Difference between revisions of "Chain Lightning"

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{{version031}}
{{getatkinfo}}
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{{spell info}}
{{Spell
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{{AttackSpell
 
|name=Chain Lightning
 
|name=Chain Lightning
|level=8
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|formula = 3d(2*Power/3) [[electricity]]
|school1={{Air Magic}}
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|maxdmg = 3d133
|school2={{Conjurations}}
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|maxsp = 200
|school3=
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|range = LOS
|sources=<div>
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|target = LOS
*[[Book of Annihilations]]
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|tohit = Automatic
</div>
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|special = Partially irresistible
|castingnoise=8
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|hit_type = normal
|spellnoise=25
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|dam_calculator = calcdice
}}
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|dam_numdice = 3
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|dam_adder = 0
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|dam_num = 2
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|dam_denom = 1}}
  
{{Flavour|This spell releases a massive electrical discharge that arcs from target to target until it grounds out.
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'''Chain Lightning''' is a devastating, but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]].  It has a tendency to damage the caster, but they receive a great reduction in damage.
  
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==Useful Info==
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There is no way to aim Chain Lightning. When cast, it creates an "arc" of lightning, which strikes the nearest valid target (randomly chosen if multiple targets are equally close). It then creates another arc; each consecutive arc will hit everyone within 3 squares of any previous target, that 1. hasn't been hit before, and 2. is in [[LOS]]. This continues until there are no valid targets.
  
“The trouble ain't that there is too many fools,<br>
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Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced to x2/3 from range 2 to 4, and x4/9 from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies.
but that the lightning ain't distributed right.”<br>
 
-traditionally attributed to Samuel Clemens}}
 
  
'''Chain Lightning''' is a devastating but unpredictable level 8 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]], leaping from target to target with perfect accuracy and searing everything it touches. There is no way to actually ''aim'' the spell - when cast, the surge simply comes into being, blasting the nearest target and wreaking havoc among nearby units until its power is spent and it grounds out. Any unit, including you and your allies, is treated as a valid target, and the spell is capable of zipping around corners or going beyond your [[line of sight]], but where the spell goes exactly is determined by the [[RNG]].
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The caster can be hit by their own spell, but takes only 1/6 damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20). The caster's [[allies]] are not protected from this spell (unless they are protected from ''all'' damage, such as [[Hepliaklqana]] ancestor or [[Fedhas]] plants).
  
Increasing your [[spellpower]] improves both damage dealt per jump and number of jumps before grounding out. The random nature of the spell can thwart even the most skillful casters, however. The spell has difficulty reaching distant targets, occasionally grounding out before it reaches a single foe. Its max range is fairly variable, ranging from 6-8 per jump, making it much more reliable to use it against nearby foes.
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==Strategy==
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Chain Lightning deals incredible damage against single targets, without the delays of [[Maxwell's Capacitive Coupling]]. It also works nicely as an area-of-effect spell: arcs will hit targets, close or far, for decent damage, and it doesn't get weaker when hitting more targets. The optimal cast is when you are against 1 (or more) adjacent opponents, with a dense pack of monsters nearby.
  
Also, the spell has a tendency to deal damage to the caster, though much less than it inflicts on enemies. With rElec, this damage is almost negligible, rarely reaching beyond single digits. With decent AC, it's even less of a concern. Casters with low AC and no electricity resistance may take significantly more (15-20 is not unreasonable), and should be mindful of the risk.
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At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At max spell power, it becomes one of the most potent damage sources in the game, bolstered by it partially ignoring electricity resistance.
  
===Mechanics===
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However, as a level 9 spell, it's tough to cast for a typical 3 rune character. Worshippers of [[Ashenzari]], [[Vehumet]] and/or those with high [[aptitude]] in magic ([[Tengu]] especially) are best suited to use this spell, while other characters may want to settle for spells like [[Plasma Beam]], [[Bombard]], and Maxwell's Capacitive Coupling.
The damage on each discharge is 5d(5+''Power_left''*2/15). On the first discharge, ''Power_left'' simply equals the spellpower for this spell. After each discharge, this amount is decreased by 7+1d13. When ''Power_left'' reaches 0, the spell grounds out. If the discharge hits a target beyond your line of sight, ''Power_left'' is halved after subtracting the standard 7+1d13.
 
  
==Strategy==
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===Tips & Tricks===
*As an area-of-effect spell for taking out multiple small threats, Chain Lightning works well enough, hitting several nearby targets for decent damage regardless of how they're spaced. Its real strength, however, lies in casting it against a single nearby foe; the surge will leap back and forth between you and your opponent for massive damage. At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At maxed out spell power, it becomes one of the most potent damage sources in the game (so long as the target isn't electricity resistant).
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*Wielding a [[staff of air]] provides a significant boost to damage, ''and'' grants you resistance to the self-damage; definitely consider wielding one if you can find it.
*Wielding a [[staff of air]] provides a significant boost to both damage per jump and number of jumps, ''and'' grants you resistance to the self-damage; definitely consider wielding one if you can find it.
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*[[Plant]]s, [[fungi]], and [[bush]]es are not valid targets for Chain Lightning, so they cannot extend the range of the spell.  
*Remember that [[plant]]s, [[fungi]], and [[bush]]es are all valid targets for Chain Lightning, and that they'll take their share of the damage, reducing the spell's effectiveness. When possible, lure your intended target away from any such harmless creatures.
 
 
*Followers of [[Beogh]], [[Yredelemnul]], or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
 
*Followers of [[Beogh]], [[Yredelemnul]], or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
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==Monster Version==
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The monster version of Chain Lightning is functionally identical to the player version.
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{{monsters with spell}}
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==Gallery==
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<gallery widths="400px" heights="400px" class="left" mode="nolines">
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File:Chain lightning ex.png|thumb|left|Example of Chain Lightning targeting.<br>Arcs go from green (66%) -> yellow (44%) -> orange (29%).<br>(Note that the initial arc may also hit the fire giants first.)
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</gallery>
  
 
==History==
 
==History==
Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]].
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*The spell was reworked in [[0.27]]. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell. It went from single target to single target, reducing in damage each time before eventually grounding out. Also, the spell's damage couldn't partially bypass resistance to electricity.
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*Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]].

Latest revision as of 18:21, 29 June 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Chain lightning.png Chain Lightning
Level 9
School1 Air
School2 Conjuration
Source(s) Book of Annihilations
Casting noise 25
Spell noise 10
Power Cap 200
Flags Area
Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity.

“The trouble ain't that there is too many fools,
but that the lightning ain't distributed right.”
-traditionally attributed to Samuel Clemens.

Spell Details
Damage Formula 3d(2*Power/3) electricity
Max Damage 3d133
Max Power 200
Range LOS
Targeting LOS
To-hit Automatic
Special Partially irresistible

Chain Lightning is a devastating, but unwieldy level 9 Conjurations/Air Magic spell which unleashes a massive surge of electricity. It has a tendency to damage the caster, but they receive a great reduction in damage.

Useful Info

There is no way to aim Chain Lightning. When cast, it creates an "arc" of lightning, which strikes the nearest valid target (randomly chosen if multiple targets are equally close). It then creates another arc; each consecutive arc will hit everyone within 3 squares of any previous target, that 1. hasn't been hit before, and 2. is in LOS. This continues until there are no valid targets.

Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced to x2/3 from range 2 to 4, and x4/9 from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies.

The caster can be hit by their own spell, but takes only 1/6 damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20). The caster's allies are not protected from this spell (unless they are protected from all damage, such as Hepliaklqana ancestor or Fedhas plants).

Strategy

Chain Lightning deals incredible damage against single targets, without the delays of Maxwell's Capacitive Coupling. It also works nicely as an area-of-effect spell: arcs will hit targets, close or far, for decent damage, and it doesn't get weaker when hitting more targets. The optimal cast is when you are against 1 (or more) adjacent opponents, with a dense pack of monsters nearby.

At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At max spell power, it becomes one of the most potent damage sources in the game, bolstered by it partially ignoring electricity resistance.

However, as a level 9 spell, it's tough to cast for a typical 3 rune character. Worshippers of Ashenzari, Vehumet and/or those with high aptitude in magic (Tengu especially) are best suited to use this spell, while other characters may want to settle for spells like Plasma Beam, Bombard, and Maxwell's Capacitive Coupling.

Tips & Tricks

  • Wielding a staff of air provides a significant boost to damage, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
  • Plants, fungi, and bushes are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
  • Followers of Beogh, Yredelemnul, or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.

Monster Version

The monster version of Chain Lightning is functionally identical to the player version.

The following enemies cast Chain Lightning:

The following enemies may be able to cast Chain Lightning, depending on their spell set:

Gallery

History

  • The spell was reworked in 0.27. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell. It went from single target to single target, reducing in damage each time before eventually grounding out. Also, the spell's damage couldn't partially bypass resistance to electricity.
  • Chain Lightning was added in 0.1, replacing Orb of Electrocution.