Web (118)

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Web (118)
Mnemonic [WEB]
Duration Instantanous
Attack Magic - Damage - Disabling  
Subtype Warding, Bolt, Area Effect 
Target(s) Single or Room 
Interval Special (see left) 
Damage Type Hitpoint (Bolt version) 
State(s) Inflicted Webbed 
Critical Type Unbalance (Bolt version) 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive


- General Information -

Web has three different versions of the spell:

Warding:

With warding, the caster attempts to ensnare a single target in sticky webbings. New, successful casts will stack the duration upon the target up to a max duration of 60 seconds. The target is also subjected to a 25 TD pushdown.

Upon failing the warding of a Web spell, the target will be webbed. The duration of the webbed status condition is dependent on how badly the warding was failed.

Area Effect:

The area version of Web allows the caster to cast Web, with no specified target, and it will create a large web throughout the room with a duration of 5 minutes or until its snare charges run out, whichever comes first. It has a chance to trigger when a foe exits or enters the room, as well as whenever an attack is attempted. If cast by a player, it is always player-friendly with regard to movement, but only group-friendly for attacking.

Be aware that the duration is strictly following these two conditions only (except for interaction with fire—see below). Thus, unlike some other area-effect spells (Stun Cloud, Death Cloud, Call Lightning, Maelstrom, and Implosion), Web is not dissipated by the absence of the caster. This property makes Web exceptionally effective for various applications. The most obvious use is when hunting areas known to swarm with creatures, the caster may lay Webs around major junctions. Another such use is to Web adjacent rooms for some added protection while foraging.

A new web will start with 2 ensnare charges. But training in Spiritual Lore, Summoning will increase the numbers of ensnares charges by 1 at 5/15/30/50/75/105/140/180 ranks. A max of 10 total ensnare charges achieved at 180 ranks of lore.

Encumbrance plays no part in the hidden spiritual TD warding roll generated when area webs trigger. When someone or something gets tangled in an area web, the max duration they will stay ensnared is 60 seconds.

One can tell how many charges, or snares, are left in an area web from its adjective.

Snares Lore Adjective
1 - big
2 - large
3 5 expansive
4 15 giant

Bolt:

The bolt version of Web, which only takes 9 mana to cast, becomes accessible once 20 ranks of Spiritual Lore, Summoning is achieved. Casting from any stance higher than guarded causes the bolt version of web to be cast at a single target, causing damage and the possibility of a knockdown. When the target is hit successfully there is also a chance that enough webbing is used to ensnare the target for a period of time.

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Web (118) Bolt DF .520 .420 .330 .300 .210
AvD 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34

As with all bolt spells, training in Spell Aiming increases the chance of the bolt hitting the target. Additionally, one may train in Spiritual Lore, Summoning to also increase the chance of ensnaring the target in a sticky webbing by 1% for every 2 ranks. At 140 ranks there is a 100% chance to hit a like-level target. Over training will offset any additional level penalty.

The warding version can still be cast after this version is unlocked. To do so, one must cast the spell at a target in defensive or guarded stance.

Interactions with other spells:

Several spells interact with the Web spell.

Fire

Fire Spirit (111), Major Fire (908) and gold wands can be used on a web (both on a webbed creature and an area effect web) to set the webbing on fire. This does additional damage to the creatures ensnared in the web, but the web will dissipate quicker.

Hunting Tactics

Because of the good chances for knockdown, webbing, or general stun from the bolt version of Web, it couples very well with Fire Spirit as a general hunting tactic. Web can be cast first until a hit is successful (owing to its lower mana cost), and Fire Spirit can then follow, typically with a much stronger hit for one or more of the above reasons. Of course, the same is true with the warding or area effect versions (although the mana cost will be higher), and a caster can choose the appropriate version of Web for the situation.

Area Effect

Here is an example with an area-effect web and an unfortunate monkey:

A monkey scampers in!
Moving forward, a monkey gets too close to the rippling, sticky web!
Dozens of silk threads spin into action, ensnaring a monkey!
A monkey is overcome by the heat of the burning web!
   ... 25 points of damage!
Back bursts into a spectacular display of flames. Bet it hurts too.
The monkey is stunned!
The webbing around a monkey catches fire!
   ... 15 points of damage!
Burst of flames char abdomen a crispy black.
The flames surrounding a monkey continue to burn.

10 seconds later...

The flames surrounding a monkey flare up violently...
   ... 30 points of damage!
Extreme heat causes a monkey's left arm to expand and snap. That must hurt!

10 seconds later...

The flames surrounding a monkey flare up violently...
   ... 30 points of damage!
Flames cook a monkey's back. Looks about medium well.
The monkey falls back into a heap and dies.
The flames surrounding a monkey quickly die down.

From the above, one can see that, if one wants to dissipate a hostile area-effect Web, setting it on fire and sticking around might backfire.

Flaring Runestaff

The interaction with fire also makes Web particularly effective with fire flaring runestaves. A successful cast of the warding version will always web an appropriate target, where as the chance to web on a bolt cast will depend on the caster's lore training noted above. Any case where the spell results in the target becoming webbed and a fire flare occurs will induce extra damage:

You gesture at a gaunt spectral servant.
You shoot strands of webbing at a gaunt spectral servant!
   AS: +323 vs DS: +230 with AvD: +52 + d100 roll: +43 = +188
   ... and hit for 63 points of damage!
   Painful attack flays the leg from thigh to calf.
   New skin lies, snakelike, beneath the old.
   The spectral servant is stunned!
A gaunt spectral servant is firmly webbed in place.

 ** Your ebonwood staff flares with a burst of flame! **

   ... 35 points of damage!
   Your attack whistles right through the spectral servant's face.
   Dimples!
The webbing around a gaunt spectral servant catches fire!
   ... 20 points of damage!
   Smash to the chest!
   Good thing there were no ribs there to shatter.
Cast Roundtime 3 Seconds.

Insects

Call Swarm (615) will enhance the strength of the web. Messaging can be viewed here.

Dispelling Web

Untrammel (209) will dispell webbing, both area and targetted. These can also be removed by the various dispels (such as 119 and 417), although this is more recommended for area webs than other characters (who are assumed to have other active spells they would rather keep).

Alchemy-made fine opaline dust containing the Untrammel spell can be used with no MIU to dispell webs.

Casting a fire bolt or waving a gold wand at the area web will burn it, causing it to dissipate faster. Vials from immolation traps removed via Lock Mastery can be hurled at the web to burn it, as well.

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