Difference between revisions of "Shatter"

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(Update to 0.21, changing damage modifiers to number of dice, the page's organisation and adding a note about gargoyles.)
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{{version034}}
{{Spell
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{{spell info}}
|name=Shatter
 
|level=9
 
|school1={{Earth Magic}}
 
|school2=
 
|school3=
 
|castingnoise=7
 
|spellnoise=30
 
|sources=<div>
 
* [[Book of the Tempests]]
 
* [[Book of the Earth]]
 
</div>
 
}}
 
{{flavour|Causes an enormous burst of concussive force around the caster. Flying and gelatinous creatures can escape the worst effects, and insubstantial creatures are entirely uneffected, but all others will be gravely injured by the blast. It may also destroy nearby walls.}}
 
 
{{AttackSpell
 
{{AttackSpell
 
  |name=Shatter
 
  |name=Shatter
Line 22: Line 9:
 
  |target = LOS
 
  |target = LOS
 
  |special = Destroys walls}}
 
  |special = Destroys walls}}
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'''Shatter''' is a level 9 [[Earth Magic]] spell which destroys [[wall]]s and attacks all monsters in [[line of sight]], dealing unavoidable physical damage.
  
'''Shatter''' is a level 9 [[Earth Magic]] spell which attacks all monsters (enemy or allied) in [[line of sight]], dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:
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==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.
  
==Chance to destroy walls==
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Like almost all effects in ''Crawl'', it won't damage targets/things behind transparent walls (unless you break the walls, as mentioned above). Nor does it have any effect on ''conjured'' entities (eg, [[orbs of destruction]], [[ball lightning]]).
  
The following [[Dungeon]] features may be destroyed, but they will only be destroyed if they are in line of fire to the caster:
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===Damage===
*[[Door]]: 100%, whether they are open or closed
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Shatter deals <code>Nd(5+power/3)</code> damage, which is reduced by [[AC]].<ref>{{source ref|0.34.0|spl-damage.cc|1607}}</ref> 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.
*[[Iron grate]]: 100%
 
*[[Statue]] or orcish idol: 50%
 
*Rock, slimy or crystal wall: 33%
 
*Tree: 33%
 
*Stone wall: 25%
 
*Metal wall: 15%
 
*[[block of ice|Blocks of ice]]
 
 
 
Shatter does not damage the caster (barring miscast effects).
 
  
==Number of dice==
 
===Monsters===
 
The number of dice (N) that the Nd(5+power/3) damage roll has depends on the target. In the case of monsters, 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.
 
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
 
!align="left" style="width:28em;border-bottom:thin solid black;"|Target
 
!align="left" style="width:28em;border-bottom:thin solid black;"|Target
Line 55: Line 32:
 
|align="right" | 6
 
|align="right" | 6
 
|-
 
|-
|Skeletal and icy monsters
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|Monsters made from ice or bone
 
|align="right" | 6
 
|align="right" | 6
 
|-
 
|-
|Slimy monsters
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|[[Amorphous]] monsters
 
|align="right" | 1
 
|align="right" | 1
 
|-
 
|-
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|}
 
|}
  
===Players===
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Players have an identical list of conditions ([[#Monster version|See below]] for a player-specific list).
In the case of players, 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.
+
 
 +
===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==
 +
===Attack Spell===
 +
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. Shatter is also a single school spell, so it takes less XP than the former two spells. However, it doesn't do much against [[flying]], [[insubstantial]], or [[amorphous]] foes.
 +
 
 +
In a 3-rune game, training Shatter to the point that it's reliable in combat can be a questionable XP investment. It requires a lot of XP and it doesn't hit many of the big threats in [[Zot]] ([[orb of appropriateness|any orb type]], [[electric golem]]s, [[list of dragons|dragons]]). Plus, [[crystal spear]] is likely to be more efficient against single targets.
 +
 
 +
If the XP cost isn't an issue, such as for worshippers of [[Ashenzari]]/[[Vehumet]], or casters in [[extended]], then Shatter becomes a useful attacking spell. It's a strong AOE that is still able to hit many targets for full damage. In Zot, [[Killer Klown]]s, [[Orb Guardian]]s, most [[list of draconians|draconians]] are hit normally; liches are especially vulnerable. In extended, good targets are certain Pan/Hell lords ([[Cerebov]], [[Ereshkigal]], [[Antaeus]]) and most inhabitants of [[Dis]].
 +
 
 +
===Wallbreaking===
 +
Shatter is one of the few ways to destroy stone and metal walls. Therefore, you can Shatter your way through many vaults, including: [[Zot:5]]'s Orb chamber, the entrance of [[Tomb]], and rune vaults in [[extended]]. [[Sif Muna]] worshippers can use Divine Exegesis to break the arenas of a [[Gauntlet]].
 +
 
 +
*You don't need an amazing success rate. Even when you have a >50% failure rate with 2 [[ring of wizardry|rings of wizardry]], it's reasonable to use Shatter to break walls. If you've trained Earth Magic for a level 6+ spell, it's likely that Shatter is below 100% failure after wizardry boosts. Just wait out the [[magical contamination]] each time you miscast.
 +
*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.
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*Shatter is extremely loud (noise 40, same as an [[alarm trap]] without mark). Using it in, say, Zot:5, will attract a huge group of monsters.
 +
 
 +
==Monster version==
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[[Player ghost]]s that knew Shatter in life might be able to cast it in death.
 +
{{crawlquote|'''Power''': 5 + 4.5×HD<br>'''Damage''': Xd(5+Power/3)}}
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 +
===Player Dice===
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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.
  
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
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!align="right" style="width:3em;border-bottom:thin solid black;padding-left:1em;"|N
 
!align="right" style="width:3em;border-bottom:thin solid black;padding-left:1em;"|N
 
|-
 
|-
|[[Wisp Form]]
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|[[Insubstantial]] ([[Poltergeist]], [[Storm Form]], [[Wisp Form]])
 
|align="right" | 1
 
|align="right" | 1
 
|-
 
|-
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|align="right" | 6
 
|align="right" | 6
 
|-
 
|-
|[[Gargoyle]]s
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|[[Gargoyle]], [[Statue Form]]
 
|align="right" | 6
 
|align="right" | 6
 
|-
 
|-
|[[Statue Form]] or [[Ice Form]]
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|[[Aqua Form]]
|align="right" | 6
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|align="right" | 1
 
|-
 
|-
 
|[[Flying]]
 
|[[Flying]]
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|align="right" | 3
 
|align="right" | 3
 
|}
 
|}
 
After the spell's damage is calculated, AC is applied in the usual way to the final damage. (Reduction by 1d(AC+1)-1)
 
 
==Strategy==
 
Much like [[Fire Storm]], [[Glaciate]], and [[Tornado]], Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. It effectively targets everything on the screen with each casting. This lets Shatter function as a top-notch crowd control spell under the right circumstances. Better still, because its only spell school is Earth Magic, it takes less training to get it to a reliable casting success rate than its other elemental counterparts.
 
 
However, Shatter is also much less versatile than the Storm spells. Flying and insubstantial enemies take much less damage than average, rendering it far less useful against [[list of dragons|dragons]], a large number of [[demon]]s (including all of the fiends), and [[orbs of fire]] being the worst. Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, it does shine under certain circumstances; anything you'll encounter in [[the Tomb]] can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in [[lich form]] or worship [[Kikubaaqudgha]] to reduce the impact of their [[death curse]]s). Also, many of the late-game bosses lack flight and take full damage from it, and anything they summon will be pulverized in the process, making it an interesting alternative to [[Aura of Abjuration]]:
 
*[[Antaeus]]
 
*[[Ereshkigal]]
 
*[[Dispater]]
 
*[[Mnoleg]]
 
*[[Cerebov]]
 
 
For individual targets, however, you will likely get more efficient damage output using [[Iron Shot]] or [[Lehudib's Crystal Spear]].
 
 
===Stealing runes===
 
The fact that this spell quickly removes many walls, including those of stone or metal, actually gives it a surprising second use. Namely, it is useful for stealing ("ninja") runes from certain difficult areas of the game (most notably [[Pandemonium]] and [[Hell]]) simply by using the spell to open holes in the vaults that hold those runes. [[Apportation]] can then very quickly get you the rune, or [[Haste]] and [[Swiftness]] if for some reason that is not an option. A well-timed teleport can then minimize your exposure to the (likely very angry) guardian of the rune.
 
 
==Monster version==
 
[[Jorgrun]] and some player [[ghost]]s can also cast this spell.
 
{{crawlquote|'''Power''': 5 + 4.5×HD<br>'''Damage''': 3d(5+Power/3)}}
 
In the case of [[Jorgrun]] it usually deals Nd29.
 
 
With the exception of gargoyles, flying will reduce the damage you take from shatter by 67% (taking 1 dice instead of 3), therefore you should always fly when fighting an enemy who can cast shatter (most of the time this will be Jorgrun).
 
 
[[Gargoyle]]s should be extremely terrified of monsters casting shatter, because they will take double the normal amount of damage (6 dice instead of 3) and the normal means of reducing damage through flight has no affect on them. Additionally, players should not use [[statue form]] or [[ice form]], for the same reason.
 
  
 
==History==
 
==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 [[0.21]], 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.
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*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.
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*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.
 
*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.
 +
 +
==References==
 +
<references/>

Latest revision as of 22:30, 20 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Shatter.png Shatter
Level 9
School1 Earth
Source(s) Book of Annihilations
Casting noise 9
Spell noise 30
Power Cap 200
Flags Area, Destructive
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.
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.

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). Nor does it have any effect on conjured entities (eg, orbs of destruction, ball lightning).

Damage

Shatter deals Nd(5+power/3) damage, which is reduced by AC.[1] 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
Amorphous monsters 1
Flying monsters 1
All other monsters 3

Players have an identical list of conditions (See below for a player-specific list).

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

Attack Spell

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. Shatter is also a single school spell, so it takes less XP than the former two spells. However, it doesn't do much against flying, insubstantial, or amorphous foes.

In a 3-rune game, training Shatter to the point that it's reliable in combat can be a questionable XP investment. It requires a lot of XP and it doesn't hit many of the big threats in Zot (any orb type, electric golems, dragons). Plus, crystal spear is likely to be more efficient against single targets.

If the XP cost isn't an issue, such as for worshippers of Ashenzari/Vehumet, or casters in extended, then Shatter becomes a useful attacking spell. It's a strong AOE that is still able to hit many targets for full damage. In Zot, Killer Klowns, Orb Guardians, most draconians are hit normally; liches are especially vulnerable. In extended, good targets are certain Pan/Hell lords (Cerebov, Ereshkigal, Antaeus) and most inhabitants of Dis.

Wallbreaking

Shatter is one of the few ways to destroy stone and metal walls. Therefore, you can Shatter your way through many vaults, including: Zot:5's Orb chamber, the entrance of Tomb, and rune vaults in extended. Sif Muna worshippers can use Divine Exegesis to break the arenas of a Gauntlet.

  • You don't need an amazing success rate. Even when you have a >50% failure rate with 2 rings of wizardry, it's reasonable to use Shatter to break walls. If you've trained Earth Magic for a level 6+ spell, it's likely that Shatter is below 100% failure after wizardry boosts. Just wait out the magical contamination each time you miscast.
  • 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, say, 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 (Poltergeist, Storm Form, Wisp Form) 1
Petrifying/Petrified (reduced later by petrification reduction) 6
Gargoyle, Statue Form 6
Aqua Form 1
Flying 1
All other players 3

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.

References