Difference between revisions of "Vhi's Electric Charge"

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(barebones CBA page. description could be better. Relevant line for damage bonus @ spl-transloc.cc#727, which is divided by 150 in melee-attack.cc)
 
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This spell uses your melee attack for damage. It takes 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. It takes 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 2x damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5<code>% electric damage - another +33% at max power - and gain +5 [[to-hit]]. Damage bonuses are additive, for a total of 2.33x damage against non-resistant targets.  
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For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of 2x damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5</code>% electric damage - another +33% at max power - and gain +5 [[to-hit]]. Damage bonuses are additive, for a total of 2.33x damage against non-resistant targets.  
  
 
==History==
 
==History==

Revision as of 22:51, 27 December 2022

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. It bypasses traps and other hazards, but not impassible terrain or monsters. If there is an invisible monster on the intended, then the spell "does its darned best" to displace it.

This spell uses your melee attack for damage. It takes 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 2x damage at 3 tiles. Regardless of distance, you will deal an additional power/1.5% electric damage - another +33% at max power - and gain +5 to-hit. Damage bonuses are additive, for a total of 2.33x damage against non-resistant targets.

History

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