Nature's Fury (635): Difference between revisions

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| ctype = [[Impact critical table|Impact]], [[Puncture critical table|Puncture]]
| ctype = Nature-based
| navigation = {{ranger base navigation|type=Defensive}}
| navigation = {{ranger base navigation|type=Defensive}}
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Revision as of 22:46, 19 July 2010

Nature's Fury (635)
Mnemonic [NATFURY]
Duration Immediate
Attack Magic - Damage  
Subtype Warding 
Target(s) Ungrouped 
Interval Lore-determined 
Damage Type Hitpoint 
Critical Type Impact, Puncture 
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


Nature's Fury allows the Ranger to call upon the chaotic forces of nature as a powerful mass, CS-based, attack spell to smite his foes. All not joined to the casting must pass a visable warding check to not be hit by the chaos that is nature; and also must pass the warding each damage cycle.

Furthermore, Spiritual Lore, Summoning ranks provides a chance to increase the number of damage cycles done by the spell. The chance to do another cycle is equal to the lore's skill bonus. For example, 90 bonus (20 ranks of the lore) would allow a 90% chance for the spell to go through another damage cycle when cast. The percentage chance is also uncapped. At max, 200 ranks of lore make the spell go through 3 damage cycles (2 beyond the initial first) 100% of the time when cast.

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