Major Shock (910)

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Major Shock (910)
Mnemonic [MAJORSHOCK]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Lightning 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant Item (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Offensive

Major Shock is an elemental bolt spell which enables the caster to hurl a powerful bolt of lightning from the palm of the hand toward a designated target. This is a much more powerful version Minor Shock (901). Successful attacks will cause the target to sustain hitpoint damage and possibly lightning based critical injuries.

Usage

  • PREP 910 | CAST {target} or INCANT 910 to cast this spell
  • PREP 910 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 910 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 910 to always channel this spell using INCANT 910

Lore Benefits

Damage Factor Bonus

Training in either Elemental Lore, Water and/or Elemental Lore, Air will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total lore bonus with 200 ranks (300 skill) is .075.

Air and/or Water Lore Ranks
DF Increase
1 to 100
.001 per two ranks
101 to 200
.001 per four ranks
  • Note: Damage factor truncates at three decimal places.

Stun Shock

There is a seed 5 Elemental Lore, Air skill chance of applying a persistent electrical jolt on the target called Stun Shock. It will last for 8 + seed 10 ranks of Elemental Lore, Water seconds. Every 4 seconds, Stun Shock will either stun or cause minor electrical damage to the target. Typically, criticals are ranks 1 or 2. The activation messaging displayed with this effect is: Tiny arcs of lightning briefly dance across a {target}'s skin! There is a 30% chance to shock a target without any Air Lore ranks when the target is "soaked" (see below).

Elemental Lore, Air ranks 1 3 4 6 7 9 12 15 18 22 27 33 43 61 80 100 121 143 166 190 215 241
% chance for Stun Shock 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22


Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Duration of Stun Shock (in seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Cone of Elements (518) can cast a multi-fire version of this spell with 10 ranks each of Air Lore and Water Lore and all damage factor increases and the Stun Shock effect possibility will carry over to the other spell.

Soaking

Using Minor Water (903) provides a chance to "soak" a target for 20 seconds, which will add a flat +30% chance and +3 second duration to Stun Shock. With 0 Elemental Lore, Water ranks, Minor Water has a 20% chance to soak a target, and there is a 100% chance to soak a target with 60 Water Lore ranks.

Soaked Targets
Elemental Lore, Air ranks 0 1 3 4 6 7 9 12 15 18 22 27 33 43 61 80 100 121 143 166 190 215 241
% chance for Stun Shock 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52
Soaked Targets
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Duration of Stun Shock (in seconds) 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Damage Factor Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Major Shock DF .750 .555 .433 .415 .433
AvD 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33
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Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Messaging

Standard
You hurl a powerful lightning bolt at a dark orc!
   AS: +133 vs DS: +47 with AvD: +37 + d100 roll: +33 = +156
   ... and hit for 47 points of damage!
   Nasty shock to the head.  The dark orc looks dazed and confused.
   The dark orc is stunned!
Cast Roundtime 3 Seconds.
Stun Shock effect
>Incant 910
>Your hands glow with power as you invoke the phrase for Major Shock...
Your spell is ready.
You gesture at a hill troll.
You hurl a powerful lightning bolt at a hill troll!
  AS: +191 vs DS: +132 with AvD: +45 + d100 roll: +43 = +147
   ... and hit for 24 points of damage!
   Heavy spark to left hand.  Bet that hurts.

   Tiny arcs of lightning briefly dance across a hill troll's skin!
Cast Roundtime 3 Seconds.

>Tiny arcs of lightning dance across a hill troll's skin!
He is stunned!

>Tiny arcs of lightning dance across a hill troll's skin!
  ... 10 points of damage!
   Heavy spark to chest.  Bet that hurts.

Note: additional line spacing added for readability

Alchemy Recipes

A slender mithril wand
Eastern version Western version
  1. Add crystalline solution
  2. Add tufted hawk-owl ear from giant hawk-owls
  3. Boil
  4. Add powdered turquoise stone
  5. Simmer
  6. Add s'ayanad crystal
  7. Infuse
  8. Add mithril dust
  9. Channel
  10. Chant Major Shock (910)
  1. Add crystalline solution
  2. Add 4 doses of shelfae crest from shelfae chieftains
  3. Boil
  4. Add powdered turquoise stone
  5. Simmer
  6. Add s'ayanad crystal
  7. Infuse
  8. Add mithril dust
  9. Channel
  10. Chant Major Shock (910)

Resources

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