Cone of Elements (518): Difference between revisions
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{{spell | |
{{spell | |
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| mnemonic = |
| mnemonic = CONEELEM |
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| duration = Instant |
| duration = Instant |
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| type = Attack |
| type = Attack |
Revision as of 19:04, 24 February 2016
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Cone of Elements causes a bolt of elemental energy to arc to a large number of enemies in the room, multi-casting a variety or any one of eight bolt spells based on the caster's attunement or Elemental Lore training on multiple targets.
Being attuned to a specific element will automatically cast the respective specific bolt listed below. If the caster has no attunement set, or if the caster is attuned to "random", it will randomly choose between fire, cold, earth, air, or lightning damage. There is also the option to specify the type of element the caster would like to use if they meet the lore requirements for that type (e.g. 'EVOKE COLD', 'CAST FIRE').
Base elemental effects are achieved by casting AoE versions of the following spells:
- Minor Fire (906) will be used for fire.
- Minor Cold (1709) will be used for cold (and default for water attuned).
- Hurl Boulder (510) will be used for earth.
- Major Shock (910) will be used for lightning.
- A unique vacuum based bolt is used for air. This bolt uses the same damage table (damage factors and AvDs) as Hurl Boulder (510).
- Additional spells will be used as specified in the lore benefits below.
The caster's Elemental Mana Control skill will determine how many targets are hit depending on how the spell is activated (see below).
Usage
Cone of Elements is an open cast spell that does not require the specification of a target.
- CAST or INCANT will use a player friendly version and hit up to [2 + (Elemental Mana Control skill ÷ 75)] targets.
- EVOKE will use a group friendly version and hit up to [5 + (Elemental Mana Control Skill ÷ 50)] targets. This version of the spell will also hit hidden and invisible targets. On a successful hit, the target will fall out of hiding/invisibility.
- CAST/INCANT {element} or EVOKE {element} will specify the element of the bolt (see below for lore requirements).
Mana Control Benefit
Training in Elemental Mana Control will increase the number of targets hit.
- CAST version (player friendly)
- EVOKE version (group friendly)
Elemental Mana Control ranks | 0 | 10 | 17 | 24 | 50 | 100 | 125 | 150 | 200 | 250 |
---|---|---|---|---|---|---|---|---|---|---|
Total # of targets CAST/INCANT | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 |
Total # of targets EVOKE | 5 | 6 | 6 | 7 | 8 | 9 | 9 | 10 | 11 | 12 |
Lore Benefits
Element Specified | Spell Base | No. of Ranks | Lore(s) |
---|---|---|---|
Fire* | Minor Fire (906) | 20 | EL:Fire |
Cold* | Minor Cold (1709) | 20 | EL:Water |
Earth* | Hurl Boulder (510) | 20 | EL:Earth |
Air* | N/A See Hurl Boulder (510) for DF and AvD info |
20 | EL:Air |
Lightning* | Major Shock (910) | 10 10 |
EL:Air EL:Water |
Acid | Minor Acid (904) | 10 10 |
EL:Earth EL:Water |
Steam | Minor Steam (1707) | 10 10 |
EL:Fire EL:Water |
Water+ | Minor Water (903) | 20 | EL:Water |
* Lore requirement negated with attunement. + While it may make little sense that "cold" (ice) is the default element for Elemental Lore, Water, and not water, that is just how it works. Element names in chart match what should be specified when the spell is cast or evoked. |
Bolt Element Specification
By having specific combinations of lore training, it is possible to unlock the use of AoE versions of the following options:
- Specifying any of the five base elements (fire, cold, earth, lightning, air) requires 20 ranks of the appropriate lore (see table to the right for full details). Being attuned to the element will negate this requirement.
- Minor Acid (904), requires 10 ranks of Elemental Lore, Earth and 10 ranks of Elemental Lore, Water. Used via CAST/EVOKE ACID.
- Minor Steam (1707), requires 10 ranks of Elemental Lore, Fire and 10 ranks of Elemental Lore, Water. Used via CAST/EVOKE STEAM.
- Minor Water (903), requires 20 ranks of Elemental Lore, Water. Used via CAST/EVOKE WATER.
Increased Damage Factors and Additional Lore Benefits
Cone of Elements use of specific spells includes their respective damage factor increases and additional bonus effects based on lore training. Please see the appropriate spell pages (as listed above) for more information on any given variant.
Channel Damage
CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.
When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).
The roundtime imposed by channeling cannot be reduced by haste effects.
Messaging
- Fire specification
>evoke fire You gesture. You hurl a stream of fire at a bandit! AS: +336 vs DS: +316 with AvD: +55 + d100 roll: +36 = +111 ... and hit for 23 points of damage! Burst of flames char abdomen a crispy black. The bandit is stunned! The bandit falls out of hiding as a result of the attack! You hurl a stream of fire at a bandit! AS: +336 vs DS: +304 with AvD: +55 + d100 roll: +80 = +167 ... and hit for 71 points of damage! Extreme heat causes a bandit's right leg to expand and snap. That must hurt! The bandit is knocked to the ground! The bandit is stunned! The bandit falls out of hiding as a result of the attack! You hurl a stream of fire at a bandit! AS: +336 vs DS: +316 with AvD: +55 + d100 roll: +95 = +170 ... and hit for 63 points of damage! Flames incinerate left arm to the bone. Not a pleasant sight. The bandit is stunned! The bandit falls out of hiding as a result of the attack! Cast Roundtime 3 Seconds.
- Air specification (vacuum bolt)
>incant 518 airYou intone a phrase of elemental power while raising your hands, invoking Cone of Elements... Your spell is ready. You gesture. You unleash a compact swirling vortex at a hill troll! AS: +246 vs DS: +132 with AvD: +40 + d100 roll: +59 = +213 ... and hit for 85 points of damage! Chest expands and ribs snap, piercing lungs! The hill troll is stunned! You unleash a compact swirling vortex at a hill troll! AS: +246 vs DS: +150 with AvD: +40 + d100 roll: +40 = +176 ... and hit for 66 points of damage! Bones in left arm shatter violently leaving behind a bloody stump! The troll's wooden shield falls to the ground. The hill troll is stunned! Cast Roundtime 3 Seconds.
- Air specification (Lightning Attuned)
You intone a phrase of elemental power while raising your hands, invoking Cone of Elements... Your spell is ready. You gesture. You hurl a powerful lightning bolt at an Ithzir scout! AS: +462 vs DS: +299 with AvD: +41 + d100 roll: +66 = +270 ... and hit for 115 points of damage! Arcing bolt of electricity galvanizes left arm to elbow. Won't be using it for awhile. The scout's grey shield falls to the ground. You hurl a powerful lightning bolt at an Ithzir scout! AS: +462 vs DS: +266 with AvD: +41 + d100 roll: +95 = +332 ... and hit for 145 points of damage! Arcing bolt of electricity galvanizes left arm to elbow. Won't be using it for awhile. The scout's grey shield falls to the ground. The Ithzir scout falls to the ground in a crumpled heap. Cast Roundtime 3 Seconds. (Continued Damage in conjunction with Minor Water (903)) Tiny arcs of lightning dance across an Ithzir adept's skin! ... 10 points of damage! Heavy spark to chest. Bet that hurts.