Cone of Elements (518)

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Cone of Elements (518)
Mnemonic [CONEELE]
Duration Instant
Attack Magic - Damage  
Subtype Bolt 
Target(s) All creatures 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Variable 
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

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:

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.

  • 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)
# of targets = [2 + (Elemental Mana Control skill bonus ÷ 75)]
EVOKE version (group friendly)
# of targets = [5 + (Elemental Mana Control skill bonus ÷ 50)]
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 Specification Rank Thresholds
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.

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.

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