Divine Fury (317): Difference between revisions

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== Resources ==
== Resources ==
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#317 Cleric Base Spell Circle: Divine Fury], on Play.net
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#317 Cleric Base Spell Circle: Divine Fury], on Play.net
*[[Mean casts per kill (317, 519, 1115)]]

Revision as of 13:39, 2 May 2016

Divine Fury (317)
Mnemonic [DFURY]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Health 
Critical Type Plasma, Holy 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility

Divine Fury is a warding spell for which a cleric calls upon their chosen deity to unleash severe damage upon the target. It can be CHANNELed for additional damage.

Divine Fury deals hitpoint (HP) damage immediately, followed by a plasma critical cycle, then a deity-specific critical cycle based on the cleric's CONVERT status. Training in Spiritual Lore, Religion will provide a chance for a third cycle of deity-specific critical damage.

Lore Benefit

Training in Spiritual Lore, Religion will provide a chance for a third cycle of deity-specific critical damage. The percent chance is (Religion Lore skill bonus - 70) ÷ 2.

Spiritual Lore, Religion ranks 16 20 27 35 50 70 90 110 130 150 170
Chance for third cycle of critical damage 2% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Not all thresholds shown

Channel Damage

Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).

STANCE OFF ADV FOR NEU GUA
One Open Hand +20 +16 +12 +8 +4
Two Open Hands +40 +32 +24 +16 +8

Messaging

HP damage and plasma critical followed by additional puncture criticals:

You channel at a festering taint.
Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a festering taint!
CS: +412 - TD: +339 + CvA: +25 + d100: +64 == +162
Warding failed!
The festering taint is cloaked in a blinding platinum light and assailed for 101 points of damage!
... 35 points of damage!
Immolating blast causes the festering taint's hand to explode.
The festering taint stares blankly at its severed right hand.
The festering taint is stunned!
... 20 points of damage!
Strike to abdomen punctures stomach!
... 10 points of damage!
Strike pierces upper arm!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

Resources