Difference between revisions of "Chain Lightning"

From CrawlWiki
Jump to: navigation, search
m (Strategy)
(monster version + version bump)
Line 1: Line 1:
{{version028}}
+
{{version029}}
 
{{spell info}}
 
{{spell info}}
 
'''Chain Lightning''' is a devastating but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]]. There is no way to actually ''aim'' the spell - when cast, the surge simply comes into being, blasting targets until it grounds out. It has a tendency to damage the caster, but they recieve a great reduction in damage.{{AttackSpell
 
'''Chain Lightning''' is a devastating but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]]. There is no way to actually ''aim'' the spell - when cast, the surge simply comes into being, blasting targets until it grounds out. It has a tendency to damage the caster, but they recieve a great reduction in damage.{{AttackSpell
Line 30: Line 30:
 
*[[Plant]]s, [[fungi]], and [[bush]]es are not valid targets for Chain Lightning, so they cannot extend the range of the spell.  
 
*[[Plant]]s, [[fungi]], and [[bush]]es are not valid targets for Chain Lightning, so they cannot extend the range of the spell.  
 
*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.
 
*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.
 +
 +
==Monster Version==
 +
Some monsters can cast Chain Lightning which functions identically to the player version. Watch out for Nikola's ''264'' damage, if you have no rElec and are adjacent to him.
 +
 +
{{monsters with spell}}
  
 
==History==
 
==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. Also, the spell's damage couldn't partially bypass resistance to electricity.
 
*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. Also, the spell's damage couldn't partially bypass resistance to electricity.
 
*Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]].
 
*Chain Lightning was added in [[0.1]], replacing [[Orb of Electrocution]].

Revision as of 20:25, 7 November 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
Chain lightning.png Chain Lightning
Level 9
School1 Air
School2 Conjuration
Source(s) Book of Annihilations
Casting noise 25
Spell noise 10
Power Cap 200
Flags Area
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,
but that the lightning ain't distributed right.”
-traditionally attributed to Samuel Clemens.

Chain Lightning is a devastating but unwieldy level 9 Conjurations/Air Magic spell which unleashes a massive surge of electricity. There is no way to actually aim the spell - when cast, the surge simply comes into being, blasting targets until it grounds out. It has a tendency to damage the caster, but they recieve a great reduction in damage.
Spell Details
Damage Formula 3d(2*Power/3) electricity
Max Damage 3d133
Max Power 200
Range LOS
Targeting LOS
To-hit Automatic
Special Partially irresistible

Mechanics

The initial arc strikes the nearest valid target. Each consecutive arc hits every valid target in LOS (including the caster and their allies) within three spaces of any victim of the previous arc, unless that target has already been hit. This continues until there are no new targets.

Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies. However, the caster is partially protected, taking only one-sixth damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20).

Strategy

Chain Lightning is a great spell for single targets, without the delays of Maxwell's Capacitive Coupling, but it also works nicely as an area-of-effect spell. Its arcs will hit targets, close or far, for decent damage, without penalty for targets hit. The optimal cast is against 1+ adjacent opponents, with the rest closely packed nearby. 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, bolstered by it partially ignoring electricity resistance.

However, as a level 9 spell, its tough to cast for a typical 3 rune character. Worshippers of Vehumet and/or those with high aptitude in magic (Tengu especially) are best suited to use this spell, while other characters can settle for spells like Lightning Bolt or Iron Shot.

Tips & Tricks

  • Wielding a staff of air provides a significant boost to damage, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
  • Plants, fungi, and bushes are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
  • 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.

Monster Version

Some monsters can cast Chain Lightning which functions identically to the player version. Watch out for Nikola's 264 damage, if you have no rElec and are adjacent to him.

The following enemies cast Chain Lightning:

The following enemies may be able to cast Chain Lightning, depending on their spell set:

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. Also, the spell's damage couldn't partially bypass resistance to electricity.
  • Chain Lightning was added in 0.1, replacing Orb of Electrocution.