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


Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 959
Author: GS4-CYRAEX
Date: 08/24/2015 08:25 AM CDT
Subject: HSN: ELR - Presence (402) Updates Released!

>Also, could we get any more info on how Air Lore influences the spell? I imagine since a seed number wasn't listed the lore is based on some other sort of formula? Is there a point of diminishing returns, or initial investment?

Sure, its a random number in the range of your EL:Air Ranks/2 to EL:Air Ranks. If that number is greater than the number of hiding ranks the creature has, you will point it out from hiding.

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 Wave (410) and Major Elemental Wave (435)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1407
Author: GS4-KONACON
Date: 009/12/2015 04:16 PM EDT
Subject: HSN: ELR - Elemental Waves (410 & 435) Updated!

Hi everybody!

Getting some Air & Water love into today's shipping extravaganza with both 410 and 435! Knock those stupid flying things out of the sky and just flat out make your E-Waves stronger! Yay! Okay, seriously, I'm excited but how long can I keep this going? What do you think?!

MECHANICS

At 50 ranks of Elemental Lore, Air these spells are now transformed into a spherical wave which can affect flying targets. In addition, the target's maneuver defense against these spells is now reduced at a linear progression based on Elemental Lore, Water skill.

~ Konacon

Elemental Saturation (413)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1393
Author: GS4-KONACON
Date: 09/12/2015 03:06 PM EDT
Subject: HSN: ELR - Elemental Saturation (413) Updated!

Hi everybody!

Have I got a treat for you! But, um, it isn't this release. I mean, this one is great and all, but that's totally not what I'm talking about. You wanna know what it is? Too bad! You're gonna have to wait. For a little bit. Today we're putting some fire onto 413! And because everything isn't ALWAYS about lores, we'll add some Mana Control in there too.

MECHANICS

Elemental Saturation now reduces the target's TD for warding the initial cast by (Caster's Elemental Mana Control Ranks, Seed 1). In addition, the persistent TD modifier applied is now increased by (Elemental Lore, Fire Ranks, Seed 5).

~ 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

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 974
Author: GS4-CYRAEX
Date: 08/24/2015 06:24 PM EDT
Subject: RE: HSN: ELR - Elemental Strike (415) Updates Released!

>For clarification, is this effect based on the casters fire lore ranks or fire lore bonus? Asking slightly differently, if I have 100 Ranks of fire lore is my chance to cast on a 2nd created 50% (based on ranks) or 100% (based on bonus)? If I have more than 100% chance for the second target does that give me an opportunity to hit a third target as well? - PEREGRINEFALCON

The calculation is based on the Elemental Lore Fire bonus. I'm not sure what you mean by a third target. The original cast will hit one creature, if you have have a 100% chance of a second strike, it will target a random creature in the room. If there is only one creature in the room, it will strike the the same creature again.


>With the variable mana component you are forcing a situation where you won't want to cast the spell unless you have the full 20 mana available. - PEREGRINEFALCON

The additional strike will not trigger unless you have 20 mana or more.

GameMaster Cyraex

Piercing Gaze (416)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1006
Author: GS4-KONACON
Date: 08/25/2015 11:19 AM EDT
Subject: HSN: ELR - Piercing Gaze (416) Updated!

Hi everybody!

I've been sitting here for the past ten minutes trying to come up with something clever to write about this update, but so far nothing has come to me. It's like I -know- something is just sitting up in that brain of mine, locked away and possibly booby trapped from my conscious. Ever had that happen to you? It's like at some point of continually trying to unlock those ideas you just wish you could know if it was even worth the effort. I mean, what if you spend hours trying to get into that mind of yours and then you find out there was nothing in there in the first place?! (This is usually the case for me.)

Now if my brain was a lockbox, Piercing Gaze would let me do JUST that! How perfect! But what if I'd been trying to pop that box and Lady Luck had just never seen fit to toss the dice my way and give me a success? I wouldn't know if it was just bad luck or if I was just bad at popping boxes. Well, to this I say, "No more! We will no longer be bound by the old ways! The time for change is now!"

So, given all of that, Piercing Gaze has been updated with the possibility to provide the caster with some messaging indicating their relative chances of success at 407 or 408'ing a locked box! Here are some specific details that you may be curious about:

  • The percentage chance of 416 showing you the messaging for the your 407/408 to succeed is (SKILL in Elemental Lore, Water / 4).
  • The messaging for 408 to work will only be displayed if the caster has discovered the trap.

As always, questions, comments, praise, and criticisms are more than welcome.

~ Konacon

Elemental Dispel (417)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1325
Author: GS4-KONACON
Date: 09/10/2015 10:39 AM EDT
Subject: HSN: ELR - Elemental Dispel (417) Updated!

Hi Everybody!

Sticking to the mechanics of this one today. Don't worry though, it's just for today and I have my reasons.

MECHANICS

When used to cause a target to lose a prepared spell, 10 ranks of Elemental Lore, Fire now unlocks a chance to also strip a spell from the target. The chance for this effect to occur is (10% + 3% per additional 10 ranks of Fire Lore). This means that 10 ranks = 10%, 20 ranks = 13%, 30 ranks = 16%, etc.

In addition, the mana drain effect is now also improved by Elemental Lore: Fire. The amount of mana drained is now increased by (Fire Lore Skill / 15).

~ Konacon

Mana Focus (418)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1038
Author: GS4-KONACON
Date: 08/26/2015 10:32 AM EDT
Subject: HSN: ELR - Mana Focus (418) Updated!

Hi everybody!

In case you missed the discussion earlier in the "Minor Elemental Circle" topic, I'll bring you up to speed. My lawn needs watering, and as far as I know the best way to go about watering your lawn is to add water (I'm a genius)! Now that we've got that out of the way, we can get on to what really matters and may or may not make any sense to you. My lawn is apparently Mana Focus, so I'm gonna go ahead and water it! (In retrospect this was just awful and I'm ashamed of myself, but my delete key is all the way over there and I'm lazy so this is what you get.)

First off, the percentage chance for determining a successful cast of 418 has changed to:

((MnE spell ranks / 4) + (Elemental Mana Control ranks / 2) + Aura stat bonus)

Now on to the good part. The WATERING (Okay, can we just call my part of the ELR "The WATERING" now? That would be Ah. Maze. Ing.). Now, on a successful cast of 418, an effect is applied to the caster which increases their mana regeneration by 10. The duration of the effect is a set number of pulses, using a seed 10 summation. So it will last 1 pulse with 10 ranks, 2 pulses with 21 ranks, 3 pulses with 33 ranks, etc.

There is a 3% base chance of failure no matter what.

Questions? Comments? Hate? Love? I'm up for all of it.

~ Konacon

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1045
Author: GS4-KONACON
Date: 08/26/2015 11:01 AM EDT
Subject: Re: HSN: ELR - Mana Focus (418) Updated!

>My assumption for The Watering being that this is an extra-special BONUS boost of ten (+10) mana per <X number of> pulses, correct?

Yes. To be specific, with <10 ranks of water lore, the spell remains almost entirely unchanged (Other than the new success formula).

>The base effect of the spell, creating a temporary ManaNode (with its attendant increase in mana) remains unchanged?

This is correct.

>Lastly, did you in fact mean "Aura stat" [emphasis mine], as you wrote, and not Aura stat bonus?

No. I meant Aura stat bonus. Thank you.

~ Konacon

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1046
Author: GS4-KONACON
Date: 08/26/2015 11:04 AM EDT
Subject: Re: HSN: ELR - Mana Focus (418) Updated!

> 1) Do you need to remain stationary (in the room where Mana Focus was cast) to receive the increased mana regeneration benefit per pulse?

Nope. Remaining stationary is not required to continue to receive this bonus.

> 2) Given the context of ELR "The WATERING" I am assuming we are talking about Elemental Water Lore ranks for this benefit (but I hate to assume). And emphasis on ranks just to confirm it is ranks and not skill (aka bonus).

For this one it is ranks, not skill.

~ Konacon

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1071
Author: GS4-KONACON
Date: 08/26/2015 12:13 PM EDT
Subject: Re: HSN: ELR - Mana Focus (418) Updated!

Hi everybody!

I'm going to give a little more information on Mana Focus because I'm gathering that it's a spell that there might be some confusion about the spell. This may have added to the confusion about my update. Here we go!

  • If someone tries to cast 418 when another Mana Focus is already in the room, the spell automatically fails (Though not painfully). This includes the caster's own mana focus. It does not refresh.
  • If a caster owns a mana focus in another room and casts 418 again, the old mana focus will be destroyed and a new one will be created in the caster's new room on a successful cast.
  • The Mana Focus stays in the room while the caster is in the room according to its duration ((MnE ranks / 2) pulses). If the caster is not in the room, the mana focus will eventually dissipate, but not necessarily right away. The mana focus does not move.
  • If the cast is successful and the caster has at least 10 ranks of water lore, an additional effect is applied to the caster that gives them 10 extra mana regeneration for (Water Lore Ranks, Seed 10) pulses. This effect is not tied to the mana focus in any way and does not necessarily go away when the mana focus does.

Does that help clear up the confusion with both the spell and the additional water lore effect? If not, keep the questions coming and I'll try again. :)

~ Konacon

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1254
Author: GS4-KONACON
Date: 08/30/2015 07:59 PM EDT
Subject: Re: HSN: ELR - Mana Focus (418) Updated!

Hi everybody!

After reading all of the player feedback about this spell and going through some discussion, we've made a few additional changes to Mana Focus (418).

  • A base 25% has been added to the success formula, which should make it much simpler to cast at the lower levels as well as cap out at the 97% success chance. The formula now reads: (25 + (MnE spell ranks / 4) + (Elemental Mana Control ranks / 2) + Aura stat bonus)
  • The caster now loses no additional mana for failing on a cast of the spell. (Failures cost 18 mana just like successes now)
  • The maximum damage dealt on a failure is now based on the amount that the caster failed by on the roll to succeed. Damage will still be dealt, but the amount of damage will be noticeably lower on average. This means that as you gain a higher chance to succeed at casting the spell from training in EMC and/or the MnE circle, the amount of damage that the spell deals will go down. It is still possible for a failure to be lethal, but that case is now very rare and should not be possible for anyone with a decent chance to succeed with this spell.

Questions? Comments? Love? Hate? Send them on my way!

~ Konacon

Elemental Barrier (430)

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 1282
Author: GS4-KONACON
Date: 09/08/2015 01:43 PM EDT
Subject: HSN: ELR - Elemental Barrier (430) Updated!

Hi everybody! (== MECHANICS == down below!)

I don't have anything silly to say today. I tried out a couple of things but, uh, they didn't work out. Anyways, today we have another seed 10 summation for you, and I have prepared myself for the onslaught of rotten tomatoes with my handy raincoat. Bring it!

MECHANICS

Elemental Barrier now provides its caster a percentage chance equal to (Ranks in Elemental Lore, Earth using a seed 10 summation) to gain +10 critical padding for one attack.

~ Konacon

Major Elemental

Sleep (501)

Main article: Sleep (501) (saved posts)
Category: Wizards
Topic: Major Elemental Circle
Message #: 123
Author: GS4-IXIX
Date: 08/27/2015 09:54 AM EDT
Subject: HSN: ELR - 501 (Sleep) Updated

Sleep, 501, has been updated for the ELR. A seed 1 summation of Elemental Lore, Air provides for a chance for the target to be groggy (-20 AS/DS and 2 second slow) when (or if!) they wake up. The grogginess lasts for 10 seconds.

That is all.

Ixix

Category: Wizards
Topic: Major Elemental Circle
Message #: 105
Author: GS4-IXIX
Date: 08/27/2015 10:07 AM EDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated

The percentage chance of the sleeper waking up groggy is the seed 1 summation of the caster's EL:A ranks. You will see messaging that indicates when somebody or something wakes up groggy.

Ixix

Category: Wizards
Topic: Major Elemental Circle
Message #: 138
Author: GS4-IXIX
Date: 08/28/2015 09:34 AM EDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated

Maybe I should pose it as question. If the creature wakes up from sleeping to being stunned in prone (ie: slept, then crit), will the DS be further suppressed by 20?

Yes, the grogginess is separate from and can stack with any other status effect type penalties that might be applied to a critter (or you). As long as you see the new messaging, the penalties should be applied and in effect.

Ixix

Thurfel's Ward (503)

Category: Wizards
Topic: Major Elemental Circle
Message #: 532
Author: GS4-KONACON
Date: 09/05/2015 12:49 PM EDT
Subject: HSN: ELR - Thurfel's Ward (503) Updated!

Hi everybody! (== MECHANICS == Section is down there and today's non-mechanical release note is just awful.)

I feel like THE WATERING is starting to die down, because this is not a water lore update. It's pretty sad, but what can you do... Other lores need love too, you know! Today you all get an earth update, because 503 is a defensive spell and this is a defensive update! So, you may have noticed that we've already started spreading some Earth Lore around the defensive spells, and I don't see any reason to stop now! We've added a chance to flat out block and a chance to reflect, so let's just add a chance for some bonus DS in there too. I know. This wasn't really shenanigans... I'm sorry! Still friends? No? Well I told you up above in the parentheses that it was just awful. What do you want from me? I'm all alone now, aren't I. Yep, just talking to myself. Good times.
> Konacon hangs his head in shame.

MECHANICS

Thurfel's Ward now provides its caster a (Ranks in Elemental Lore, Earth, Seed 10) percent chance to gain +20 DS for a single attack.

~ Konacon

Category: Wizards
Topic: Major Elemental Circle
Message #: 536
Author: GS4-KONACON
Date: 09/05/2015 02:19 PM EDT
Subject: Re: HSN: ELR - Thurfel's Ward (503) Updated!

>Also, what does "a single attack" mean? There's a chance on every swing at us for every creature; 10 creatures swing = 10 chances? Or, there's one chance when attacked by multiple creatures, applied against the first critter to swing at us? Once chance on the first swing of a critter's M-strike? Please define more clearly.

Every time an attack happens against you that uses AS/DS you have a chance to gain 20 DS for that attack. There is no cooldown or anything of that sort. If something M-Strikes you, each individual attack of that M-Strike will have its own separate chance and will only gain the 20 DS for that one part of the M-Strike.

~ Konacon

Slow (504)

Category: Wizards
Topic: Major Elemental Circle
Message #: 138
Author: GS4-KONACON
Date: 09/01/2015 12:51 PM EDT
Subject: HSN: ELR - Slow (504) Updated!

Hi everybody! (Scroll down to == MECHANICS == if you don't care about my ramblings.)

I'm not sure I'm feeling 100% up to shenanigans today, but I'm gonna do what I can to power through and give you an update you can all be proud of. Today we're gonna be talking quality of life. "KONACON YOU GOT US NEW CARS?!" Come on now, we're talking about the spell Slow here. It says it right in the title! Pay attention. So here's the thing with Slow: It takes 3 seconds to cast, but the target you're casting at doesn't have to pay that three seconds. You take all that time, slow them down, and while you're still sitting in the cast RT of the spell, it hits you in the face! Then when you wake up you're thinking, "I thought it was slow!" Well, let's take care of that! Oh, and we'll add some air lore in, because this is the ELR. Also because I wanted to... And puppies.

MECHANICS

  • When a target is successfully hit with the spell Slow (and is not already affected by the spell), it will now be instantly given 3 seconds of roundtime.
  • A group-friendly open cast version of this spell has been added. The number of targets affected is (1 + (Elemental Lore, Air Ranks / 20)). This also applies the 3 seconds of roundtime mentioned above.

Questions? Comments? Love? Hate? Send them on up in here!

~ Konacon

Elemental Deflection (507)

Category: Wizards
Topic: Major Elemental Circle
Message #: 372
Author: GS4-KONACON
Date: 09/03/2015 12:34 PM EDT
Subject: HSN: ELR - Elemental Deflection (507) Updated!

Hi everybody! (As usual, check the == MECHANICS == section if you hate me.)

So I hear you all don't like seeds. Well, I don't know what it is that you have against plants (Maybe you're not a fan of THE WATERING? I don't know) but given that maybe you'll like today's update! Alright, on to talking about what's going on... First off, this is not a watering. We're talking EARTH today (Plants? See what I did there? HA!) because we're gonna give out a neat defensive bonus. The spell is called DEflection, but we thought we might add some REflection into it, since those words are already so close to each other. Let's get on to what actually happened!

MECHANICS

At 15 ranks of Elemental Lore, Earth this spell unlocks the ability to reflect bolt attacks. The base chance is 5% + 1% for every 10 additional lore ranks (past 15). The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS applied to the reflected attack.

Some notes:

  • The check for reflection happens before any AS/DS checks, so this effect happens whether or not the attack would have hit you.
  • The reflected bolt does not consider hidden/invisible targets.
  • The reflected bolt CAN hit the original attacker.

~ Konacon

Category: Wizards
Topic: Major Elemental Circle
Message #: 500
Author: GS4-KONACON
Date: 09/03/2015 05:47 PM EDT
Subject: Re: HSN: ELR - Elemental Deflection (507) Updated!

> Critter Concerns

You guys are right. E/B/P is a major concern for bolts (Wizards) in general, and that's bad enough alone without a chance for another percentage chance of killing yourself on top of it.

The 507 Earth Lore Reflection benefit is now player only.

~ Konacon

(Editor's note: Release post updated to reflect this change for clarity)

Elemental Bias (508)

Category: Wizards
Topic: Major Elemental Circle
Message #: 705
Author: GS4-KONACON
Date: 09/12/2015 03:54 PM EDT
Subject: HSN: ELR - Elemental Bias(508) Updated!

Hi Everybody!

I'm Konacon, Designated Shipping Grunt of the Elemental Lore Review Outlet and Stress-Relieving Punching Bag for the Development Team! Thanks to a programmatic error, we are now overstocked on Elemental Lore Review updates and everything must go! What can you do with your new shipment? GLAD YOU ASKED!

- Roll the dice with your slot machine defenses!
- Knock things out of the sky!
- Set all the things on fire!
- Do watery things with water!

Once again this is Konacon, Designated Shipping Grunt of the ELR Outlet bringing a second update to you in the same day! So come on down to your nearest outlet and see what we have in stock for you!

MECHANICS

25 ranks of Elemental Lore, Earth now unlocks the ability to boost Elemental TD by 20 when warding against a spell attack. There is a base chance of 5% and an additional 1% chance is gained for every 10 additional lore ranks.

~ Konacon

Ice Patch (512)

Category: Wizards
Topic: Major Elemental Circle
Message #: 140
Author: GS4-KONACON
Date: 08/28/2015 11:07 AM EDT
Subject: HSN: ELR - Ice Patch (512) Updated!

Hi everybody! (Skip down to == MECHANICS == if you don't want to read my ramblings)

This is not a water lore update, in fact it's not any kind of a lore update! That's right, you heard me. There are NO LORE ADDITIONS in today's spell update, but have no fear, I'm still doing something as watery as I can... So, let's talk Ice Patch. It makes patches of ice (Appropriately named) that make things hilariously fall to the ground so that everyone around can have a good laugh. Humor is great, but let's make it even better! Every once in a while you might find yourself mucking around in a bog, eyeing your destination and thinking to yourself, "If only I could just hop up and walk right over this bog I wouldn't have to get my robes dirty..." Wouldn't that be great?!

Have I got the thing for you!

MECHANICS

The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).

Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.

Questions? Comments? Love? Hate? CANDY? All of those things are welcome.

(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)

~ Konacon

Category: Wizards
Topic: Major Elemental Circle
Message #: 527
Author: GS4-ESTILD
Date: 09/04/2015 11:59 PM EDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!
OBSERVER
Other ideas could be a DS penalty to water/cold spells, in addition to turning Minor Water into Minor Cold.


This is actually already the case. Rooted targets get -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS. The only restriction is that it doesn't stack some some other status conditions.

GameMaster Estild

Mana Leech (516)

Category: Magic Spells and Systems
Topic: Major Elemental Circle
Message #: 661
Author: GS4-KONACON
Date: 09/11/2015 01:17 PM EDT
Subject: HSN: ELR - Mana Leech (516) Updated!

Hi everybody!

I typed out a whole bunch of stuff, but then a misclick caused me to close the window and lose it all. Now I'm sad, there may or may not be some tears, and all of you are jumping for joy because you don't have to listen to me ramble.

MECHANICS

Mana Leech now has a percentage chance equal to (Ranks in Elemental Lore, Water, Seed 2) to add an additional 20 mana to the amount drained from the target each time it is cast.

~ Konacon

Stone Skin (520)

Category: Magic Spells and Systems
Topic: Major Elemental Circle
Message #: 186
Author: GS4-CYRAEX
Date: 08/29/2015 04:28 PM EDT
Subject: HSN: ELR - Stone Skin (520) Updates Released!

The following update has been made to Stone Skin (520). Training in Elemental Lore, Earth provides a % chance, using a seed 9 summation, for a reactive vibration flares to occur when struck with an AS/DS attack.

Enjoy!

GameMaster Cyraex

Wizard Base

Minor Shock (901) and Major Shock (910)

Category: Wizards
Topic: Wizard Spells
Message #: 1213
Author: GS4-CONTEMPLAR
Date: 09/09/2015 07:28 PM EDT
Subject: HSN: ELR - MINOR (901) & MAJOR (910) SHOCK UPDATES!

When casting either bolt, there is a seed 5 Elemental Lore, Air skill chance of applying a persistent electrical jolt on the target called Stun Shock. It will last for 8 + seed 10 ranks of Elemental Lore, Water seconds. Every 4 seconds, Stun Shock will either stun or cause minor electrical damage to the target.

Additionally, water mages discovered untapped reservoirs when casting Minor Water and now have the ability to soak their targets. There is a 20 + Elemental Lore, Water skill / 2 chance to soak the target for 20 seconds. A soaked target is more susceptible to Minor and Major Shock spells and will grant a flat +30% chance and +3 second duration to Stun Shock.

~Contemplar~

Minor Water (903)

Category: Wizards
Topic: Wizard Spells
Message #: 1081
Author: GS4-CONTEMPLAR
Date: 09/02/2015 07:47 PM EDT
Subject: HSN: ELR - MINOR WATER (903) UPDATES!

Water wizards everywhere began to notice some strange anomalies in their chosen element. They uncovered an unusual combination from wizards dedicated in Elemental Lore, Fire, a new bolt of steam! At 20 ranks of Elemental Lore, Fire, the ability to CHANNEL Steam Bolt is unlocked.

~Contemplar~

Minor Acid (904)

Category: Wizards
Topic: Wizard Spells
Message #: 1116
Author: GS4-CONTEMPLAR
Date: 09/04/2015 09:41 PM EDT
Subject: HSN: ELR - MINOR ACID (904) UPDATES!

Once again experienced mages discovered hidden arcane secrets lying untapped within their spells. Minor Acid now has a new cousin, Major Acid!

By using EVOKE, the spell forms into a large ball of acid that is hurled at the target. 30 ranks or more of Elemental Lore, Water unlocks the ability.

In addition, wizards also discovered a way for Minor Acid to leave lingering caustic damage on the target. At 10 ranks of Elemental Lore, Earth, the ability to apply an Acid Burn effect on the target is unlocked. There is a 25 + Elemental Lore, Earth / 4 chance to land the Acid Burn effect and it will last for two 5 second rounds.

~Contemplar~

Prismatic Guard (905)

Category: Wizards
Topic: Wizard Spells
Message #: 1052
Author: GS4-IXIX
Date: 08/30/2015 01:20 PM EDT
Subject: HSN: ELR - Prismatic Guard (905) Now More Prismatic!

Prismatic Guard, 905, has been updated! Ranks in Elemental Lore, Earth will now grant +1 DS per seed 5 summation bonus.

Ixix

Minor Fire (906)

Category: Wizards
Topic: Wizard Spells
Message #: 1258
Author: GS4-Konacon
Date: 09/12/2015 05:14 PM EDT
Subject: HSN: ELR - Minor Fire (906) Updated!

Hi everybody!

You guys, I'm seriously. Burn all the things. I'm running outta steam here.

MECHANICS

- 10 Ranks of Elemental Lore, Fire now unlocks a percentage chance equal to (Elemental Lore, Fire skill / 5) to ignite the target.
- This effect lasts for 10 seconds and the ignite damage occurs every 5 seconds.
- This ability does not work on targets already on fire through Immolation (519).
- Also, the spells Minor Water (903) and Holy Bolt (306) will remove this effect from the target, so if a nasty critter sets you on fire with this, you know what to do.

~ Konacon

Mass Blur (911)

Category: Wizards
Topic: Wizard Spells
Message #: 1064
Author: GS4-IXIX
Date: 08/31/2015 12:57 PM EDT
Subject: HSN: ELR - 911 (Mass Blur) Updated!

In an effort to improve black market gnome-crafted lens sales, Mass Blur is now a little blurrier!

Training in Elemental Lore, Air increases dodge ranks by +1 per seed 1 summation bonus. This bonus is self-cast only, the unmodified bonus will still be applied to any party members normally.

Ixix

Invisibility (916)

Category: Wizards
Topic: Wizard Spells
Message #: 1260
Author: GS4-Konacon
Date: 09/12/2015 05:38 PM EDT
Subject: HSN: ELR - Invisibility (916) Updated!

Hi everybody!

This is Konacon, signing out for today... But I've got one thing left for you before I disappear.

MECHANICS

At 50 ranks of Elemental Lore, Air, a group-cast version with a 2-minute duration is unlocked using EVOKE.

- Note: This will cause the group to disband, as nobody will be able to see each other anymore!

~ Konacon

Call Familiar (920)

See main article Familiars (saved posts)
Category: Wizards
Topic: Wizard Spells
Message #: 1151
Author: GS4-VIDUUS
Date: 09/06/2015 07:31 PM EDT
Subject: HSN: ELR - CALL FAMILIAR (920) UPDATES

As part of the elemental lore review, the Call Familiar spell has been updated.

Elemental Lore, Air lore decreases the amount of time it takes for a familiar to find a player. Every 100 skill will reduce the time it takes you familiar to travel, with the maximum benefit occuring at 200 skill.

Also, training Elemental Lore, Water to 50 ranks will now unlock the ability to set anchor to the naturally occurring earthnode of your choice. Setting an anchor will allow the mage to TELL FAMILIAR TO GO ANCHOR, and the familiar will return to that room. Example below.

A speckled green tree frog hops in.
>sense
>
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.

You sense a convergence in the flows of essence and gather that this place must be a natural earthnode.
You do not detect the distinct harmonies of a mana pool.
>tell fam anchor
You sense that your familiar has successfully anchored to its current location!
Roundtime: 5 sec.

As an additional note, the controlling mage does not have to be in the anchor room for the anchor to be set.

Viduus