Elemental lore review (saved posts)

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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.

This page will have posts pertaining to the 2015 version of the Elemental Lore review. For historical discussion posts, see Elemental lore review archive (saved posts).

General

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 676
Author: GS4-ESTILD
Date: 08/18/2015 01:19 PM EDT
Subject: Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!

GOLDENOAK2
Personally I would have thought it Earth would be better as in it strengthens the lockpick, but I can see a justification for water

We tried to stick with general themes for each lore:

Fire: offensive
Earth: defensive
Water: Restoration and utility
Air: Time alteration and utility

It's only a general guideline, as sometimes a specific spell is strongly associated with an element that it doesn't make much sense to use any other element. You'll see why water lore makes more sense in the next couple of days.

GameMaster Estild

Minor Elemental

Presence (402)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 602
Author: GS4-CYRAEX
Date: 08/17/2015 06:04 PM EDT
Subject: HSN: ELR - Presence (402) Updates Released!

Presence has been updated to have a 5 minute, non-cumulative duration. In addition, it will now detect hidden creatures. Training in Elemental Lore, Air 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.

-GameMaster Cyraex

Lock Pick Enhancement (403)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 655
Author: GS4-IXIX
Date: 08/18/2015 10:27 AM EDT
Subject: HSN: ELR - 403 (Lock Pick Enhancement) updated!

Locklore (403) has been updated to decrease potential damage to your pick on a failed picking attempt based on a seed 10 summation of the caster's Elemental Lore, Water ranks. Each bonus from the seed summation will remove a point of damage that would have been applied to your pick if you ended up damaging it. This can completely remove any potential damage, but it won't fix previous damage.

Ixix

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 681
Author: GS4-IXIX
Date: 08/18/2015 03:00 PM EDT
Subject: Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!

Yes, the lore bonus is not limited to self-cast.

Ixix

Disarm Enhancement (404)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 731
Author: GS4-IXIX
Date: 8/19/2015 09:35 AM EDT
Subject: HSN: ELR - 404 (Disarm Enhancement) updated!

Traplore (404) has been updated to reduce disarming roundtimes based on Elemental Lore: Water ranks. A seed 6 summation will reduce roundtime by 1 second per bonus.

Ixix

Elemental Detection (405)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 806
Author: GS4-KONACON
Date: 08/20/2015 03:23 PM EDT
Subject: HSN: ELR - Elemental Detection (405) Updated!

At 30 ranks of Elemental Lore, Air, the caster is now able to detect elemental weapon flares and if an item is an enhancive (but not the properties of said enhancement). Hope you all enjoy it!

~ Konacon

Unlock (407)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 849
Author: GS4-KONACON
Date: 08/21/2015 12:39 PM EDT
Subject: HSN: ELR - Unlock (407) Updated!

Hi everybody!

Gamemaster Konacon here to talk to YOU about the latest and greatest addition to popping boxes! All you've gotta do to get started is get 1, that's right I said just ONE, rank in Elemental Lore, Water to get started!

Now I can hear you saying, "But Konacon, what could you -possibly- have to offer me that would make me want to spend my hard earned training points on ranks in water lore?"

Well. You never let me finish! On a seed 1 modifier (That's 1, 3, 6, 10, 15, and then more numbers. I could go higher but I don't want to and you can't make me!) every Unsuccessful cast of 407 will now corrode the lock on that box that has been sitting in your inventory closed for the past 4 years reducing its difficulty UP to 10% of the total lock's difficulty! Confused? Don't be! I HAZ EXAMPLS

Let's say you had some lock with a 500 difficulty, and you're sitting on 55 ranks of water lore (Why don't you have more you bum?!). Each unsuccessful cast would cause the lock's difficulty to reduce by 10 points all the way down to 450! So... What are you waiting for? Head to your nearest trainer and get some more ranks in water lore today!

Questions? Comments? Endless praise? Feel free to send them all my way!

~ Konacon

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 856
Author: GS4-KONACON
Date: 08/21/2015 12:52 PM EDT
Subject: Re: HSN: ELR - Unlock (407) Updated!

> Would this also mean it makes the box easier to pop? Or is popping success not attached to lock level?

Good question! This DOES, in fact, make boxes easier to pop.

One other thing to note is that the rotting effect lasts 60 seconds and the duration is refreshed to with each cast.

~ Konacon

Disarm (408)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 902
Author: GS4-KONACON
Date: 08/22/2015 02:56 PM EDT
Subject: HSN: ELR - Disarm (408) Updated!

Not to be outdone by its lower level brother, Disarm left me a message last night informing me that it was feeling left out. I let Unlock know how Disarm was feeling and after a lengthy discussion between the two (things may have gotten ugly) I have decided to give Disarm the water lore treatment as well!

So, with all of that said, casting 408 unsuccessfully on a trapped box now temporarily reduces the trap's difficulty! The modifier is based off a seed 1 summation of the caster's EL:W ranks, lasts 60 seconds, and stacks to a maximum value of 10% of the total trap's difficulty. One final thing, due to a clerical error on my part, the wording for 407 has been changed to 'corrode' rather than 'rot'.

I'll give an example again in case the 407 example got missed: With a trap difficulty of 350 and 21 ranks of water lore, each unsuccessful cast of 408 will reduce the trap's difficulty by 6, to a minimum of 315! YAY!

Questions or comments? Let me know!

~ Konacon

Elemental Defense III (414)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 922
Author: GS4-ESTILD
Date: 08/23/2015 04:51 PM EDT
Subject: HSN: ELR - Elemental Defense III (414) Updated!

Thanks to GameMaster Konacon, Elemental Defense III (414) has been updated. At 25 Elemental Lore, Earth ranks, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them, they get a 5% chance for the combined magical barrier to deflect a single physical (AS/DS) attack. Every 20 additional Earth Lore ranks adds 1% to the deflection chance (e.g., 13% chance at 185 ranks). Reduce odds by 1% for every 5 levels the attacker is above the caster.

GameMaster Estild

Elemental Strike (415)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 968
Author: GS4-CYRAEX
Date: 08/24/2015 05:06 PM EDT
Subject: HSN: ELR - Elemental Strike (415) Updates Released!

The following update has been made to Elemental Strike (415).

Training in Elemental Lore, Fire provides a chance equal to the caster's Elemental Lore Fire skill / 2 to hit a second target in the room, with an additional cost of 5 mana.

Enjoy!

GameMaster Cyraex