Verb:INCARNATE: Difference between revisions

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== Lore Benefits ==
== Lore Benefits ==
Training in [[Spiritual Lore, Summoning]] (ranks) increases the duration of ZEAL 2 seconds using a Seed 10 summation.
Training in [[Spiritual Lore, Summoning]] (ranks) increases the duration of '''ZEAL''' 2 seconds using a Seed 10 summation.


Training in [[Spiritual Lore, Blessings]] increases the resistance of ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, 125 ranks.
Training in [[Spiritual Lore, Blessings]] increases the resistance of '''ARMOR''' 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, 125 ranks.


Training in [[Spiritual Lore, Religion]] increases the amount of damage dealt by SMITE +1 per rank using a seed 5 summation.
Training in [[Spiritual Lore, Religion]] increases the amount of damage dealt by '''SMITE''' +1 per rank using a seed 5 summation.


Training in [[Spiritual Lore, Religion]] increases the percentage of the target's stance that is ignore by ONSLAUGHT by 1% using a (seed 1 * 2) summation.
Training in [[Spiritual Lore, Religion]] increases the percentage of the target's stance that is ignore by '''ONSLAUGHT''' by 1% using a (seed 1 * 2) summation.


== Usage ==
== Usage ==

Revision as of 21:48, 17 February 2018

INCARNATE is a verb that is accessible to the paladin class while under the effects of Divine Incarnation (1650). The INCARNATE verb gives the paladin access to four unique abilities that drain divine energy from their available pool. Those abilities are ZEAL, ARMOR, SMITE and ONSLAUGHT. Each offensive INCARNATE ability incurs 3 seconds of hard roundtime and each buff ability incurs 3 seconds of cast roundtime. While under the effects of 1650, the paladin may also use INCARNATE ENERGY to check their divine energy pool.

Abilities

ZEAL: (5 divine energy for base 5 flares, +1 divine energy per additional flare) - a divine aura will surround the paladin triggering deity specific flares upon the next 5 successful attacks made during the next 30 seconds. If time allows, additional flares maybe triggered at a cost of 1 divine energy each.

ARMOR: (15 divine energy, 20 divine energy if used during "emergency") - a holy armor surrounds the paladin that grants a 50% resistance to all forms of attack for 30 seconds. This spell can be invoked in an "emergency" situation once a day. This ability can only be invoked twice per cast of 1650.

SMITE: (5 divine energy drained on a successful hit only) - a bolt of divine energy will leap from the paladin's weapon and attempt to strike the target. This is an SMRv2 based attack.

ONSLAUGHT: (15 divine energy) - The paladin is consumed with the energy of their deity and carries out a vicious onslaught. The paladin will attempt to strike each target (MSTRIKE) that is present in the room, ignoring 50% of it's stance.

The "emergency" use of the ARMOR ability is defined as using the ability during a time your character would not normally be able to do so. ie. in roundtime, stunned, etc. 1650 must be active on your paladin in order to invoke an "emergency" usage of ARMOR.

Lore Benefits

Training in Spiritual Lore, Summoning (ranks) increases the duration of ZEAL 2 seconds using a Seed 10 summation.

Training in Spiritual Lore, Blessings increases the resistance of ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, 125 ranks.

Training in Spiritual Lore, Religion increases the amount of damage dealt by SMITE +1 per rank using a seed 5 summation.

Training in Spiritual Lore, Religion increases the percentage of the target's stance that is ignore by ONSLAUGHT by 1% using a (seed 1 * 2) summation.

Usage

INCARNATE [option] {target}

References

Divine Incarnation (1650)