Difference between revisions of "Vhi's Electric Charge"

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==Strategy==
 
==Strategy==
The opposite of [[Lesser Beckoning]], Vhi's Electric Charge allow you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you use this spell to move and attack in the same turn. You'll get to avoid [[attacks of opportunity]], too.
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The opposite of [[Lesser Beckoning]], Vhi's Electric Charge allow you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you use this spell to move and attack in the same turn. You'll avoid [[attacks of opportunity]], too.
 
   
 
   
 
Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, this is not a particularly loud spell.
 
Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, this is not a particularly loud spell.

Revision as of 10:06, 10 May 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
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Vhi's electric charge.png Vhi's Electric Charge
Level 4
School1 Air
School2 Translocation
Source(s) Book of Lightning
Maxwell's Memoranda
Casting noise 4
Spell noise 0
Power Cap 50
Flags Not self
Sends the caster hurtling at a chosen nearby enemy, launching a high-accuracy melee attack on arrival. Additional electric damage will be dealt based on the length of the charge, the power of the spell, and the physical damage of the attack. The caster is wrapped in an envelope of twisted space, allowing them to safely pass through creatures, traps, and harmful terrain, and to displace creatures at their destination.

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

Warpers start with this spell in their libraries.

Useful Info

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.

Strategy

The opposite of Lesser Beckoning, Vhi's Electric Charge allow you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you use this spell to move and attack in the same turn. You'll avoid attacks of opportunity, too.

Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, this is not a particularly loud spell.

History

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

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