Balefire (713): Difference between revisions

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'''Balefire''' is a powerful [[Attack Strength|attack strength]] (AS)-based [[bolt|ball]] spell which enables the caster to hurl a flaming [[plasma critical table|plasma]] ball at a target.
'''Balefire''' is a powerful [[Attack Strength|attack strength]] (AS)-based [[ball spell]] that hurls a flaming [[plasma critical table|plasma]] ball at a target when cast.


A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the [[Multi-Opponent Combat]] (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in [[Sorcerous Lore, Demonology]].
A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the [[Multi-Opponent Combat]] (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in [[Sorcerous Lore, Demonology]].
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==Mana Control Benefit==
==Mana Control Benefit==
The chance that a demon will attack is equal to 2% for each ''Seed 1'' bonus point of the [[Summation chart]]. Use SMC and EMC skill (not ranks) separately to determine the bonus. For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 (200 ranks) skill in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48).
The chance that a demon will attack is equal to 2% for each ''Seed 1'' bonus point of the [[Summation chart]]. Use SMC and EMC [[skill bonus]] separately to determine the bonus. For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 (200 ranks) skill in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48).

{| {{prettytable}} align="center"
|+ '''This chart applies to training in either EMC or SMC.'''
|+ '''Add the applicable values for each type to get the total chance when training both (as most do).'''
|-
!align="right"|Mana Control ranks (one type)||1||2||3||5||6||8||9||12||14||17||21||25||30||38||53||71||90||110||131||153||176||200||225
|-
|align="right"|% chance for demon attack||4||8||10||12||14||16||18||20||22||24||26||28||30||32||34||36||38||40||42||44||46||48||50
|}


==Lore Benefits==
==Lore Benefits==

Revision as of 10:38, 5 October 2015

Balefire (713)
Mnemonic [BALEFIRE]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt (Ball type) 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Plasma + special 
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

Balefire is a powerful attack strength (AS)-based ball spell that hurls a flaming plasma ball at a target when cast.

A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the Multi-Opponent Combat (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in Sorcerous Lore, Demonology.

Proficiency with this spell is primarily based on the caster's Spell Aiming skill and Dexterity bonus. Other AS boosters such as Elemental Targeting (425), Spirit Strike (117), Curse (715) (Curse of the Star), Pure potions and societal AS boosters will also increase the caster's effectiveness.

Minor demons may also assist the caster by contributing damage to the initial target. This requires that the demon have two mana points stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in Spiritual (SMC) and Elemental Mana Controls (EMC). If the demon acts it will lose two mana points. A demon's native valence will determine the damage type done.

Demon Damage Types

Minor demons can potentially add damage to the attack. The damage type done depends on the minor demon's native valence:

Mana Control Benefit

The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus. For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 (200 ranks) skill in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48).

This chart applies to training in either EMC or SMC. Add the applicable values for each type to get the total chance when training both (as most do).
Mana Control ranks (one type) 1 2 3 5 6 8 9 12 14 17 21 25 30 38 53 71 90 110 131 153 176 200 225
% chance for demon attack 4 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50

Lore Benefits

Training in Sorcerous Lore, Demonology provides two benefits:

  • It increases the total possible targets to be hit by (1 + sqrt(8 * Lore Ranks - 7)) ÷ 2.
  • It increases the spell's damage factors (DF). This increase applies to the initial strike only.
Demonology Ranks
DF Bonus
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

With 200 ranks the total DF increase is 0.100

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Bolt Spell 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
Balefire DF .435 .360 .325 .310 .295
AvD 65 55 54 53 52 45 43 41 39 38 34 30 26 30 24 18 12

Spell Messaging

>incant 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a hill troll.
You hurl a ball of greenish-black flame at a hill troll!
  AS: +344 vs DS: +132 with AvD: +45 + d100 roll: +58 = +315
   ... and hit for 90 points of damage!
   Intense blast causes the hill troll's carotid arteries to explode!
The hill troll falls to the ground and dies.
The deep blue glow leaves a hill troll.
The guiding force leaves you.
The ball of greenish-black flame strikes a hill troll, blossoming into a much
larger sphere of flame upon impact.

A burst of flame from your ball of greenish-black flame flies off and hits a hill troll.
   ... 50 points of damage!
   Whiplike blast of plasma creates a gaping hole in the hill troll's lower back!
   The hill troll is stunned!
Cast Roundtime 3 Seconds.
Demon Attack

This is typical demon messaging which will be seen just below the initial attack result in the combat display. The damage from this particular attack was from a vacuum critical hit.

A <demon name> shudders slightly as chaotic energy is drawn from its form and fused with the attack.
  (Your <demon name> loses 2 mana.)
  ... 40 points of damage!
Left arm explodes at the shoulder!

Additional Notes

  • Balefire does not set webs on fire.
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