Cone of Lightning (518)

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This spell is deprecated and is no longer implemented. Information in this article is presented for historical reference only.


Notice: Cone of Lightning is obsolete and has been replaced with Cone of Elements (518).

Cone of Lightning (518)
Mnemonic [CONELIGHT]
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 Lightning causes a bolt of lightning to arc to every opponent in the room. It's a very powerful spell in rooms full of creatures, as the damage it causes is equivalent to that of Major Shock (910), a Wizard's most powerful bolt spell.

In addition, Cone of Lightning is player safe and only targets creatures, making it particularly useful when others are around, unlike spells such as Implosion (720) or Meteor Swarm (525). However, due to Cone of Lightning's potential power, there are several creatures that can reflect the spell so that it targets all the players in the room. An example of such a creature is the wind witch near Solhaven. For this reason, it's prudent to be very careful when casting it during invasions.

Cone of Lightning is safe in regards to anyone (player or creature) who is in the room but hidden or invisible.

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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