Generalist's Robe

Generalist's Robe

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Also see the specialist Robes ( https://forums2.battleon.com/f/tm.asp?m=7322748 - Pyromancer's,  https://forums2.battleon.com/f/tm.asp?m=18840699 - Hydromancer's,  https://forums2.battleon.com/f/tm.asp?m=18840711 - Aeromancer's,  https://forums2.battleon.com/f/tm.asp?m=18840715 - Cryomancer's,  https://forums2.battleon.com/f/tm.asp?m=18840718 - Geomancer's,  https://forums2.battleon.com/f/tm.asp?m=18840734 - Dynamancer's,  https://forums2.battleon.com/f/tm.asp?m=18840741 - Lumenomancer's,  https://forums2.battleon.com/f/tm.asp?m=18840749 - Tenebromancer's)

Level: 30
Price: 3,000 426
Sellback: 1,500 213
Location:  https://forums2.battleon.com/f/tm.asp?m=2870217 - Wizard Class Shop
Element: Neutral

COMBAT DEFENCE
Melee: 28
Ranged: 28
Magic: 35

ELEMENTAL MODIFIER
Fire: 92%
Water: 92%
Wind: 92%
Ice: 92%
Earth: 92%
Energy: 92%
Light: 92%
Darkness: 92%

NOTES
 * You can choose your ActiveElement in the skill menu by clicking any of the elements around the "Wizard" icon (Earth by default).
 * ClassLevel is your Wizard Class Level
 * SkillLevel is your Skill Level. You can select it by clicking on the "Wizard" icon in the skill menu.
 * PowerLevel is equal to 30+ClassLevel*4
 * ScaledPowerLevel is equal to 30+SkillLevel*4

EFFECT
 * All of your combat defences increase by round((0.5*PowerLevel-0.5)/3)-5.
 * All of your resistances decrease by ClassLevel %.
 * You can remove the hat by clicking it.

NORMAL ATTACK
Hits: 1
Type: Magic
Element: �As weapon�
Damage: (100 +3*PowerLevel)*0.8% Base and Random, plus (100 +6.6*PowerLevel)*0.8% Stats
BTH: +(PowerLevel/8), rounded down, plus StatsNote: If you're wielding a Melee or Ranged weapon and it converts the weapon to Magic, then the attack does 75% Base and Random damage. The stat bonuses the attack takes are 0.75*INT/8 (possibly +LUK/2) for damage and INT/16 + DEX/16 + LUK/20 for BTH, regardless of your weapon type.
Type or Element switching effects of your weapon are ignored. Other triggers and effects (like what the  Blood Crystal Axe has) are still applied.
DESCRIPTION
The robes of a Wizard who prefers diversity in magic. Get this if you want to learn mighty magical abilities like Elemental Explosion and Elemental Invocation as well as many more.

 https://i180.photobucket.com/albums/x22/justeen208/8.png SKILLS
 http://media.artix.com/encyc/AQ/AQPedia/Armours/GeneralistSkills.jpg

Title Ability - Arcane Efficiency
If your Class Title  is "Wizard", your spells cost less mana
Your Magic spells costs (ClassLevel/2)% less MP, SP, and HP. SP and HP aren't working right now. Melee and Ranged spells are unaffected.

Level 0 - Arcane Potence
Your affinity with the elements allows you to boost the power of your spells!
All your Magic spells deal (113.4 + 1.18*ClassLevel + 0.13*ClassLevel^2)% damage. Melee and Ranged spells are unaffected.

Level 1 - Arcane Dive
Infuse yourself with the power of the Elements and use yourself as the weapon!
You perform the following, which is treated as a normal Player attack:

Hits: 1
Type: Melee
Element: �ActiveElement�
Damage: 2*(100 +3*ScaledPowerLevel)% Base and Random, plus 2*(100 +6.6*ScaledPowerLevel)% Stats
BTH: +(ScaledPowerLevel/8), rounded down, plus Stats
Note:Stat bonus to damage is INT/8, possibly +LUK/4.  Stat bonus to BTH is INT/16 + DEX/16 + LUK/20.
Type or Element switching effects of your weapon are ignored. Other triggers and effects (like what the  Blood Crystal Axe has) are still applied.
Your weapon Special can still occur. If it does, you don't pay any SP.
Cost: round(0.75*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2))*(-0.0012*ClassLevel^2-0.024*ClassLevel+1.185)*1.32 SP

Level 2 - Elemental Adept - Guardian Only
Your experience with manipulating the elements has imbued your robes with some of their power!
You get -2% to all your Element Modifiers.

Level 3 - Summon Elemental
Summon a homunculus crafted from the essence of an element and given life by your will!
Summons an elemental of your ActiveElement as your guest. Cast again to dismiss it. Fire
 Water
 Wind
 Ice
 Earth
 Energy
 Light
 Darkness

Level 4 - Arcane Amplification - Guardian Only
Gather elemental energy over time... (Costs ## MP each round to stock 1 Level �SkillLevel� Charge)
Each turn you have this on, you pay  0.132*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) and store one charge.  The charge's level is equal to your current Skill Level.  Charges last until you log out, and charges in one armor can't be used in another.

You can store a maximum of 10 charges, regardless of level.  If you try to store an 11th, then it either replaces a lower-level stored charge (if there is one), or does nothing.

Level 4 - Release  �ActiveElement� - Guardian Only
... and release it as a powerful spell!
This costs either 0, 3, 7, or 10 charges.  It only uses a charge if the charge's level is greater than or equal to your current skill level.  (So, if you have 10 Level 0 charges stored and you try to cast the Skill Level 10 version of this, then the spell will use 0 charges.)  It uses the lowest-level charges available.

This is a spell, and it uses your ActiveElement. For the number of hits, see the appendix in the second post.

Base: (5.25 + 0.5625*ScaledPowerLevel  + 0.00375*ScaledPowerLevel^2)/[# of hits], rounded normally
Random: (10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2)/[# of hits], rounded normally
Stat: (100 + 6.6*ScaledPowerLevel)/[# of hits] %
BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals:
0 charges: 0.8*([Normal ArcPot Boost] - 15) % damage
3 charges: 0.8*[Normal ArcPot Boost]% damage
7 charges: 0.8*([Normal ArcPot Boost] + 32) % damage
10 charges: 0.8*([Normal ArcPot Boost] + 52) % damage

If Arcane Lore is on AND you have enough MP to pay for the boost from Arcane Lore, then INSTEAD OF the usual boost from Arcane Potence and Arcane Lore, the spell deals:
0 charges: 0.8*([Normal ArcPot Boost] + 35)% damage
3 charges: 0.8*([Normal ArcPot Boost] + 50)% damage
7 charges: 0.8*([Normal ArcPot Boost] + 82)% damage
10 charges: 0.8*([Normal ArcPot Boost] + 102)% damage

Cost:
If Arcane Lore is on, then it costs round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*(2.128 + CHARGES USED * 0.132)/2 MP, rounded normally.  (Arcane Lore then multiplies this by 1.75.)
If Arcane Lore isn't on OR if you don't have enough to pay for the full Arcane Lore version (including the *1.75), then it costs 1.064*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally.

Level 5 - Arcane Lore
You can imbue your elemental spells with power directly from the Elemental Planes!
This affects Arcane Potency.  Instead of the usual boost, Arcane Potency boosts your spells by ([Normal ArcPot Boost] +50)%.

To pay for this, your spells cost twice the usual amount.

Level 6 - Gybbi's Arcane Fist - Guardian Only
Conjure a spectral fist of elemental energy to crush your opponents!
This is a spell which deals damage based on the monster's Level and base HP.

LvlDiff is equal to (ScaledPowerLevel - MonsterLevel), to a maximum of 20 (and no minimum).
LvlMod is equal to 0.00004*LvlDiff^3 + 0.0008*LvlDiff^2 + 0.0183*LvlDiff + 1.

Hits: 1
Type: Magic
Element: �ActiveElement�
Damage:
**Base: (MonsterBaseHP*0.064*LvlMod) damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*0.4 damage
**Random: 0 damage
**Stat: (80.0+5.28*ScaledPowerLevel)%
BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*1.32 MP, rounded normally.

Level 7 - Sage Defense
You will limit your sage knowledge to conserve your power!
Level 7 - Greater Sage Defense
You will use your sage knowledge to its fullest extent!
You can toggle between these two options.  They control how Arcane Sage works.
Level 7 - Arcane Sage
Your continued experience wielding the raw elements has taught you how to reduce your vulnerability to the element of your choice!
If Sage Defense is active, then you gain -5% to the opposite element that you have selected in the skill menu. (For example, if you have Earth selected, then you get the bonus to your Wind resistance.)
This costs round(1.2*round(0.55*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0004*ClassLevel^2 + 0.0124*ClassLevel + 0.2798))) SP per turn.

If Greater Sage Defense is active, then you gain -10% to the opposite element that you have selected in the skill menu.  (For example, if you have Earth selected, then you get the bonus to your Wind resistance.)
This costs round(1.2*round(1.1*round(0.75*round(38.1 + 2.3375*PowerLevel + 0.01125*PowerLevel^2))*(0.0004*ClassLevel^2 + 0.0124*ClassLevel + 0.2798))) SP per turn.

Level 8 - Dharana - Guardian Only
Concentrate and draw mana in from the ambient air to charge your mental reserves!
You gain round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP.  This is directly added to your MP; it isn't affected by Arcane Potence nor Ironthorn nor anything that usually modifies healing.

Cost: round(0.75*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2))*(0.459 - 0.0042*ClassLevel), rounded normally.

Level 9 - Elemental Explosion
Call on the power of ALL of the elements in a massive explosion!
This is a multi-elemental spell.

Hits: 8
Type: Magic
Element: Ice; Water; Light; Earth; Energy; Fire; Darkness; Wind
Damage:
**Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel + 5.25)*(132/109)/8 damage each
**Random: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*(132/109)/8 damage each
**Stat%: (100 + 6.6*ScaledPowerLevel)*(132/109)/8 % each
BTH: +(ScaledPowerLevel/4), rounded down, plus Stats

Cost: 38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2 MP, rounded normally.

Level 10 - Elemental Invocation - Guardian Only
Invoke the very essence of the elements to cause an effect beyond pure damage!

You perform the following, which is treated as a spell:

Hits: 3
Type: Magic
Element: �ActiveElement�
Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel+ 5.25)*0.62/3 damage each
Rand: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)*0.62/3 damage each
Stat: (100 + 6.6*ScaledPowerLevel)*0.62/3% each
BtH: +(ScaledPowerLevel/4), rounded down, plus Stats each

Cost: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*1.32 MP
Also, the spell gains different effects depending on your ActiveElement:Fire - Conflagration
Element: Fire
Effect: After the second hit, it may attempt to  Burn the monster.  It automatically attempts it if both previous hits connected and did >0 damage; if only one hit connects and deals >0 damage, then there's a 25% chance of a burn. Either way, the monster gets a +10 bonus to its save:

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

The burn's Level is equal to ScaledPowerLevel.  Fire-element monsters are immune to this effect.

Water - Mana Tide
Element: Water
Effect: On both of the first two hits, if they deal >0 damage, then the monster loses MP equal to *45/62 of the damage dealt.

Wind - Vacuum
Element: Wind
Effect: If at least one of the first two hits connect, then it attempts to inflict  Vacuum on the monster.  The monster takes a -9 penalty to its save:

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

The monster takes -50 END for 5 rounds (if both hits connect), or -25 END for 5 rounds (if only one hit connects). Monster categories "robot", "undead", and "golem" are immune to this effect.

Ice - Frostbite
Element: Ice
Effect: If at least one of the first two hits connects and deals >0 damage, then the monster can become  Numb.  The monster takes a -9 penalty to its save:

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

If both hits connect and deal >0 damage, then the monster takes -50 DEX for 5 rounds; if only one hit does, then the monster takes -25 DEX for 5 rounds.  Ice-element monsters are immune to this effect.

Earth - Earthquake
Element: Earth
Effect: If either of the first two hits connected and did >0 damage, then it attempts to inflict  Aftershock on the monster.  The monster gets a -10 penalty if both hits connected and did >0 damage, or a +20 bonus to its save if only one did.

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterSTR
Minor: YourLUK vs MonsterLUK

The Aftershock deals Earth damage, lasts 1d4+1 rounds (which means either 2, 3, 4, or 5 rounds).  The "modifier" is *15/51 damage.  Earth-element monsters are immune to this.

Energy - Thunderbolt
Element: Energy
Effect: If at least one of the first two hits connects and deals >0 damage, then the monster can become  Dazed.  The monster gets a +20 bonus to its save:

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

The monster is Dazed for 4 rounds, with 27% chance of not acting each round (if both hits connect and deal >0 damage), or for 2 rounds, with 20% chance (if only one does).  Energy-element monsters are immune to this.

Light - Solar Flare
Element: Light
Effect: If at least one of the first two hits connects and deals >0 damage, then it attempts to  Blind the monster.  The monster takes a -20 penalty to its save:

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

The monster takes -10 BTH for 3 rounds (if both hits connected and dealt >0 damage) or for 2 rounds (if only one hit connected).  Light-element monsters are immune to this.

Darkness - Fell Midnight
Element: Darkness
Effect: If either of the first two hits connected and did >0 damage, then the monster can become  Afraid.  The monster gets a +20 bonus to its save:

Level: ScaledPowerLevel vs MonsterLevel
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

If successful, the monster becomes Afraid for 4 rounds, with 27% chance of not acting each round (if both hits connected and did >0 damage), or for 2 rounds, with 20% chance (if only one did).  Darkness-element monsters are immune to this.

Armor image thanks to Mystical Warrior. Skill menu image thanks to Scakk. Information from many people, including ivanndj, algimantas2, Thylek Shran, Chii (via Skytalker), Khimera, and fenmeisterkronos. Numbers and the majority of the write-up and appendices thanks to In Media Res. Update thanks to Kalanyr (via Scakk).

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< Message edited by Balu -- 6/9/2012 15:26:43 >