Spell hindrance

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Revision as of 17:38, 24 January 2017 by ZHOUY1 (talk | contribs) (Clearer formula for undertraining, reuse table template.)
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Armor Navigation - edit
Armor
Armor Use
Spell hindrance
Specializations
Warrior Rogue Paladin
Reinforce Evasion Blessing
Support Stealth Casting
Crush Support Fluidity
Puncture
Slash

Spell hindrance is a system that imparts a chance for heavier armors to prevent spells from being successfully cast.

Robes, light leather, and full leather armors allow spells from all circles to be cast with no hindrance. Reinforced leather and double leather cause hindrance for some elemental and mental spell circles. Characters wearing leather breastplate or heavier armor will incur at least some hindrance for spells cast from any spell circle.

Casters wearing heavier armors will experience a random chance of spell failure. A base mana cost will be taken, stance will be forced down from defensive, and the standard 3 second cast roundtime takes place, but there is no further effect:

You trace a sign while beseeching the spirits to empower you with the Bind spell...
Your spell is ready.
You gesture at a skeletal lord.
[Spell Hindrance for some marbled pink mithril armor is 9% with current Armor Use skill, d100= 7]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)

The percentage of chance is variable based on the type of spell and type of armor.

Reducing Hindrance

Base hindrance is the minimum hindrance that can be attained with enough Armor Use (i.e., ((20 bonus * Base Hindrance) - 10).

Undertraining penalty formula (total will not exceed the armor's Max hindrance in the table's rightmost column):

Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)

Hindrance can be further reduced both by the spell Faith's Clarity (1603) and by the paladin's armor specialization Armored Fluidity.

Hindrance is entirely negated in natural sanctuaries and areas where Minor Sanctuary (213) is in effect.

Paladins also have access to the specializations Armored Casting which decreases the mana/roundtime penalties for failing a cast, and Armor Blessing which triggers on a failed cast and increases the potency of the next successful cast.

Chart of Armor Penalties and Hindrance

See Armor Use for the amount of Armor Use ranks required for each type of armor.

Arcane Circle spells such as Arcane Blast (1700) have the same hindrance as Sorcerer Base.

Table: Armor attributes - edit
AG ASG Name Base
Weight
RT AP CvA Spell Hindrance (%)
Norm Magic MnS MjS Cleric MnE MjE Ranger Sorcerer Wizard Bard Empath MnM MjM Paladin Max
1. Cloth 1 Normal Clothing - 0 0 25 20 - - - - - - - - - - - - - -
2 Robes 8 0 0 25 15 - - - - - - - - - - - - - -
2. Leather 5 Light Leather 10 0 0 20 15 - - - - - - - - - - - - - -
6 Full Leather 13 1 -1 19 14 - - - - - - - - - - - - - -
7 Reinforced Leather 15 2 -5 18 13 - - - - 2 - 1 2 - - - 2 - 4
8 Double Leather 16 2 -6 17 12 - - - - 4 - 2 4 2 - 2 4 - 6
3. Scale 9 Leather Breastplate 16 3 -7 11 5 3 4 4 4 6 3 5 6 3 4 4 6 2 16
10 Cuirbouilli Leather 17 4 -8 10 4 4 5 5 5 7 4 6 7 3 5 5 7 3 20
11 Studded Leather 20 5 -10 9 3 5 6 6 6 9 5 8 9 3 6 6 9 4 24
12 Brigandine Armor 25 6 -12 8 2 6 7 7 7 12 6 11 12 7 7 7 12 5 28
4. Chain 13 Chain Mail 25 7 -13 1 -6 7 8 8 8 16 7 16 16 8 8 8 16 6 40
14 Double Chain 25 8 -14 0 -7 8 9 9 9 20 8 18 20 8 9 9 20 7 45
15 Augmented Chain 26 8 -16 -1 -8 9 11 11 10 25 9 22 25 8 11 10 25 8 55
16 Chain Hauberk 27 9 -18 -2 -9 11 14 14 12 30 11 26 30 15 14 15 30 9 60
5. Plate 17 Metal Breastplate 23 9 -20 -10 -18 16 25 25 16 35 21 29 35 21 25 21 35 10 90
18 Augmented Breastplate 25 10 -25 -11 -19 17 28 28 18 40 24 33 40 21 28 21 40 11 92
19 Half Plate 50 11 -30 -12 -20 18 32 32 20 45 27 39 45 21 32 21 45 12 94
20 Full Plate 75 12 -35 -13 -21 20 45 45 22 50 30 48 50 50 45 50 50 13 96


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