See the Wind: Difference between revisions

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|castcap=100
|castcap=100
|minskill=0
|minskill=0
|maxskill=600
|maxskill=400
|minduration=10
|minduration=10
|maxduration=39
|maxduration=40
|validtarget=Self
|validtarget=Self
|guild=Ranger
|guild=Ranger
Line 12: Line 12:
|prereqs=None
|prereqs=None
|slot=1
|slot=1
|desc=The See the Wind spell, sometimes called 'The Eyes That See the Wind,' invokes the hypersensitive instincts of the animal world, allowing the caster to judge wind currents well enough to improve his aim with ranged weaponry. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable, except when using heavy hurled weapons.
|desc=The See the Wind spell, sometimes called 'The Eyes That See the Wind,' invokes the hypersensitive instincts of the animal world, allowing the caster to judge wind currents well enough to improve his aim with ranged weaponry. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable.
|buffs=Bows skill, Crossbows skill, Light Thrown skill, Slings skill
|buffs=Bows skill, Crossbows skill, Light Thrown skill, Slings skill
|debuffs=No debuffs
|debuffs=No debuffs
|dtype=No damage
|dtype=No damage
|htype=No heal
|htype=No heal
|effect=enables dual load
|messaging=You gesture.<br />
|messaging=You gesture.<br />
The glowing lines fade away along with the See the Wind spell.
The glowing lines fade away along with the See the Wind spell.
As a growing reptilian sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.
As a growing reptilian sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.
|sig=No
|sig=No
|diff=intermediate
|diff=intro
|source=standard
|source=standard
|type=augmentation
|type=augmentation
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== Notes ==
== Notes ==
*Animal sense messaging varies from character to character (based off your PIN number).
*Animal sense messaging varies from character to character (based off your PIN number).
*Enables [[Dual load]] for Rangers who know that ability.
*Does not boost {{in|Heavy Thrown}} weapons.
*Does not boost {{in|Heavy Thrown}} weapons.
*Spell will pulse update the buff to the currently held weapon, defaulting to {{in|Light Thrown}} with no ranged weapon in hand.
*Spell will pulse update the buff to the currently held weapon, defaulting to {{in|Light Thrown}} with no ranged weapon in hand.

Revision as of 03:59, 28 July 2016


Ranger thumb.jpgRanger Guild


See the Wind
Abbreviation: STW
Prerequisites: None
Signature: No
Spell Slots: 1
Mana Type: Unknown
Spell Type: standard / augmentation
Difficulty: intro
Prep (min/max): 1 / 100
Skill Range (min/max): 0 / 400
Valid Spell Target: Self
Duration (min/max): 10 minutes / 40 minutes
Justice: Unknown
Corruption: Unknown
Description: The See the Wind spell, sometimes called 'The Eyes That See the Wind,' invokes the hypersensitive instincts of the animal world, allowing the caster to judge wind currents well enough to improve his aim with ranged weaponry. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable.
Effect: +Bows skill, +Crossbows skill, +Light Thrown skill, +Slings skill, enables dual load
Example Messaging: You gesture.

The glowing lines fade away along with the See the Wind spell. As a growing reptilian sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.

Devices/Tattoos: Item:Rough wooden mask painted with a detailed wave pattern, Rough wooden mask painted with a detailed wave pattern

Notes

  • Animal sense messaging varies from character to character (based off your PIN number).
  • Enables Dual load for Rangers who know that ability.
  • Does not boost Heavy Thrown weapons.
  • Spell will pulse update the buff to the currently held weapon, defaulting to Light Thrown with no ranged weapon in hand.