Electrocution
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
The electrocution brand gives weapons a 25% chance to inflict 7 + 1d13
electricity damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.
Strategy
Since this brand deals a flat rate of damage - independent of actual weapon damage - electrocution works best on fast, low mindelay weapons (demon whips, quick blades, spears, whips, etc.). However, even for a "heavy" weapon type, this brand is competitive with the likes of flaming and freezing. As a bonus, few enemies resist electricity until you get to Zot and extended.
Electrocution's damage is completely independent from AC. Elec tends to be favored on faster weapons, though; the weapons themselves are reduced more by AC.
Comparisons
- Distortion is a flat effect that always deals more damage and has no resistance. Minor negatives: you can banish monsters with desirable gear, or blink them away from you.
- The pain brand starts to outdamage electrocution starting at 6.5 Necromancy skill. However, pain is resisted by more monster than electrocution.
History
- Prior to 0.28, electrocution had a 33% chance of activating.
- Prior to 0.15, this brand did 10-24 damage instead of 8-20.
- Prior to 0.14, discharges of electricity would occur when hitting monsters in water, damaging multiple targets nearby (including the player character).
- Prior to 0.13, this brand had no effect on flying monsters, considerably limiting its utility in certain branches.
Brands | |
---|---|
Melee weapons | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |