Difference between revisions of "Darkfire"

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'''Level 20-40:'''  2d4 Fire damage <br>}}
 
'''Level 20-40:'''  2d4 Fire damage <br>}}
  
The additional elemental damage doesn't exactly stack with pre-existing bonus elemental damage of the same type on the chosen weapon; for example, if a weapon has +2d4 fire damage, and you roll a +1d6 fire darkfire on that weapon, then whenever your weapon hits something with a non-critical strike, your weapon will roll both 2d4 and 1d6, and only the higher result will be chosen as the fire damage that gets dealt, which would marginally increase the average fire damage dealt by the weapon as a result of the darkfire.<br>
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The additional elemental damage doesn't exactly stack with pre-existing bonus elemental damage of the same type on the chosen weapon; for example, if a weapon has +2d4 fire damage, and you roll a +1d6 fire darkfire on that weapon, then whenever your weapon hits something with a non-critical strike, your weapon will roll both 2d4 and 1d6, and only the higher of the two results will be chosen as the fire damage that gets dealt, which would marginally increase the average fire damage dealt by the weapon as a result of the darkfire.<br>
 
The same is true of all other weapon-enchantment spells that add bonus non-physical damage.
 
The same is true of all other weapon-enchantment spells that add bonus non-physical damage.
  

Revision as of 04:37, 11 July 2020

Caster Level: Cleric 3
Innate Level: 3
School: Evocation
Components: V,S
Range: Touch
Save: None
Spell Resistance: No
Area of Effect: Creature, Melee Weapon
Duration: 1 Turn / Level
Additional Counterspells: None
Description: This spell allows the caster to immolate a weapon weapon with fire damage. Weapon-enchanting spells like these do not stack with eachother.
Level 1-3: 1 or 2 Fire Damage (50% chance of each)
Level 4-5: 2 Fire Damage
Level 6-7: 2 or 1d4 Fire Damage (50% chance of each)
Level 8-9: 1d4 Fire Damage
Level 10-11: 1d4 or 1d6 Fire Damage (50% chance of each)
Level 12-13: 1d6 Fire damage
Level 14-15: 1d6 or 1d8 Fire Damage (50% chance of each)
Level 16-17: 1d8 Fire damage
Level 18-19: 1d8 or 2d4 Fire Damage (50% chance of each)
Level 20-40: 2d4 Fire damage

The additional elemental damage doesn't exactly stack with pre-existing bonus elemental damage of the same type on the chosen weapon; for example, if a weapon has +2d4 fire damage, and you roll a +1d6 fire darkfire on that weapon, then whenever your weapon hits something with a non-critical strike, your weapon will roll both 2d4 and 1d6, and only the higher of the two results will be chosen as the fire damage that gets dealt, which would marginally increase the average fire damage dealt by the weapon as a result of the darkfire.
The same is true of all other weapon-enchantment spells that add bonus non-physical damage.

Clerics dedicated to a deity that is officially endorsed by their faction(see your faction's wiki page) will get a different elemental damage type with their darkfire casting, based upon their faction. Clerics without dedication to a deity will cast the standard darkfire described above. Factional Darkfire elements are assigned as:

  • The Last Alliance(unplayable): Fire
  • The Shadow Legion: Negative Energy
  • Ragnar's Kin: Sonic
  • Northern Coalition: Cold
  • The Circle: Acid
  • The Mystral Ascendancy: Electrical
  • The Ancient Ones: Fire

This information is accurate as of well before 7/11/2020.