Difference between revisions of "Arcjolt"
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{{AttackSpell | {{AttackSpell | ||
|name=Arcjolt | |name=Arcjolt | ||
|formula = 1d(10+power/2) | |formula = 1d(10+power/2) | ||
|maxdmg = 1d110 | |maxdmg = 1d110 | ||
| + | |tohit = Never misses | ||
| + | |range=LOS | ||
|maxsp = 200 | |maxsp = 200 | ||
|target = Special | |target = Special | ||
|special = Ignores 1/2 AC | |special = Ignores 1/2 AC | ||
}} | }} | ||
| + | '''Arcjolt''' is a level 5 [[Air Magic]]/[[Conjurations]] spell which hits monsters within 2 tiles of the caster, as well as anything adjacent to a previous target. | ||
| − | [[ | + | ==Useful Info== |
| + | Hits all monsters within 2 tiles of the caster, or adjacent to a monster previously hurt from this spell, up to your [[line of sight]]. This spell deals full damage regardless of how far a target is or how many targets are hit. As a spell dealing <code>BEAM_ELEC</code> damage, it also ignores half of any target's [[AC]]. | ||
| + | |||
| + | Monsters [[electricity resistance|who are immune to electricity]] are not considered targets, and do not extend the spell's area. Allies protected from harm (such as the [[Hepliaklqana]] ancestor or [[plant]]s under [[Fedhas]]) are also not targets. Otherwise, your allies are not immune and can conduct the spell. | ||
| + | |||
| + | ==Strategy== | ||
| + | Arcjolt performs well against packs of clumped up enemies, such as [[yak]]s and [[list of arachnids|spiders]]. Just don't get too greedy with your arcs. It can be considered the inverse of [[Airstrike]]; Arcjolt is a close range spell that works best when enemies are adjacent, while Airstrike is a ranged spell that works best on isolated enemies. | ||
| + | |||
| + | The spell has its flaws: | ||
| + | *It consumes a lot of MP. Like many direct damage spells, the MP efficiency isn't the best (unless you're hitting ''a lot'' of enemies at once). | ||
| + | *Due to the spell's targeting mechanics, you'll be prone to getting swarmed. | ||
| + | *The spell's damage only uses 1 die, so the damage is inconsistent. If you're hitting a large pack, some stragglers tend to stay alive. | ||
| + | |||
| + | To circumvent this, you can use spells like Airstrike and [[Freezing Cloud]] to handle the situations Arcjolt is poor at, casting this spell when it's most effective / hits a lot of targets. | ||
| + | |||
| + | ==History== | ||
| + | *Prior to [[0.31]], Arcjolt only hit targets that were 1 tile away from the caster or another target. However, allies protected from harm counted as targets. | ||
| + | *Arcjolt was added in [[0.30]]. | ||
| + | *During its initial implementation, Arcjolt would conduct through metal walls with infinite range. In levels with metal walls, you could use Arcjolt to hit things from the other side of the floor. | ||
Latest revision as of 06:05, 9 November 2025
| | |
|---|---|
| Level | 5 |
| School1 | Air |
| School2 | Conjuration |
| Source(s) | Codex of Conductivity Book of Lightning |
| Casting noise | 5 |
| Spell noise | 10 |
| Power Cap | 200 |
| Range | 2 |
| Flags | Area |
| Sends a wave of electricity through everything adjacent or near-adjacent to the caster. The electricity continues to arc through everything in a connected chain, though the caster themself is unaffected. The damage dealt bypasses half of defenders' armour. |
| Spell Details | |
|---|---|
| Damage Formula | 1d(10+power/2) |
| Max Damage | 1d110 |
| Max Power | 200 |
| Range | LOS |
| Targeting | Special |
| To-hit | Never misses |
| Special | Ignores 1/2 AC |
Arcjolt is a level 5 Air Magic/Conjurations spell which hits monsters within 2 tiles of the caster, as well as anything adjacent to a previous target.
Useful Info
Hits all monsters within 2 tiles of the caster, or adjacent to a monster previously hurt from this spell, up to your line of sight. This spell deals full damage regardless of how far a target is or how many targets are hit. As a spell dealing BEAM_ELEC damage, it also ignores half of any target's AC.
Monsters who are immune to electricity are not considered targets, and do not extend the spell's area. Allies protected from harm (such as the Hepliaklqana ancestor or plants under Fedhas) are also not targets. Otherwise, your allies are not immune and can conduct the spell.
Strategy
Arcjolt performs well against packs of clumped up enemies, such as yaks and spiders. Just don't get too greedy with your arcs. It can be considered the inverse of Airstrike; Arcjolt is a close range spell that works best when enemies are adjacent, while Airstrike is a ranged spell that works best on isolated enemies.
The spell has its flaws:
- It consumes a lot of MP. Like many direct damage spells, the MP efficiency isn't the best (unless you're hitting a lot of enemies at once).
- Due to the spell's targeting mechanics, you'll be prone to getting swarmed.
- The spell's damage only uses 1 die, so the damage is inconsistent. If you're hitting a large pack, some stragglers tend to stay alive.
To circumvent this, you can use spells like Airstrike and Freezing Cloud to handle the situations Arcjolt is poor at, casting this spell when it's most effective / hits a lot of targets.
History
- Prior to 0.31, Arcjolt only hit targets that were 1 tile away from the caster or another target. However, allies protected from harm counted as targets.
- Arcjolt was added in 0.30.
- During its initial implementation, Arcjolt would conduct through metal walls with infinite range. In levels with metal walls, you could use Arcjolt to hit things from the other side of the floor.