Difference between revisions of "Tornado"

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{{flavour|Turns the air around the caster into a mighty vortex, doing tremendous damage to everyone caught in it. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The spell's effectiveness is greatly diminished in closed areas. After the tornado fades, it cannot be called forth again for a short time.}}
 
{{flavour|Turns the air around the caster into a mighty vortex, doing tremendous damage to everyone caught in it. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The spell's effectiveness is greatly diminished in closed areas. After the tornado fades, it cannot be called forth again for a short time.}}
  
'''Tornado''' is a level 9 [[Air Magic]] spell which creates a vortex of raging wind around you (maximum radius is 6 squares), dealing catastrophic physical damage to every monster in it. On top of this damage, the caster begins to fly in the eye of the storm, while everything else caught in it ([[monster]]s, [[cloud]]s, [[Orb of Destruction|orbs of destruction]], etc.) is randomly scattered about the area. Creatures take more damage the closer they are to the eye of the storm on any given turn. As you move, the storm goes with you. [[Blinking]], through one of the spells, the scroll, or any other effect, immediately ends the spell.
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'''Tornado''' is a level 9 [[Air Magic]] spell which creates a vortex of raging wind around you.
  
As the description says, the spell is most powerful when cast in open spaces, but in a pinch it can be used in corridors for a less deadly, but still formidable, attack.
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==Useful Info==
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Tornado creates [[cloud]]s of raging wind, dealing a base of <code>9d(pow/15)</code> physical damage per 1.0 turn.  
  
Some specific monsters, such as [[air elemental]]s and [[Sojobo]], are specifically immune to the effects of this spell—this is called '''rTornado''' and is indicated in monster descriptions as "It is immune to tornadoes". Casting Tornado also confers immunity to any other creature's tornado.
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The damage is then adjusted by:
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* Percentage of tiles open. In tight spaces, damage is reduced. Damage is multiplied by the ratio, <code>(tiles with wind) / (tiles that could have wind)</code>.
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* "Duration-radius" factor. Creatures on the outside of the vortex will receive the most damage.
  
==Tips & Tricks==
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Tornado's radius is equal to <code>sqrt([[aut]]_passed) * 7/5</code>, max. 5 tiles. Creatures and [[cloud]]s caught inside will rotate in a counterclockwise fashion. The "rotation" is a square shape, and done at a rate of ~1 full rotation per 6 turns.
*When the radius is 6, the amount of noise is 15. This number is multiplied by the delay of your last action (in [[aut]]s) and divided by 10.
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While casting the spell, the caster and anything caught inside will [[fly]] for a short period of time. Once it ends, there's a grace period of 1 turn until flight ends. Monsters won't make any effort to avoid falling into [[deep water]] or [[lava]].
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Tornado lasts for 6 turns. It immediately ends if you [[blink]] or [[teleport]], or if you enter another floor. After it ends, it has a cooldown of 3.5 - 4.5 turns.
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Creatures with rTornado ([[Sojobo]], [[air elemental]]s) are immune to this spell. Also, those who are currently casting Tornado are immune to hostile Tornadoes.
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==Strategy==
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While Tornado has worse damage/turn than other level 9 spells, it has great MP efficiency and irresistible damage. For a single, 9 MP cast, you'll get up to 6 turns of damage. Plus, you can cast other spells while the tornado is running. Great in an open area, especially against crowds.
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The downsides (other than damage/turn) mostly stem from the tornado mechanic itself. It is much weaker in a cramped area. For most of the duration, the tornado has a short radius. And, the spell has a lengthy cooldown.
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As a single school spell, Tornado is easier to train than the likes of [[Fire Storm]]. Regardless, as a level 9 spell, it is a significant XP investment (for a 3 rune game). In a 3 rune game, training for a level 9 spell usually means sacrificing on your defenses. But, for a low-range, damage over time spell that excels in open areas, you'll want good defenses. Tornado can still be worth it, but don't rush for it.
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===Tips & Tricks===
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*When the radius is 5, the amount of noise is 15. This number is multiplied by the delay of your last action (in [[aut]]s) and divided by 10.
 
*Any [[tree]]s within Tornado's range have a chance of being destroyed by the spell.
 
*Any [[tree]]s within Tornado's range have a chance of being destroyed by the spell.
 
*Be careful not to use [[Blink]] while the spell is up unless you specifically want to end its effects.
 
*Be careful not to use [[Blink]] while the spell is up unless you specifically want to end its effects.
  
 
==History==
 
==History==
*[[0.27]] Tornado was replaced with [[Polar Vortex]]. Polar Vortex is functionally similar, but is a level 9 [[Ice Magic]] spell which deals 33% more damage and is 40% resistable by cold.
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*In [[0.27]], Tornado was replaced with [[Polar Vortex]]. Polar Vortex is functionally similar, but is a level 9 [[Ice Magic]] spell which deals 33% more damage and is 40% resistible by cold. rTornado/rVortex was also removed from air elementals and Sojobo.
*[[0.22]] Wind resistance, which also affected [[Airstrike]], was replaced by rTornado.
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*Prior to [[0.22]], rTornado was called wind resistance, and also affected [[Airstrike]].
*[[0.10]] Tornado received a small buff.
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*Prior to [[0.17]], Tornado was a circle (range 6) and rotated circularly.
*[[0.8]] Added spell.
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*Prior to [[0.10]], Tornado was slightly weaker.
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*Prior to [[0.9]], Tornado had stronger damage, didn't rotate monsters around, and didn't have a cooldown, but had a negative [[spell enhancer]].
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*Tornado was added in [[0.8]].

Latest revision as of 21:10, 18 July 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Tornado.png Tornado
Level 9
School1 Air
Source(s)
Casting noise 7
Spell noise ~15 (depends on radius and delay of your last action)
Turns the air around the caster into a mighty vortex, doing tremendous damage to everyone caught in it. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The spell's effectiveness is greatly diminished in closed areas. After the tornado fades, it cannot be called forth again for a short time.

Tornado is a level 9 Air Magic spell which creates a vortex of raging wind around you.

Useful Info

Tornado creates clouds of raging wind, dealing a base of 9d(pow/15) physical damage per 1.0 turn.

The damage is then adjusted by:

  • Percentage of tiles open. In tight spaces, damage is reduced. Damage is multiplied by the ratio, (tiles with wind) / (tiles that could have wind).
  • "Duration-radius" factor. Creatures on the outside of the vortex will receive the most damage.

Tornado's radius is equal to sqrt(aut_passed) * 7/5, max. 5 tiles. Creatures and clouds caught inside will rotate in a counterclockwise fashion. The "rotation" is a square shape, and done at a rate of ~1 full rotation per 6 turns.

While casting the spell, the caster and anything caught inside will fly for a short period of time. Once it ends, there's a grace period of 1 turn until flight ends. Monsters won't make any effort to avoid falling into deep water or lava.

Tornado lasts for 6 turns. It immediately ends if you blink or teleport, or if you enter another floor. After it ends, it has a cooldown of 3.5 - 4.5 turns.

Creatures with rTornado (Sojobo, air elementals) are immune to this spell. Also, those who are currently casting Tornado are immune to hostile Tornadoes.

Strategy

While Tornado has worse damage/turn than other level 9 spells, it has great MP efficiency and irresistible damage. For a single, 9 MP cast, you'll get up to 6 turns of damage. Plus, you can cast other spells while the tornado is running. Great in an open area, especially against crowds.

The downsides (other than damage/turn) mostly stem from the tornado mechanic itself. It is much weaker in a cramped area. For most of the duration, the tornado has a short radius. And, the spell has a lengthy cooldown.

As a single school spell, Tornado is easier to train than the likes of Fire Storm. Regardless, as a level 9 spell, it is a significant XP investment (for a 3 rune game). In a 3 rune game, training for a level 9 spell usually means sacrificing on your defenses. But, for a low-range, damage over time spell that excels in open areas, you'll want good defenses. Tornado can still be worth it, but don't rush for it.

Tips & Tricks

  • When the radius is 5, the amount of noise is 15. This number is multiplied by the delay of your last action (in auts) and divided by 10.
  • Any trees within Tornado's range have a chance of being destroyed by the spell.
  • Be careful not to use Blink while the spell is up unless you specifically want to end its effects.

History

  • In 0.27, Tornado was replaced with Polar Vortex. Polar Vortex is functionally similar, but is a level 9 Ice Magic spell which deals 33% more damage and is 40% resistible by cold. rTornado/rVortex was also removed from air elementals and Sojobo.
  • Prior to 0.22, rTornado was called wind resistance, and also affected Airstrike.
  • Prior to 0.17, Tornado was a circle (range 6) and rotated circularly.
  • Prior to 0.10, Tornado was slightly weaker.
  • Prior to 0.9, Tornado had stronger damage, didn't rotate monsters around, and didn't have a cooldown, but had a negative spell enhancer.
  • Tornado was added in 0.8.