Water Lore will corrode a lock on unsuccessful casts. Each corrosion of the lock will subtract from the lock's difficulty based on a seed 1 of the Summation Chart up to a total reduction of 10% of the lock difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).
Training in Water Lore will corrode a trap on unsuccessful casts. Each corrosion of the trap will subtract from the trap's difficulty based on a seed 1 of the Summation Chart up to a total reduction of 10% of the trap difficulty. The effect lasts 60 seconds and is refreshed on successive casts, while the corrosion is cumulative upon each cast (up to 10%).
Training in Water Lore will cause targets to have a reduced maneuver defense determined by an unknown linear formula based on skill.
Training in Water Lore will provide a chance of Skill/4 to show Unlock and Disarm success messaging (the messaging for Disarm to work will only be displayed if the caster has discovered the trap).
Training in Water Lore will apply a +10 mana regeneration bonus to the caster only on successful attempts. The duration of the effect is a set number of pulses based on a seed 10 summation. This effect does not require the caster to remain in the noded room.
Training in Water Lore will cause targets to have a reduced maneuver defense determined by an unknown linear formula based on skill.

Major Elemental

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, 1709), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses the summation chart with a seed of ten.)
20 ranks of Water Lore unlocks Cold specification, which uses Minor Cold (1709), and gains from Minor Cold's respective lore benefits. 20 ranks also unlocks Water specification, which uses Minor Water (903), and gains from Minor Water's respective lore benefits.
10 ranks of Water Lore is required to add to all combination elements:
+ 10 ranks of Fire Lore for Steam specification, which uses Minor Steam (1707), and gains from Minor Steam's respective lore benefits
+ 10 ranks of Earth Lore for Acid specification, which uses Minor Acid (904), and gains from Minor Acid's respective lore benefits.
+ 10 ranks of Air Lore for Lightning specification, which uses Major Shock (910), and gains from Major Shock's respective lore benefits.

Wizard Base

Training in Water 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 water lore.
Training 20 ranks in Water Lore is a prerequisite for use with Cone of Elements (518). Water Lore also increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks above 100.
Training in Water Lore to 30 ranks unlocks Major Acid (1710).
Training in Water Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks above 100. In addition, Water Lore determines the maximum number of opponents you can hit with the additional flares from the spell (See ball spells).
Training in Water Lore increases the damage factor by .001 every two ranks up to rank 100 and .001 per four ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of water lore.
50 ranks of Water Lore will unlock the ability to set an anchor to the naturally occurring earthnode of a caster's choice.

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. It is known, however, that returns for this spell from training in Elemental Lores diminish after 12 ranks.
Dark Catalyst's (719) Elemental Lore bonus is a bit convoluted. I will tell you this: at 12 ranks of the appropriate lore, it 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).
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Arcane

Training 10 ranks in Water Lore and 10 ranks Elemental Lore, Fire is a prerequisite for use with Cone of Elements (518). Water Lore also increases this spell's damage factor by .001 per two ranks for ranks 1 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus with 200 lore ranks is .075. Damage factor bonus is also similarly affected by ranks in Elemental Lore, Fire with the DF bonus capped at 200 combined lore ranks.
Training in Water Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks 101 to 200. Total cumulative bonus is .100 at 200 ranks (300 skill) of water lore.

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