Minor Water (903): Difference between revisions

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==Lore Benefits==
==Lore Benefits==
===Elemental Lore, Water===
===[[Elemental Lore, Water]]===
Training in Elemental Lore, Water provides two direct benefits:
Training in [[Elemental Lore, Water]] will increase the spell's [[damage factor]] by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.


*A target has a chance to be "soaked" based on a 20 + Elemental Lore, Water skill / 2 for 20 seconds. A soaked target is more susceptible to [[901|Minor]] and [[910|Major Shock]] spells and will grant a flat +30% chance and +3 second duration to Stun Shock.
[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 20 ranks of Water Lore and all damage factor increases will carry over to the other spell.

*It increases the spell's [[damage factor]] by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.

[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.


===Elemental Lore, Fire===
===Elemental Lore, Fire===

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Minor Water (903)
Mnemonic [MINORWATER]
Duration Instantaneous
Attack Magic - Damage  
Subtype bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Impact 
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 Water is an elemental bolt spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target. The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly impact based critical injuries.

This spell can also typically be found in aquamarine 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. Properly trained alchemists can create iridescent opal wands which contain the Minor Water (903) spell.

Usage

  • CAST {target} or INCANT this spell to hurl a stream of water at your target.
Cast can also be used to extinguish burning objects, creatures or characters (may be subject to a skill check). Casting at oneself or characters from defensive or guarded stance simply drenches them with water (no mechanical effect).
  • EVOKE this spell to hurl a seething blast of steam at your target. Requires a minimum of 20 ranks Elemental Lore, Fire. This usage costs 4 mana.
Prep 903|Evoke {target}
Warning: Using EVOKE without specifying a target will result in the spell targeting the caster.

Lore Benefits

Elemental Lore, Water

Training in Elemental Lore, Water provides two direct benefits:

  • A target has a chance to be "soaked" based on a 20 + Elemental Lore, Water skill / 2 for 20 seconds. A soaked target is more susceptible to Minor and Major Shock spells and will grant a flat +30% chance and +3 second duration to Stun Shock.
  • It increases the spell's damage factor by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.

Cone of Elements (518) can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.

Elemental Lore, Fire

20 ranks in Elemental Lore, Fire unlocks the ability to convert Minor Water to Minor Steam (1707). This option will only activate with the EVOKE command, has a cost of 4 mana per cast. This version of the spell uses both the Minor Steam damage and critical tables.

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 Water DF .455 .345 .283 .242 .173
AvD 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7

Spell Messaging

Standard cast success
>prep 903
Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
>cast nymph
You gesture at a sea nymph.
You hurl a stream of water at a sea nymph!
  AS: +156 vs DS: +7 with AvD: +30 + d100 roll: +77 = +256
   ... and hit for 111 points of damage!
   Massive blow to left eye sending bone back into the brain!
The sea nymph falls to the ground and dies.
Cast Roundtime 3 Seconds.
Minor Steam Version
>pre 903 evoke wraithYour hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
>You gesture at a wraith.
You hurl a seething blast of steam at a wraith!
  AS: +206 vs DS: +75 with AvD: +70 + d100 roll: +43 = +244
   ... and hit for 116 points of damage!
   Smash to the cheek deforms left eye socket.
   Vapor swirls as the ethereal bones reform.
Cast Roundtime 3 Seconds.

Damage Calculation Explained (Standard Cast)

Total damage from the above attack is 111 points. Part of this is hitpoint damage (also called raw damage) and the remainder is impact critical damage. Each spell will have a critical damage type associated with it. E.g., Minor Shock (901) does lightning critical damage, Minor Acid (904) does acid critical damage.

Hitpoint damage is the product of the spell's damage factor and endroll success margin. The endroll success margin is defined as (endroll - 100). In order to cause hitpoint damage the endroll must be a minimum of 101. The critical damage can be determined by finding the value associated with the critical messaging, Massive blow to left eye sending bone back into the brain!, in the impact critical table.

Critical Damage

This is the left eye section of the impact critical table.

LEFT EYE
Rank Damage Message Status Effects Wounds
0 0 Strike catches eyebrow narrowly missing left eye! none none
1 1 Strike hits close to the left eye! none R1
2 3 Blow connects right below left eye! S1 R1
3 5 Glancing blow to left eye scratches cornea! S3 R2
4 10 Blow to the eye swells it shut! S5 R2
5 15 Blow to left eye destroys it! S10 R3
6 20 Hard strike to left eye pops it! S12 R3
7 40 Massive blow to left eye sending bone back into the brain! F R3
8 45 Poke to the left eye continues into the brain! F R3
9 50 Hard strike removes the left eye and a goodly bit of skull! F R3

From this section of the table we can see that the damage value associated with the critical messaging in the combat panel is 40. The attack is a rank 7 left eye critical which is fatal and will leave the corpse with a rank 3 eye injury (blinded left eye).

So, of the 111 total damage, 40 of it is from the eye critical injury.

Hitpoint Damage aka Raw Damage

The calculations for the remaining 71 raw damage are done as follows.

Formula:

Weapon damage factor * endroll success margin = Raw damage

  • Weapon damage factor: .455 (found in the damage factor table above)
  • Endroll success margin: 156 (endroll of 256 - 100)
  • Raw damage: 71 ( .455 * 156)

Note: In order to determine which damage factor to use, you need to know the armor of the target. One way to help make this determination is to compare the AvD 30 of the target to those in the damage factor table. In the table there are two possibilities with AvD 30, cloth or leather. If we multiply the endroll success margin by both values it can be readily determined that only the cloth DF of .455 will yield the actual value of 71 hitpoints.

Total Damage

Total damage is simply the sum of raw damage + critical damage.

  • Raw damage: 71
  • Critical damage: 40
  • Total damage: 111

Now we can see that the total calculated damage of 111 equals that from the combat messaging panel, and hit for 111 points of damage!.

Alchemy Recipe

An iridescent opal wand
  1. Add crystalline solution
  2. Add powdered white opal
  3. Boil
  4. Add ingredient pale blue runed crystal shard
  5. Simmer
  6. Chant Minor Water (903)

Resources