Tornado
Tornado | |
---|---|
Level | 9 |
School1 | Air |
Source(s) | |
Casting noise | 7 |
Spell noise | ~15 (depends on radius and delay of your last action) |
Turns the air around the caster into a mighty vortex, doing tremendous damage to everyone caught in it. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The spell's effectiveness is greatly diminished in closed areas. After the tornado fades, it cannot be called forth again for a short time. |
Tornado is a level 9 Air Magic spell which creates a vortex of raging wind around you.
Useful Info
Tornado creates clouds of raging wind, dealing a base of 9d(pow/15)
physical damage per 1.0 turn.
The damage is then adjusted by:
- Percentage of tiles open. In tight spaces, damage is reduced. Damage is multiplied by the ratio,
(tiles with wind) / (tiles that could have wind)
. - "Duration-radius" factor. Creatures on the outside of the vortex will receive the most damage.
Tornado's radius is equal to sqrt(aut_passed) * 7/5
, max. 5 tiles. Creatures and clouds caught inside will rotate in a counterclockwise fashion. The "rotation" is a square shape, and done at a rate of ~1 full rotation per 6 turns.
While casting the spell, the caster and anything caught inside will fly for a short period of time. Once it ends, there's a grace period of 1 turn until flight ends. Monsters won't make any effort to avoid falling into deep water or lava.
Tornado lasts for 6 turns. It immediately ends if you blink or teleport, or if you enter another floor. After it ends, it has a cooldown of 3.5 - 4.5 turns.
Creatures with rTornado (Sojobo, air elementals) are immune to this spell. Also, those who are currently casting Tornado are immune to hostile Tornadoes.
Strategy
While Tornado has worse damage/turn than other level 9 spells, it has great MP efficiency and irresistible damage. For a single, 9 MP cast, you'll get up to 6 turns of damage. Plus, you can cast other spells while the tornado is running. Great in an open area, especially against crowds.
The downsides (other than damage/turn) mostly stem from the tornado mechanic itself. It is much weaker in a cramped area. For most of the duration, the tornado has a short radius. And, the spell has a lengthy cooldown.
As a single school spell, Tornado is easier to train than the likes of Fire Storm. Regardless, as a level 9 spell, it is a significant XP investment (for a 3 rune game). In a 3 rune game, training for a level 9 spell usually means sacrificing on your defenses. But, for a low-range, damage over time spell that excels in open areas, you'll want good defenses. Tornado can still be worth it, but don't rush for it.
Tips & Tricks
- When the radius is 5, the amount of noise is 15. This number is multiplied by the delay of your last action (in auts) and divided by 10.
- Any trees within Tornado's range have a chance of being destroyed by the spell.
- Be careful not to use Blink while the spell is up unless you specifically want to end its effects.
History
- In 0.27, Tornado was replaced with Polar Vortex. Polar Vortex is functionally similar, but is a level 9 Ice Magic spell which deals 33% more damage and is 40% resistible by cold. rTornado/rVortex was also removed from air elementals and Sojobo.
- Prior to 0.22, rTornado was called wind resistance, and also affected Airstrike.
- Prior to 0.17, Tornado was a circle (range 6) and rotated circularly.
- Prior to 0.10, Tornado was slightly weaker.
- Prior to 0.9, Tornado had stronger damage, didn't rotate monsters around, and didn't have a cooldown, but had a negative spell enhancer.
- Tornado was added in 0.8.