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.
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 0.14, 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.
|Melee weapons||Antimagic • Chaos • Distortion • Dragon slaying • Draining • Electrocution • Flaming • Freezing • Holy wrath • Pain • Protection • Reaching • Reaping • Returning • Speed • Vampiric • Venom • Vorpal|
|Launchers||Electrocution • Evasion • Flame • Frost • Penetration • Speed • Venom • Vorpal|
|Throwing weapons||Confusion • Curare • Dispersal • Exploding • Frenzy • Paralysis • Penetration • Poisoned • Returning • Silver • Sleep • Steel|