Divine Wrath (335)
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In times of great trouble, a cleric can call down the Divine Wrath of their patron to inflict holy damage on their foes.
Each cast begins with a 12 second summoning period (build-up time), followed by three rounds of damage (with 6 seconds between rounds), as long as the cleric does not leave the room. The critical damage dealt increases with each wave. There is no cooldown between casts, but a cleric can only have one Divine Wrath active at a time. Training in Spiritual Lore, Summoning reduces the summoning period.
Divine Wrath behaves like an area of effect (AoE) spell, but is not a true AoE spell since it does not automatically affect everyone in the room not grouped to the caster; the spell is also inherently player-friendly. Training in Spiritual Mana Control increases the number of targets the spell can hit from a base of 2. Creatures not slain in a previous round will be retargeted for the subsequent rounds, but creatures killed free up a spot for a new target.
Using EVOKE to cast the spell will turn Divine Wrath to a group-friendly version and the number of base targets will increase to 5. Those converted to the same pantheon of the caster will also be safe from the spell, except if the spell is directly cast or evoked at such individuals.
Casting directly at another player character automatically makes the spell non-player friendly.
Leaving the room or using STOP 335 will end the spell prematurely.
Usage
- PREP 335 | CAST or INCANT 335 to cast the player-friendly version of the spell
- PREP 335 | EVOKE to cast cast the group-friendly version of the spell. EVOKE is also safe for characters converted to the same pantheon as the caster
- INCANT 335 OPEN to open cast this spell once using INCANT (when a target is not visible)
- INCANT 335 EVOKE to evoke this spell once using INCANT
- INCANT SET OPEN 335 to always open cast this spell using INCANT 335
- INCANT SET EVOKE 335 to always evoke this spell using INCANT 335. This is not recommended for open cast AoE attack spells
Mana Control Benefit
Training in Spiritual Mana Control (SMC) will increase the number of targets affected depending on which version of the spell is cast.
When open casting the spell, the maximum number of targets will be 2 + 1 per 75 skill bonus of SMC and the spell will be player-friendly.
When evoking the spell, the maximum number of targets will be 5 + 1 per 50 skill bonus of SMC and the spell will only be group friendly.
Spiritual Mana Control ranks 0 10 17 24 50 100 125 150 200 250 Total targets (cast) 2 3 4 5 6 Total targets (evoke) 5 6 7 8 9 10 11 12
- Skill bonus converted to ranks
Lore Benefits
Spiritual Lore, Summoning
Spiritual Lore, Summoning reduces the summoning period between the initial cast and first wave of damage. The base build up time is 12 seconds, and is reduced by 2 second at 20, 45, 75, 110, and 150 ranks ranks to a minimum of 2 seconds. There is no way to decrease the time between waves, only the time until the first wave hits.
Spiritual Lore, Summoning ranks 0 20 45 75 110 150 Summoning period (seconds) 12 10 8 6 4 2
Spiritual Lore, Religion
Spiritual Lore, Religion increases the critical damage by adding a direct modifier to the crit rank based on a seed 6 summation.
Spiritual Lore, Religion ranks 6 13 21 30 40 51 63 76 90 105 121 138 156 175 195 216 238 Crit rank modifier 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Damage Formula
Divine Wrath (335) concussion damage formula:
Each strike inflicts concussion (hitpoint only) damage and critical damage. The formula for concussion damage is constant for all cycles. However, status effects, such as stunned, bind etc., will effectively increase damage by adding phantom points to the end roll. There is some variability with the number added to the end roll, and because the spell has a very low damage factor (0.200) the increased damage from status effects is minimal.
Within the reddish haze, the man brings his forging-hammer sharply down upon the anvil, producing a loud clang. CS: +211 - TD: +63 + CvA: +11 + d100: +51 == +210 Warding failed! ... and hits for 42 points of damage! ... 50 points of damage! Gaping hole punched through the hill troll's stomach! The hill troll is stunned!
Calculating the initial damage (target is free from any debilitating status effects).
- Damage factor: 0.200
- Endroll: 210
- Initial (hitpoint only) damage: 42
- 20 base damage + trunc((210 - 100) × 0.200) = 42
Updates to Alignment
As this is a higher level spell, the deity alignment modifier that existed in Divine Wrath (319) was removed.
A few deities have updated messaging and/or critical damage types:
- Charl: has a random chance to trigger different messaging which uses impact criticals.
- Koar: has a random chance to utilize heat criticals instead of electricity. No change in the messaging.
- Ivas: slightly updated messaging and will always use crushing criticals.
- Aeia: will always use crushing criticals.
- Arachne: completely new messaging that utilizes puncture criticals.
Messaging
When casting this spell, the messaging will be different depending upon the caster's aligned deity.
- Charl
As you pour your soul into an appeal to Charl, you know that you are heard. A briny gust of sea breeze swirls around you, infusing the air with the scent of the sea and droplets of saltwater. A deafening thunderclap splits the air! Rather than fading away, the sound's echoes grow, and they gather into a rhythmic, crashing pulse like the sound of storm-tossed waves breaking on a desolate shore. The power of Charl has answered your prayer. The sounds of crashing waves increase to an almost deafening level until, suddenly, a powerful wave surges into the area, violently slamming directly into TARGET. White sparks flicker around you, and you sense electrical energy gathering in the instant before a massive bolt of lightning spears toward TARGET. A final rumble of thunder rolls through the area, and, as its last echoes fade away, your skin ceases to tingle as your connection to Charl lessens.
Resources
- Saved Posts
- Cleric Base Spell List: Divine Wrath, on Play.Net