Verb:INFUSE: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
m (MOD-GSMOTTE moved page INFUSE (Spirit) (verb) to Verb:INFUSE: Moving this page per https://gswiki.play.net/Help:Verb_pages#Article_Title)
m (Combined two pages onto one. This page will need significant updates once someone gets to it. Please feel free to work on this in accordance with https://gswiki.play.net/Help:Verb_pages.)
Line 1: Line 1:

==Infuse Spirit==
'''INFUSE Spirit''' is an ability available to clerics while the spell [[Soul Ward (319)]] is active. The use of INFUSE Spirit will allow clerics to avoid an additional attack from all present opponents in the room at the cost of 1 [[spirit point]]. This ability may also be used while under most status effects ([[stunned]], [[roundtime]], etc) at the cost of 2 spirit points.
'''INFUSE Spirit''' is an ability available to clerics while the spell [[Soul Ward (319)]] is active. The use of INFUSE Spirit will allow clerics to avoid an additional attack from all present opponents in the room at the cost of 1 [[spirit point]]. This ability may also be used while under most status effects ([[stunned]], [[roundtime]], etc) at the cost of 2 spirit points.


==Spell Messaging==
===Spell Messaging===


===Soul Ward (319) Active===
====Soul Ward (319) Active====
<pre{{log2}}>
<pre{{log2}}>
>infuse spirit
>infuse spirit
Line 9: Line 11:
Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.
Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.
</pre>
</pre>
===Soul Ward (319) Inactive===
====Soul Ward (319) Inactive====
<pre{{log2}}>
<pre{{log2}}>
>infuse spirit
>infuse spirit
Line 15: Line 17:
You can only infuse spirit while Soul Ward is active
You can only infuse spirit while Soul Ward is active
</pre>
</pre>

== INFUSE Weapon ==
:''More in-depth information about the limitations and functionality of {{boldmono|INFUSE}} as relates to [[Holy Weapon (1625)]] can be found on its spell page.

[[Paladin]]s can use the {{boldmono|INFUSE}} verb to place charges of the currently prepared [[spell]] into the weapon they have previously bonded with using [[Holy Weapon (1625)]], using the following syntax: {{boldmono|INFUSE <weapon>}}.

When the paladin makes a successful melee attack, the infused spell will trigger based on their {{boldmono|[[BESEECH (verb)|BESEECH]]}} settings, expending a charge. The triggered spell is not subject to [[armor hindrance]] or additional [[roundtime]].

[[Category:Verbs]]
[[Category:Verbs]]
[[Category:Cleric]]
[[Category:Cleric]]
[[Category:Paladin]]

Revision as of 10:22, 2 July 2023

Infuse Spirit

INFUSE Spirit is an ability available to clerics while the spell Soul Ward (319) is active. The use of INFUSE Spirit will allow clerics to avoid an additional attack from all present opponents in the room at the cost of 1 spirit point. This ability may also be used while under most status effects (stunned, roundtime, etc) at the cost of 2 spirit points.

Spell Messaging

Soul Ward (319) Active

>infuse spirit

Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet.  A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.

Soul Ward (319) Inactive

>infuse spirit

You can only infuse spirit while Soul Ward is active

INFUSE Weapon

More in-depth information about the limitations and functionality of INFUSE as relates to Holy Weapon (1625) can be found on its spell page.

Paladins can use the INFUSE verb to place charges of the currently prepared spell into the weapon they have previously bonded with using Holy Weapon (1625), using the following syntax: INFUSE <weapon>.

When the paladin makes a successful melee attack, the infused spell will trigger based on their BESEECH settings, expending a charge. The triggered spell is not subject to armor hindrance or additional roundtime.