Difference between revisions of "Shatter"

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'''Shatter''' is a level 9 [[Earth Magic]] spell which attacks all monsters (enemy or allied) in [[line of sight]], dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of brittle substances such as stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:
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'''Shatter''' is a level 9 [[Earth Magic]] spell which destroys [[wall]]s and attacks all monsters in [[line of sight]], dealing unavoidable physical damage.
  
==Chance to destroy walls==
+
==Useful Info==
The following [[Dungeon]] features may be destroyed, but only if the caster has line of effect to them (terrain behind transparent walls cannot be Shattered):
+
Shatter deals damage and has a chance to destroy walls, where the closest targets are affected first. It is possible to damage monsters you didn't know about: if you break a wall, and this puts a monster in [[LOS]], you'll damage that monster as well.
*[[Door]]: 100%, whether they are open or closed
+
 
*[[Iron grate]]: 100%
+
Like all effects in ''Crawl'', it won't damage targets/things behind transparent walls (unless you break the walls, as mentioned above).
*[[Statue]] or orcish idol: 50%
 
*Rock, slimy, or crystal [[wall]]: 33%
 
*Tree: 33%
 
*Stone wall: 25%
 
*Metal wall: 15%
 
  
Shatter does not damage the caster (barring miscast effects).
+
===Damage===
 +
Shatter deals <code>Nd(5+power/3)</code> damage. The number of dice (N) is determined by the target. When Shatter hits a monster, the number of dice is as follows, where the '''first applicable condition''' on this list applies; no other conditions further down the list can then apply.
  
==Number of dice==
 
===Monsters===
 
The number of dice (N) that the Nd(5+power/3) damage roll has depends on the target. In the case of monsters, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.
 
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
 
!align="left" style="width:28em;border-bottom:thin solid black;"|Target
 
!align="left" style="width:28em;border-bottom:thin solid black;"|Target
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|}
 
|}
  
===Players===
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Players have a different, but similar list of conditions ([[#Monster version|See below]] for details).
In the case of players, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.
+
 
 +
===Wall destruction===
 +
The following [[dungeon features]] may be destroyed, but only if the caster has line of sight:
 +
*[[Door]]: 100%, whether they are open or closed
 +
*[[Iron grate]]: 100%
 +
*[[Statue]] or orcish idol: 50%
 +
*Rock, slimy, or crystal [[wall]]: 33%
 +
*Tree: 33%
 +
*Stone wall: 25%
 +
*Metal wall: 15%
 +
 
 +
==Strategy==
 +
Much like [[Fire Storm]] and [[Chain Lightning]], Shatter lives up to its level 9 spell status - it deals high damage, to everything on screen, in a short amount of time. Unlike the former two spells, Shatter doesn't require [[Conjurations]] to train up.
 +
 
 +
There's one problem with Shatter as an ''attack spell'' - it doesn't do much against [[flying]] and [[insubstantial]] enemies. In a 3-rune game, it can be questionable to train up. Some of the biggest threats in [[Zot]] ([[orbs of fire]], [[electric golem]]s, [[list of draconians|draconian]] packs) are one or the other.
 +
 
 +
Conversely, many monsters in Zot are vulnerable, including [[Killer Klown]]s, [[Orb Guardian]]s, and liches especially. If you have great casting prowess, such as worshippers of [[Ashenzari]] and [[Vehumet]], then Shatter can be nice to use. Also, in [[extended]], where XP is infinite, Shatter becomes a strong spell to have.
 +
 
 +
Shatter has another purpose - it destroys stone and metal walls. You can break into [[vault]]s, such as [[Slime Pits|Slime]]:5's loot chambers [[Zot:5]]'s Orb chamber, the entrance of [[Tomb]], and rune vaults in [[extended]].
 +
*You don't need an amazing success rate. You could have >50% failure, while wearing 2 [[rings of wizardry]], and it'd still reasonable to use to break walls. Just wait out the magical contamination each time you miscast.
 +
:If you've trained Earth Magic to use [[Iron Shot]], [[Statue Form]], and/or [[Lehudib's Crystal Spear]], it's likely that Shatter is "usable" (i.e. below 100% failure), at least with wizardry. If you have the spare [[spell level]]s, you might as well learn Shatter for its wall-breaking utility.
 +
*It makes stealing runes in [[Pan]]/[[Hell]] fairly easy. Go to the edge of the rune's room, use Shatter, then use [[Apportation]] to grab the rune. If that isn't enough, have [[haste]] and/or [[Swiftness]]. You can then [[teleport]] out to escape from the rune's (likely very angry) guardian.
 +
*Shatter is extremely loud (noise 40, same as an [[alarm trap]] without mark). Using it in, e.g. Zot:5, will attract a huge group of monsters.
 +
 
 +
==Monster version==
 +
[[Player ghost]]s that knew Shatter in life might be able to cast it in death.
 +
{{crawlquote|'''Power''': 5 + 4.5×HD<br>'''Damage''': Xd(5+Power/3)}}
 +
 
 +
===Player Dice===
 +
When Shatter hits a player, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.
  
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
 
{| cellpadding="1" cellspacing="0" border="0" align="center"
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!align="right" style="width:3em;border-bottom:thin solid black;padding-left:1em;"|N
 
!align="right" style="width:3em;border-bottom:thin solid black;padding-left:1em;"|N
 
|-
 
|-
|[[Wisp Form]]
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|[[Insubstantial]] ([[Shadow Form]], [[Storm Form]], [[Wisp Form]])
 
|align="right" | 1
 
|align="right" | 1
 
|-
 
|-
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|}
  
After the spell's damage is calculated, AC is applied in the usual way to the final damage. (Reduction by 1d(AC+1)-1)
+
[[Gargoyle]]s in particular should avoid opening [[ghost vault]]s that have Shatter, and other species should stay out of [[Statue Form]]. Be especially weary of [[Petrify]] - if you don't have the [[willpower]] to resist it, avoid the ghost entirely.
 
 
==Strategy==
 
Much like [[Fire Storm]], [[Chain Lightning]], and [[Polar Vortex]], Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. It effectively targets everything on the screen with each casting, letting it function as a top-notch crowd control spell under the right circumstances. And unlike Fire Storm and Chain Lightning, it does not require [[Conjurations]] to train up.
 
 
 
However, Shatter is also much less versatile. Flying and insubstantial enemies take much less damage than average, rendering it far less useful against [[list of dragons|dragons]], a large number of [[demon]]s (including all of the [[Fiend]]s), and [[orbs of fire]]. Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, Shatter shines under certain circumstances: virtually anything you'll encounter in [[the Tomb]] can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in [[lich form]] or worship [[Kikubaaqudgha]] to reduce the impact of their [[death curse]]s). Also, many of the late-game bosses lack flight and take full damage from it, and most anything they summon will be pulverized in the process. Particular examples include:
 
*{{monsterlink|Antaeus}}
 
*{{monsterlink|Ereshkigal}}
 
*{{monsterlink|Dispater}}
 
*{{monsterlink|Mnoleg}}
 
*{{monsterlink|Cerebov}}
 
 
 
Against individual targets, however, you will likely get more efficient damage output using [[Iron Shot]] or [[Lehudib's Crystal Spear]].
 
 
 
===Stealing runes===
 
The fact that this spell quickly removes many walls, including those of stone or metal, gives it a second use. Namely, it is useful for stealing ("ninja") runes from certain difficult areas of the game (most notably [[Pandemonium]] and [[Hell]]) simply by using the spell to open holes in the vaults that hold those runes. [[Apportation]] can then quickly get you the rune, or [[Haste]] and [[Swiftness]] if for some reason that is not an option. A well-timed teleport can then minimize your exposure to the (likely very angry) guardian of the rune.
 
 
 
==Monster version==
 
'''[[Player ghost]]s''' that knew Shatter in life might be able to cast it in death.
 
{{crawlquote|'''Power''': 5 + 4.5×HD<br>'''Damage''': 3d(5+Power/3)}}
 
 
 
Flying will reduce the damage you take from Shatter by 67% (taking 1 dice instead of 3), therefore you should always fly when fighting an enemy who can cast Shatter.
 
 
 
However, being petrified or otherwise rendered vulnerable to Shatter greatly increases the amount of damage you take; vulnerable players take double the normal amount of damage (6 dice instead of 3) and cannot reduce this damage by flying. [[Gargoyle]]s in particular should avoid monsters with Shatter at all costs, and other species should avoid using [[Statue Form]] or [[Ice Form]]. Should the ghost also be capable of casting [[Petrify]], it will become even more lethal; if it manages to tag you with Petrify, '''immediately''' either drink a [[potion of cancellation]] or, failing that, read a [[scroll of teleportation]]. If you don't have enough [[willpower]] to reliably resist petrification, strongly consider avoiding that ghost entirely.
 
  
 
==History==
 
==History==

Revision as of 08:33, 17 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Shatter.png Shatter
Level 9
School1 Earth
Source(s) Book of Annihilations
Casting noise 7
Spell noise 30
Power Cap 200
Flags Area
Causes an enormous burst of concussive force around the caster, dealing severe damage to all nearby creatures. It is especially effective against those made from ice, bone, or any wall-like substance (such as rock, metal or crystal), as well as those turned to stone by petrification. It is less effective against flying, gelatinous and insubstantial creatures. It may also destroy nearby walls.

“So the people shouted when the priests blew with the trumpets: and it came to
pass, when the people heard the sound of the trumpet, and the people shouted
with a great shout, that the wall fell down flat, so that the people went up
into the city, every man straight before him, and they took the city.

And they utterly destroyed all that was in the city, both man and woman, young
and old, and ox, and sheep, and ass, with the edge of the sword.”
-KJV Bible, Joshua 6:20-21.

Spell Details
Damage Formula Nd(5+Power/3)
Max Damage Nd72
Max Power 200
Range 7
Targeting LOS
To-hit
Special Destroys walls

Shatter is a level 9 Earth Magic spell which destroys walls and attacks all monsters in line of sight, dealing unavoidable physical damage.

Useful Info

Shatter deals damage and has a chance to destroy walls, where the closest targets are affected first. It is possible to damage monsters you didn't know about: if you break a wall, and this puts a monster in LOS, you'll damage that monster as well.

Like all effects in Crawl, it won't damage targets/things behind transparent walls (unless you break the walls, as mentioned above).

Damage

Shatter deals Nd(5+power/3) damage. The number of dice (N) is determined by the target. When Shatter hits a monster, the number of dice is as follows, where the first applicable condition on this list applies; no other conditions further down the list can then apply.

Target N
Monsters made from metal, stone or crystal 6
Insubstantial monsters 1
Petrifying/Petrified (reduced later by petrification reduction) 6
Monsters made from ice or bone 6
Slimy monsters 1
Flying monsters 1
All other monsters 3

Players have a different, but similar list of conditions (See below for details).

Wall destruction

The following dungeon features may be destroyed, but only if the caster has line of sight:

  • Door: 100%, whether they are open or closed
  • Iron grate: 100%
  • Statue or orcish idol: 50%
  • Rock, slimy, or crystal wall: 33%
  • Tree: 33%
  • Stone wall: 25%
  • Metal wall: 15%

Strategy

Much like Fire Storm and Chain Lightning, Shatter lives up to its level 9 spell status - it deals high damage, to everything on screen, in a short amount of time. Unlike the former two spells, Shatter doesn't require Conjurations to train up.

There's one problem with Shatter as an attack spell - it doesn't do much against flying and insubstantial enemies. In a 3-rune game, it can be questionable to train up. Some of the biggest threats in Zot (orbs of fire, electric golems, draconian packs) are one or the other.

Conversely, many monsters in Zot are vulnerable, including Killer Klowns, Orb Guardians, and liches especially. If you have great casting prowess, such as worshippers of Ashenzari and Vehumet, then Shatter can be nice to use. Also, in extended, where XP is infinite, Shatter becomes a strong spell to have.

Shatter has another purpose - it destroys stone and metal walls. You can break into vaults, such as Slime:5's loot chambers Zot:5's Orb chamber, the entrance of Tomb, and rune vaults in extended.

  • You don't need an amazing success rate. You could have >50% failure, while wearing 2 rings of wizardry, and it'd still reasonable to use to break walls. Just wait out the magical contamination each time you miscast.
If you've trained Earth Magic to use Iron Shot, Statue Form, and/or Lehudib's Crystal Spear, it's likely that Shatter is "usable" (i.e. below 100% failure), at least with wizardry. If you have the spare spell levels, you might as well learn Shatter for its wall-breaking utility.
  • It makes stealing runes in Pan/Hell fairly easy. Go to the edge of the rune's room, use Shatter, then use Apportation to grab the rune. If that isn't enough, have haste and/or Swiftness. You can then teleport out to escape from the rune's (likely very angry) guardian.
  • Shatter is extremely loud (noise 40, same as an alarm trap without mark). Using it in, e.g. Zot:5, will attract a huge group of monsters.

Monster version

Player ghosts that knew Shatter in life might be able to cast it in death.

Power: 5 + 4.5×HD
Damage: Xd(5+Power/3)

Player Dice

When Shatter hits a player, the number of dice is as follows, where the first applicable condition on this list applies, and no other conditions further down the list can then apply.

Target N
Insubstantial (Shadow Form, Storm Form, Wisp Form) 1
Petrifying/Petrified (reduced later by petrification reduction) 6
Gargoyles 6
Statue Form or Ice Form 6
Flying 1
All other players 3

Gargoyles in particular should avoid opening ghost vaults that have Shatter, and other species should stay out of Statue Form. Be especially weary of Petrify - if you don't have the willpower to resist it, avoid the ghost entirely.

History

  • Prior to 0.22, Jorgrun could cast Shatter.
  • Prior to 0.21, icy monsters took 4 or 5 dice of damage, water elementals took 1 dice, insubstantial creatures took 0, and the order that dice were applied was different. Pandemonium lords could cast this spell, and flight reduced the damage taken by player gargoyles and statues from 6 dice to 1.
  • Prior to 0.15, the range of Shatter was dependent on your Earth Magic skill.
  • Prior to 0.14, Shatter had a high chance of destroying potions not being carried.
  • Prior to 0.10, casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.