Minor Shock (901): Difference between revisions

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!align="right"|Elemental Lore, Water ranks||0||10||21||33||46||60||75||91||108||126||145||165||186||208||231
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|align="right"|Duration of Stun Shock (in seconds)||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22
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====Interaction with [[Soaking]]====
====Interaction with [[Soaking]]====
Using [[Minor Water (903)]] provides a chance to "soak" a target for 20 seconds, which will add a flat +30% chance and +3 second duration to Stun Shock. With 0 Water Lore ranks, Minor Water has a 20% chance to soak a target, and there is a 100% chance to soak a target with 60 Water Lore ranks.
Using [[Minor Water (903)]] provides a chance to "soak" a target for 20 seconds, which will add a flat +30% chance and +3 second duration to Stun Shock. With 0 Water Lore ranks, Minor Water has a 20% chance to soak a target, and there is a 100% chance to soak a target with 60 Water Lore ranks.

Revision as of 01:28, 4 July 2018

Minor Shock (901)
Mnemonic [MINORSHOCK]
Duration Instant
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Lightning 
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

Minor Shock is an elemental bolt spell that enables the caster to send an electrical charge from the palm of the hand toward a designated target. Successful attacks will cause the target to sustain hitpoint damage and possibly lightning based critical injuries. Although not very powerful, this spell is used extensively by young wizards, because it is an easy spell to learn and cast, and the mana requirements are low. This spell can also commonly be found in silver and iron wands dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the Magic Item Creation (420) spell. Iron wands containing minor shock can also be created by properly trained alchemists.

Usage

  • PREP 901 | CAST {target} or INCANT 901 to cast this spell
  • PREP 901 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 901 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 901 to always channel this spell using INCANT 901
  • Casting at oneself or characters from defensive or guarded stance will cause a crackling halo of static to swirl about the target's head, standing all their hair straight on end

Lore Benefits

Both Air and Water Lores provide lore benefits for Minor Shock:

Stun Shock

There is a seed 5 summation of Elemental Lore, Air skill chance of applying a persistent electrical jolt on the target called Stun Shock. It will last for 8 + seed 10 ranks of Elemental Lore, Water seconds. Every 4 seconds, Stun Shock will either stun or cause minor electrical damage to the target. Typically, criticals are ranks 1 or 2. The activation messaging displayed with this effect is: Tiny arcs of lightning briefly dance across a {target}'s skin!

Air Lore Skill Converted to Ranks
Elemental Lore, Air ranks 1 3 4 6 7 9 12 15 18 22 27
Chance for Stun Shock 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%
Elemental Lore, Air ranks 33 43 61 80 100 121 143 166 190 215 241
Chance for Stun Shock 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22%


Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Duration of Stun Shock (in seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22


Interaction with Soaking

Using Minor Water (903) provides a chance to "soak" a target for 20 seconds, which will add a flat +30% chance and +3 second duration to Stun Shock. With 0 Water Lore ranks, Minor Water has a 20% chance to soak a target, and there is a 100% chance to soak a target with 60 Water Lore ranks.

Stunshock on Soaked Targets, Air Lore Skill Converted to Ranks
Elemental Lore, Air ranks 1 3 4 6 7 9 12 15 18 22 27
Chance for Stun Shock 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41%
Elemental Lore, Air ranks 33 43 61 80 100 121 143 166 190 215 241
Chance for Stun Shock 42% 43% 44% 45% 46% 47% 48% 49% 50% 51% 52%
Stun Shock on Soaked Targets
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Duration of Stun Shock (in seconds) 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Damage Factor Bonus

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 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.

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
Minor Shock DF .149 .133 .111 .122 .128
AvD 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18

Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Messaging

Successful cast
>prep 901
Your hands glow with power as you invoke the phrase for Minor Shock...
Your spell is ready.
>cast nymph
You gesture at a sea nymph.
You hurl a small surge of electricity at a sea nymph!
  AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276
   ... and hit for 53 points of damage!
   Heavy jolt to abdomen causes skin to break open exposing liver.
Yuck!
The sea nymph falls to the ground and dies.
Cast Roundtime 3 Seconds.
Successful cast (Stun Shock effect)
>Incant 901Your hands glow with power as you invoke the phrase for Minor Shock...
Your spell is ready.
You gesture at a hill troll.
You hurl a small surge of electricity at a hill troll!
  AS: +284 vs DS: +132 with AvD: +30 + d100 roll: +47 = +229
   ... and hit for 23 points of damage!
   Heavy spark to right arm.  Gonna hurt tomorrow.

   Tiny arcs of lightning briefly dance across a hill troll's skin!
Cast Roundtime 3 Seconds.

>Tiny arcs of lightning dance across a hill troll's skin!
   ... 1 point of damage!
   Light shock to right eye.  Bet that stung

>Tiny arcs of lightning dance across a hill troll's skin!
   ... 10 points of damage!
   Heavy spark to chest.  Bet that hurts.

Note: Additional line spacing added for readability.

Alchemy Recipe

An iron wand
  1. Add crystalline solution (viscious liquid)
  2. Add powdered turquoise stone
  3. Simmer
  4. Add iron dust (sold in guild)
  5. Boil
  6. Chant Minor Shock (901)

Resources