Difference between revisions of "Vhi's Electric Charge"

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This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when making rolling attacks, but you can't [[stab]].
 
This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when making rolling attacks, but you can't [[stab]].
  
For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5</code>% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal 233% damage against non-resistant targets. In addition, this attack gains +5 [[to-hit]].
+
For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5</code>% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 [[to-hit]].
  
 
This spell does not work if you cannot translocate ([[Dimension Anchor|-Tele]] or [[Formicid]]'s [[stasis]]) or move.
 
This spell does not work if you cannot translocate ([[Dimension Anchor|-Tele]] or [[Formicid]]'s [[stasis]]) or move.

Revision as of 06:55, 13 April 2023

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
This page is a stub. You could probably expand this page should you wish to do so.

Vhi's Electric Charge is a level 3 Translocations/Air Magic spell.

Warpers start with this spell in their libraries.

Effect

When cast, the spell will move the user up to the target and attack. You must be at least 2 tiles away from the target (e.g this spell must move you at least 1 tile). It bypasses traps and other hazards, but not impassible terrain or monsters. If there is an invisible monster you can't see on the intended tile, then the spell "does its darned best" to displace it.

This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. Auxiliary attacks and cleaving still apply when making rolling attacks, but you can't stab.

For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional power/1.5% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 to-hit.

This spell does not work if you cannot translocate (-Tele or Formicid's stasis) or move.

History

This spell will be added in 0.30, using the roll mechanic from Palentonga.