Difference between revisions of "Electrocution"

From CrawlWiki
Jump to: navigation, search
m (Tips & Tricks)
(update to .18: damage reduced, noise removed)
Line 1: Line 1:
{{version014}}
+
{{version018}}
The '''electrocution''' [[brand]] gives [[weapon]]s a 33% chance to inflict 9 + 1d15 [[HP]] of [[electricity]] damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.
+
The '''electrocution''' [[brand]] gives [[weapon]]s a 33% chance to inflict 7 + 1d13 [[HP]] of [[electricity]] damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.
  
 
When wielded, electrocution weapons make a crackling sound if you can hear it; otherwise you will notice sparks flying from it. Either way, the weapon is [[identified]].
 
When wielded, electrocution weapons make a crackling sound if you can hear it; otherwise you will notice sparks flying from it. Either way, the weapon is [[identified]].
Line 6: Line 6:
 
==Tips & Tricks==
 
==Tips & Tricks==
 
*Since the brand inflicts a flat rate of damage independent of the damage your weapon does, electrocution brands work best on a fast weapon with low base delay ([[demon whip]]s, [[quick blade]]s, [[spear]]s, [[whip]]s, etc.).
 
*Since the brand inflicts a flat rate of damage independent of the damage your weapon does, electrocution brands work best on a fast weapon with low base delay ([[demon whip]]s, [[quick blade]]s, [[spear]]s, [[whip]]s, etc.).
*Adding 10-24 damage per hit can devastate dangerous enemies throughout the game. However, there are a number of [[:Category:Electricity resistance|electricity resistant enemies]] to watch out for. Consider carrying a backup weapon for these situations. A [[pain (brand)|pain]] branded weapon coupled with decent [[Necromancy]] skill is an alternative option for flat damage on fast weapons, and will reliably outperform electrocution (starting at skill 12), but comes with its own enemy immunity issues.
+
*Adding 8-20 damage per hit can devastate dangerous enemies throughout the game. However, there are a number of [[:Category:Electricity resistance|electricity resistant enemies]] to watch out for. Consider carrying a backup weapon for these situations. A [[pain (brand)|pain]] branded weapon coupled with decent [[Necromancy]] skill is an alternative option for flat damage on fast weapons, and will reliably outperform electrocution (starting at skill 10), but comes with its own enemy immunity issues.
*Although this brand is supposed to make a significant amount of [[noise]] when it activates, a glitch in the game currently prevents this from happening.
 
  
 
==History==
 
==History==
 
Prior to '''0.X''', attacking a target standing in water with an electrocution-branded weapon would cause electricity to race through all adjacent water tiles, lightly damaging anything there (possibly including you!).
 
Prior to '''0.X''', attacking a target standing in water with an electrocution-branded weapon would cause electricity to race through all adjacent water tiles, lightly damaging anything there (possibly including you!).
 +
 +
Prior to [[0.15]], this brand did 10-24 damage instead of 8-20.
  
 
Prior to [[0.13]], this brand had no effect on flying monsters, considerably limiting its utility in certain branches.
 
Prior to [[0.13]], this brand had no effect on flying monsters, considerably limiting its utility in certain branches.

Revision as of 00:34, 4 September 2016

Version 0.18: This article may not be up to date for the latest stable release of Crawl.

The electrocution brand gives weapons a 33% chance to inflict 7 + 1d13 HP of electricity damage per hit, regardless of the damage done by the weapon itself. Electricity resistant monsters do not take any extra damage.

When wielded, electrocution weapons make a crackling sound if you can hear it; otherwise you will notice sparks flying from it. Either way, the weapon is identified.

Tips & Tricks

  • Since the brand inflicts a flat rate of damage independent of the damage your weapon does, electrocution brands work best on a fast weapon with low base delay (demon whips, quick blades, spears, whips, etc.).
  • Adding 8-20 damage per hit can devastate dangerous enemies throughout the game. However, there are a number of electricity resistant enemies to watch out for. Consider carrying a backup weapon for these situations. A pain branded weapon coupled with decent Necromancy skill is an alternative option for flat damage on fast weapons, and will reliably outperform electrocution (starting at skill 10), but comes with its own enemy immunity issues.

History

Prior to 0.X, attacking a target standing in water with an electrocution-branded weapon would cause electricity to race through all adjacent water tiles, lightly damaging anything there (possibly including you!).

Prior to 0.15, this brand did 10-24 damage instead of 8-20.

Prior to 0.13, this brand had no effect on flying monsters, considerably limiting its utility in certain branches.

Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver