Difference between revisions of "Tornado"
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− | {{ | + | {{obsolete}}{{Spell |
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− | {{Spell | ||
|name=Tornado | |name=Tornado | ||
|level=9 | |level=9 | ||
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}} | }} | ||
− | {{flavour| | + | {{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. | ||
+ | |||
+ | ==Useful Info== | ||
+ | Tornado creates [[cloud]]s of raging wind, dealing a base of <code>9d(pow/15)</code> physical damage per 1.0 turn. | ||
− | The | + | The damage is then adjusted by: |
+ | * 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>. | ||
+ | * "Duration-radius" factor. Creatures on the outside of the vortex will receive the most damage. | ||
− | + | 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. | |
− | + | 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 elemental]]s) 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. | |
− | *When the radius is | + | |
+ | 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 [[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. | ||
==History== | ==History== | ||
− | In [[0.10]] Tornado | + | *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]]. | |
− | Tornado was added in [[0.8]]. | + | *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]]. |
Latest revision as of 21:10, 18 July 2023
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.