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A bolt spell is any attack spell that is based on the caster's [[Spell Aiming]] skill. These spells benefit from a more offensive stance, but only result in a three (3) second [[casting time]], rather than a true three (3) second [[roundtime]].


== Definition ==


A '''bolt spell''' is any attack spell that is based on the caster's [[Spell Aiming]] skill and resolved using an [[Combat system#Attack Roll|Attack Roll]].
== Damage Factors ==


Casters benefit from a more offensive [[stance]] when using bolt spells. The {{boldmono|[[Verb:COMBATANT|COMBAT]]}} verb can be used to view a character's Spell Aim AS and Spell DS (if the character has at least some Spell Aiming skill), which will take the character's current stance into account.
Avd's
Spell Robes Soft Hard Chain Plate
Leather Leather
901 0.150 0.133 0.111 0.122 0.128
903 0.455 0.345 0.283 0.242 0.173
904 0.525 0.383 0.314 0.350 0.197
906 0.667 0.455 0.345 0.323 0.303
907 0.445 0.350 0.245 0.217 0.208
908 0.400 0.333 0.270 0.256 0.244
910 0.750 0.555 0.434 0.415 0.433
510 0.710 0.520 0.460 0.435 0.440
X26 0.600 0.335 0.275 0.370 0.196
X28 0.667 0.460 0.385 0.375 0.355
306 0.750 0.500 0.405 0.400 0.265
1110 0.680 0.490 0.365 0.280 0.205
505 - - - - -


Casting a bolt spell normally incurs up to 3 seconds of [[cast roundtime]], rather than "hard" [[roundtime]]. During cast roundtime, the caster can still change stance or move between rooms but may not attack or cast another spell. Bolt spells may optionally be {{boldmono|[[CHANNEL]]}}ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]], but incurs 3 seconds of hard RT that cannot be mitigated by any haste effect.
Robes S o f t**** He a v y**** Ch a i n**** Pl a t e

AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
===Ball Spells===

Minor shock 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18
{{Side box|A possibly more intuitive explanation:
Minor water 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7

Minor acid 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
The appropriate lore determines the '''minimum size''' of the explosion caused by the spell whereas MOC determines how well you can '''place''' the explosion such that it hits the most targets. (A practical example: ''water balloons''. The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)
Minor fire 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26

Major cold 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17
Having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.
Major fire 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22

Major shock 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33
Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).}}

Ball spells are a subgroup of bolt spells that, if the initial attack roll is successful, may cause additional splash damage on several creatures (including the original target) due to an explosion upon impact.

There are four steps to determine the number of targets struck by a ball spell.

;Step 1

A random number <code>X</code> is generated between 0 and 8, with lower numbers more likely to be chosen.

;Step 2

Based on the caster's ranks in the appropriate Lore, a bonus is added to the initial <code>X</code> value (see table below).

The skills taken into account are:
*[[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]
*[[Sorcerous Lore, Demonology]] for [[Balefire (713)]]
*[[Elemental Lore, Water]] for [[Major Cold (907)]]
*[[Elemental Lore, Fire]] for [[Major Fire (908)]]
*[[Elemental Lore, Earth]] for [[Major Acid (1710)]] (Water lore will ''not'' work for Major Acid.)

:{| class="wikitable" style="text-align:center;"
|+ '''Lore rank thresholds/Potential targets'''
|-
!style="text-align:right;"|Lore ranks||1||2||4||7||11||16||22||29||37||46||56
|-
|style="text-align:right;"|Potential targets||1||2||3||4||5||6||7||8||9||10||11
|-
|colspan="12"|
|-
!style="text-align:right;"|Lore ranks||67||79||92||106||121||137||154||172||191||211||232
|-
|style="text-align:right;"|Potential targets||12||13||14||15||16||17||18||19||20||21||22
|}

The exact bonus from lore is <code>BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2</code>.

;Step 3

Another random number <code>Y</code> is generated between 0 and <code>(X + BONUS)</code>.

;Step 4

The caster's training in [[Multi-Opponent Combat]] (MOC) is added to <code>Y</code>.

The final number of targets struck by the splash effect is the smaller of <code>(X + BONUS)</code> and <code>(Y + MOC Ranks)</code>

==Lore Ranks and Damage Factor Bonuses==

The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained.

Most bolt spells are tied to a single lore skill. For these spells, DF increases by 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100. (The one known exception to this formula is the evoked plasma version of [[Holy Bolt]], which only counts lore ranks beyond 30.)

The following bolt spells are tied to two separate lore skills. The DF increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.

*[[Minor Shock (901)]]
*[[Minor Acid (904)]]
*[[Major Shock (910)]]
*[[Minor Steam (1707)]]
*[[Major Acid (1710)]]

==Damage Factors==
*'''Bold''' indicates highest value, [[Minor Shock (901)]] has lowest DF value against all armor types
*'''V''' indicates varies with associated spell cast

{|class="wikitable sortable" {{prettytable}}
!Spell
!Mana Cost
!Cloth
!Leather
!Scale
!Chain
!Plate
!Splash
!Lore DF Bonus
|- align=center
|[[Fire Spirit (111)]]
|11
|0.400
|0.333
|0.270
|0.256
|0.244
|'''Yes'''
|'''Yes''' ([[Spiritual Lore, Summoning|Summoning]])
|- align=center
|[[Web (118)]]
|9
|0.520
|0.420
|0.330
|0.300
|0.210
|No
|'''Yes''' ([[Spiritual Lore, Summoning|Summoning]])
|- align=center
|[[Holy Bolt (306)]](L)*
|6
|0.455
|0.345
|0.283
|0.242
|0.173
|No
|No
|- align=center
|[[Holy Bolt (306)]](U)*
|6
|'''0.750
|0.500
|0.405
|0.400
|0.265
|No
|'''Yes''' ([[Spiritual Lore, Religion|Religion]])
|- align=center
|[[Holy Bolt (306)]](Evoke)
|6
|0.600
|0.410
|0.310
|0.290
|0.270
|No
|'''Yes''' ([[Spiritual Lore, Religion|Religion]])
|- align=center
|[[Hand of Tonis (505)]]
|5
|0.520
|0.420
|0.330
|0.300
|0.210
|No
|'''Yes''' ([[Elemental Lore, Air|Air]])
|- align=center
|[[Hurl Boulder (510)]]
|10
|0.710
|0.520
|'''0.460
|'''0.435
|'''0.440
|No
|'''Yes''' ([[Elemental Lore, Earth|Earth]])
|- align=center
|[[Cone of Elements (518)]]
|18
|V
|V
|V
|V
|V
|V
|'''Yes''' (special)
|- align=center
|[[Moonbeam (611)]]
|5
|0.515
|0.410
|0.315
|0.280
|0.185
|No
|'''Yes''' ([[Spiritual Lore, Summoning|Summoning]])
|- align=center
|[[Disintegrate (705)]]
|5
|0.525
|0.383
|0.314
|0.350
|0.197
|No
|'''Yes''' ([[Sorcerous Lore, Necromancy|Necromancy]])
|- align=center
|[[Balefire (713)]]
|13
|0.435
|0.360
|0.325
|0.310
|0.295
|'''Yes'''
|'''Yes''' ([[Sorcerous Lore, Demonology|Demonology]])
|- align=center
|[[Minor Shock (901)]]
|1
|0.149
|0.133
|0.111
|0.122
|0.128
|No
|'''Yes''' ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])
|- align=center
|[[Minor Water (903)]]
|3
|0.455
|0.345
|0.283
|0.242
|0.173
|No
|'''Yes''' (Water)
|- align=center
|[[Minor Acid (904)]]
|4
|0.525
|0.383
|0.314
|0.350
|0.197
|No
|'''Yes''' ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])
|- align=center
|[[Minor Fire (906)]]
|6
|0.667
|0.455
|0.345
|0.323
|0.303
|No
|'''Yes''' ([[Elemental Lore, Fire|Fire]])
|- align=center
|[[Major Cold (907)]]
|7
|0.445
|0.350
|0.245
|0.217
|0.208
|'''Yes'''
|'''Yes''' ([[Elemental Lore, Water|Water]])
|- align=center
|[[Major Fire (908)]]
|8
|0.400
|0.333
|0.270
|0.256
|0.244
|'''Yes'''
|'''Yes''' ([[Elemental Lore, Fire|Fire]])
|- align=center
|[[Major Shock (910)]]
|10
|'''0.750
|'''0.555
|0.433
|0.415
|0.433
|No
|'''Yes''' ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])
|- align=center
|[[Empathic Assault (1110)]]
|10
|0.680
|0.490
|0.365
|0.280
|0.205
|No
|'''Yes''' ([[Mental Lore, Transformation|Transformation]])
|- align=center
|[[Telekinesis (1206)]]**
|6
|0.600
|0.410
|0.310
|0.290
|0.270
|No
|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]])
|- align=center
|[[Telekinesis (1206)]]**
|7
|0.625
|0.425
|0.325
|0.320
|0.290
|No
|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]])
|- align=center
|[[Telekinesis (1206)]]**
|8
|0.650
|0.450
|0.350
|0.340
|0.310
|No
|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]])
|- align=center
|[[Telekinesis (1206)]]**
|9
|0.675
|0.475
|0.375
|0.360
|0.330
|No
|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]])
|- align=center
|[[Telekinesis (1206)]]**
|10
|0.700
|0.500
|0.400
|0.375
|0.350
|No
|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]])
|- align=center
|[[Astral Spear (1408)]]
|8
|0.650
|0.450
|0.350
|0.350
|0.310
|No
|No?
|- align=center
|[[Arcane Blast (1700)]]
|0
|0.149
|0.133
|0.111
|0.122
|0.128
|No
|No
|- align=center
|[[Minor Steam (1707)]]
|4
|0.600
|0.550
|0.385
|0.333
|0.267
|No
|'''Yes''' ([[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]])
|- align=center
|[[Minor Cold (1709)]] ***
|3
|0.667
|0.460
|0.385
|0.375
|0.355
|No
|'''Yes''' ([[Elemental Lore, Water|Water]])
|- align=center
|[[Major Acid (1710)]]
|6
|0.600
|0.333
|0.275
|0.370
|0.196
|'''Yes'''
|'''Yes''' ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])
|}
: *<i>(L) is living targets and (U) is undead targets.</i>
: **<i>can be cast with a variable amount of mana, denoted in the Mana Cost column</i>
: ***<i>requires a cast of 512 to start, and 10 ranks of [[Elemental Lore, Water|Water]]</i>

== AvDs ==
* '''V''' denotes a variable AvD. Actual AvDs are determined by the spell used with [[Cone of Elements (518)]]

{|class="wikitable sortable" {{prettytable}}
!Spell
!Cloth
!
! colspan=4 | Leather
!
! colspan=4 | Scale
!
! colspan=4 | Chain
!
! colspan=4 | Plate
|- align=center
! [[AsG]]
!1
!
!5
!6
!7
!8
!
!9
!10
!11
!12
!
!13
!14
!15
!16
!
!17
!18
!19
!20
|- align=center
|[[Fire Spirit (111)]]
|70
|
|60
|59
|58
|57
|
|50
|48
|46
|44
|
|45
|41
|37
|33
|
|40
|34
|28
|22
|- align=center
|[[Web (118)]]
|52
|
|44
|43
|42
|41
|
|39
|37
|35
|33
|
|44
|40
|36
|32
|
|52
|46
|40
|34
|- align=center
|[[Holy Bolt (306)]](L)*
|30
|
|30
|29
|28
|27
|
|29
|27
|25
|23
|
|31
|27
|23
|19
|
|25
|19
|13
|7
|- align=center
|[[Holy Bolt (306)]](U)*
|40
|
|38
|37
|36
|35
|
|35
|33
|31
|29
|
|37
|33
|29
|25
|
|32
|26
|20
|14
|- align=center
|[[Hand of Tonis (505)]]
|52
|
|44
|43
|42
|41
|
|39
|37
|35
|33
|
|44
|40
|36
|32
|
|52
|46
|40
|34
|- align=center
|[[Hurl Boulder (510)]]
|40
|
|40
|39
|38
|37
|
|40
|38
|36
|34
|
|40
|36
|32
|28
|
|40
|34
|28
|22
|- align=center
|[[Cone of Elements (518)]]
|V
|
|V
|V
|V
|V
|
|V
|V
|V
|V
|
|V
|V
|V
|V
|
|V
|V
|V
|V
|- align=center
|[[Moonbeam (611)]]
|68
|
|58
|57
|56
|55
|
|49
|47
|45
|43
|
|41
|38
|35
|32
|
|34
|30
|26
|22
|- align=center
|[[Disintegrate (705)]]
|40
|
|38
|37
|36
|35
|
|35
|33
|31
|29
|
|37
|33
|29
|25
|
|32
|26
|20
|14
|- align=center
|[[Balefire (713)]]
|65
|
|55
|54
|53
|52
|
|45
|43
|41
|39
|
|38
|34
|30
|26
|
|30
|24
|18
|12
|- align=center
|[[Minor Shock (901)]]
|35
|
|25
|24
|23
|22
|
|30
|28
|26
|24
|
|33
|29
|25
|21
|
|36
|30
|24
|18
|- align=center
|[[Minor Water (903)]]
|30
|
|30
|29
|28
|27
|
|29
|27
|25
|23
|
|31
|27
|23
|19
|
|25
|19
|13
|7
|- align=center
|[[Minor Acid (904)]]
|40
|
|38
|37
|36
|35
|
|35
|33
|31
|29
|
|37
|33
|29
|25
|
|32
|26
|20
|14
|- align=center
|[[Minor Fire (906)]]
|55
|
|37
|36
|35
|34
|
|33
|31
|29
|27
|
|42
|38
|34
|30
|
|44
|38
|32
|26
|- align=center
|[[Major Cold (907)]]
|65
|
|55
|54
|53
|52
|
|45
|43
|41
|39
|
|40
|36
|32
|28
|
|35
|29
|23
|17
|- align=center
|[[Major Fire (908)]]
|70
|
|60
|59
|58
|57
|
|50
|48
|46
|44
|
|45
|41
|37
|33
|
|40
|34
|28
|22
|- align=center
|[[Major Shock (910)]]
|50
|
|40
|39
|38
|37
|
|45
|43
|41
|39
|
|48
|44
|40
|36
|
|51
|45
|39
|33
|- align=center
|[[Empathic Assault (1110)]]
|55
|
|45
|44
|43
|42
|
|30
|28
|26
|24
|
|15
|11
|7
|3
|
|7
|1
|(-5)
|(-11)
|- align=center
|[[Telekinesis (1206)]]
|52
|
|44
|43
|42
|41
|
|39
|37
|35
|33
|
|44
|40
|36
|32
|
|52
|46
|40
|34
|- align=center
|[[Astral Spear (1408)]]
|52
|
|44
|43
|42
|41
|
|39
|37
|35
|33
|
|44
|40
|36
|32
|
|52
|46
|40
|34
|- align=center
|[[Arcane Blast (1700)]]
|35
|
|25
|24
|23
|22
|
|30
|28
|26
|24
|
|33
|29
|25
|21
|
|36
|30
|24
|18
|- align=center
|[[Minor Steam (1707)]]
|70
|
|60
|59
|58
|57
|
|50
|48
|46
|44
|
|45
|41
|37
|33
|
|40
|34
|28
|22
|- align=center
|[[Minor Cold (1709)]]
|45
|
|40
|39
|38
|37
|
|35
|33
|31
|29
|
|40
|36
|32
|28
|
|30
|24
|18
|12
|- align=center
|[[Major Acid (1710)]]
|65
|
|55
|54
|53
|52
|
|45
|43
|41
|39
|
|42
|38
|34
|30
|
|33
|27
|21
|15
|}
: *<i>(L) is living targets and (U) is undead targets.</i>

== Critical Weighting ==

Critical weighting is applied to bolt attacks using the formula: {{mono|trunc((INT + WIS) / 6)}}.<ref>GM Naijin, [https://discordapp.com/channels/226045346399256576/532373273816858636/692608410356809738 "Conversation About Statistics-Related CER"], ''GemStone IV Discord#Mechanics'', 2020-03-26T05:35:00Z</ref> The following table shows the aforementioned relationship.

{|
|
:{| {{prettytable|1=text-align:center; width:100%; margin-left:0px;}}
!align=right style="width:240px;"|[[Intuition]] + [[Wisdom]] Bonus||0||6||12||18||24||30||36||42||48||54||60||66||72||78||84||90||96
|-
!align=right|Critical Weighting
|0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16
|}
|}

==Resources==
*[[Attack strength#Bolt_Spells|Attack strength (Bolt Spells)]]
*[[/saved posts|Saved posts]]
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]
*[[Lore chart]]

==References==

[[Category:Combat Mechanics]]
[[Category:Magic]]

Latest revision as of 01:51, 6 November 2025

Definition

A bolt spell is any attack spell that is based on the caster's Spell Aiming skill and resolved using an Attack Roll.

Casters benefit from a more offensive stance when using bolt spells. The COMBAT verb can be used to view a character's Spell Aim AS and Spell DS (if the character has at least some Spell Aiming skill), which will take the character's current stance into account.

Casting a bolt spell normally incurs up to 3 seconds of cast roundtime, rather than "hard" roundtime. During cast roundtime, the caster can still change stance or move between rooms but may not attack or cast another spell. Bolt spells may optionally be CHANNELed for a higher chance of hitting a vital area and subjects the attack to less critical randomization, but incurs 3 seconds of hard RT that cannot be mitigated by any haste effect.

Ball Spells

A possibly more intuitive explanation:

The appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: water balloons. The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)

Having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.

Given that all of the Lore skills that affect splashes are seed 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).

Ball spells are a subgroup of bolt spells that, if the initial attack roll is successful, may cause additional splash damage on several creatures (including the original target) due to an explosion upon impact.

There are four steps to determine the number of targets struck by a ball spell.

Step 1

A random number X is generated between 0 and 8, with lower numbers more likely to be chosen.

Step 2

Based on the caster's ranks in the appropriate Lore, a bonus is added to the initial X value (see table below).

The skills taken into account are:

Lore rank thresholds/Potential targets
Lore ranks 1 2 4 7 11 16 22 29 37 46 56
Potential targets 1 2 3 4 5 6 7 8 9 10 11
Lore ranks 67 79 92 106 121 137 154 172 191 211 232
Potential targets 12 13 14 15 16 17 18 19 20 21 22

The exact bonus from lore is BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2.

Step 3

Another random number Y is generated between 0 and (X + BONUS).

Step 4

The caster's training in Multi-Opponent Combat (MOC) is added to Y.

The final number of targets struck by the splash effect is the smaller of (X + BONUS) and (Y + MOC Ranks)

Lore Ranks and Damage Factor Bonuses

The Damage Factors (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained.

Most bolt spells are tied to a single lore skill. For these spells, DF increases by 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100. (The one known exception to this formula is the evoked plasma version of Holy Bolt, which only counts lore ranks beyond 30.)

The following bolt spells are tied to two separate lore skills. The DF increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.

Damage Factors

  • Bold indicates highest value, Minor Shock (901) has lowest DF value against all armor types
  • V indicates varies with associated spell cast
Spell Mana Cost Cloth Leather Scale Chain Plate Splash Lore DF Bonus
Fire Spirit (111) 11 0.400 0.333 0.270 0.256 0.244 Yes Yes (Summoning)
Web (118) 9 0.520 0.420 0.330 0.300 0.210 No Yes (Summoning)
Holy Bolt (306)(L)* 6 0.455 0.345 0.283 0.242 0.173 No No
Holy Bolt (306)(U)* 6 0.750 0.500 0.405 0.400 0.265 No Yes (Religion)
Holy Bolt (306)(Evoke) 6 0.600 0.410 0.310 0.290 0.270 No Yes (Religion)
Hand of Tonis (505) 5 0.520 0.420 0.330 0.300 0.210 No Yes (Air)
Hurl Boulder (510) 10 0.710 0.520 0.460 0.435 0.440 No Yes (Earth)
Cone of Elements (518) 18 V V V V V V Yes (special)
Moonbeam (611) 5 0.515 0.410 0.315 0.280 0.185 No Yes (Summoning)
Disintegrate (705) 5 0.525 0.383 0.314 0.350 0.197 No Yes (Necromancy)
Balefire (713) 13 0.435 0.360 0.325 0.310 0.295 Yes Yes (Demonology)
Minor Shock (901) 1 0.149 0.133 0.111 0.122 0.128 No Yes (Air and/or Water)
Minor Water (903) 3 0.455 0.345 0.283 0.242 0.173 No Yes (Water)
Minor Acid (904) 4 0.525 0.383 0.314 0.350 0.197 No Yes (Earth and/or Water)
Minor Fire (906) 6 0.667 0.455 0.345 0.323 0.303 No Yes (Fire)
Major Cold (907) 7 0.445 0.350 0.245 0.217 0.208 Yes Yes (Water)
Major Fire (908) 8 0.400 0.333 0.270 0.256 0.244 Yes Yes (Fire)
Major Shock (910) 10 0.750 0.555 0.433 0.415 0.433 No Yes (Air and/or Water)
Empathic Assault (1110) 10 0.680 0.490 0.365 0.280 0.205 No Yes (Transformation)
Telekinesis (1206)** 6 0.600 0.410 0.310 0.290 0.270 No Yes (Manipulation)
Telekinesis (1206)** 7 0.625 0.425 0.325 0.320 0.290 No Yes (Manipulation)
Telekinesis (1206)** 8 0.650 0.450 0.350 0.340 0.310 No Yes (Manipulation)
Telekinesis (1206)** 9 0.675 0.475 0.375 0.360 0.330 No Yes (Manipulation)
Telekinesis (1206)** 10 0.700 0.500 0.400 0.375 0.350 No Yes (Manipulation)
Astral Spear (1408) 8 0.650 0.450 0.350 0.350 0.310 No No?
Arcane Blast (1700) 0 0.149 0.133 0.111 0.122 0.128 No No
Minor Steam (1707) 4 0.600 0.550 0.385 0.333 0.267 No Yes (Fire and/or Water)
Minor Cold (1709) *** 3 0.667 0.460 0.385 0.375 0.355 No Yes (Water)
Major Acid (1710) 6 0.600 0.333 0.275 0.370 0.196 Yes Yes (Earth and/or Water)
*(L) is living targets and (U) is undead targets.
**can be cast with a variable amount of mana, denoted in the Mana Cost column
***requires a cast of 512 to start, and 10 ranks of Water

AvDs

Spell Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Fire Spirit (111) 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Web (118) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Holy Bolt (306)(L)* 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
Holy Bolt (306)(U)* 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
Hand of Tonis (505) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Hurl Boulder (510) 40 40 39 38 37 40 38 36 34 40 36 32 28 40 34 28 22
Cone of Elements (518) V V V V V V V V V V V V V V V V V
Moonbeam (611) 68 58 57 56 55 49 47 45 43 41 38 35 32 34 30 26 22
Disintegrate (705) 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
Balefire (713) 65 55 54 53 52 45 43 41 39 38 34 30 26 30 24 18 12
Minor Shock (901) 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18
Minor Water (903) 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
Minor Acid (904) 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
Minor Fire (906) 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26
Major Cold (907) 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17
Major Fire (908) 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Major Shock (910) 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33
Empathic Assault (1110) 55 45 44 43 42 30 28 26 24 15 11 7 3 7 1 (-5) (-11)
Telekinesis (1206) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Astral Spear (1408) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Arcane Blast (1700) 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18
Minor Steam (1707) 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Minor Cold (1709) 45 40 39 38 37 35 33 31 29 40 36 32 28 30 24 18 12
Major Acid (1710) 65 55 54 53 52 45 43 41 39 42 38 34 30 33 27 21 15
*(L) is living targets and (U) is undead targets.

Critical Weighting

Critical weighting is applied to bolt attacks using the formula: trunc((INT + WIS) / 6).[1] The following table shows the aforementioned relationship.

Intuition + Wisdom Bonus 0 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96
Critical Weighting 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Resources

References

  1. GM Naijin, "Conversation About Statistics-Related CER", GemStone IV Discord#Mechanics, 2020-03-26T05:35:00Z