Difference between revisions of "Flame Wave"
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*An [[amulet of the acrobat]] will improve your [[EV]] while you channel the spell, which can help with survivability. | *An [[amulet of the acrobat]] will improve your [[EV]] while you channel the spell, which can help with survivability. | ||
*Flame Wave is strong enough to light [[tree]]s on fire. Using it in forested areas can create massive, deadly infernos, but be careful not to set yourself ablaze in the process. | *Flame Wave is strong enough to light [[tree]]s on fire. Using it in forested areas can create massive, deadly infernos, but be careful not to set yourself ablaze in the process. | ||
− | *Like other fire spells, Flame Wave creates [[steam]] over any [[water]] tile. Using it when | + | *Like other fire spells, Flame Wave creates [[steam]] over any [[water]] tile. Using it twice when surrounded by water ([[Swamp]], [[Shoals]]) creates a short-lived, [[LOS]]-blocking barrier of steam. |
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| Channeled up to twice;<br>to cast at 1 MP, +1 range. | | Channeled up to twice;<br>to cast at 1 MP, +1 range. | ||
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==History== | ==History== | ||
*Prior to [[0.29]], Flame Wave dealt <code>2d(4.5+Power/8)</code> damage. | *Prior to [[0.29]], Flame Wave dealt <code>2d(4.5+Power/8)</code> damage. | ||
*Flame Wave was introduced in [[0.28]]. | *Flame Wave was introduced in [[0.28]]. |
Revision as of 19:08, 20 June 2023
Flame Wave | |
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Level | 4 |
School1 | Conjuration |
School2 | Fire |
Source(s) | Book of Flames Book of Scorching |
Casting noise | 0 |
Spell noise | 12 |
Power Cap | 100 |
Range | 3 |
Flags | Area |
Blasts the caster's surroundings with a wave of fire. If the caster maintains focus and supplies the spell with magical power (by waiting in place and not taking any other actions), more and larger flame waves will radiate outward. |
Flame Wave is a Level 4 Conjuration/Fire Magic spell that creates fire around the caster.
Fire Elementalists start with this spell in their library.
Useful Info
Flame Wave is a channeling spell. It deals fire damage to adjacent creatures (creatures in a 1-tile radius), then gives the Wave status. Subsequent turns can be spent waiting (hitting '.' or tab), which will cast the spell again. This only costs 1 MP, but deals the same damage and increases the radius by 1. This can be done twice, for a total spell cost of 6 MP.
Changing position by any method (whether by moving, blinking, teleporting, or being moved by monster attacks like trample or Primal Wave) will interrupt Flame Wave.
Vehumet's range increase will allow this spell to be channeled an additional time, hitting everything within 4 tiles from the caster.
Strategy
Flame Wave deals decent damage to a whole area, and due to the channeling mechanic, it's reasonably MP-efficient. The main downside is short range, meaning monsters will often be in melee with you. Don't get too greedy; while Flame Wave can hit 8 enemies at once, it also means that you'll be hit by 8 enemies at once.
Despite being a "wave" spell, Flame Wave is effective at corridor combat, too. Compared to other Fire Magic, it can't directly damage you (unlike Fireball, Inner Flame, and Kindle Blastsparks), and it does more damage per mana than Scorch.
Tips & Tricks
- An amulet of the acrobat will improve your EV while you channel the spell, which can help with survivability.
- Flame Wave is strong enough to light trees on fire. Using it in forested areas can create massive, deadly infernos, but be careful not to set yourself ablaze in the process.
- Like other fire spells, Flame Wave creates steam over any water tile. Using it twice when surrounded by water (Swamp, Shoals) creates a short-lived, LOS-blocking barrier of steam.
Spell Details | |
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Damage Formula | 2d(4.5+Power/6) |
Max Damage | 2d21 |
Max Power | 100 |
Range | 1-3 |
Targeting | Area |
To-hit | Never miss |
Special | Channeled up to twice; to cast at 1 MP, +1 range. |