Difference between revisions of "Launch Clockwork Bee"
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==Strategy== | ==Strategy== | ||
This spell works well in corridors, as the bee is durable and heals a little when recharged. However, the channelling mechanic makes it dangerous to cast this spell when enemies are already able to attack you, whether they're in melee or have a ranged attack. | This spell works well in corridors, as the bee is durable and heals a little when recharged. However, the channelling mechanic makes it dangerous to cast this spell when enemies are already able to attack you, whether they're in melee or have a ranged attack. | ||
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| + | ==Monster Version== | ||
| + | This mostly works like the player version, though monsters get a few additional kindnesses like the original target not needing to still be in LoS by the time the bee launches (so that the player can't break the cast by just stepping backward). Recharging is handled as an ability of the dormant bee itself, where each turn it checks if its summoner is adjacent and then maybe grabs action energy from it to rewind itself in a way that looks like the caster took that action (but can easily work with any monster who has the spell). | ||
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| + | {{monsters with spell}} | ||
==History== | ==History== | ||
Revision as of 17:22, 27 April 2025
- This page is a stub. You could probably expand this page should you wish to do so.
| Constructs a mechanical bee and winds its clockwork mechanisms over several turns before unleashing it against a targeted foe. The bee is swift and powerful, but its clockwork quickly winds down as it attacks, eventually leaving it helpless and unable to move.
The caster may repair and rewind a dormant bee by attempting to move into it. Spellpower increases the number of attacks the bee may perform before going dormant. |
Launch Clockwork Bee is a level 3 Forgecraft spell that creates a fast and powerful-for-its-level mechanical bee. Casting the spell requires a hostile target to point it at, and then winding the bee's clockwork requires channelling it for several turns before it launches. The bee will fixate its attacks on the selected target while it lives (similar to how Haunt and Soul Splinter work), but can perform only a limited number of attacks before running out of power.
When the bee runs out of power, it falls dormant to the ground. The player can wind it back up again by attempting to move into its tile, which will refill it with energy and even heal it a little (and is a lot faster than channelling 4 turns to launch a new one). This costs 1 MP. Otherwise, if a dormant bee blocks your path, you can deconstruct it by pressing Ctrl+direction or * + direction.
Forgewrights start with this spell in their library.
Strategy
This spell works well in corridors, as the bee is durable and heals a little when recharged. However, the channelling mechanic makes it dangerous to cast this spell when enemies are already able to attack you, whether they're in melee or have a ranged attack.
Monster Version
This mostly works like the player version, though monsters get a few additional kindnesses like the original target not needing to still be in LoS by the time the bee launches (so that the player can't break the cast by just stepping backward). Recharging is handled as an ability of the dormant bee itself, where each turn it checks if its summoner is adjacent and then maybe grabs action energy from it to rewind itself in a way that looks like the caster took that action (but can easily work with any monster who has the spell).
The following enemies cast Launch Clockwork Bee:
- g
Sprozz
History
- In 0.33, this spell will be added to the game.