Minor Acid (904): Difference between revisions

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'''Minor Acid''' is a [[bolt]] spell used to hurl a hissing stream of acid at a foe. This spell uses the [[acid critical table]]. This spell can be boosted with [[#Lore Benefits|lore training]] to cause an acid burn effect, increase damage, and unlock the ability to cast [[Major Acid (1710)]] using EVOKE.
<section begin=description /><noinclude>'''Minor Acid''' is a</noinclude><includeonly>A</includeonly> [[bolt]] spell used to hurl a hissing stream of acid at a foe. This spell uses the [[acid critical table]]. This spell can be boosted with [[#Lore Benefits|lore training]] to cause an acid burn effect, increase damage, and unlock the ability to cast [[Major Acid (1710)]] using EVOKE.<section end=description />


{{Usage-channel-evoke|s=904|2= Major Acid (requires 30 ranks of Elemental Lore, Water and costs 6 mana)}}
{{Usage-channel-evoke|s=904|2= Major Acid (requires 30 ranks of Elemental Lore, Water and costs 6 mana)}}

Revision as of 13:41, 17 January 2023

Minor Acid (904)
Mnemonic [MINORACID]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Acid 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Minor Acid is a bolt spell used to hurl a hissing stream of acid at a foe. This spell uses the acid critical table. This spell can be boosted with lore training to cause an acid burn effect, increase damage, and unlock the ability to cast Major Acid (1710) using EVOKE.

Usage

  • PREP 904 | CAST {target} or INCANT 904 to cast this spell normally

  • PREP 904 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
  • INCANT 904 CHANNEL to channel this spell once using INCANT

  • PREP 904 | EVOKE {target} to cast Major Acid (requires 30 ranks of Elemental Lore, Water and costs 6 mana)
  • INCANT 904 EVOKE to evoke this spell once using INCANT
  • INCANT 904 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT

  • INCANT SET CHANNEL 904 to always channel this spell using INCANT 904
  • INCANT SET EVOKE 904 to always evoke this spell using INCANT 904
  • Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 904

Lore Benefits

Elemental Lore, Water

30 ranks of Water Lore unlocks the ability to cast Major Acid (1710) using EVOKE. This costs 6 mana per cast.

Elemental Lore, Earth

Acid Burn Effect

10 ranks of Earth Lore unlocks the ability to apply an acid burn effect on a target. The percentage increases to 100 with 300 skill (200 lore ranks). The effect generates two (2) additional acid flares at 5 second intervals after the initial cast. This ability only applies to the Minor Acid version of the spell.

% chance for effect = 25 + trunc(Elemental Lore, Earth skill bonus ÷ 4)
Elemental Lore, Earth ranks 10 20 30 40 50 70 90 110 130 150 175 200
% chance for acid burn 37 47 55 60 62 67 72 77 82 87 93 100
Not all thresholds shown.

Damage Factor Bonus

Training in Elemental Lore, Earth and/or Elemental Lore, Water will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total DF bonus with 200 lore ranks is .075.

Earth + Water
Lore Ranks
Damage Factor
Increase
1 to 100
.001 per two ranks
101 to 200
.001 per four ranks
  • Note: Damage factor truncates at three decimal places.

Cone of Elements (518) can cast a multi-fire version of this spell with 10 ranks each of Water and Earth Lores, and both the damage factor and acid burn effect benefits will carry over to the other spell.

Potential Splash Targets

This benefit is inherited from Major Acid (1710) and applies to the evoke version. Note that water lore will not work here.


The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Earth and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Elemental Lore, Earth Ranks] - 7) / 2
  • First Roll is a random number from 0 to 8
  • Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
  • The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].

(As such, training in Elemental Lore, Earth contributes to both of the values from which the smaller number is chosen.)

Elemental Lore, Earth ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Elemental Lore, Earth ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22

Damage Factor Table

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
Minor Acid DF .525 .383 .314 .350 .197
AvD 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
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
Major Acid
(Evoke)
DF .600 .333 .275 .370 .196
AvD  65  55 54 53 52  45 43 41 39  42 38 34 30  33 27 21 15

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

Acid burn effect
You hurl a hissing stream of acid at a dark orc!
  AS: +133 vs DS: +48 with AvD: +35 + d100 roll: +8 = +128
   ... and hit for 16 points of damage!
   Splash of acid hits shoulder and runs down the back in a painful trail.
   Some of the acid sticks to a dark orc and continues to bubble away!
Cast Roundtime 3 Seconds.
>Acid continues to eat away at a dark orc!
   ... 20 points of damage!
   Hit on the leg chars the skin and eats into the underlying muscles!
   It is knocked to the ground!
   The dark orc is stunned!
>Acid continues to eat away at a dark orc!
   ... 15 points of damage!
   Acid gets in eye.  An unscheduled flush!
The acid quickly bubbles away and disappears.

Alchemy Recipe

A smooth crystalline wand
  1. add crystalline solution
  2. add powdered clear topaz
  3. add cloudy crystal
  4. Simmer
  5. add 3 doses of ayanad crystal
  6. Boil
  7. Chant Minor Acid (904)

Resources