Difference between revisions of "Shock"
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Revision as of 04:21, 18 April 2022
Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Shock | |
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Level | 1 |
School1 | Air |
School2 | Conjuration |
Source(s) | Book of Air |
Casting noise | 1 |
Spell noise | 1 |
Power Cap | 25 |
Range | LOS |
Flags | Dir or target, Needs tracer |
Throws a bouncing bolt of electricity. It partially bypasses armour. |
Spell Details | |
---|---|
Damage Formula | 1d(3+Power/4) |
Max Damage | 1d9 electricity |
Max Power | 25 |
Range | 8 |
Targeting | Bolt |
To-hit | 8+Power/7 |
Special |
|
Shock is a level 1 Conjurations/Air Magic spell which fires a bolt of electricity through any number of targets in its range. Shock reflects off of rock or stone walls, crystal walls, and even closed doors, allowing it to hit multiple enemies multiple times for double damage. Its range isn't decreased when it hits a target, making it perfect for clearing long hallways full of weaker foes. Unfortunately, this spell pays for this ability by being noticeably less accurate than spells of similar level and power, making it far less useful against single opponents when not multizapped.
Air Elementalists begin with this spell memorized.
Strategy
- You are NOT immune to your own reflected Shock spell. Be aware that it may be difficult to cast this against foes in cramped quarters (the game warns you if you are about to accidentally shoot yourself).
- When dealing with single opponents, it is often best to try to maneuver them into a position where you can multizap them, to compensate for the spell's low accuracy and damage.