Difference between revisions of "Launch Clockwork Bee"

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{{spell info}}
 
{{spell info}}
  
'''Launch Clockwork Bee''' is a level 3 [[Forgecraft]] spell that creates a fast and powerful-for-its-level [[clockwork bee|mechanical bee]]. Casting the spell requires a hostile target to point it at, and then winding the bee's clockwork requires channelling it for several turns before it launches. The bee will fixate its attacks on the selected target while it lives (similar to how [[Haunt]] and [[Soul Splinter]] work), but can perform only a limited number of attacks before running out of power.
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'''Launch Clockwork Bee''' is a level 3 [[Forgecraft]] spell that creates a fast and powerful-for-its-level [[clockwork bee|mechanical bee]] after a few turns.  
   
 
When the bee runs out of power, it falls dormant to the ground. The player can wind it back up again by attempting to move into its tile, which will refill it with energy and even heal it a little (and is a lot faster than channelling 4 turns to launch a new one). This costs 1 [[MP]]. Otherwise, if a dormant bee blocks your path, you can deconstruct it by pressing ''Ctrl''+''direction'' or ''*'' + ''direction''.
 
  
 
[[Forgewright]]s start with this spell in their library.
 
[[Forgewright]]s start with this spell in their library.
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==Useful Info==
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In order to cast this spell, there must be a hostile target in [[LOS]]. After cast, the spell will require 3 extra turns of [[Channeling spell|channeling]] (4 turns total) to actually summon the bee, during which you must [[wait]] and stay still, otherwise the spell is cancelled.
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Once the [[clockwork bee]] is summoned, it will fixate on the spell's target, or a random target otherwise. If there is no valid target in LOS at the time of completion, the bee will go dormant.
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The bee can attack <code>3 + power/15</code> times before it goes dormant.<ref>{{source ref|0.33.1|spl-summoning.cc|3622}}</ref> It will also go dormant if no hostile targets are available. If dormant, moving into the bee's tile will recharge the bee for the cost of 1 MP, which resets the attack count and summon duration, and heals it by 3-5 HP.<ref>{{source ref|0.33.1|spl-summoning.cc|3749}}</ref>
  
 
==Strategy==
 
==Strategy==
This spell works well in corridors, as the bee is durable and heals a little when recharged. However, the channelling mechanic makes it dangerous to cast this spell when enemies are already able to attack you, whether they're in melee or have a ranged attack.
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This spell works well in corridors, as the bee is durable and heals a little when recharged.  
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The channelling mechanic makes it dangerous to cast this spell when enemies are already able to attack you, whether they're in melee or have a ranged attack.
  
 
==Monster Version==
 
==Monster Version==
This mostly works like the player version, though monsters get a few additional kindnesses like the original target not needing to still be in LoS by the time the bee launches (so that the player can't break the cast by just stepping backward). Recharging is handled as an ability of the dormant bee itself, where each turn it checks if its summoner is adjacent and then maybe grabs action energy from it to rewind itself in a way that looks like the caster took that action (but can easily work with any monster who has the spell).
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This mostly works like the player version, though monsters don't need the target to be in LOS once the spell is complete.
  
 
{{monsters with spell}}
 
{{monsters with spell}}
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==History==
 
==History==
 
*In [[0.33]], this spell was added to the game.
 
*In [[0.33]], this spell was added to the game.
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==References==
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<references/>

Latest revision as of 08:01, 20 October 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Launch clockwork bee.png Launch Clockwork Bee
Level 3
School1 Forgecraft
Source(s) Handbook of Applied Construction
My Sojourn through Swampland
Casting noise 3
Spell noise 0
Power Cap 100
Range 8
Flags Not self, Target
Constructs a mechanical bee and winds its clockwork mechanisms over several turns before unleashing it against a targeted foe. The bee is swift and powerful, but its clockwork quickly winds down as it attacks, eventually leaving it helpless and unable to move.

The caster may repair and rewind a dormant bee by attempting to move into it, at the cost of 1 MP.

Spellpower increases the number of attacks the bee may perform before going dormant.

Launch Clockwork Bee is a level 3 Forgecraft spell that creates a fast and powerful-for-its-level mechanical bee after a few turns.

Forgewrights start with this spell in their library.

Useful Info

In order to cast this spell, there must be a hostile target in LOS. After cast, the spell will require 3 extra turns of channeling (4 turns total) to actually summon the bee, during which you must wait and stay still, otherwise the spell is cancelled.

Once the clockwork bee is summoned, it will fixate on the spell's target, or a random target otherwise. If there is no valid target in LOS at the time of completion, the bee will go dormant.

The bee can attack 3 + power/15 times before it goes dormant.[1] It will also go dormant if no hostile targets are available. If dormant, moving into the bee's tile will recharge the bee for the cost of 1 MP, which resets the attack count and summon duration, and heals it by 3-5 HP.[2]

Strategy

This spell works well in corridors, as the bee is durable and heals a little when recharged.

The channelling mechanic makes it dangerous to cast this spell when enemies are already able to attack you, whether they're in melee or have a ranged attack.

Monster Version

This mostly works like the player version, though monsters don't need the target to be in LOS once the spell is complete.

The following enemies cast Launch Clockwork Bee:

History

  • In 0.33, this spell was added to the game.

References