Difference between revisions of "Ignition"
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==Strategy== | ==Strategy== | ||
While Ignition deal less damage than [[Fireball]] against lone targets, it hits every enemy on the screen, and the explosions can overlap. This makes it a great spell against groups (that are not resistant to fire). | While Ignition deal less damage than [[Fireball]] against lone targets, it hits every enemy on the screen, and the explosions can overlap. This makes it a great spell against groups (that are not resistant to fire). | ||
− | * Great in naturally packed areas, like [[Vaults]]:5, [[the Tomb]], or later floors of a [[Ziggurat]]. | + | *Great in naturally packed areas, like [[Vaults]]:5, [[the Tomb]], or later floors of a [[Ziggurat]]. |
− | * Since Ignition works against [[summon]]ed creatures, it is good against summoners like [[mummy priest]]s. | + | *Since Ignition works against [[summon]]ed creatures, it is good against summoners like [[mummy priest]]s. |
− | * Works great on [[the Royal Jelly]]. Once a few jellies have spilled out, just 2-3 casts are enough to kill TRJ and most of its allies. Just watch out for [[rockslime]]s afterwards, who take little from Ignition. | + | *Works great on [[the Royal Jelly]]. Once a few jellies have spilled out, just 2-3 casts are enough to kill TRJ and most of its allies. Just watch out for [[rockslime]]s afterwards, who take little from Ignition. |
===Tips & Tricks=== | ===Tips & Tricks=== | ||
− | * Allies are never harmed by this spell, making it desirable when using allies that are not protected from friendly fire (such as [[Summonings]], [[Necromancy]], and [[Beogh]] followers). | + | *Allies are never harmed by this spell, making it desirable when using allies that are not protected from friendly fire (such as [[Summonings]], [[Necromancy]], and [[Beogh]] followers). |
==History== | ==History== | ||
*Ignition was added in [[0.20]]. | *Ignition was added in [[0.20]]. |
Latest revision as of 14:37, 7 November 2024
Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Ignition | |
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Level | 8 |
School1 | Fire |
Source(s) | Everburning Encyclopedia Book of Spontaneous Combustion |
Casting noise | 8 |
Spell noise | 15 |
Power Cap | 200 |
Flags | Area |
All foes in the caster's surroundings are engulfed in balls of fire. The caster and their allies are protected from the fire and will never be harmed by this spell. |
Spell Details | |
---|---|
Damage Formula | 3d(3.33+Power/9) fire |
Max Damage | 3d(25) |
Max Power | 200 |
Range | LOS |
Targeting | LOS |
To-hit | |
Special | Cloud, AOE |
Ignition is a level 8 Fire Magic spell which creates a 3x3 fireball (somewhat weaker than the Fireball spell) around every enemy in sight. Explosions do not harm the user or their allies. All explosions are created instantly; even if an enemy would die from an explosion, it still creates an explosion.
Strategy
While Ignition deal less damage than Fireball against lone targets, it hits every enemy on the screen, and the explosions can overlap. This makes it a great spell against groups (that are not resistant to fire).
- Great in naturally packed areas, like Vaults:5, the Tomb, or later floors of a Ziggurat.
- Since Ignition works against summoned creatures, it is good against summoners like mummy priests.
- Works great on the Royal Jelly. Once a few jellies have spilled out, just 2-3 casts are enough to kill TRJ and most of its allies. Just watch out for rockslimes afterwards, who take little from Ignition.
Tips & Tricks
- Allies are never harmed by this spell, making it desirable when using allies that are not protected from friendly fire (such as Summonings, Necromancy, and Beogh followers).
History
- Ignition was added in 0.20.