|A huge, swift sphere of coruscating electrical energy. It will explode at the slightest disturbance.|
Ball lightning is a weather phenomenon normally unheard of in subterranean Dungeons. It is attracted to the enemies of its conjurer and explodes on contact, dealing heavy electricity damage to everything within a 2-3 tile radius. They are almost exclusively created by Conjure Ball Lightning, though a few vaults have ball lightnings in them.
Tips & Tricks
- Electricity resistance renders it a whole lot less terrifying.
- Although it's nearly impossible to outrun, you can safely detonate ball lightning from a distance by inflicting at least 1 point of damage. It is immune to all forms of elemental damage, but practically any character can throw a stone or cast Magic Dart.
- Ball lightning is conjured into existence, not summoned. Effects like Abjuration and Okawaru's ally prevention won't affect it.
- Prior to 0.29, "friendly" ball lightnings would home onto you if there were no valid targets.
- Prior to 0.27, it had resistance to Tornado.
- Prior to 0.26, all ball lightnings dealt 3d20 damage, instead of being dependent on spell power.
- In 0.25, ball lightning AI was changed to work like Foxfire. Previously, ball lightnings would home onto nearby targets it didn't see, so it was easier to hit things from outside LOS. It could also home onto plants and other harmless "enemies".
- Prior to 0.22, it had wind resistance instead of tornado resistance.
- Prior to 0.14, ball lightnings were permanently confused and would move erratically.