Cone of Elements (518)

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Cone of Elements (518)
Mnemonic [CONEELE]
Duration Instant
Attack Magic - Damage  
Subtype Bolt 
Target(s) All creatures 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Lightning 
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility


Cone of Elements causes a bolt of elemental energy to arc to a large number of enemies in the room.

The spell can be cast using CAST or EVOKE:

  • When CAST, the spell will be player friendly and hit up to (2 + (Elemental Mana Control Skill / 75)) targets.
  • When EVOKED, the spell will be group friendly and hit up to (5 + (Elemental Mana Control Skill / 50)) targets.
  • Also when EVOKED, the spell will hit hidden/invisible targets. On a successful hit, the target will fall out of hiding/invisibility.

When casting/evoking this spell, the caster's attunement will be used to determine the bolt that is hurled out by this spell. If no attunement is selected, it will randomly choose between fire, cold, earth, air, or lightning damage. There is also the option to specify the type of element the caster would like to use if they meet the lore requirements for that type (e.g. 'EVOKE COLD', 'CAST FIRE').

Base elemental effects:
  • A unique vacuum based bolt will be used for air attuned cone.

Casting/Evoking any of the above without being attuned to the given element will require 20 ranks of the appropriate lore (e.g. 20 ranks of Elemental Lore, Fire will allow the casting of the Minor Fire (906) version of cone).

Effects Unlockable with Lore Training

By having specific combinations of lore training, it is possible to unlock the use of the following options:

Lores and Increased Damage

Training in either Elemental Lore, Water and/or Elemental Lore, Air will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores (as previously thought) to increase the damage factors for this spell. Total DF lore bonus with 200 ranks (300 skill) is .075.

Air and/or Water Lore Ranks
DF Increase
1 to 100
.001 per two ranks
101 to 200
.001 per four ranks
  • Note: Damage factor truncates at three decimal places.

Spell Usage

  • CAST or INCANT this spell to hurl a powerful lightning bolt at your target.

Damage Factor Table

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
Major Shock DF .750 .555 .433 .415 .433
AvD 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33


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