Difference between revisions of "Harpoon Shot"
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{{Flavour|Fires a long and flexible barbed mass. The ensnared victim will either be pulled adjacent to the caster or collide with anything blocking the way.}} | {{Flavour|Fires a long and flexible barbed mass. The ensnared victim will either be pulled adjacent to the caster or collide with anything blocking the way.}} | ||
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==History== | ==History== | ||
Harpoon Shot will be added in [[0.22]], and be cast by iron giants and used as a magical ability by swamp worms, replacing swamp worms' previous submerging mechanic. | Harpoon Shot will be added in [[0.22]], and be cast by iron giants and used as a magical ability by swamp worms, replacing swamp worms' previous submerging mechanic. | ||
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+ | [[Category:Monster spells]] | ||
+ | [[Category:Crystal Ball Articles]] |
Revision as of 19:22, 8 June 2018
Version 0.22: This article may not be up to date for the latest stable release of Crawl.
Fires a long and flexible barbed mass. The ensnared victim will either be pulled adjacent to the caster or collide with anything blocking the way. |
Harpoon Shot is a monster-only spell which inflicts a small amount of damage to the target before dragging them toward the caster. It ignores any allied units between the caster and the target; if the target collides with anything along the way, additional damage is dealt.
The following enemies cast Harpoon Shot:
- @ Harold (2d12 damage)
- C Iron giant (2d17 damage)
- P Starflower (2d16 damage)
- w Swamp worm (2d13 damage)
The following enemies may be able to cast Harpoon Shot, depending on their spell set:
- & Pandemonium lord (2.8% chance)
History
Harpoon Shot will be added in 0.22, and be cast by iron giants and used as a magical ability by swamp worms, replacing swamp worms' previous submerging mechanic.