Wither (1115): Difference between revisions
(→Lore Benefits: Reduced death chance for low endrolls, assuming identical formula as Immolate. Minor table reformatting.) |
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'''Wither''' is a warding attack spell that draws upon an [[empath]]'s spiritual connection to summon the stray spirits within an area. These spirits will surround the empath's target, causing it to wither from [[Disintegration critical table|disintegration]] damage. The spirits focus on a specific body part until it is no more or the target dies. If the body part is destroyed before death or the spell's ending, the spirits will attack the next closest location. |
<section begin=description /><noinclude>'''Wither''' is a</noinclude><includeonly>A</includeonly> warding attack spell that draws upon an [[empath]]'s spiritual connection to summon the stray spirits within an area.<section end=description /> These spirits will surround the empath's target, causing it to wither from [[Disintegration critical table|disintegration]] damage. There are three disintegration cycles followed by one [[health]] damage cycle. The spirits focus on a specific body part until it is no more or the target dies. If the body part is destroyed before death or the spell's ending, the spirits will attack the next closest location. |
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Increased damage is possible when [[CHANNEL (verb)| |
Increased damage is possible when {{boldmono|[[CHANNEL (verb)|CHANNEL]]}}ing the spell from a higher [[stance]] and having an open hand. |
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Wither is effective against most living creatures as well as [[non-corporeal]] undead. Some creature types are immune to the spell, including many in the [[Golem |
Wither is effective against most living creatures as well as [[non-corporeal]] undead. Some creature types are immune to the spell, including many in the [[:Category:Golem family creatures|golem]] and [[:Category:Elemental family creatures|elemental]] families. |
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{{usage-channel|s=1115}} |
{{usage-channel|s=1115}} |
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==Lore Benefits== |
==Lore Benefits== |
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===Spiritual Lore, Summoning=== |
===Spiritual Lore, Summoning=== |
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Training in [[Spiritual Lore, Summoning]] provides a chance to summon additional spirits for an extra (fourth) |
Training in [[Spiritual Lore, Summoning]] provides a chance to summon additional spirits for an extra (fourth) disintegration cycle at a similar strength to the third cycle. The chance is {{mono|(Summoning Lore ranks / 1.5)}} percent. |
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:{| {{prettytable}} align="center" |
:{| {{prettytable}} align="center" |
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==Resources== |
==Resources== |
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*[[Mean casts per kill (317, 519, 1115)]] |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1115 Empath Base Spells: Wither] on play.net |
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*[[Lore chart]] |
Latest revision as of 10:42, 5 March 2023
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Wither is a warding attack spell that draws upon an empath's spiritual connection to summon the stray spirits within an area. These spirits will surround the empath's target, causing it to wither from disintegration damage. There are three disintegration cycles followed by one health damage cycle. The spirits focus on a specific body part until it is no more or the target dies. If the body part is destroyed before death or the spell's ending, the spirits will attack the next closest location.
Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.
Wither is effective against most living creatures as well as non-corporeal undead. Some creature types are immune to the spell, including many in the golem and elemental families.
Usage
- PREP 1115 | CAST {target} or INCANT 1115 to cast this spell
- PREP 1115 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 1115 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 1115 to always channel this spell using INCANT 1115
Lore Benefits
Spiritual Lore, Summoning
Training in Spiritual Lore, Summoning provides a chance to summon additional spirits for an extra (fourth) disintegration cycle at a similar strength to the third cycle. The chance is (Summoning Lore ranks / 1.5) percent.
Spiritual Lore, Summoning ranks 2 8 15 23 30 38 45 53 60 68 75 Chance for extra damage cycle 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% Spiritual Lore, Summoning ranks 83 90 98 105 113 120 128 135 143 150 Chance for extra damage cycle 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
- Not all thresholds shown
Mental Lore, Manipulation
Training in Mental Lore, Manipulation provides a chance for target's muscular system to collapse, leading to instant death on a seed 1 summation of ((Mental Lore, Manipulation ranks - 10) / 2). If the warding margin is less than 50, this chance is reduced by 2% of the base chance per each marginal point. For example, if the caster had a base 10% chance to kill the target, but the warding result was 140, the death chance would be reduced to 8% (losing 20% of base). With a warding result of 125, the chance would be reduced to 5%.
Mental Lore, Manipulation ranks 12 16 22 30 40 52 66 82 100 120 142 166 192 Chance for instant death 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13%
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
Your mental command surges outward, echoing your need to the stray spirits nearby... CS: +225 - TD: +99 + CvA: +25 + d100: +93 == +244 Warding failed! A nebulous haze shimmers into view around a jungle troll, plunging inward to envelop his left eye! ... 20 points of damage! Eyebrow and eyelashes of left eye melted off. Trendy! ... 20 points of damage! Eyebrow and eyelashes of left eye melted off. Trendy! ... 60 points of damage! Precise shot vaporizes left eye and much of brain behind while leaving skull intact. The jungle troll falls to the ground as the stillness of death overtakes him. The deep blue glow leaves a jungle troll. Cast Roundtime 3 Seconds.
You channel at a giant fog beetle. Your mental command surges outward, echoing your need to the stray spirits nearby... CS: +225 - TD: +109 + CvA: +25 + d100: +80 == +221 Warding failed! A nebulous haze shimmers into view around a giant fog beetle, plunging inward to envelop its right arm! ... 10 points of damage! Unpleasant wound to right arm! ... 30 points of damage! Small patches of right forearm disappear into red mist. ... 45 points of damage! Strike bores into right arm, causing now-weakened bones to crack. The beetle clicks its mouthparts wildly and waves its mangled limb around uselessly. Cloudy tendrils writhe throughout the beetle's form, ravaging it for 87 points of damage! Cast Roundtime 3 Seconds. Roundtime: 3 sec.
- Instant Kill
You focus your thoughts while chanting the mystical phrase for Wither... Your spell is ready. You channel at a stone giant. Your mental command surges outward, echoing your need to the stray spirits nearby... CS: +XXX - TD: +216 + CvA: +25 + d100: +67 == +XXX Warding failed! A nebulous haze shimmers into view around a stone giant, plunging inward in a dizzying spiral to envelop her completely! Silhouetted within the shifting spiritual miasma, the giant's form withers, wasting away to an attenuated mockery of herself. Even this pale shadow disintegrates, dissolving on the air as the last cloudy tendrils vanish. As the last of the stone giant disappears, a tiny white pearl, a twisted wand, and a glint of silver takes her place.
- Attacking a creature that is immune to Wither
A nebulous haze shimmers into view around a steel golem. The haze pulses weakly, then disperses in an explosion of cloudy tendrils.