Difference between revisions of "Momentum Strike"

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'''Momentum Strike''' is a level 2 [[Conjurations]]/[[Translocations]] spell. It is a [[smite-targeted]], range-4 spell that deals heavy damage for its level - about equal to [[Stone Arrow]]. Note that this spell can miss, unlike most smite-targeted spells.
 
 
 
If the spell hits, then the caster is inflicted with the the Stuck [[status effect]] for 5-8 turns. This prevents regular movement and physical, player abilities like [[Barachim|hopping]]. In addition, Moentum Strike cannot be cast while Stuck. The -Move status, which can be obtained from [[miscast]]ing this spell, will also prevent Momentum Strike from being cast.
 
 
 
[[Reaver]]s start with this spell in their libraries.
 
*[[Book of Spatial Translocations]]
 
 
 
==History==
 
This spell will be added in [[0.30]].
 
 
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|maxsp = 50
 
|maxsp = 50
 
|range = 4
 
|range = 4
|target = Random
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|target = Grid
 
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[[Category:Crystal Ball Articles]]
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'''Momentum Strike''' is a level 2 [[Conjurations]]/[[Translocations]] spell. It is a [[smite-targeted]], range-4 spell that deals high damage for its level. But if the spell hits, then the caster is inflicted with the the '''-Move''' [[status effect]] for 5-8 turns. This prevents regular movement, physical player abilities like [[Barachim|hopping]], and casting this spell again. It does not prevent other types of Translocations from working.
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If a [[status effect]] prevents you from moving, you cannot cast Momentum Strike. In addition to '''-Move''', you cannot cast this spell if you are '''Stuck''' (from [[miscast effects|miscasting]] a Translocations spell) or if you are in [[Tree Form]].
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[[Reaver]]s start with this spell in their libraries.
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*[[Book of Spatial Translocations]]
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==Strategy==
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Momentum Strike is essentially a spell with a lengthy cooldown (one which prevents you from moving). It is best thought of as a support spell: cast this spell once or twice per encounter for some extra damage. In terms of raw damage, Momentum Strike is roughly equal to [[Stone Arrow]], though it costs 2 MP rather than 3 MP.
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Since this spell prevents you from moving for a few turns, it is best to position yourself ''before'' casting it. Try to be around hallways, and try to avoid other monsters from appearing. [[Stair dancing]] beforehand is helpful.
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Note that this spell can miss, unlike most smite-targeted spells.
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==History==
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*This spell was added in [[0.30]].

Latest revision as of 03:38, 22 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Momentum strike.png Momentum Strike
Level 2
School1 Conjuration
School2 Translocation
Source(s) Book of Spatial Translocations
Casting noise 2
Spell noise 0
Power Cap 50
Range 4
Flags Not self
Blasts a target with energy borrowed from the caster's own future movement. For a short time afterward, the caster will be left immotile - unable to walk, fly around, slither, etc. Only motile creatures can cast this spell.
Spell Details
Damage Formula 3d(8 + Power/18)
Max Damage 3d11
Max Power 50
Range 4
Targeting Grid
To-hit
Special

Momentum Strike is a level 2 Conjurations/Translocations spell. It is a smite-targeted, range-4 spell that deals high damage for its level. But if the spell hits, then the caster is inflicted with the the -Move status effect for 5-8 turns. This prevents regular movement, physical player abilities like hopping, and casting this spell again. It does not prevent other types of Translocations from working.

If a status effect prevents you from moving, you cannot cast Momentum Strike. In addition to -Move, you cannot cast this spell if you are Stuck (from miscasting a Translocations spell) or if you are in Tree Form.

Reavers start with this spell in their libraries.

Strategy

Momentum Strike is essentially a spell with a lengthy cooldown (one which prevents you from moving). It is best thought of as a support spell: cast this spell once or twice per encounter for some extra damage. In terms of raw damage, Momentum Strike is roughly equal to Stone Arrow, though it costs 2 MP rather than 3 MP.

Since this spell prevents you from moving for a few turns, it is best to position yourself before casting it. Try to be around hallways, and try to avoid other monsters from appearing. Stair dancing beforehand is helpful.

Note that this spell can miss, unlike most smite-targeted spells.

History

  • This spell was added in 0.30.