Bolt spell
A bolt spell is any attack spell that is based on the caster's Spell Aiming skill. These spells benefit from a more offensive stance, but only result in a three (3) second cast roundtime, rather than a true three (3) second roundtime. There are two types of bolt spells: true bolt spells and ball spells.
Ball Spells
Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls. The first roll determines how many creatures it is possible to splash and is influenced by a different lore depending on the spell: Elemental Lore, Fire for Major Fire (908), Elemental Lore, Water for Major Cold (907) or Spiritual Lore, Summoning for Fire Spirit (111). Major Acid (926) has no influencing lore. The second roll determines how many creatures are actually splashed, with the first roll determining the maximum of the second. MOC increases the minimum for this roll.
For example, let's say you've trained enough in Elemental Lore, Fire to increase the minimum possible number of creatures splashed to five with Major Fire and have trained six times in MOC. With twenty creatures in the room, your first roll can be between five and twenty. It rolls a seven, meaning you can hit up to twelve creatures. The next roll, due to your six ranks of MOC, can be anything between six and twelve. It rolls a one, resulting in splash damage to seven creatures. It should also be noted that the first roll takes precedence, such that if your maximum possible number of creatures hit is two, you will not hit more than two, regardless of MOC training.
For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets.
As a final note, the above is only documented for Fire Spirit, and though it seems all ball spells work the same way, it's possible that the above does not hold true for the others.
Damage Factors
Spell | Robes | Soft Leather | Hard Leather | Chain | Plate |
---|---|---|---|---|---|
111 | 0.400 | 0.333 | 0.270 | 0.256 | 0.244 |
306 | 0.750 | 0.500 | 0.405 | 0.400 | 0.265 |
505 | 0.530 | - | - | - | - |
510 | 0.710 | 0.520 | 0.460 | 0.435 | 0.440 |
901 | 0.150 | 0.133 | 0.111 | 0.122 | 0.128 |
903 | 0.455 | 0.345 | 0.283 | 0.242 | 0.173 |
904 | 0.525 | 0.383 | 0.314 | 0.350 | 0.197 |
906 | 0.667 | 0.455 | 0.345 | 0.323 | 0.303 |
907 | 0.445 | 0.350 | 0.245 | 0.217 | 0.208 |
908 | 0.400 | 0.333 | 0.270 | 0.256 | 0.244 |
910 | 0.750 | 0.555 | 0.434 | 0.415 | 0.433 |
926 | 0.600 | 0.335 | 0.275 | 0.370 | 0.196 |
928 | 0.667 | 0.460 | 0.385 | 0.375 | 0.355 |
1110 | 0.750 | 0.500 | 0.405 | 0.400 | 0.265 |
AvDs
Spell | Robes | Soft Leather | Hard Leather | Chain | Plate | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
901 | 35 | 25 | 24 | 23 | 22 | 30 | 28 | 26 | 24 | 33 | 29 | 25 | 21 | 36 | 30 | 24 | 18 |
903 | 30 | 30 | 29 | 28 | 27 | 29 | 27 | 25 | 23 | 31 | 27 | 23 | 19 | 25 | 19 | 13 | 7 |
904 | 40 | 38 | 37 | 36 | 35 | 35 | 33 | 31 | 29 | 37 | 33 | 29 | 25 | 32 | 26 | 20 | 14 |
906 | 55 | 37 | 36 | 35 | 34 | 33 | 31 | 29 | 27 | 42 | 38 | 34 | 30 | 44 | 38 | 32 | 26 |
907 | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 40 | 36 | 32 | 28 | 35 | 29 | 23 | 17 |
908 | 70 | 60 | 59 | 58 | 57 | 50 | 48 | 46 | 44 | 45 | 41 | 37 | 33 | 40 | 34 | 28 | 22 |
910 | 50 | 40 | 39 | 38 | 37 | 45 | 43 | 41 | 39 | 48 | 44 | 40 | 36 | 51 | 45 | 39 | 33 |
Wizard Profession - edit |
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Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells |
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item |
Popular Archetypes: Pure Mage | War Mage | Enchanter |