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 causes three waves of damage as long as the cleric does not leave the room, and the power increases with each wave. There is no cooldown between casts, but a cleric can only have one Divine Wrath active at a time.
Usage
Divine Wrath is an open cast area of effect spell for which no target need be specified.
- PREP 335 | CAST to use player-friendly version of spell.
- PREP 335 | EVOKE to use group-friendly version of spell. Evoke is safe for characters converted to the same pantheon as the caster.
Mana Control Benefit
Training in Spiritual Mana Control will increase the number of targets affected depending on which version of the spell is cast.
Specifically, when open casting the spell, the maximum number of targets will be 2 + 1 per 75 skill of Spiritual Mana Control and the spell will be player friendly. Casting directly at another player automatically makes the spell non-player friendly.
If evoking the spell, the maximum number of targets will be 5 + 1 per 50 Spiritual Mana Control skill and the spell will be non-player friendly.
It is always player friendly towards those in the caster's group and those converted to the same pantheon, except if the spell is directly cast or evoked at such individuals.
Note: To avoid inadvertently harming non-grouped characters when evoking, either leave the room or use Stop 335.
Lore Benefits
Spiritual Lore, Summoning
Spiritual Lore, Summoning reduces the time 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, Religion
Spiritual Lore, Religion increases the critical damage by adding a direct modifier, based on a seed 6 summation, to the crit rank.
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 endrolls. There is some variability with the number of endrolls added. 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
Miscellaneous Notes
- Creatures not slain in a previous frame will be retargeted for the subsequent frames, but creatures killed free up a spot for a new target.
- Moving from the room terminates the spell. This incurs the delay as if zero targets were attacked.
- 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.
Resources
- Divine Wrath deity-specific messaging
- Saved Posts
- Divine Wrath (319) - old version
- Cleric Base Spell List: Divine Wrath, on Play.Net