Divine Fury (317): Difference between revisions

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'''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 [[CHANNEL]]ed for additional damage.
<section begin=description /><noinclude>'''Divine Fury''' is a</noinclude><includeonly>A</includeonly> [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target.<section end=description /> It can be [[CHANNEL]]ed for additional damage.


Divine Fury deals [[hitpoint]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a chance for an additional plasma critical based upon training in [[#Lore Benefit|Spiritual Lore, Religion]], and finally a [[Holy critical|deity-specific]] critical cycle based on the cleric's [[CONVERT]] status.
Divine Fury deals [[health]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a chance for an additional plasma critical based upon training in [[#Lore Benefit|Spiritual Lore, Religion]], and finally a [[Holy critical|deity-dependent]] critical cycle based on the cleric's [[CONVERT]] status.


==Lore Benefit==
==Lore Benefit==
Training in [[Spiritual Lore, Religion]] will provide a chance for an extra plasma critical cycle. It will match the primary (strongest) critical of the base effect of the spell and precedes the deity specific critical. The percent chance is ([[Spiritual Lore, Religion]] ranks / 1.5)%.
Training in [[Spiritual Lore, Religion]] will provide a chance for an extra plasma critical cycle, which occurs after the base plasma critical cycle and before the deity-dependent critical cycle. The percent chance is ([[Spiritual Lore, Religion]] ranks / 1.5)%.


:{| {{prettytable}} align="center"
:{| {{prettytable}} align="center"
!align="right"|Spiritual Lore, Religion ranks||15||30||45||60||75||90||105||120||135||150
!align="right"|Spiritual Lore, Religion ranks||15||30||45||60||75||90||105||120||135||150
|-
|-
|align="right"|Chance for third cycle of critical damage||10%||20%||30%||40%||50%||60%||70%||80%||90%||100%
|align="right"|Chance for additional cycle of critical damage||10%||20%||30%||40%||50%||60%||70%||80%||90%||100%
|}
|}
::''Not all thresholds shown.
::''Not all thresholds shown.

Latest revision as of 14:16, 7 April 2023

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 health (HP) damage immediately, followed by a plasma critical cycle, then a chance for an additional plasma critical based upon training in Spiritual Lore, Religion, and finally a deity-dependent critical cycle based on the cleric's CONVERT status.

Lore Benefit

Training in Spiritual Lore, Religion will provide a chance for an extra plasma critical cycle, which occurs after the base plasma critical cycle and before the deity-dependent critical cycle. The percent chance is (Spiritual Lore, Religion ranks / 1.5)%.

Spiritual Lore, Religion ranks 15 30 45 60 75 90 105 120 135 150
Chance for additional cycle of critical damage 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, base plasma critical, additional plasma critical, and deity-based disruption critical:

You gesture at a scaly hisskra champion.
Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a scaly hisskra champion!
  CS: +527 - TD: +360 + CvA: -13 + d100: +83 == +237
  Warding failed!
  The hisskra champion is cloaked in a blinding platinum light and assailed for 151 points of damage!
   ... 45 points of damage!
   Muscle and bone blasted to pieces by searing wave of energy!
   The champion's backsword falls to the ground.
   ... 75 points of damage!
   The hisskra champion's skeletal structure and muscle tissue reduced to fine ash!
   ... 30 points of damage!
   Bones shatter in the hisskra champion's shield arm.

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