PropertyValue
rdf:type
rdfs:label
  • Hell Inferno
  • Hell inferno
rdfs:comment
  • Description: The caster causes a target to ignite into flame. The target suffers a -4 penalty to attack and damage rolls, and twice each round the target will suffer 2d6 points of fire damage and 1d6 points of divine damage.
  • Hell Inferno conjures the fires of hell to burn a target. The skill causes the Burning status effect, which continually deals fire element damage over time. Hell Inferno deals initial damage twice to a single target; a weak Fire property attack, and then a strong Shadow property attack.
  • Hell Inferno inflicts Fire and Shadow property Magic Damage to a single target, hitting it once for each property. It has a chance of leaving them burning. Damage (MATK) = [Base_Damage × BaseLv ÷ 100]%
Level
  • 5
dcterms:subject
job class
Cast Time
  • none
innatelevel
  • 9
spellresistance
  • yes
cast delay
  • 1.0
Cooldown
  • none
Immunity
  • fire
dbkwik:ragnarok/property/wikiPageUsesTemplate
Category
  • Magic
Range
  • Magic
  • s
Levels
  • 5
Name
  • Hell Inferno
Type
  • Offensive
  • Offensive Skill
save
  • none
desc
  • 86400.0
dbkwik:experience-ro/property/wikiPageUsesTemplate
dbkwik:nwn/property/wikiPageUsesTemplate
Title
  • Hell Inferno
Duration
  • 1
Icon
  • is_x1inferno.gif
Image
  • Hell Inferno.png
Area
  • single
School
Target
  • Enemy
Requirements
  • Crimson Rock Lv. 2
abstract
  • Description: The caster causes a target to ignite into flame. The target suffers a -4 penalty to attack and damage rolls, and twice each round the target will suffer 2d6 points of fire damage and 1d6 points of divine damage.
  • Hell Inferno conjures the fires of hell to burn a target. The skill causes the Burning status effect, which continually deals fire element damage over time. Hell Inferno deals initial damage twice to a single target; a weak Fire property attack, and then a strong Shadow property attack.
  • Hell Inferno inflicts Fire and Shadow property Magic Damage to a single target, hitting it once for each property. It has a chance of leaving them burning. Damage (MATK) = [Base_Damage × BaseLv ÷ 100]%