Difference between revisions of "Shatter"

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{{Spell
 
{{Spell
 
|name=Shatter
 
|name=Shatter
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{{flavour|Causes an enormous burst of concussive force around the caster. Flying and gelatinous creatures can escape the worst effects, and insubstantial creatures are entirely uneffected, but all others will be gravely injured by the blast. It may also destroy nearby walls.}}
{{flavour|This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.}}
 
 
 
 
{{AttackSpell
 
{{AttackSpell
 
  |name=Shatter
 
  |name=Shatter
  |formula = 3d(5+Power/3)
+
  |formula = Nd(5+Power/3)
  |maxdmg = 3d(71.67)
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  |maxdmg = Nd72
 
  |maxsp = 200
 
  |maxsp = 200
  |range = 3+[[Earth Magic]]/5
+
  |range = 7
 
  |target = LOS
 
  |target = LOS
 
  |special = Destroys walls}}
 
  |special = Destroys walls}}
 +
'''Shatter''' is a level 9 [[Earth Magic]] spell which attacks all monsters (enemy or allied) in [[line of sight]], dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:
  
 +
==Chance to destroy walls==
 +
The following [[Dungeon]] features may be destroyed, but they will only be destroyed if they are in line of fire to the caster:
 +
*[[Door]]: 100%, whether they are open or closed
 +
*[[Iron grate]]: 100%
 +
*[[Statue]] or orcish idol: 50%
 +
*Rock, slimy or crystal wall: 33%
 +
*Tree: 33%
 +
*Stone wall: 25%
 +
*Metal wall: 15%
  
'''Shatter''' is a level 9 [[Earth Magic]] spell which attacks all monsters (enemy or allied) in a (3 + Earth Magic/5) radius, dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:
+
Shatter does not damage the caster (barring miscast effects).
*All [[potion]]s that are not being carried by you or a monster have a 90% chance of being destroyed. Do not cast this near your [[stash]].
 
*The following [[Dungeon]] features may be destroyed:
 
**[[Door]]s: 100%, whether they are open, closed, or secret
 
**[[Iron grate]]: 100%
 
**Inanimate [[statue]]s: 50%
 
**Green crystal [[wall]]s: 50%
 
**Rock wall: ([[Spell power]] / 4)% (Max 50%)
 
**Slimy wall: (Spell power / 4)% (Max 50%)
 
**Stone wall: (Spell power / 6)% (Max 33.3%)
 
**Metal wall: (Spell power / 10)% (Max 20%)
 
  
Shatter does not damage the player, even in [[Statue Form]] (barring miscast effects).
+
==Number of dice==
 +
===Monsters===
 +
The number of dice (N) that the Nd(5+power/3) damage roll has depends on the target. In the case of monsters, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.
 +
{| cellpadding="1" cellspacing="0" border="0" align="center"
 +
!align="left" style="width:28em;border-bottom:thin solid black;"|Target
 +
!align="right" style="width:3em;border-bottom:thin solid black;padding-left:1em;"|N
 +
|-
 +
|Monsters made from metal, stone or crystal
 +
|align="right" | 6
 +
|-
 +
|[[Insubstantial]] monsters
 +
|align="right" | 1
 +
|-
 +
|[[Petrify]]ing/Petrified (reduced later by petrification reduction)
 +
|align="right" | 6
 +
|-
 +
|Monsters made from ice or bone
 +
|align="right" | 6
 +
|-
 +
|Slimy monsters
 +
|align="right" | 1
 +
|-
 +
|[[Flying]] monsters
 +
|align="right" | 1
 +
|-
 +
|All other monsters
 +
|align="right" | 3
 +
|}
  
==Damage Modifiers==
+
===Players===
*Damage ×1.5: [[Ice beast]]s, [[Simulacrum|simulacra]], and [[ice statue]]s
+
In the case of players, the number of dice is as follows, where the '''first applicable condition''' on this list applies, and no other conditions further down the list can then apply.
*Damage ×2: [[Earth elemental]]s, [[clay golem]]s, [[stone golem]]s, [[gargoyle]]s, [[iron elemental]]s, [[iron golem]]s, [[metal gargoyle]]s, [[crystal golem]]s, [[silver statue]]s, [[orange crystal statue]]s, [[Roxanne]], [[skeleton]]s, [[skeletal warrior]]s, [[curse skull]]s, [[Murray]], and [[petrify]]ing monsters
+
 
*Damage ×4: [[petrify|Petrified]] monsters
+
{| cellpadding="1" cellspacing="0" border="0" align="center"
*Damage / 3: [[Fly]]ing or [[Levitation|levitating]] monsters, [[water elemental]]s, [[jellyfish]]es, and all slimes and jellies.
+
!align="left" style="width:28em;border-bottom:thin solid black;"|Target
*[[Insubstantial]] monsters take no damage from Shatter.
+
!align="right" style="width:3em;border-bottom:thin solid black;padding-left:1em;"|N
 +
|-
 +
|[[Wisp Form]]
 +
|align="right" | 1
 +
|-
 +
|[[Petrify]]ing/Petrified (reduced later by petrification reduction)
 +
|align="right" | 6
 +
|-
 +
|[[Gargoyle]]s
 +
|align="right" | 6
 +
|-
 +
|[[Statue Form]] or [[Ice Form]]
 +
|align="right" | 6
 +
|-
 +
|[[Flying]]
 +
|align="right" | 1
 +
|-
 +
|All other players
 +
|align="right" | 3
 +
|}
 +
 
 +
After the spell's damage is calculated, AC is applied in the usual way to the final damage. (Reduction by 1d(AC+1)-1)
  
 
==Strategy==
 
==Strategy==
Much like [[Fire Storm]], [[Ice Storm]], and [[Tornado]], Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. Effectively targeting everything on the screen with each casting, Shatter can function as a top-notch crowd control spell under the right circumstances. Better still, because its only spell school is Earth Magic, it takes less training to get it to a reliable casting success rate than its other elemental counterparts.
+
Much like [[Fire Storm]], [[Glaciate]], and [[Tornado]], Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. It effectively targets everything on the screen with each casting. This lets Shatter function as a top-notch crowd control spell under the right circumstances. Better still, because its only spell school is Earth Magic, it takes less training to get it to a reliable casting success rate than its other elemental counterparts.
 +
 
 +
However, Shatter is also much less versatile than the Storm spells. Flying and insubstantial enemies take much less damage than average, rendering it far less useful against [[list of dragons|dragons]], a large number of [[demon]]s (including all of the fiends), and [[orbs of fire]]. Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, it does shine under certain circumstances; virtually anything you'll encounter in [[the Tomb]] can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in [[lich form]] or worship [[Kikubaaqudgha]] to reduce the impact of their [[death curse]]s). Also, many of the late-game bosses lack flight and take full damage from it, and anything they summon will be pulverized in the process, making it an interesting alternative to [[Aura of Abjuration]]. Particular examples include:
 +
*{{monsterlink|Antaeus}}
 +
*{{monsterlink|Ereshkigal}}
 +
*{{monsterlink|Dispater}}
 +
*{{monsterlink|Mnoleg}}
 +
*{{monsterlink|Cerebov}}
 +
 
 +
Against individual targets, however, you will likely get more efficient damage output using [[Iron Shot]] or [[Lehudib's Crystal Spear]].
 +
 
 +
===Stealing runes===
 +
The fact that this spell quickly removes many walls, including those of stone or metal, actually gives it a surprising second use. Namely, it is useful for stealing ("ninja") runes from certain difficult areas of the game (most notably [[Pandemonium]] and [[Hell]]) simply by using the spell to open holes in the vaults that hold those runes. [[Apportation]] can then quickly get you the rune, or [[Haste]] and [[Swiftness]] if for some reason that is not an option. A well-timed teleport can then minimize your exposure to the (likely very angry) guardian of the rune.
 +
 
 +
==Monster version==
 +
{{monsterlink|Jorgrun}} and some '''[[player ghost]]s''' can also cast this spell.
 +
{{crawlquote|'''Power''': 5 + 4.5×HD<br>'''Damage''': 3d(5+Power/3)}}
 +
In the case of Jorgrun, it usually deals around 3d29 damage.
  
However, Shatter is also much less versatile than the Storm spells. Flying enemies take much less damage than average, rendering it much less useful against [[orbs of fire]], most [[list of dragons|dragons]], and a large number of [[demon]]s (including all of the fiends). Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, it does shine under certain circumstances; anything you'll encounter in [[the Tomb]] can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in [[lich form]] or worship [[Kiku]] to reduce the impact of their [[death curse]]s). Also, many of the late-game bosses lack flight and take full damage from it, and anything they summon will be pulverized in the process, making it an interesting alternative to [[Mass Abjuration]]:
+
Flying will reduce the damage you take from Shatter by 67% (taking 1 dice instead of 3), therefore you should always fly when fighting an enemy who can cast Shatter (most of the time, this will be Jorgrun).
*[[Geryon]]
 
*[[Antaeus]]
 
*[[Ereshkigal]]
 
*[[Dispater]]
 
*[[Mnoleg]]
 
*[[Cerebov]]
 
  
For individual targets, however, you will likely get more efficient damage output using [[Iron Shot]] or [[Lehudib's Crystal Spear]].
+
However, being petrified or otherwise rendered vulnerable to Shatter greatly increases the amount of damage you take; vulnerable players take double the normal amount of damage (6 dice instead of 3) and cannot reduce this damage by flying. [[Gargoyle]]s in particular should avoid monsters with Shatter at all costs, and other species should avoid using [[Statue Form]] or [[Ice Form]]. Jorgrun, of course, is capable of casting [[Petrify]]; if he manages to tag you with it, '''immediately''' either drink a [[potion of cancellation]] or, failing that, read a [[scroll of teleportation]]. If you don't have enough [[magic resistance]] to reliably resist his Petrify, highly consider avoiding him entirely.
  
 
==History==
 
==History==
Prior to [[0.10]], casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters will only be damaged if the wall is shattered in the process.
+
*Prior to [[0.21]], icy monsters took 4 or 5 dice of damage, water elementals took 1 dice, insubstantial creatures took 0, and the order that dice were applied was different. Pandemonium lords could cast this spell, and flight reduced the damage taken by player gargoyles and statues from 6 dice to 1.
 +
*Prior to [[0.15]], the range of Shatter was dependent on your [[Earth Magic]] skill.
 +
*Prior to [[0.14]], Shatter had a high chance of destroying potions not being carried.
 +
*Prior to [[0.10]], casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.

Revision as of 02:42, 29 May 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Shatter.png Shatter
Level 9
School1 Earth
Source(s)
Casting noise 7
Spell noise 30
Causes an enormous burst of concussive force around the caster. Flying and gelatinous creatures can escape the worst effects, and insubstantial creatures are entirely uneffected, but all others will be gravely injured by the blast. It may also destroy nearby walls.
Spell Details
Damage Formula Nd(5+Power/3)
Max Damage Nd72
Max Power 200
Range 7
Targeting LOS
To-hit
Special Destroys walls

Shatter is a level 9 Earth Magic spell which attacks all monsters (enemy or allied) in line of sight, dealing unavoidable physical damage. Against particularly vulnerable monsters (those made of stone, metal, crystal, bone, or ice) this spell deals devastating amounts of damage, while resistant opponents will only be lightly injured or remain completely unscathed. The spell also affects many objects in your line of sight:

Chance to destroy walls

The following Dungeon features may be destroyed, but they will only be destroyed if they are in line of fire to the caster:

  • Door: 100%, whether they are open or closed
  • Iron grate: 100%
  • Statue or orcish idol: 50%
  • Rock, slimy or crystal wall: 33%
  • Tree: 33%
  • Stone wall: 25%
  • Metal wall: 15%

Shatter does not damage the caster (barring miscast effects).

Number of dice

Monsters

The number of dice (N) that the Nd(5+power/3) damage roll has depends on the target. In the case of monsters, the number of dice is as follows, where the first applicable condition on this list applies, and no other conditions further down the list can then apply.

Target N
Monsters made from metal, stone or crystal 6
Insubstantial monsters 1
Petrifying/Petrified (reduced later by petrification reduction) 6
Monsters made from ice or bone 6
Slimy monsters 1
Flying monsters 1
All other monsters 3

Players

In the case of players, the number of dice is as follows, where the first applicable condition on this list applies, and no other conditions further down the list can then apply.

Target N
Wisp Form 1
Petrifying/Petrified (reduced later by petrification reduction) 6
Gargoyles 6
Statue Form or Ice Form 6
Flying 1
All other players 3

After the spell's damage is calculated, AC is applied in the usual way to the final damage. (Reduction by 1d(AC+1)-1)

Strategy

Much like Fire Storm, Glaciate, and Tornado, Shatter lives up to its level 9 spell status, allowing the player to do obscene amounts of damage in a very short amount of time. It effectively targets everything on the screen with each casting. This lets Shatter function as a top-notch crowd control spell under the right circumstances. Better still, because its only spell school is Earth Magic, it takes less training to get it to a reliable casting success rate than its other elemental counterparts.

However, Shatter is also much less versatile than the Storm spells. Flying and insubstantial enemies take much less damage than average, rendering it far less useful against dragons, a large number of demons (including all of the fiends), and orbs of fire. Even when it does clear the screen, the spell is so loud that it can attract plenty of reinforcements. However, it does shine under certain circumstances; virtually anything you'll encounter in the Tomb can be put to rest by spamming this spell a few times, making it excellent not only for breaking into the place but also for subduing its angry inhabitants if they decide to swarm you (though you may want to be in lich form or worship Kikubaaqudgha to reduce the impact of their death curses). Also, many of the late-game bosses lack flight and take full damage from it, and anything they summon will be pulverized in the process, making it an interesting alternative to Aura of Abjuration. Particular examples include:

Against individual targets, however, you will likely get more efficient damage output using Iron Shot or Lehudib's Crystal Spear.

Stealing runes

The fact that this spell quickly removes many walls, including those of stone or metal, actually gives it a surprising second use. Namely, it is useful for stealing ("ninja") runes from certain difficult areas of the game (most notably Pandemonium and Hell) simply by using the spell to open holes in the vaults that hold those runes. Apportation can then quickly get you the rune, or Haste and Swiftness if for some reason that is not an option. A well-timed teleport can then minimize your exposure to the (likely very angry) guardian of the rune.

Monster version

g Jorgrun.png Jorgrun and some player ghosts can also cast this spell.

Power: 5 + 4.5×HD
Damage: 3d(5+Power/3)

In the case of Jorgrun, it usually deals around 3d29 damage.

Flying will reduce the damage you take from Shatter by 67% (taking 1 dice instead of 3), therefore you should always fly when fighting an enemy who can cast Shatter (most of the time, this will be Jorgrun).

However, being petrified or otherwise rendered vulnerable to Shatter greatly increases the amount of damage you take; vulnerable players take double the normal amount of damage (6 dice instead of 3) and cannot reduce this damage by flying. Gargoyles in particular should avoid monsters with Shatter at all costs, and other species should avoid using Statue Form or Ice Form. Jorgrun, of course, is capable of casting Petrify; if he manages to tag you with it, immediately either drink a potion of cancellation or, failing that, read a scroll of teleportation. If you don't have enough magic resistance to reliably resist his Petrify, highly consider avoiding him entirely.

History

  • Prior to 0.21, icy monsters took 4 or 5 dice of damage, water elementals took 1 dice, insubstantial creatures took 0, and the order that dice were applied was different. Pandemonium lords could cast this spell, and flight reduced the damage taken by player gargoyles and statues from 6 dice to 1.
  • Prior to 0.15, the range of Shatter was dependent on your Earth Magic skill.
  • Prior to 0.14, Shatter had a high chance of destroying potions not being carried.
  • Prior to 0.10, casting Shatter near permarock walls would damage monsters on the other side. After 0.10, monsters are only damaged if the wall is shattered in the process.