Difference between revisions of "Deflect Missiles"

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{{obsolete}}
 
{{obsolete}}
{{spell info}}
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{{Spell
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|name=Deflect Missiles
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|level=6
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|school1={{Air Magic}}
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|school2={{Charms}}
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|school3=
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|castingnoise=3
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|spellnoise=0
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|sources=[[book of Enchantments]]<br>[[Book of the Sky]]
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}}
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{{flavour|Protects the caster from all kinds of projectile attacks, making them significantly easier to dodge. It is highly effective against both single-target and penetrating attacks. Each time a missile is deflected the spell has a chance of expiring, with a lower chance of expiry at high power.}}
  
 
'''Deflect Missiles''' is a level 6 [[Air Magic|Air]]/[[Charms]] spell which strongly protects the caster from ranged attacks.
 
'''Deflect Missiles''' is a level 6 [[Air Magic|Air]]/[[Charms]] spell which strongly protects the caster from ranged attacks.
  
 
==Effect==
 
==Effect==
Once cast deflecting missiles (DMsl) status is gained. This status will not time out, instead on each successful deflection there is a 8/(2 + power) chance of losing the status. The status can also be lost by magic-dispelling effects (like [[potion of cancellation]] or [[Quicksilver Bolt]]) or forgetting the spell.
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Once cast, deflecting missiles (DMsl) status is gained. This status will not time out, instead on each successful deflection there is a 8/(2 + power) chance of losing the status. The status can also be dispelled by magic-dispelling effects (like [[potion of cancellation]] or [[Quicksilver Bolt]]) or forgetting the spell.
  
While active Deflect Missiles reduces the [[to-hit]] of ranged attacks against the caster to a random value between:
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While active, Deflect Missiles reduces the [[to-hit]] of ranged attacks against the caster to a random value between:
 
*vs single-target beams: 0% - 50% of its normal value
 
*vs single-target beams: 0% - 50% of its normal value
 
*vs penetrating bolts: 0% - 66% of its normal value<ref>{{source ref|0.24.0|beam.cc|2823}}</ref>
 
*vs penetrating bolts: 0% - 66% of its normal value<ref>{{source ref|0.24.0|beam.cc|2823}}</ref>
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Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that good [[EV]] ''or'' [[AC]] won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a low-HP [[deep elf]] to conquer [[the Realm of Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells.
 
Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that good [[EV]] ''or'' [[AC]] won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a low-HP [[deep elf]] to conquer [[the Realm of Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells.
  
Given that it is not usually necessary to cast this spell in combat, it is perfectly fine to have this spell at a high failure chance, take your armour and shield off and put on various items of wizardry in order to cast it. It is unlikely that any of even the most severe [[miscast effect]]s can have a marked effect if you cast this spell in a completely safe location (eg. a cleared floor). Doing this may significantly reduce the amount of skill required to cast it.
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Given that it is not usually necessary to cast this spell in combat, it is perfectly fine to have this spell at a high failure chance, take your armour and shield off and put on various items of wizardry in order to cast it. It is unlikely that any of even the most severe [[miscast effect]]s can have a marked effect if you cast this spell in a completely safe location (eg. a cleared floor). Doing this may significantly reduce the amount of skill required to cast it.
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==Monster Version==
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The monster version of the spell functions much like the player version, but monsters generate with the spell already active.
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The following enemies cast Deflect Missiles:
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*{{monsterlink|wind drake}}
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*{{monsterlink|spriggan air mage}}
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*{{monsterlink|the Enchantress}}
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*{{monsterlink|Sojobo}}
  
 
==History==
 
==History==
*Deflect Missiles was removed in [[0.25]].
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*Deflect Missiles was removed in [[0.25]]. Monsters that could cast this spell got [[Repel Missiles]] and +2 [[EV]] instead.
 
*Prior to [[0.14]], deflecting missiles status expired based on a timer.
 
*Prior to [[0.14]], deflecting missiles status expired based on a timer.
  
 
==References==
 
==References==
<references/>
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<references />

Latest revision as of 06:11, 24 August 2020

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Deflect missiles.png Deflect Missiles
Level 6
School1 Air
School2 Charms
Source(s) book of Enchantments
Book of the Sky
Casting noise 3
Spell noise 0
Protects the caster from all kinds of projectile attacks, making them significantly easier to dodge. It is highly effective against both single-target and penetrating attacks. Each time a missile is deflected the spell has a chance of expiring, with a lower chance of expiry at high power.

Deflect Missiles is a level 6 Air/Charms spell which strongly protects the caster from ranged attacks.

Effect

Once cast, deflecting missiles (DMsl) status is gained. This status will not time out, instead on each successful deflection there is a 8/(2 + power) chance of losing the status. The status can also be dispelled by magic-dispelling effects (like potion of cancellation or Quicksilver Bolt) or forgetting the spell.

While active, Deflect Missiles reduces the to-hit of ranged attacks against the caster to a random value between:

  • vs single-target beams: 0% - 50% of its normal value
  • vs penetrating bolts: 0% - 66% of its normal value[1]

This spell only helps you to evade ranged attacks; it has no effect on your ability to block them.

Deflect Missiles is a more advanced version of the Repel Missiles effect of repulsion and its effect overrides that of RMsl.

Strategy

This spell gives a very good amount of protection, but there are still a few ranged attacks than can ignore it, among them such nasty things as Hellfire, Torment, and Fireball, as well as all Hexes. Even so, it can be very useful in places like the last level of the Shoals (merfolk javelineers), the last level of the Elven Halls (deep elf master archers), or Zot (electric golems, ancient liches).

Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that good EV or AC won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a low-HP deep elf to conquer the Realm of Zot with 8 AC and 16 EV if they make very judicious use of this and other utility spells.

Given that it is not usually necessary to cast this spell in combat, it is perfectly fine to have this spell at a high failure chance, take your armour and shield off and put on various items of wizardry in order to cast it. It is unlikely that any of even the most severe miscast effects can have a marked effect if you cast this spell in a completely safe location (eg. a cleared floor). Doing this may significantly reduce the amount of skill required to cast it.

Monster Version

The monster version of the spell functions much like the player version, but monsters generate with the spell already active.

The following enemies cast Deflect Missiles:

History

  • Deflect Missiles was removed in 0.25. Monsters that could cast this spell got Repel Missiles and +2 EV instead.
  • Prior to 0.14, deflecting missiles status expired based on a timer.

References

  1. beam.cc:2823 (0.24.0)