Fervent Reproach (312)

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Fervent Reproach (312)
Mnemonic [FREPROACH]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Hitpoint
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility


Fervent Reproach is a warding spell that does pure hitpoint damage, with no criticals of any type. Although it cannot stun or injure its targets, Fervent Reproach can deal great amounts of damage for a relatively low mana cost. A side benefit to this is that the value of skins gathered from the corpses of creatures killed by this spell is not effected by any injuries.

There is a small chance of receiving a slight, temporary bonus to Wisdom and to the caster's current health and mana pools when casting this spell successfully. Once under the influence of this bonus, the Cleric cannot receive it again until it has subsided.

Lore Effects

Damage Modifiers

This spell can also be channeled to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.

Unlike most similar spells, however, the actual spell attack messaging changes based upon the number of open hands the caster has.

The damage of Fervent Reproach can be greatly increased by charging the spell.

Charging

Syntax - pray fervent reproach (x)

Using this command will set the cleric's charge time to X seconds (X can be 0, 3, 4, 5, or 6 seconds). If set to 0 seconds, it will act as any other attack spell. If 3-6 are chosen, however, the cleric will be forced into hard roundtime upon preparing the spell each time for X seconds, but will find the damage done much increased, based upon the "charge time."

This charge time can be changed at anytime without roundtime, but each time will force the cleric into a kneeling stance.

Damage calculation

Damage done by fervent reproach is directly tied to the endroll. Damage boosts such as the channeling and charging work by adding to the effective endroll. Channeling adds up to 40, and charging up to 42 (6 seconds at 7 each), so that a 6s charge channelled in offensive with both hands empty and a 101 endroll will do the same damage as a cast, uncharged 183 endroll.

In the log below the endroll of 175 gives a warding margin of 75, 42 is added for charging and 40 for channeling for a total of 157. Multiply by 0.7, add 1 and round up to get the damage of 111 for the first cycle. For the second cycle multiply by 0.7, the third by 0.6 and subsequent cycles by 0.5. Here 111*0.7 ==77, 77*0.6=46, 46*0.5 = 23. If the lion had the hits and the caster could generate another cycle it would have been 23*0.5 = 11.

The cleric always gets 2 cycles. Additional cycles depend on religion lore and the endroll. Any cleric intending to make much use of 312 should train a minimum of 20 religion ranks for the extra cycles, which will almost always give 3, often 4 and sometimes 5 cycles. One over 50 religion ranks the additional damage done by the extra cycles is small and it is always better to improve CS by spell training rather than cycles by lore training.

Messaging

You chant a reverent litany, clasping your hands while focusing upon the Fervent Reproach spell...
A burning heat builds behind your eyes.
Roundtime: 6 sec.
Your spell is ready.

You channel at a grizzled plains lion.
Two radiant, violet globes spring to life in your open hands. With a quick flick of your wrists, the orbs dance through the air toward a grizzled plains lion!
  CS: +128 - TD: +78 + CvA: +25 + d100: +100 == +175
  Warding failed!
The orbs squarely impact a grizzled plains lion, discharging the violet energy over her entire being for 111 points of damage!
  The violet energy pulses for an additional 77 points of damage ...
  ... 46 points of damage ...
  ... dissipating with a final discharge of 23 points of damage!
The plains lion crumples to the ground and dies.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

See Also

External Links