Disintegrate (705): Difference between revisions

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|mnemonic = DISINTEGRATE
|mnemonic = DISINTEGRATE
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Using the [[CHANNEL (verb)|CHANNEL]] command has the potential to increase the damage, with more offensive stances increasing the potential damage. Channeling will '''always''' use the warding version of the spell.
Using the [[CHANNEL (verb)|CHANNEL]] command has the potential to increase the damage, with more offensive stances increasing the potential damage. Channeling will '''always''' use the warding version of the spell.


Additionally, casting this spell upon an item will cause it to be destroyed.
With 20 ranks of [[Sorcerous Lore, Necromancy]], '''Disintegrate''' can also be cast as disintegrating bolt. To use as a bolt spell, the caster must be a stance greater than guarded and use [[Cast]] verb or [[Incant]] (without channelincant flag set)
__NOTOC__
==Lore Benefits==
===Bolt Version===
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as bolt. To use as a bolt spell, the caster must be in a stance greater than guarded and use [[CAST]] {creature} or [[INCANT]] (without channelincant [[flag]] on).


===Opponent Effectiveness Reduction===
Both aspects of the spell, have the ability to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 summation of the caster's Sorcerous Lore, Necromancy ranks. Affected weapons have 25% less damage factor, shields reduce the target's block chance by 5% and cause them to suffer -20 to offense with shield maneuvers, and armor is reduced by 1 Armor Group. The effect stacks and the duration renews each time the lore benefit triggers.
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster's Necromancy ranks. Affected weapons have 25% less [[damage factor]], shields reduce the target's [[block]] chance by 5% and cause them to suffer -20 to offense with [[shield maneuvers]], and [[armor]] is reduced by 1 AsG. The effect stacks and the duration renews each time the lore benefit triggers. The target must be struck on the shield for the shield to weaken, and on the weapon for the damage factor to weaken.


Additionally, casting this spell upon an item will cause it to be destroyed.

__NOTOC__
==Damage Factor Table==
==Damage Factor Table==


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|AvD17=32|AvD18=26|AvD19=20|AvD20=14}}
|AvD17=32|AvD18=26|AvD19=20|AvD20=14}}
{{Boltspell table end}}
{{Boltspell table end}}

{{AR}}
{{AR}}
{{:smooth bone wand}}
{{:smooth bone wand}}

Revision as of 09:48, 15 September 2015

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Template:Attack spell damage
Disintegrate (705)
Mnemonic [DISINTEGRATE]
Type Warding/Bolt
Target(s) Single
Interval Instantaneous
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility


Disintegrate is a core Sorcerer Base attack spell which causes portions of a target's body to melt away.

Under normal circumstances, the spell inflicts two damage cycles upon the target. If the target is stunned, or if the target is non-corporeal undead, a third damage cycle will take place.

Using the CHANNEL command has the potential to increase the damage, with more offensive stances increasing the potential damage. Channeling will always use the warding version of the spell.

Additionally, casting this spell upon an item will cause it to be destroyed.

Lore Benefits

Bolt Version

20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as bolt. To use as a bolt spell, the caster must be in a stance greater than guarded and use CAST {creature} or INCANT (without channelincant flag on).

Opponent Effectiveness Reduction

Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 summation of the caster's Necromancy ranks. Affected weapons have 25% less damage factor, shields reduce the target's block chance by 5% and cause them to suffer -20 to offense with shield maneuvers, and armor is reduced by 1 AsG. The effect stacks and the duration renews each time the lore benefit triggers. The target must be struck on the shield for the shield to weaken, and on the weapon for the damage factor to weaken.

Damage Factor Table

The damage factors and AvDs contained in this table are used in damage calculations with the bolt spell version only.

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
Disintegrate DF .525 .383 .314 .350 .197
AvD 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14

Alchemy Recipe

A smooth bone wand
Eastern version Western version
  1. Add wand oil (amber-hued oil)
  2. Add powdered green tourmaline
  3. Add 2 doses crushed orc knuckle (neartofar orcs)
  4. Simmer
  5. Add 2 doses of ayanad crystal
  6. Boil
  7. Add slender white bone
  8. Chant Disintegrate (705)
  1. Add wand oil (amber-hued oil)
  2. Add powdered green tourmaline
  3. Add 3 doses powdered skeletal giant bone (skeletal giants)
  4. Simmer
  5. Add 2 doses of ayanad crystal
  6. Boil
  7. Add slender white bone
  8. Chant Disintegrate (705)

Messaging

Shield effect
You gesture at a spectral triton defender.
  CS: +555 - TD: +364 + CvA: +20 + d100: +77 == +288
  Warding failed!
  A dull grey beam snakes out toward the triton defender!
   ... 111 points of damage!
   ... 25 points of damage!
   A fine blow splits the back of the hand.
   Tendrils of vapor intertwine as the wound seals before your eyes.
   ... 26 points of damage!
   Various bits of the triton defender melt away!
The dull grey beam arcs toward the triton defender's large driftwood shield and engulfs it, causing cracks to appear along the surface!
Cast Roundtime 3 Seconds.

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