Difference between revisions of "Shatter"
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Revision as of 08:54, 17 August 2023
Shatter | |
---|---|
Level | 9 |
School1 | Earth |
Source(s) | Book of Annihilations |
Casting noise | 7 |
Spell noise | 30 |
Power Cap | 200 |
Flags | Area |
Causes an enormous burst of concussive force around the caster, dealing severe damage to all nearby creatures. It is especially effective against those made from ice, bone, or any wall-like substance (such as rock, metal or crystal), as well as those turned to stone by petrification. It is less effective against flying, gelatinous and insubstantial creatures. It may also destroy nearby walls.
“So the people shouted when the priests blew with the trumpets: and it came to |
Spell Details | |
---|---|
Damage Formula | Nd(5+Power/3) |
Max Damage | Nd72 |
Max Power | 200 |
Range | 7 |
Targeting | LOS |
To-hit | |
Special | Destroys walls |
Shatter is a level 9 Earth Magic spell which destroys walls and attacks all monsters in line of sight, dealing unavoidable physical damage.
Contents
Useful Info
Shatter deals damage and has a chance to destroy walls, where the closest targets are affected first. It is possible to damage monsters you didn't know about: if you break a wall, and this puts a monster in LOS, you'll damage that monster as well.
Like almost all effects in Crawl, it won't damage targets/things behind transparent walls (unless you break the walls, as mentioned above).
Damage
Shatter deals Nd(5+power/3)
damage. The number of dice (N) is determined by the target. When Shatter hits a monster, the number of dice is as follows, where the first applicable condition on this list applies; no other conditions further down the list can then apply.
Target | N |
---|---|
Monsters made from metal, stone or crystal | 6 |
Insubstantial monsters | 1 |
Petrifying/Petrified (reduced later by petrification reduction) | 6 |
Monsters made from ice or bone | 6 |
Slimy monsters | 1 |
Flying monsters | 1 |
All other monsters | 3 |
Players have a different, but similar list of conditions (See below for details).
Wall destruction
The following dungeon features may be destroyed, but only if the caster has line of sight:
- Door: 100%, whether they are open or closed
- Iron grate: 100%
- Statue or orcish idol: 50%
- Rock, slimy, or crystal wall: 33%
- Tree: 33%
- Stone wall: 25%
- Metal wall: 15%
Strategy
Much like Fire Storm and Chain Lightning, Shatter lives up to its level 9 spell status - it deals high damage, to everything on screen, in a short amount of time. Unlike the former two spells, Shatter doesn't require Conjurations to train up.
There's one problem with Shatter as an attack spell - it doesn't do much against flying and insubstantial enemies.
- In a 3-rune game, it can be questionable to train up. Some of the biggest threats in Zot (orbs of fire, electric golems, draconian packs) are one or the other.
- Conversely, many monsters in Zot are vulnerable to Shatter, including Killer Klowns, Orb Guardians, and liches especially. If you have great casting prowess, such as worshippers of Ashenzari and Vehumet, then Shatter can be nice to use. Against resistant monsters, you can use Iron Shot or Lehudib's Crystal Spear.
- In extended, where XP is infinite, Shatter becomes a strong spell to have. Certain Pan/Hell lords (such as Cerebov, Ereshkigal, Antaeus), most inhabitants of Dis, and many other targets are vulnerable.
Also, against single enemies, crystal spear is likely to be stronger and/or more efficient.
Breaking Walls
Shatter might not be the greatest attack spell, but has another purpose - it destroys stone and metal walls. You can break into vaults, such as Slime:5's loot chambers Zot:5's Orb chamber, the entrance of Tomb, and rune vaults in extended.
- You don't need an amazing success rate. You could have >50% failure while wearing 2 rings of wizardry, and it'd still reasonable to break walls with it. Just wait out the magical contamination each time you miscast.
- If you've trained Earth Magic to use Iron Shot, Statue Form, and/or Lehudib's Crystal Spear, it's likely that Shatter is "usable" (i.e. below 100% failure), at least with wizardry. If you have the spare spell levels, you might as well learn Shatter for its wall-breaking utility.
- It makes stealing runes in Pan/Hell fairly easy. Go to the edge of the rune's room, use Shatter, then use Apportation to grab the rune. If that isn't enough, have haste and/or Swiftness. You can then teleport out to escape from the rune's (likely very angry) guardian.
- Shatter is extremely loud (noise 40, same as an alarm trap without mark). Using it in, e.g. Zot:5, will attract a huge group of monsters.
Monster version
Player ghosts that knew Shatter in life might be able to cast it in death.
Power: 5 + 4.5×HD
Damage: Xd(5+Power/3)
Player Dice
When Shatter hits a player, the number of dice is as follows, where the first applicable condition on this list applies, and no other conditions further down the list can then apply.
Target | N |
---|---|
Insubstantial (Storm Form, Wisp Form) | 1 |
Petrifying/Petrified (reduced later by petrification reduction) | 6 |
Gargoyles | 6 |
Statue Form or Ice Form | 6 |
Flying | 1 |
All other players | 3 |
Gargoyles in particular should avoid opening ghost vaults that have Shatter, and other species should stay out of Statue Form. Be especially weary of Petrify - if you don't have the willpower to resist it, avoid the ghost entirely.
History
- Prior to 0.22, Jorgrun could cast Shatter.
- Prior to 0.21, icy monsters took 4 or 5 dice of damage, water elementals took 1 dice, insubstantial creatures took 0, and the order that dice were applied was different. Pandemonium lords could cast this spell, and flight reduced the damage taken by player gargoyles and statues from 6 dice to 1.
- Prior to 0.15, the range of Shatter was dependent on your Earth Magic skill.
- Prior to 0.14, Shatter had a high chance of destroying potions not being carried.
- Prior to 0.10, casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.