|A rod that allows its wielder to fire unavoidable blasts of lightning. Consecutive evocations cause the discharge to be sustained, which increases the power level up to four times and allows the blast to be redirected to affect an area.|
The lightning rod is a powerful source of area-of-effect electricity damage, though it requires multiple turns to use properly. The first time you evoke it, it fires a weak, medium-range, unavoidable Thunderbolt. However, if your next action is to evoke it a second time, the effect is different: targeting the same tile you initially attacked will create a more powerful bolt, while targeting a different tile will create a wide spray of unavoidable lightning, damaging everything in between the two lines of fire. Doing anything except for evoking the rod again will reset the rod, causing the next bolt you fire to be another low-power bolt.
It comes with 4 charges, which, once used, will be replenished one-by-one as you gain experience while the rod is in your inventory.
The damage of this rod depends on three parameters: your Evocations skill, whether the rod is being used on consecutive turns, and the length of the current arc. The damage of this item is inversely proportional to the area covered; the larger the area you spray, the less damage dealt to each target.
- Lightning rods can deal heavy damage to single targets, but are also excellent for wiping out large packs of enemies, such as ugly things and slime creatures. To maximize damage, try to minimize the area you affect. Ignoring one monster that's several tiles away from the body of the pack may leave it unharmed, but you'll do much more damage to all the other monsters.
- Prior to 0.20, this item was a rod, cost MP to use and had to be wielded prior to use.
- Lightning rod was added in 0.11.
|Box of beasts • Condenser vane • Figurine of a ziggurat • Horn of Geryon • Lightning Rod • Phantom mirror • Phial of floods • Piece from Xom's chessboard • Tin of tremorstones|