Minor Shock (901): Difference between revisions
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!align="right"|Elemental Lore, Air ranks|| |
!align="right"|Elemental Lore, Air ranks||1||3||4||6||7||9||12||15||18||22||27||33||43||61||80||100||121||143||166||190||215||241 |
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|align="right"|% chance for Stun Shock||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22 |
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!align="right"|Elemental Lore, Air ranks||95||110||126||143||161||180||200||221||243 |
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|align="right"|Chance for Stun Shock||20%||22%||24%||26%||28%||30%||32%||34%||36% |
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Revision as of 09:17, 24 January 2016
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Minor Shock is an elemental bolt spell that enables the caster to send an electrical charge from the palm of the hand toward a designated target. The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and Dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly lightning based critical injuries.
Although not very powerful, this spell is used extensively by young wizards, because it is an easy spell to learn and cast, and the mana requirements are low. This spell can also typically be found in silver and iron wands dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the Magic Item Creation (420) spell. Iron wands containing minor shock can also be created by properly trained alchemists.
Usage
- PREP 901 | CAST {target} or INCANT 901 to cast this spell
- PREP 901 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 901 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 901 to always channel this spell using INCANT 901
- Casting at oneself or characters from defensive or guarded stance will cause a crackling halo of static to swirl about the target's head, standing all their hair straight on end
Lore Benefits
Stun Shock
There is a seed 5 summation of Elemental Lore, Air skill chance of applying a persistent electrical jolt on the target called Stun Shock. It will last for 8 + seed 10 ranks of Elemental Lore, Water seconds. Every 4 seconds, Stun Shock will either stun or cause minor electrical damage to the target. Typically, criticals are ranks 1 or 2. The activation messaging displayed with this effect is: Tiny arcs of lightning briefly dance across a {target}'s skin!
Elemental Lore, Air ranks 1 3 4 6 7 9 12 15 18 22 27 33 43 61 80 100 121 143 166 190 215 241 % chance for Stun Shock 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231 Duration of Stun Shock (in seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Interaction with Soaking
Using Minor Water (903) provides a chance to "soak" a target for 20 seconds, which will add a flat +30% chance and +3 second duration to Stun Shock. With 0 Elemental Lore, Water ranks, Minor Water has a 20% chance to soak a target, and there is a 100% chance to soak a target with 60 Water Lore ranks.
Stun Shock on Soaked Targets Elemental Lore, Air ranks 5 11 18 26 35 45 56 68 81 Chance for Stun Shock 32% 34% 36% 38% 40% 42% 44% 46% 48% Elemental Lore, Air ranks 95 110 126 143 161 180 200 221 243 Chance for Stun Shock 50% 52% 54% 56% 58% 60% 62% 64% 66%
Stun Shock on Soaked Targets Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231 Duration of Stun Shock (in seconds) 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Damage Factor Bonus
Training in either Elemental Lore, Water and/or Elemental Lore, Air 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 (as previously thought) to increase the damage factors for this spell. Total lore bonus with 200 ranks (300 skill) is .075.
Air and/or Water Lore Ranks | |
.001 per two ranks | |
.001 per four ranks |
- Note: Damage factor truncates at three decimal places.
Damage Factor Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
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AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Minor Shock | DF | .149 | .133 | .111 | .122 | .128 | ||||||||||||
AvD | 35 | 25 | 24 | 23 | 22 | 30 | 28 | 26 | 24 | 33 | 29 | 25 | 21 | 36 | 30 | 24 | 18 |
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
- Successful cast
>prep 901 Your hands glow with power as you invoke the phrase for Minor Shock... Your spell is ready. >cast nymph You gesture at a sea nymph. You hurl a small surge of electricity at a sea nymph! AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276 ... and hit for 53 points of damage! Heavy jolt to abdomen causes skin to break open exposing liver. Yuck! The sea nymph falls to the ground and dies. Cast Roundtime 3 Seconds.
- Successful cast (Stun Shock effect)
>Incant 901Your hands glow with power as you invoke the phrase for Minor Shock... Your spell is ready. You gesture at a hill troll. You hurl a small surge of electricity at a hill troll! AS: +284 vs DS: +132 with AvD: +30 + d100 roll: +47 = +229 ... and hit for 23 points of damage! Heavy spark to right arm. Gonna hurt tomorrow. Tiny arcs of lightning briefly dance across a hill troll's skin! Cast Roundtime 3 Seconds. >Tiny arcs of lightning dance across a hill troll's skin! ... 1 point of damage! Light shock to right eye. Bet that stung >Tiny arcs of lightning dance across a hill troll's skin! ... 10 points of damage! Heavy spark to chest. Bet that hurts.
Note: Additional line spacing added for readability.
Alchemy Recipe
An iron wand |
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