Disintegrate (705): Difference between revisions

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:#Weapons having 25% less [[damage factor]];
:#Weapons having 25% less [[damage factor]];
:#Shields reducing the target's [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and
:#Shields reducing the target's [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and
:#[[Armor Use|Armor]] is reduced by 1 AsG.
:#[[Armor Use|Armor]] is reduced by 1 Armor Group.


The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect.
The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect.

Revision as of 10:01, 12 February 2021

Disintegrate (705)
Mnemonic [DISINTEGRATE]
Type Warding/Bolt
Target(s) Single
Interval Instantaneous
Attack Magic - Damage
Damage Type Hitpoint
Critical Type Disintegration
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Disintegrate is a core warding attack spell which causes portions of a target's body to melt away.

Under normal circumstances, the spell inflicts two damage cycles upon the target. If the target is stunned, or if the target is non-corporeal undead, a third damage cycle will take place.

Additionally, casting this spell upon an item will cause it to be destroyed.

Usage

  • PREP 705 | CAST {target} or INCANT 705 to cast this spell normally

  • PREP 705 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
  • INCANT 705 CHANNEL to channel this spell once using INCANT

  • PREP 705 | EVOKE {target} to cast Disintegrate Bolt (requires 20 ranks of Sorcerous Lore, Necromancy)
  • INCANT 705 EVOKE to evoke this spell once using INCANT
  • INCANT 705 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT

  • INCANT SET CHANNEL 705 to always channel this spell using INCANT 705
  • INCANT SET EVOKE 705 to always evoke this spell using INCANT 705
  • Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 705

Lore Benefits

Training in Sorcerous Lore, Necromancy provides three benefits:

Bolt Version

As mentioned above, 20 ranks of Necromancy Lore unlocks the ability for Disintegrate to be cast as a bolt spell, which is cast using PREP 705, EVOKE {target}.

Opponent Effectiveness Reduction

Necromancy Lore provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 summation of the caster's Necromancy ranks. One of three effects may occur:

  1. Weapons having 25% less damage factor;
  2. Shields reducing the target's block chance by 5% and cause it to suffer -20 to offense with shield maneuvers; and
  3. Armor is reduced by 1 Armor Group.

The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect.

Sorcerous Lore, Necromancy ranks 6 13 21 30 40 51 63 76 90 105 121 138 156 175 195 216 238
Chance for opponent effectiveness reduction 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17%

Damage Factor Bonus

Training in Sorcerous Lore, Necromancy increases the bolt version only damage factor (DF).

Necromancy
Lore Ranks
Damage Factor
Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks Necromancy lore is 0.100.

Channel Damage

Channeling provides additional damage by boosting the effective warding margin of a spell. Thus a channeled spell with bonuses of 25 and a warding roll of 101 would do the same damage as a cast spell with a warding roll of 126. Stance gives a bonus of 4 at guarded and 20 at offensive. Disintegrate is a special cast that only takes stance into account, and not the open hand factor. This bonus is added on top of any other applicable warding margin bonuses, such as an incapacitated target (+15 for most spells), or the charge-up effect of Fervent Reproach. This applies to both warding and bolt versions of the spell.

STANCE OFF ADV FOR NEU GUA
Bonus +20 +16 +12 +8 +4

Bolt Spell Table

The damage factors and AvDs contained in this table are used in damage calculations with the bolt spell version only.

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Disintegrate DF .525 .383 .314 .350 .197
AvD 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14

Messaging

Shield effect
You gesture at a spectral triton defender.
  CS: +555 - TD: +364 + CvA: +20 + d100: +77 == +288
  Warding failed!
  A dull grey beam snakes out toward the triton defender!
   ... 111 points of damage!
   ... 25 points of damage!
   A fine blow splits the back of the hand.
   Tendrils of vapor intertwine as the wound seals before your eyes.
   ... 26 points of damage!
   Various bits of the triton defender melt away!
The dull grey beam arcs toward the triton defender's large driftwood shield and engulfs it, causing cracks to appear along the surface!
Cast Roundtime 3 Seconds.

Alchemy Recipe

A smooth bone wand
Eastern version Western version
  1. Add wand oil (amber-hued oil)
  2. Add powdered green tourmaline
  3. Add 2 doses crushed orc knuckle (neartofar orcs)
  4. Simmer
  5. Add 2 doses of ayanad crystal
  6. Boil
  7. Add slender white bone
  8. Chant Disintegrate (705)
  1. Add wand oil (amber-hued oil)
  2. Add powdered green tourmaline
  3. Add 3 doses powdered skeletal giant bone (skeletal giants)
  4. Simmer
  5. Add 2 doses of ayanad crystal
  6. Boil
  7. Add slender white bone
  8. Chant Disintegrate (705)

Resources