Difference between revisions of "Vhi's Electric Charge"

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m (Undo revision 80428 by Patrick2011b (talk) it turns out Vhi's electrolunge, which the commit actually referred to, is a separate spell not currently on the wiki)
m (+CBA; Vhi's electrolunge is the monster version added in trunk, and commit 6d05f22 suggests it only gets a different name so it gets a different description and shows the damage on xv)
 
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==History==
 
==History==
 +
{{CBA|0.32|[[player ghost]]s will replace this spell with '''Vhi's Electrolunge''', which deals damage based on HD instead of distance and weapon damage.}}
 
*Prior to [[0.31]], Vhi's Electric Charge was level 3.
 
*Prior to [[0.31]], Vhi's Electric Charge was level 3.
 
*Vhi's Electric Charge was added in [[0.30]], using the roll mechanic from [[Palentonga]].
 
*Vhi's Electric Charge was added in [[0.30]], using the roll mechanic from [[Palentonga]].

Latest revision as of 00:42, 19 May 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Vhi's electric charge.png Vhi's Electric Charge
Level 4
School1 Air
School2 Translocation
Source(s) Book of Lightning
Maxwell's Memoranda
Casting noise 4
Spell noise 0
Power Cap 50
Flags Not self
Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy melee attack on arrival. Additional electric damage will be dealt based on the length of the charge, the power of the spell, and the physical damage of the attack. The caster is wrapped in an envelope of twisted space, allowing them to safely pass through creatures, traps, and harmful terrain, and to displace creatures at their destination.

Vhi's Electric Charge is a level 4 Translocations/Air Magic spell which causes the user to charge at an enemy, bypassing most obstacles in the way.

Warpers start with this spell in their libraries.

Useful Info

When cast, the spell will move the user up to the target and make a boosted melee attack. You must be at least 2 tiles away from the target (i.e. this spell must move you at least 1 tile). It bypasses monsters, impassable liquids (deep water/lava), traps, and other hazards in your path. It can not pass through translucent walls/doors, iron grates, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise.

This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. Auxiliary attacks and cleaving still apply when charging, but you can't stab.

For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional power/1.5% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 to-hit.

This spell does not work if you cannot translocate (-Tele or Formicid's stasis) or move.

Strategy

The opposite of Lesser Beckoning, Vhi's Electric Charge allows you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you can use this spell to move and attack in the same turn. You'll avoid attacks of opportunity, too.

Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, it is not a particularly loud spell.

History

  • In 0.32, player ghosts will replace this spell with Vhi's Electrolunge, which deals damage based on HD instead of distance and weapon damage.
  • Prior to 0.31, Vhi's Electric Charge was level 3.
  • Vhi's Electric Charge was added in 0.30, using the roll mechanic from Palentonga.