Difference between revisions of "Deflect Missiles"

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{{version|0.19}}
{{Spell
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{{spell info}}
|name=Deflect Missiles
 
|level=6
 
|school1={{Charms}}
 
|school2={{Air Magic}}
 
|school3=
 
|sources=<div>
 
*[[Book of Enchantments]]
 
*[[Book of the Sky]]
 
</div>
 
|castingnoise=3
 
|spellnoise=0
 
}}
 
{{Flavour|This spell protects the caster from all kinds of projectile attacks, by slowing them and somewhat diverting their path. Successfully deflecting an incoming projectile still requires a reflexive action (your ability to do so is measured by the Evasion stat), but unlike lesser spells like Repel Missiles, Deflect Missiles typically makes this so easy that even a drunk plate-clad orc can do it.}}
 
  
'''Deflect Missiles''' is a level 6 [[Charms]]/[[Air Magic]] spell which strongly protects the caster from ranged attacks. It reduces the [[to-hit]] of ranged attacks against the caster to a random value between:
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'''Deflect Missiles''' is a level 6 [[Charms]]/[[Air Magic]] spell which strongly protects the caster from ranged attacks.
*vs Single-Target Beams: 0% - 50% of its normal value
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*vs Bolts: 0% - 66% of its normal value
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==Effect==
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Once cast Deflecting Missiles (DMsl) status is gained. This status will not time out, instead on each successful deflection there is one in 2 + power / 8 chance of losing the status. The status can also be lost by magic-dispelling effects (like [[potion of cancellation]] or [[Quicksilver Bolt]]) or forgetting the spell.
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While active Deflect Missiles reduces the [[to-hit]] of ranged attacks against the caster to a random value between:
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*vs single-target beams: 0% - 50% of its normal value
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*vs penetrating bolts: 0% - 66% of its normal value
 
This spell only helps you to [[ev]]ade ranged attacks; it has no effect on your ability to [[SH|block]] them.
 
This spell only helps you to [[ev]]ade ranged attacks; it has no effect on your ability to [[SH|block]] them.
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Deflect Missiles is a more advanced version of [[Repel Missiles]] and it's effect overrides Repel Missiles' effect.
  
 
==Strategy==
 
==Strategy==
This spell gives a very good amount of protection, but there are still a few ranged attacks than can ignore it, among them such nasty things as [[Hellfire]], [[Torment]], and [[Fireball]], as well as all [[Hexes]]. Even so, it can be very useful in places like the last level of [[the Shoals]] ([[merfolk javelineer]]s), the last level of the [[Elven Halls]] ([[deep elf master archer]]s), or [[Zot:5]] ([[electric golem]]s, [[ancient lich]]es).
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This spell gives a very good amount of protection, but there are still a few ranged attacks than can ignore it, among them such nasty things as [[Hellfire]], [[Torment]], and [[Fireball]], as well as all [[Hexes]]. Even so, it can be very useful in places like the last level of [[the Shoals]] ([[merfolk javelineer]]s), the last level of the [[Elven Halls]] ([[deep elf master archer]]s), or [[Zot]] ([[electric golem]]s, [[ancient lich]]es).
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Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that [[Repel Missiles]] and a good [[EV]] ''or'' [[AC]] won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a DEFE to conquer [[the Realm of Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells.
  
Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that [[Repel Missiles]] and a good [[EV]] ''or'' [[AC]] won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a DEFE to conquer [[the Realm of Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells. Characters that are more hybridized are often better served saving that 6 MP for another Conjuration, or a spell like [[Haste]].
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==History==
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Prior to [[0.14]], Deflecting Missiles status expired based on a timer.

Revision as of 15:54, 14 November 2016

Version 0.19: This article may not be up to date for the latest stable release of Crawl.

Deflect Missiles

Deflect Missiles is a level 6 Charms/Air Magic spell which strongly protects the caster from ranged attacks.

Effect

Once cast Deflecting Missiles (DMsl) status is gained. This status will not time out, instead on each successful deflection there is one in 2 + power / 8 chance of losing the status. The status can also be lost by magic-dispelling effects (like potion of cancellation or Quicksilver Bolt) or forgetting the spell.

While active Deflect Missiles reduces the to-hit of ranged attacks against the caster to a random value between:

  • vs single-target beams: 0% - 50% of its normal value
  • vs penetrating bolts: 0% - 66% of its normal value

This spell only helps you to evade ranged attacks; it has no effect on your ability to block them.

Deflect Missiles is a more advanced version of Repel Missiles and it's effect overrides Repel Missiles' effect.

Strategy

This spell gives a very good amount of protection, but there are still a few ranged attacks than can ignore it, among them such nasty things as Hellfire, Torment, and Fireball, as well as all Hexes. Even so, it can be very useful in places like the last level of the Shoals (merfolk javelineers), the last level of the Elven Halls (deep elf master archers), or Zot (electric golems, ancient liches).

Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that Repel Missiles and a good EV or AC won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a DEFE to conquer the Realm of Zot with 8 AC and 16 EV if they make very judicious use of this and other utility spells.

History

Prior to 0.14, Deflecting Missiles status expired based on a timer.