Item GlossaryEverQuest icon

Robe of Inspiration  
 

MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
AC: 20
INT: +20 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Mana Regeneration: +1
WT: 0.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Slot 1, Type 7 (General: Group)
Slot 2, Type 21 (Special Ornamentation)
Item Type:Armor
Appearance:Shining Metallic Robes
Tint:
 
Color (RGB):10, 100, 150
Stackable:No
Submitted By:Velven Velvetta
Lucy Entry By:Agamenoar
Updated By:unknown
Source:Live
Updated:Tue May 2nd, 2017
*This item is the result of a raid event.
Scars of Velious Item


Rarity: Rare
Level to Attain: 55

[Drops | Comments ]

Drops: This item is found on creatures.

Plane of FearPlane of Fear 2.0


Zone(s) Found In:
Screenshot

Uploaded November 27th, 2008
ThumbnailThumbnailThumbnailThumbnail
Send a correction
Post CommentRoot Thread
Think about it....
# Mar 29 2001 at 9:11 AM Rating: Sub-Default
Ok, everyone saying that this is a 1mana/tick regen effect. That doesn't make sense. Anyone remember the wizard and enchanter robe that Innoruuk(we can use him, about an equal god, loot wise) dropped? I think one was called Robe of Unbound Thought, and it had clarity build into it. Now, would make anysense for Verant to bump up the gods 10 levels, and make them drop worse stuff?
RE: Think about it....
# Apr 05 2001 at 6:56 PM Rating: Default
Innoruuk never dropped robe before and does not drop robe now.
RE: Think about it....
# Mar 31 2001 at 11:48 PM Rating: Default
Look at those stats. Do you think they are worse?
CONFIRMATION
# Apr 05 2001 at 5:43 PM Rating: Default
IT IS A ONE MANA REGEN

Flowing Thought I
Increase Mana by 1 (L1)


--------------------------------------------------------------------------------
Classes: None

--------------------------------------------------------------------------------
Range to Target: 200 feet

--------------------------------------------------------------------------------
Skill: Alteration
Allowable Targets: Self

--------------------------------------------------------------------------------
Resistance Check: None

--------------------------------------------------------------------------------
Spell Duration: 270 ticks (27.0 minutes)
Duration Formula: 3
Spell Recovery: 2.25 seconds

--------------------------------------------------------------------------------
Spell cast on you: A cool breeze slips through your mind.
Spell cast on someone: Soandso looks tranquil.
Spell fades: The cool breeze fades.

--------------------------------------------------------------------------------

THIS IS FROM A PROGRAM CALLED EQCASTER. IT READS THE INFO DIRECTLY FROM THE FILES IN THE EQ DIRECTORY ON YOUR COMPUTER.
DONT BE FOOLED BY EQCASTER
# Apr 13 2001 at 5:41 PM Rating: Decent
If you are using eqcaster, select "Miscellanenous" and "Ultra Death Spell" (I think there's I and II). You can read what's his face's comments in there about how info in spelldat.eff can be fudged (what he calls "poor man's encryption") because the real game occurs on the server.

So in otherwords, spelldat.eff (what you read in eqcaster) can say 1 manna per tick, and that means that when your "client" (i.e., the software that you run on your machine when you play eq) can "predict" your new manna level at each tick before the server sends it the update to give your client the actual new manna level for that tick. And a difference of 9 manna on client prediction isn't going to be very noticable.

If this sounds insane to you (I'm a software engineer BTW with 3D game development experience), take a look at your hitpoints regenerating while you are siting down. If you are lvl 20 or over, you will notice some odd behavoir. You will see your HPs jump by 2 and then jump up another point. (or by 4 and then 1 more if you are 51+).

This is because there is a "client prediction" bug in the client software still (i.e., eqgame.exe) that incorrectly calculates health regeneration to account for the extra point regened at 20+. The client predicts it but when the actual update "packet" is recieved from the server, the real health is displayed.

So if you are wondering what spelldat.eff really dictates if the server gets to really decide what spells does what then here is the answer (and there may be more):

* Tells client how long an effect will last (spell, poison, etc)
* Tells client what spell effects to make (i.e., the visual effects and sounds - this is the spell catagory column - somehting like that)
* Tells the client how to predict changes in health from DOT spells (either healing or damage)
* Tells the client special information like your movement speed (snared or SOW, etc), whether or not you are levitating, not sure about illusion info...
* I think the message info is read when the server tells you that somebody else cast this spell on somebody (i.e., the server only tells the client that a spell particular spell was cast on somebody and the client reads the message from spelldat.eff).

What doesn't matter:
* I don't think DD information is *ever* used on the client.

Anyway, you get the point. Don't look to EQCaster like it's the end all Encyclopedia (although it's useful).

Yuktii (Quellious)
52 necro
clarification
# Apr 13 2001 at 5:44 PM Rating: Default
Oops, that sounded confusing. What I meant when I was discussing the 1 manna per tick thing is that even though the everquest client thinks that you are getting 1 manna per tick from a particular effect, that doesn't mean that you are because the server will ultimately dictate how much manna you have every 6 seconds.

Yuktii (Quelloius)
52 necro
RE: clarification
# Jun 26 2001 at 2:08 PM Rating: Decent
I agree. It is very possible and would be quite annoying to try to pick out. I don't, however, think that it is very likely. I see no reason for them to try to fool us on this issue. I think 1 mana per tick, that is stackable with everything but flowing thought I, is very adiquite. What reason would they have to try to trip us up? Like people are not allready trying as hard as they can to get the ever elusive flowing thought. An effect like 10 mana per tick, instead of 1, would not make these items 'farmed' because you don't exactly farm dragons, or gods or do the 10th coldain ring quest over an over for the new side prizes. The drops are just too rare and the events are just too infrequent. You just go about your buisness and hope you're in the right place at the right time and luck out. I see no reason for Verant to try to fool us on flowing thought.
____________________________
Lich Reegor Mortees
scaled Arch Lich
E'Ci
Boo Boo is my lengthy motsa ball.
RE: clarification
# Apr 29 2001 at 1:25 PM Rating: Decent
*
95 posts
eqcaster is very reliable, but yes, the server can manipulate spell effects. But, if you read through eqcaster, there is a flowing thought II to X, each 1 more mana a tick better then the last.
RE: clarification
# May 07 2001 at 11:52 AM Rating: Decent
You totally missed my point bud.
____________________________
Yuktii - 70 Necromancer 461AAs
Foogie - 70 Ranger 325AAs
Gazuk - 67 SK 81AAs
Daaniel - 66 Rogue 121AAs
Floppee - 61 Cleric
alt overflow error in sig.c (284)
Quellious Server
Post Comment

Free account required to post

You must log in or create an account to post messages.