Divine Fury (317): Difference between revisions

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'''Divine Fury''' is a [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target. It can be [[CHANNEL]]ed for additional damage.
'''Divine Fury''' is a [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target. It can be [[CHANNEL]]ed for additional damage.


Divine Fury deals [[hitpoint]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a [[Holy critical|deity-specific]] critical cycle based on the cleric's [[CONVERT]] status. Training in [[#Lore Benefit|Spiritual Lore, Religion]] will provide a chance for a third cycle of deity-specific critical damage.
Divine Fury deals [[hitpoint]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a [[Holy critical|deity-specific]] critical cycle based on the cleric's [[CONVERT]] status. Training in [[#Lore Benefit|Spiritual Lore, Religion]] will provide a chance for an extra plasma critical cycle.


==Lore Benefit==
==Lore Benefit==
Training in [[Spiritual Lore, Religion]] will provide a chance for a third cycle of deity-specific critical damage. The percent chance is {{mono|(Religion Lore [[skill bonus]] - 70) ÷ 2}}.
Training in [[Spiritual Lore, Religion]] will provide a chance for an extra critical cycle. It will also use plasma and match the primary (strongest) critical of the base effect of the spell and precedes the deity specific critical. The percent chance is ([[Spiritual Lore, Religion]] ranks / 1.5)%


:{| {{prettytable}} align="center"
:{| {{prettytable}} align="center"
!align="right"|Spiritual Lore, Religion ranks||16||20||27||35||50||70||90||110||130||150||170
!align="right"|Spiritual Lore, Religion ranks||15||30||45||60||75||90||105||120||135||150
|-
|-
|align="right"|Chance for third cycle of critical damage||2%||10%||20%||30%||40%||50%||60%||70%||80%||90%||100%
|align="right"|Chance for third cycle of critical damage||10%||20%||30%||40%||50%||60%||70%||80%||90%||100%
|}
|}
::''Not all thresholds shown
::''Not all thresholds shown

Revision as of 10:05, 27 February 2019

Divine Fury (317)
Mnemonic [DFURY]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Health 
Critical Type Plasma, Holy 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility

Divine Fury is a warding spell for which a cleric calls upon their chosen deity to unleash severe damage upon the target. It can be CHANNELed for additional damage.

Divine Fury deals hitpoint (HP) damage immediately, followed by a plasma critical cycle, then a deity-specific critical cycle based on the cleric's CONVERT status. Training in Spiritual Lore, Religion will provide a chance for an extra plasma critical cycle.

Lore Benefit

Training in Spiritual Lore, Religion will provide a chance for an extra critical cycle. It will also use plasma and match the primary (strongest) critical of the base effect of the spell and precedes the deity specific critical. The percent chance is (Spiritual Lore, Religion ranks / 1.5)%

Spiritual Lore, Religion ranks 15 30 45 60 75 90 105 120 135 150
Chance for third cycle of critical damage 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Not all thresholds shown

Channel Damage

Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).

STANCE OFF ADV FOR NEU GUA
One Open Hand +20 +16 +12 +8 +4
Two Open Hands +40 +32 +24 +16 +8

Messaging

HP damage and plasma critical followed by additional puncture criticals:

You channel at a festering taint.
Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a festering taint!
CS: +412 - TD: +339 + CvA: +25 + d100: +64 == +162
Warding failed!
The festering taint is cloaked in a blinding platinum light and assailed for 101 points of damage!
... 35 points of damage!
Immolating blast causes the festering taint's hand to explode.
The festering taint stares blankly at its severed right hand.
The festering taint is stunned!
... 20 points of damage!
Strike to abdomen punctures stomach!
... 10 points of damage!
Strike pierces upper arm!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

Resources