Resist Nature (620): Difference between revisions

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{{work-in-progress}}
{{spell |
{{spell |
| name = Resist Nature
| name = Resist Nature
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__TOC__
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'''Resist Nature''' allows a [[ranger]] to infuse leather (both hard and soft leather [[armor]], and leather [[armor accessory|armor accessories]]) and cloth armor with a minimum of 20% temporary [[resistance]] to fire, nature, cold, or steam. spikethorns, weeds, and the elements. This spell is somewhat similar to a [[wizard]]'s [[Enchant Item (925)]] spell. Armor infused by the spell will reduce the [[critical]] damage of the specified resistance type by a percentage based upon the caster's [[#Lore Benefit|Spiritual Lore, Blessings]] training.
'''Resist Nature''' allows a [[ranger]] to infuse leather (both hard and soft leather [[armor]], and leather [[armor accessory|armor accessories]]) and cloth armor with a minimum of 20% temporary [[resistance]] to fire, nature, cold, or steam. spikethorns, weeds, and the elements. Armor infused by the spell will reduce the [[critical]] damage of the specified resistance type by a percentage based upon the caster's [[#Lore Benefit|Spiritual Lore, Blessings]] training.


<div {{prettydiv|margin-right=35%}}><center>{{boldmono|Resistance strength <nowiki>=</nowiki> 20% + [[trunc]](Spiritual Lore, Blessings ranks &divide; 2)}}</center></div>
<center>{{Equation box|<math>\mathrm{Resistance Strength}% = 20 + \left \lfloor{\frac{\mathrm{Spiritual Lore, Blessings Ranks}}{2}}\right \rfloor</math>}}<small>[[trunc]]ate</small></center>


[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell. The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.
[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell. The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.
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Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]]. A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]]. A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.


This spell has no risk of destroying or harming a piece of armor in any way.
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting. This spell has no risk of destroying or harming a piece of armor in any way. Only 5 armors may be treated in any one week.

==Mana Control Benefits==
==Mana Control Benefits==
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance. It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks. It is possible to add resistance to "lightly" padded armor beginning at 1 rank, "very heavily" at 91 ranks, and the lowest level of "masterfully" padded armor at 136 enhanced ranks.
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance. It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks. It is possible to add resistance to "lightly" padded armor beginning at 1 rank, "very heavily" at 91 ranks, and the lowest level of "masterfully" padded armor at 136 enhanced ranks.
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|align="right"|Total resistance applied||20%||30%||40%||50%||60%||70%||80%||90%||95%
|align="right"|Total resistance applied||20%||30%||40%||50%||60%||70%||80%||90%||95%
|}
|}

==Process==
The first step in the spell's process is to cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.

'''INITIAL CAST'''

Success, ready for the next step:
<pre{{log2}}>
You gesture at some brigandine armor.
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.
Failure, chance (try again):
You gesture at some vultite cuirbouilli leather.
The magic of your spell unravels and dissipates!
</pre>
Failure, armor not in hand (hold it and try again):
<pre{{log2}}>
You gesture at some light leather.
The magic of your spell dissipates before it can reach the light leather.
</pre>
Failure, exceeded five per week limit:
<pre{{log2}}>
You gesture at some cuirbouilli leather.
You strain to cast the spell, but your spirit hasn't yet recovered from your recent channeling of this type of magic. Your spell's energy dissipates.
</pre>
Failure, incompatible (armor is scripted, or being tempered):
<pre{{log2}}>
You gesture at a set of darkly etched Sylvan scalemail.
Your spell's magic cannot permeate the material of the etched Sylvan scalemail.
</pre>
Failure, incompatible (armor does not fall in the proper ASG range):
<pre{{log2}}>
You gesture at some chain mail.
The magic of your spell fizzles against the surface of the chain mail.
</pre>
Failure, armor is already resistant (remove the current resistance before attempting again):
<pre{{log2}}>
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders.
The magic of your spell wavers and lashes back at you!
... 1 point of damage!
Your wrist is twisted slightly.
Cast Roundtime 3 Seconds.
</pre>
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:
<pre{{log2}}>
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%.
You examine the armor closely, lightly running your fingers over the material.
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.
</pre>
== Resources ==
== Resources ==
* [[Resist Nature (620) (saved posts)]]
* [[Resist Nature (620) (saved posts)]]

Revision as of 23:03, 3 September 2016

This article is a work in progress!
Resist Nature (620)
Mnemonic [RESISTNATURE]
Duration Variable
Utility Magic - Skill Enhancement  
Subtype Armor Enhancement 
Skill Enhancement Elemental Resistance 
Components NPC-made potion 
Availability Cloth & leather armor only 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility

Resist Nature allows a ranger to infuse leather (both hard and soft leather armor, and leather armor accessories) and cloth armor with a minimum of 20% temporary resistance to fire, nature, cold, or steam. spikethorns, weeds, and the elements. Armor infused by the spell will reduce the critical damage of the specified resistance type by a percentage based upon the caster's Spiritual Lore, Blessings training.

truncate

Aura, Discipline, and Wisdom stat bonuses all play a part to success, though not equal ones, in this spell. The duration of the resistance, or resistance life, is influenced by Spiritual Mana Control and Ranger Base ranks.

Armor treated with Resist Nature will seem to have permanent resistance in a Bard loresong. A ranger must be found to ASSESS the armor to determine how many hits remain as well as who applied the resistance.

Eligible armor cannot be scripted or currently tempered by a wizard for enchanting. This spell has no risk of destroying or harming a piece of armor in any way. Only 5 armors may be treated in any one week.

Mana Control Benefits

Training in Spiritual Mana Control adds to the duration of the applied resistance. It also allows the spell to be cast on damage or crit padded armor, based on a seed 1 summation of ranks. It is possible to add resistance to "lightly" padded armor beginning at 1 rank, "very heavily" at 91 ranks, and the lowest level of "masterfully" padded armor at 136 enhanced ranks.

Spiritual Mana Control ranks 1 3 6 10 15 21 28 36 45 55 66 78 91 105 120 136
Padding points ability 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Lore Benefit

Training in Spiritual Lore, Blessings increases the percent resistance applied to a piece of armor by ranks ÷ 2.

Spiritual Lore, Blessings ranks 0 20 40 60 80 100 120 140 150
Total resistance applied 20% 30% 40% 50% 60% 70% 80% 90% 95%

Process

The first step in the spell's process is to cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.

INITIAL CAST

Success, ready for the next step:

You gesture at some brigandine armor. 
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.
Failure, chance (try again): 
You gesture at some vultite cuirbouilli leather. 
The magic of your spell unravels and dissipates! 

Failure, armor not in hand (hold it and try again):

You gesture at some light leather. 
The magic of your spell dissipates before it can reach the light leather. 

Failure, exceeded five per week limit:

You gesture at some cuirbouilli leather. 
You strain to cast the spell, but your spirit hasn't yet recovered from your recent channeling of this type of magic. Your spell's energy dissipates. 

Failure, incompatible (armor is scripted, or being tempered):

You gesture at a set of darkly etched Sylvan scalemail. 
Your spell's magic cannot permeate the material of the etched Sylvan scalemail. 

Failure, incompatible (armor does not fall in the proper ASG range):

You gesture at some chain mail. 
The magic of your spell fizzles against the surface of the chain mail. 

Failure, armor is already resistant (remove the current resistance before attempting again):

You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. 
The magic of your spell wavers and lashes back at you! 
   ... 1 point of damage! 
   Your wrist is twisted slightly. 
Cast Roundtime 3 Seconds.

After a successful initial cast, ASSESSing the armor should yield a message similar to the following:

Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. 
You examine the armor closely, lightly running your fingers over the material. 
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.

Resources