Minor Mental (saved posts)

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Saved posts pertaining to the Minor Mental spell circle.

Iron Skin (1202)

Initial Posts (8/2008)

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 177
Author: GS4-ESTILD
Date: 8/11/2008 1:18:41 PM
Subject: Hot off the presses, MINOR MENTAL!

It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. -Lia

Monks will not have inherent armor. From our design standpoint, they will wear no or cloth armor and use Iron Skin (1202). Iron Skin will provide a base amount of armor equivalent protection, with Mental Lore, Transformation increasing the bonus. Monks will also receive an innate bonus to this spell based upon their level.


And are you still considering switching rogues to MnM instead of MnS? -Lia

No, there is no such consideration at this time.

GameMaster Estild

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 178
Author: GS4-OSCURO
Date: 8/11/2008 1:33:26 PM
Subject: Hot off the presses, MINOR MENTAL!

>>It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. Traditionally, squares have redux and high AsG armor instead of massive DS. Does this mean that high level Monks can have skin that's the equivalent of chain hauberk or even plate, with 0 spell hindrance? Would 1202 make this even more powerful?

1202 is what's giving them the ability in the first place. It's not innate. Iron Skin will harden the caster's skin and make it act as AsG 6 (full leather) as a base. This base increases with Monk level and Transformation lore (on separate seeds, so the increases are front-loaded). Chain AsGs will be possible, but I'm not sure about plates. Monks that 1x transformation lore will have a higher possible AsG with Iron Skin than non-Monks that 2x. I'm not sure what was decided with spell hindrance and Iron Skin, but my guess is it won't cause it.

Monks will also have redux available, and will also be expected to gain a little DS through spells.

>>And are you still considering switching rogues to MnM instead of MnS?

As far as I know, there aren't any plans for it to happen. Many of the spells on the MnM list are designed considering that Monks will be the only square with access, and I don't think it would make much sense to have a square be the only class able to imbed MnM spells. In the end, it's to the Rogue team, GMs Ildran, Coase and Warden, though.

GM Oscuro

Worn Armor (7/2012)

Category: Monks
Topic: So You Want to be a Monk?
Message #: 32
Author: GS4-FINROS
Date: 07/12/2012 04:05 AM EDT
Subject: Re: 1202 and worn armor

>So uhh, are there any penalties with wearing moer than cloth armor with regards to 1202?

The spell simply doesn't function if you're wearing "real" armor (anything above robes). As I've mentioned previously, robes aren't so much armor as they are a platform to add enchants, padding, and other special tricks to your skin.

Category: Monks
Topic: So You Want to be a Monk?
Message #: 34
Author: GS4-ESTLID
Date: 07/12/2012 10:34 AM EDT
Subject: Re: 1202 and worn armor

If I have a set of "normal clothes" (AsG1), will it work? I assume so, as they are less than robes, but just checking. -James, Player of Septimius

Correct. As long as you wearing AsG 2 or less, you'll gain the benefit of Iron Skin (1202).

GameMaster Estild

Category: Monks
Topic: So You Want to be a Monk?
Message #: 50
Author: GS4-ESTLID
Date: 07/13/2012 04:54 PM EDT
Subject: Re: 1202 and worn armor

Do you mind clarifying 'doesn't function'? Because wearing armor other than cloth allows the spell to be CAST. And looking at the rank wounds and damage taken for identical hits to identical areas of the body, it appears that even with leather armor, there is some benefit to the dual leather armor/1202. So I am not sure what 'doesn't function' implies. Help please? - LUGUBRIOUS1

If you are wearing anything heavier than robes (AsG 2), the Iron Skin (1202) spell is completely ignored when you take damage. I just tested this in Platinum and confirmed it. If you're seeing something else, please post a log.

Yeah that's what is confusing, that we are able to cast it in heavier armors. Can some messaging be added if cast in heavier armor? If not maybe give it a warning sentence in the spell description on the website perhaps? - ALUVIUS

I've added a tip on the website's spell description to note this.

GameMaster Estild

Dragonclaw (1209) 7/2012

Category: Monks
Topic: So You Want to be a Monk?
Message #: 46
Author: GS4-ESTLID
Date: 07/13/2012 01:21 PM EDT
Subject: Re: 1209 spell description blank

Is 91 a hard upper limit or does it merely provide the highest bonus a capped monk can get without enhancives? -RATHBONER

As with all lores based upon the summation chart, there are no hard limits. We just limit the bonus in the description based upon a profession's maximum training. Enhancives can definitely increase the achievable lore bonus.

GameMaster Estild

Category: Monks
Topic: So You Want to be a Monk?
Message #: 49
Author: GS4-ESTLID
Date: 07/13/2012 04:11 PM EDT
Subject: Re: 1209 spell description blank

Does the bonus stack with or replace gloves/boots? - Keith/Brinret

It stacks.

GameMaster Estild

Lore Benefits (Various) 4/2016

Category: Monks
Topic: Monk General Discussion
Message #: 696
Author: GS4-ESTLID
Date: 04/19/2016 11:09 AM EDT
Subject: Re: Lore seeds (1235, 1211, etc.)
ALSTHAR
1207 - assume this is like 410 w/ water lore so...linearish more is like better? (manip)

It's based upon skill (not ranks) and is substantial (twice the bonus that Elemental Lore: Water provides to Elemental Wave (410)). 100 skill alone is more of a penalty than the bonus that most individual spells provide to maneuver defense (at 100 spell ranks).

ALSTHAR
1210 - how much crit damage increase is (manip)

Mental Lore: Manipulation's application for Thought Lash (1210) is skill based. 100 skill is a little less than half a crit rank.

ALSTHAR
1211 - how much more likely they are to attack other creatures (telep)

The base effect will cause a creature to not attack at all 33% of the time, to attack an ally 33% of the time, and to attack normally (players, etc) 34% of the time. Every 20 skill of Mental Lore, Telepathy increases the first two categories by 1% and decreases the last category by 2%.

ALSTHAR
1219 - reduction of endroll needed for higher tier effects (transference)

The spell uses a seed 6 summation with a 2x multiplier (applied during the summation, not after and as such, provides more incremental bonuses). e.g. if you have 50 ranks of Mental Lore, Transference, the bonus is 11. If you have 100 ranks, the bonus is 19. The bonus is applied directly to the warding result (only if the target failed to ward, like channeling). If the warding margin is over 120, Vertigo will cause 6 rounds of dizziness. Over 70, it's 5. Over 20, it's 4, and otherwise it's 3 rounds. More rounds not only means the effect lasts longer, but it's also more potent, with a 6 round effect immediately causing 20 seconds of RT when it first triggers (then scales down after that). There's 25 seconds between each round.

ALSTHAR
1235 - gen increase (telep)

In normal hunting grounds, the base spell effect increases the spawn rate of creatures by +2. It's further increased by +1 per every 15 ranks of Mental Lore, Telepathy.

GameMaster Estild