Difference between revisions of "Moonbeam (611)"

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(Added Summoning lore benefits to lore section and restructured slightly.)
m (Added an introduction to the article, added cold critical internal links and updated attack critical type in table (verified by GM Gyres), and other minor edits.)
 
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  |interval = Bolt version: special
 
  |interval = Bolt version: special
 
  |dtype = Bolt version: [[Health]]
 
  |dtype = Bolt version: [[Health]]
  |ctype = Nature
+
  |ctype = [[Cold_critical_table|Cold]] (Nature)
 
  |status = [[Immobilized]]
 
  |status = [[Immobilized]]
 
  |navigation = {{Ranger base navigation}}
 
  |navigation = {{Ranger base navigation}}
 
}}
 
}}
 
__NOTOC__
 
__NOTOC__
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When casting Moonbeam, a [[ranger]] chooses to stop a target's movement for up to sixty seconds (SMRv2) or injure it with [[Cold_critical_table|cold]] nature damage with a beam of light (bolt).
 
;As a [[SMRv2|Maneuver]]
 
;As a [[SMRv2|Maneuver]]
When {{boldmono|[[CAST]]}}, the Ranger calls down a pale beam of light to encase their target in a lucent beam, binding the target’s movements for up to 60 seconds based on success.  [[Ranger Base|Ranger]] spell ranks are the primary success factor for this version of the spell.
+
When {{boldmono|[[CAST]]}}, the ranger calls down a pale beam of light to encase their target in a lucent beam, binding the target’s movements for up to 60 seconds based on success.  [[Ranger Base|Ranger]] spell ranks are the primary success factor for this version of the spell.
  
 
;As a [[Bolt]]
 
;As a [[Bolt]]
When {{boldmono|[[EVOKE]]d}}, the Ranger may also focus the beam into [[bolt]] spell attack, chilling the target with cold Nature damage.  
+
When {{boldmono|[[EVOKE]]d}}, the ranger may also focus the beam into [[bolt]] spell attack, chilling the target with cold Nature damage.  
  
Upon a successful hit, the bolt has a chance to flare with an [[SMRv2]] roll (same factors as the standard CAST version) to [[Immobilized (status)|immobilize]] the target for up to 6 seconds. If the target is [[disoriented]] by [[Sun Burst]], the flare chance is increased by 50%.  
+
Upon a successful hit, the bolt has a chance to flare with an [[SMRv2]] roll (same factors as the standard {{boldmono|CAST}} version) to [[Immobilized (status)|immobilize]] the target for up to 6 seconds. If the target is [[disoriented]] by [[Sun Burst]], the flare chance is increased by 50%.  
  
 
On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in [[Spiritual Lore, Blessings]] will apply bonus immobilization cycles.
 
On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in [[Spiritual Lore, Blessings]] will apply bonus immobilization cycles.
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===[[Spiritual Lore, Summoning]]===
 
===[[Spiritual Lore, Summoning]]===
 
Summoning lore ranks factor into the [[Immobilized (status)|immobilization]] flare chance of the [[bolt]] version as follows:  
 
Summoning lore ranks factor into the [[Immobilized (status)|immobilization]] flare chance of the [[bolt]] version as follows:  
:''[[SMRv2]] immobilize flare % chance'' = '''(30 + (Summoning ranks / 2) +/- ([[level]] differential)^2))'''
 
  
 +
{{Equation box
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|1 = ''[[SMRv2]] immobilize flare % chance'' = '''(30 + (Summoning ranks / 2) +/- ([[level]] differential)^2))'''}}
  
 
Summoning also increase the bolt version's [[damage factor]] (DF) according to the table below:
 
Summoning also increase the bolt version's [[damage factor]] (DF) according to the table below:

Latest revision as of 12:45, 24 January 2021

Moonbeam (611)
Mnemonic [MOONBEAM]
Duration up to 60 seconds via CAST
Instantaneous via EVOKE + special
Attack Magic - Damage - Disabling  
Subtype Maneuver (SMRv2) via CAST
Bolt via EVOKE 
Target(s) Single 
Interval Bolt version: special 
Damage Type Bolt version: Health 
State(s) Inflicted Immobilized 
Critical Type Cold (Nature) 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility


When casting Moonbeam, a ranger chooses to stop a target's movement for up to sixty seconds (SMRv2) or injure it with cold nature damage with a beam of light (bolt).

As a Maneuver

When CAST, the ranger calls down a pale beam of light to encase their target in a lucent beam, binding the target’s movements for up to 60 seconds based on success. Ranger spell ranks are the primary success factor for this version of the spell.

As a Bolt

When EVOKEd, the ranger may also focus the beam into bolt spell attack, chilling the target with cold Nature damage.

Upon a successful hit, the bolt has a chance to flare with an SMRv2 roll (same factors as the standard CAST version) to immobilize the target for up to 6 seconds. If the target is disoriented by Sun Burst, the flare chance is increased by 50%.

On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in Spiritual Lore, Blessings will apply bonus immobilization cycles.

Usage

  • PREP 611 | EVOKE the bolt version of the spell.
  • INCANT 611 EVOKE to evoke this spell once using INCANT
  • INCANT SET EVOKE 611 to always evoke this spell using INCANT 611

Lore Benefits

Spiritual Lore, Summoning

Summoning lore ranks factor into the immobilization flare chance of the bolt version as follows:

SMRv2 immobilize flare % chance = (30 + (Summoning ranks / 2) +/- (level differential)^2))

Summoning also increase the bolt version's damage factor (DF) according to the table below:

Summoning
Lore Ranks
Damage Factor
Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks SL, Summoning lore is 0.100.

Spiritual Lore, Blessings

For the bolt version of Moonbeam, training in Blessings will cause the 4-second immobilization effect from a successful Sun Burst disorient interaction to recur every 6 seconds at a rate of 1 bonus cycle per 30 ranks.

Bolt Spell 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
Moonbeam DF .515 .410 .315 .280 .185
AvD 68 58 57 56 55 49 47 45 43 41 38 35 32 34 30 26 22
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