Difference between revisions of "Vhi's Electric Charge"
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− | When cast, the spell will move the user up to the target and attack. You must be at least 2 tiles away from the target (e.g this spell must move you at least 1 tile). It bypasses [[monster]]s, impassible | + | When cast, the spell will move the user up to the target and attack. You must be at least 2 tiles away from the target (e.g this spell must move you at least 1 tile). It bypasses [[monster]]s, impassible liquids ([[deep water]]/[[lava]]), [[trap]]s, and other hazards in your path. It can ''not'' pass through translucent [[wall]]s/[[door]]s, [[iron grate]]s, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise. |
This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when making rolling attacks, but you can't [[stab]]. | This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when making rolling attacks, but you can't [[stab]]. |
Revision as of 23:15, 17 May 2023
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Vhi's Electric Charge Level 4 School1 Air School2 Translocation Source(s) Book of Lightning
Maxwell's MemorandaCasting noise 4 Spell noise 0 Power Cap 50 Flags Not self Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy melee attack on arrival. Additional electric damage will be dealt based on the length of the charge, the power of the spell, and the physical damage of the attack. The caster is wrapped in an envelope of twisted space, allowing them to safely pass through creatures, traps, and harmful terrain, and to displace creatures at their destination. Vhi's Electric Charge is a level 3 Translocations/Air Magic spell.
Warpers start with this spell in their libraries.
Useful Info
When cast, the spell will move the user up to the target and attack. You must be at least 2 tiles away from the target (e.g this spell must move you at least 1 tile). It bypasses monsters, impassible liquids (deep water/lava), traps, and other hazards in your path. It can not pass through translucent walls/doors, iron grates, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise.
This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. Auxiliary attacks and cleaving still apply when making rolling attacks, but you can't stab.
For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional
power/1.5
% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 to-hit.This spell does not work if you cannot translocate (-Tele or Formicid's stasis) or move.
Strategy
The opposite of Lesser Beckoning, Vhi's Electric Charge allows you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you can use this spell to move and attack in the same turn. You'll avoid attacks of opportunity, too.
Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, this is not a particularly loud spell.
History
This spell was added in 0.30, using the roll mechanic from Palentonga.