Difference between revisions of "Chain Lightning"
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==Strategy== | ==Strategy== | ||
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Even without resistance and with many arcs, you'll likely never take more than 20 damage. Although useful for how it hits a lot of targets, possibly its most powerful use is when you have one single enemy standing adjacent to you. At decent power, it will often arc back and forth between you enough times to get an instant kill on ordinary enemies. | Even without resistance and with many arcs, you'll likely never take more than 20 damage. Although useful for how it hits a lot of targets, possibly its most powerful use is when you have one single enemy standing adjacent to you. At decent power, it will often arc back and forth between you enough times to get an instant kill on ordinary enemies. | ||
Since plants also count as enemies, casting Chain Lightning with an enemy and a plant nearby will greatly reduce the damage you deal to the real threat. This also applies for [[Static Discharge]]. | Since plants also count as enemies, casting Chain Lightning with an enemy and a plant nearby will greatly reduce the damage you deal to the real threat. This also applies for [[Static Discharge]]. | ||
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+ | ==History== | ||
+ | Chain Lightning was added in [[0.1]], replaced [[Orb of Electrocution]]. |
Revision as of 13:57, 25 February 2013
Chain Lightning | |
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Level | 8 |
School1 | Air |
School2 | Conjuration |
Source(s) | |
Casting noise | 8 |
Spell noise | 25 |
This spell releases a massive electrical discharge that arcs from target to target until it grounds out. |
Chain Lightning is a level 8 Conjuration-Air Magic spell that arcs from target to target (including leaving your sight, going around corners, etc) until it grounds out. You do not aim it. Due to its nature, be prepared for it to hit you and your allies, possibly repeatedly. The arcs, including the initial casting, work most reliably on shorter distances.
The damage on each discharge is 5d(5+Power_left*2/15). On the first discharge Power_left is the spellpower for this spell; but after each discharge, this amount is decreased by 7+1d13. When Power_left reaches 0, the spell finishes. If the discharge is out of your line of sight, Power_left is halved on each jump (this is done after subtracting 7+1d13).
Strategy
Even without resistance and with many arcs, you'll likely never take more than 20 damage. Although useful for how it hits a lot of targets, possibly its most powerful use is when you have one single enemy standing adjacent to you. At decent power, it will often arc back and forth between you enough times to get an instant kill on ordinary enemies.
Since plants also count as enemies, casting Chain Lightning with an enemy and a plant nearby will greatly reduce the damage you deal to the real threat. This also applies for Static Discharge.
History
Chain Lightning was added in 0.1, replaced Orb of Electrocution.