Earthen Fury (917)

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Earthen Fury (917)
Mnemonic [EARTHENFURY]
Duration 10 seconds
Attack Magic - Damage  
Subtype Maneuver (SMRv2) 
Target(s) Single 
Interval Every 2 seconds 
Damage Type none 
Critical Type Impact/Fire or Puncture/Cold 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Earthen Fury is an attack spell that uses SMRv2 to determine its chance to hit, with Wizard Base spell ranks determining the wizard's attack prowess. The spell is designed around being at least 1× per level trained in the Wizard circle; thus, less training than that will result in reduced effectiveness (though it is still very usable depending on circumstances). Over training in the Wizard circle does increase the effectiveness of the spell.

When the spell is cast, a critical cycle occurs, with more critical cycles occurring every 2 seconds for the next 10 seconds (a total of 6 cycles). When a cycle successfully hits, it will target the legs of the target IF the target can be knocked down and is not currently prone. If the target cannot be knocked down, or is already lying down, it will instead choose any body part. Each successive cycle does less base damage than the previous cycle, but can still do more damage due to bonuses gained from the target being injured, stunned, prone, etc. There will always be six cycles unless Earthen Fury is dispelled or the target is killed.

This spell will follow its target through rooms, but will only actually attempt to injure the target if the caster is in the same room. This means that running away from the caster is a great defense against this spell. It will also appear in SPELL ACTIVE.

Usage

  • PREP 917 | CAST {element} <target>
  • INCANT 917 {element}
  • {element} can be either FIRE or COLD, but is optional. If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used. If the caster has equal ranks of Fire and Water Lore, then the caster's attunement will be used. If the caster is not attuned to Fire or Water, the element is chosen randomly.

Lore Benefits

Bonus Critical

Bonus criticals are granted from either Elemental Lore, Fire (Fire version) or Elemental Lore, Water (Cold version).

Training in the associated lore gives each successful critical cycle a (Lore Ranks/5)% chance to do an immediate extra, more powerful, critical against the target. This bonus is not subject to rounding, so every single rank effects this chance.

Elemental Lore, Fire or Water ranks 5 25 50 75 100 125 150 175 200 225 250
Chance for extra, more powerful critical 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Not all thresholds shown, all ranks improve critical chance

Prone/Stun Imitation

Training in Elemental Lore, Earth gives cycles after the first a percentage of the bonus that the spell would normally gain from the target being prone or stunned. If the target is not stunned, the roll gains (100 * Earth Lore Ranks/202)% of the bonus that the target being stunned would normally grant. If the target is not prone, the roll gains (100 * Earth Lore Ranks/202)% of the bonus that the target being prone would normally grant. This means that Earth Lore is particularly effective against targets that cannot be stunned and/or knocked down. This bonus is always granted for cycles 2-6, regardless of whether previous cycles hit or missed.

Elemental Lore, Earth ranks 10 20 30 40 50 60 70 80 90 101 121 142 162 182 202
% of the stunned or prone damage bonus 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 60% 70% 80% 90% 100%
% shown are rounded to the nearest whole #, not all thresholds shown, all ranks improve bonus

Messaging

Spell application

The ground beneath a small cheese-filled rat begins to boil violently! (Fire)
The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! (Cold)
The ground beneath a small cheese-filled rat boils with renewed vigor! (Fire Refresh)
The ground beneath a small cheese-filled rat rumbles with renewed vigor! (Cold Refresh)

Spell wearing off

The ground beneath a small cheese-filled rat suddenly calms.

Fire critical

[SMR result: 147 (Open d100: 32, Bonus: 48)]
Fiery debris explodes from the ground beneath a small cheese-filled rat!
   ... 40 points of damage!
   The lower half of a small cheese-filled rat's right leg is almost completely burned away.
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.

Impact critical

[SMR result: 174 (Open d100: 39, Bonus: 69)]
Craggy debris explodes from the ground beneath a small cheese-filled rat!
   ... 15 points of damage!
   Nice blow to chest!
   The cheese-filled rat is stunned!
The ground beneath a small cheese-filled rat suddenly calms.

Cold critical

[SMR result: 230 (Open d100: 79, Bonus: 85)]
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!
   ... 50 points of damage!
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!

Puncture critical

[SMR result: 159 (Open d100: 55, Bonus: 38)]
Icy stalagmites burst from the ground beneath a small cheese-filled rat!
   ... 30 points of damage!
   Great shot penetrates thigh and shatters bone!
   It is knocked to the ground!

Target not in same room as caster

Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. (Fire)
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. (Cold)

References