Difference between revisions of "Chain Lightning"
m (+ invisible moster note) |
(i dont know how this spell words) |
||
Line 1: | Line 1: | ||
− | {{ | + | {{version027}} |
{{getatkinfo}} | {{getatkinfo}} | ||
{{Spell | {{Spell | ||
Line 14: | Line 14: | ||
}} | }} | ||
− | {{Flavour| | + | {{Flavour|Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity. |
---- | ---- | ||
Line 22: | Line 22: | ||
-traditionally attributed to Samuel Clemens}} | -traditionally attributed to Samuel Clemens}} | ||
− | '''Chain Lightning''' is a devastating but | + | '''Chain Lightning''' is a devastating but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]]. When cast, it leaps from target to target, always going outwards. Its damage decreases as targets get further away. There is no way to actually ''aim'' the spell - when cast, the surge simply comes into being, blasting the nearest target and wreaking havoc among nearby units until its power is spent and it grounds out. Any unit, including you and your allies, is treated as a valid target, even if the target is invisible, and the spell is capable of zipping around corners or going beyond your [[line of sight]]. But where the spell goes exactly is determined by the [[RNG]]. |
− | |||
− | |||
Also, the spell has a tendency to deal damage to the caster, though much less than it inflicts on enemies. With rElec, this damage is almost negligible, rarely reaching beyond single digits. With decent AC, it's even less of a concern. Casters with low AC and no electricity resistance may take significantly more (15-20 is not unreasonable), and should be mindful of the risk. | Also, the spell has a tendency to deal damage to the caster, though much less than it inflicts on enemies. With rElec, this damage is almost negligible, rarely reaching beyond single digits. With decent AC, it's even less of a concern. Casters with low AC and no electricity resistance may take significantly more (15-20 is not unreasonable), and should be mindful of the risk. | ||
===Mechanics=== | ===Mechanics=== | ||
− | + | {{stub}} | |
==Strategy== | ==Strategy== | ||
− | *As an area-of-effect spell for taking out | + | *As an area-of-effect spell for taking out many threats (close or far). Chain Lightning works well enough, hitting several nearby targets for decent damage regardless of how they're spaced. It receives its full potential with at least one opponent close to you. At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At maxed out spell power, it becomes one of the most potent damage sources in the game, even partially bypassing electricity resistance. |
*Wielding a [[staff of air]] provides a significant boost to both damage per jump and number of jumps, ''and'' grants you resistance to the self-damage; definitely consider wielding one if you can find it. | *Wielding a [[staff of air]] provides a significant boost to both damage per jump and number of jumps, ''and'' grants you resistance to the self-damage; definitely consider wielding one if you can find it. | ||
*Remember that [[plant]]s, [[fungi]], and [[bush]]es are all valid targets for Chain Lightning, and that they'll take their share of the damage, reducing the spell's effectiveness. When possible, lure your intended target away from any such harmless creatures. | *Remember that [[plant]]s, [[fungi]], and [[bush]]es are all valid targets for Chain Lightning, and that they'll take their share of the damage, reducing the spell's effectiveness. When possible, lure your intended target away from any such harmless creatures. | ||
Line 38: | Line 36: | ||
==History== | ==History== | ||
− | Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]]. | + | *The spell was reworked in [[0.27]]. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell that went from target to target, dealing reduced damage each time. |
+ | *Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]]. | ||
+ | |||
+ | [[Category: Crystal Ball Articles]] |
Revision as of 11:16, 29 July 2021
Chain Lightning | |
---|---|
Level | 8 |
School1 | Air |
School2 | Conjuration |
Source(s) | |
Casting noise | 8 |
Spell noise | 25 |
Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity.
“The trouble ain't that there is too many fools, |
Chain Lightning is a devastating but unwieldy level 9 Conjurations/Air Magic spell which unleashes a massive surge of electricity. When cast, it leaps from target to target, always going outwards. Its damage decreases as targets get further away. There is no way to actually aim the spell - when cast, the surge simply comes into being, blasting the nearest target and wreaking havoc among nearby units until its power is spent and it grounds out. Any unit, including you and your allies, is treated as a valid target, even if the target is invisible, and the spell is capable of zipping around corners or going beyond your line of sight. But where the spell goes exactly is determined by the RNG.
Also, the spell has a tendency to deal damage to the caster, though much less than it inflicts on enemies. With rElec, this damage is almost negligible, rarely reaching beyond single digits. With decent AC, it's even less of a concern. Casters with low AC and no electricity resistance may take significantly more (15-20 is not unreasonable), and should be mindful of the risk.
Mechanics
- This page is a stub. You could probably expand this page should you wish to do so.
Strategy
- As an area-of-effect spell for taking out many threats (close or far). Chain Lightning works well enough, hitting several nearby targets for decent damage regardless of how they're spaced. It receives its full potential with at least one opponent close to you. At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At maxed out spell power, it becomes one of the most potent damage sources in the game, even partially bypassing electricity resistance.
- Wielding a staff of air provides a significant boost to both damage per jump and number of jumps, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
- Remember that plants, fungi, and bushes are all valid targets for Chain Lightning, and that they'll take their share of the damage, reducing the spell's effectiveness. When possible, lure your intended target away from any such harmless creatures.
- Followers of Beogh, Yredelemnul, or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
History
- The spell was reworked in 0.27. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell that went from target to target, dealing reduced damage each time.
- Chain Lightning was added in 0.1, replacing Orb of Electrocution.