Nature's Wrath: Difference between revisions

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'''{{PAGENAME}}''' is a spell which can only be equipped while the {{ItemIcon|Nature's Wrath Staff}} is equipped. Upon a successful hit, there is a 25% chance that the enemy will be either:
'''{{PAGENAME}}''' is a spell which can only be cast while the {{ItemIcon|Nature's Wrath Staff}} is equipped. Upon a successful hit, there is a 25% chance that the enemy will be affected by one of the following [[Combat Debuff|Combat Debuffs]]:
* Frozen for one turn
* [[Freeze|Frozen]] for one turn
* Burned for 15% of the enemy's current hitpoints
* [[Burn|Burned]] for 15% of the enemy's current hitpoints
* Inflicted with Frostburn for two turns
* Inflicted with [[Frostburn]] for two turns
* Put to sleep for one turn
* Put to [[Sleep|sleep]] for one turn
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{{SpellNav}}
{{Menu}}
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Revision as of 23:39, 20 June 2024

This page is up to date (v1.3).
Nature's Wrath
Nature's Wrath
Standard Magic ID: melvorF:NaturesWrath
Requirements:
Magic Level 65
Nature's Wrath Staff Equipped
Spell Damage: 320
Description:
Cast a spell that does 100% of your normal damage. On a hit has a 25% chance to apply one of the following: applies freeze for 1 turn; inflicts Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s; gives the enemy Frostburn for 2 of the enemy's turns; or applies sleep for 1 turn.
Runes:
4Air Rune4Water Rune4Earth Rune4Fire Rune4Nature Rune
OR
4Steam Rune4Dust Rune4Nature Rune

Nature's Wrath is a spell which can only be cast while the Nature's Wrath Staff is equipped. Upon a successful hit, there is a 25% chance that the enemy will be affected by one of the following Combat Debuffs:

  • Frozen for one turn
  • Burned for 15% of the enemy's current hitpoints
  • Inflicted with Frostburn for two turns
  • Put to sleep for one turn