Major Cold (907)

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Major Cold (907)
Mnemonic [MAJORCOLD]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Cold 
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 Cold is a ball spell based on the cold element. Training in Elemental Lore, Water increases the spell's damage factor and potential splash targets. Potential splash targets are also affected by Multi Opponent Combat.

Usage

  • PREP 907 | CAST {target} or INCANT 907 to cast this spell
  • PREP 907 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 907 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 907 to always channel this spell using INCANT 907

Lore Benefits

Damage Factor Bonus

Training in Elemental Lore, Water increases the spell's damage factor (DF).

Water Lore Ranks
DF Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks EL, Water lore is 0.100.

Potential Splash Targets

The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Water and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Elemental Lore, Water Ranks] - 7) / 2
  • First Roll is a random number from 0 to 8
  • Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
  • The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].

(As such, training in Elemental Lore, Water contributes to both of the values from which the smaller number is chosen.)

Elemental Lore, Water ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Elemental Lore, Water ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22


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 Cold DF .445 .350 .245 .217 .208
AvD 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17

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

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Alchemy Recipe

A slender azure rod
  1. Add wand oil
  2. Add 3 doses of slender twig
  3. Boil
  4. Add ground polished blue coral
  5. Simmer
  6. Add s'ayanad crystal
  7. Infuse
  8. Add runed azure crystal
  9. Chant Major Cold (907)

Resources