Smite/Bane (302): Difference between revisions
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{{Otheruses4|the spell smite/bane|"creature/type bane" items|bane weapon}} |
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Depending on the [[Arkati|deity]] a [[cleric]] worships, the cleric will receive either the spell '''Smite''' or the spell '''Bane'''. Both spells inflict damage |
<section begin=description />Depending on the [[Arkati|deity]] a [[cleric]] worships, the cleric will receive either the spell '''Smite''' or the spell '''Bane'''. Both spells inflict damage on a host's body, with [[Plasma critical table|plasma]] flares that induce further harm.<section end=description /> |
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Smite's effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the [[undead]]. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living. |
Smite's effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the [[undead]]. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living. |
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Smite/Bane deals damage in two [[damage cycle|cycles]]. The first cycle deals [[hitpoint]] damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on [[Spiritual Lore, Religion]] training and warding margin (up to around 9%). |
Smite/Bane deals damage in two [[damage cycle|cycles]]. The first cycle deals [[hitpoint]] damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on [[Spiritual Lore, Religion]] training and warding margin (up to around 9%). |
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Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies. If Bane is used against an undead target |
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies. If Bane is used against an undead target or Smite is used against a living target, the mana cost will cost double (4 mana). (The chance of infusion or instant death used to be limited to casts against the "correct" target, but this is no longer the case.) |
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''Note: Smite has a slightly higher base [[damage factor]] (0.6) than Bane (0.5) when used against [[undead]]. Both versions of the spell have a [[damage factor]] of 0.5 against living.'' |
''Note: Smite has a slightly higher base [[damage factor]] (0.6) than Bane (0.5) when used against [[undead]]. Both versions of the spell have a [[damage factor]] of 0.5 against living.'' |
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== Lore Benefits == |
== Lore Benefits == |
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Training in [[Spiritual Lore, Religion]] |
Training in [[Spiritual Lore, Religion]] provides for a chance of an ''infusion'' by {{mono|[[skill bonus]] ÷ 10}} (Table I), which increases the overall damage dealt. The infusion effect also increases, based on religion ranks, the first cycle's infused damage cap (Table II). |
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<center>Table I</center> |
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:{| {{prettytable}} align="center" |
:{| {{prettytable}} align="center" |
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!align="right"|Spiritual Lore, Religion ranks||2||10||24||50||100||150||200||250 |
!align="right"|Spiritual Lore, Religion ranks||2||10||24||50||100||150||200||250 |
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::''Not all thresholds shown'' |
::''Not all thresholds shown'' |
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<center>Table II</center> |
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<small>This effect was once called a "mana infusion," but the additional mana cost was removed. Thus, there is now no additional mana cost.</small> |
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:{| {{prettytable}} align="center" |
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!align="right"|Spiritual Lore, Religion ranks||2||7||16||29||46||92||121||154||191 |
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|align="right"|Maximum infused damage||59||60||61||62||63*||64||65||66||67 |
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::''The 63* damage entry represents two tiers consolidated into one (ranks 46 to 91). A normal progression would have an additional breakpoint between ranks 66/67. |
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<small>The extra damage effect was previous called ''mana infusion'' which required the expenditure of additional mana. When the extra mana cost was removed the description was shortened to ''infusion''.</small> |
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== Channel Damage == |
== Channel Damage == |
Latest revision as of 10:23, 13 January 2023
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- This article is about the spell smite/bane. For "creature/type bane" items, see bane weapon.
Depending on the deity a cleric worships, the cleric will receive either the spell Smite or the spell Bane. Both spells inflict damage on a host's body, with plasma flares that induce further harm.
Smite's effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the undead. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.
Specifically, on the CONVERT (verb) list, the upper half of Major Arkati/Spirit and Lesser Arkati/Spirit are Smite, and the lower half are Bane. Clerics who have not yet chosen a deity or are converted to Other/999 via CONVERT use Smite by default.
Smite/Bane deals damage in two cycles. The first cycle deals hitpoint damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on Spiritual Lore, Religion training and warding margin (up to around 9%).
Smite is more effective against undead targets, while Bane is suited better towards living enemies. If Bane is used against an undead target or Smite is used against a living target, the mana cost will cost double (4 mana). (The chance of infusion or instant death used to be limited to casts against the "correct" target, but this is no longer the case.)
Note: Smite has a slightly higher base damage factor (0.6) than Bane (0.5) when used against undead. Both versions of the spell have a damage factor of 0.5 against living.
Usage
- PREP 302 | CAST {target} or INCANT 302 to cast this spell
- PREP 302 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 302 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 302 to always channel this spell using INCANT 302
Lore Benefits
Training in Spiritual Lore, Religion provides for a chance of an infusion by skill bonus ÷ 10 (Table I), which increases the overall damage dealt. The infusion effect also increases, based on religion ranks, the first cycle's infused damage cap (Table II).
Spiritual Lore, Religion ranks 2 10 24 50 100 150 200 250 Chance for infusion 1% 5% 10% 15% 20% 25% 30% 35%
- Not all thresholds shown
Spiritual Lore, Religion ranks 2 7 16 29 46 92 121 154 191 Maximum infused damage 59 60 61 62 63* 64 65 66 67
- The 63* damage entry represents two tiers consolidated into one (ranks 46 to 91). A normal progression would have an additional breakpoint between ranks 66/67.
The extra damage effect was previous called mana infusion which required the expenditure of additional mana. When the extra mana cost was removed the description was shortened to infusion.
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
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from 'Tiny filaments of blue-white energy' to 'A scintilla of blue-white energy'.
- Smite Damage Messaging
Endroll | Message |
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Tiny filaments of blue-white energy pierce a <target>, lightly agitating a <target>'s skin. | |
A scintilla of blue-white energy slightly agitates a <target>. | |
Small globes of blue-white energy crash into a <target>, causing small bruises to form. | |
Prismatic shards of blue-white energy shatter against a <target>, inflicting moderate wounds. | |
A pinpoint of blue-white energy traces its way along a <target>'s skin, leaving a blackened line in its wake. | |
A cascade of blue-white energy waves buffets a <target>. | |
An explosion of blue-white energy near a <target> consumes the surrounding area with a blinding light. | |
Multiple rays of blue-white energy ignite several patches of a <target>'s skin in a blaze of energy. | |
Large wisps of blue-white energy lash out at a <target>, cauterizing the impact marks on the skin in an instant. | |
A massive beam of blue-white energy engulfs a <target> in a luminous column of light! |
- Smite Instant Death Messaging
- Smite Infusion Messaging
- Bane Damage Messaging
Endroll | Message |
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The violet haze lightly swirls around the <target>, inducing light wounds upon a <target>'s skin. | |
The violet haze softly swirls around the <target>, causing tiny abrasions upon a <target>'s skin. | |
The violet haze slowly swirls around the <target>, inducing temperate wounds upon a <target>'s skin. | |
The violet haze steadily swirls around the <target>, discoloring patches on a <target>'s skin that came in direct contact with the haze. | |
The violet haze eddies and swirls around the <target>, lashing out at a <target>'s skin with ethereal tendrils. | |
The violet haze quickly swirls around the <target>, and the velocity causes large pieces of a <target>'s skin to peel off. | |
The violet haze rapidly swirls around the <target>, sparking with pockets of chaotic, plasma energy. | |
The violet haze furiously swirls around the <target>, striking at a <target> with small flashes of plasma. | |
The violet haze violently swirls around the <target>, scorching the skin of a <target>. | |
The violet haze chaotically swirls around the <target>, the tremendous force causing the victim to crumple inward upon itself! |
- Bane Instant Death Messaging
All that remains of the <target> is a charred ashen figure of its former self lying upon the floor.
- Bane Infusion Messaging
Combat Resolution
Successful cast:
You chant a reverent litany, clasping your hands while focusing upon the Smite spell... Your spell is ready. >You channel at a wraith. A scintillating, blue-white aura encompasses a wraith. CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227 Warding failed! A massive beam of blue-white energy engulfs a wraith in a luminous column of light! The wraith is hit for 45 points of damage! ... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes. Cast Roundtime 3 Seconds.
- The wraith is hit for 45 points of damage! is the first (non-critical HP) damage cycle.
- ... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes. is the second (critical damage) cycle with injury location messaging, in this case using the non-corporeal critical table.
Non-corporeal Undead
When cast upon non-corporeal type creatures the second cycle is plasma critical hitpoint damage only. There are no critical injuries. The messaging for this attack cycle is found in the non-corporeal critical table which is a generic messaging critical table for all non-corporeal creatures regardless of the damage type.