3/30/2023 0 Comments Spell queueThis can happen to the player, though it can be prevented with the Melee Immunity perk. This damage type has the unique ability to instantly kill creatures who are frozen (as per the Freeze Charge effect, Circle of Stillness, or certain enemy abilities) when it is dealt. The only spells which deal this type of damage are Tentacle and its relatives. The player also deals this type of damage with kicking. Melee damage is mostly dealt by contact damage from lunging or charging enemies. For example, Nuke does not deal 1000 damage, but 250. There is a bug which causes explosion damage values listed on the projectile spell cards are displayed four times larger than they actually are. More often than not, spells which deal explosion damage will also light fires. The explosion damage component of such spells is usually the majority of the damage dealt, making such spells good at dealing with robotic enemies (which are resistant to both slice and projectile (basic) damage). There are many sources of explosion damage, not only from spells but also environmental objects such as barrels. Most spells with this damage type will electrify the wands that they're in.Įxplosion damage is almost always a secondary damage type caused by explosive spells, such as Firebolt. It is often paired with explosive damage. It will often stun creatures, causing them to be immobilized for a short time, unable to act and making them very vulnerable to follow-up attacks. Most creatures will be set on fire, making them run around in panic and ignore all threats.Įlectrical damage is a more uncommon damage type inflicted by certain enemies, traps and a few specific spells. It is often caused by explosives igniting the environment leaving patches of fire. Also acts similar to the Slice damage type, and will produce a similarly larger amount of blood when used on enemies.įire damage is a common type inflicted by a wide variety of spells, traps, and enemies. It is not known if it has any special properties, but based on the spells which deal drill damage, it may cause increased terrain destruction. This type of damage increases the amount which a target bleeds on hit (if applicable).ĭrill damage is a rare type, only known to be dealt by Digging Bolt and Digging Blast. Despite its prevalence, some enemies are resistant to this type of damage (notably robots).Īn uncommon damage type inflicted by spells such as Chainsaw or Disc Projectile. The Slime Blood perk, for example, reduces damage taken of this type by 40%: damage from projectiles of another type, such as slice or explosion, will ignore this resistance. The basic, unnamed damage type dealt by most spells and projectiles. The ones who don't are either non-damaging utility spells or transformation types. Most spells and hazards in the game inflicts one or more of several different kinds of damage. The chance that a spell will critically strike, dealing 5 times the usual damage, and dealing even further damage if critical chance is above 100%. Speed modifiers over 1 will increase projectile speed.Ī modifier to the lifetime of the affected projectile. A negative spread modifier reduces the positive spread of a wand when applied to the spell.Ī modifier to the speed of the affected projectile. The wand "reloads" all spells in the queue, ready to cast again.Ī modifier to the spread of the wand. Lifetime is especially important for certain complicated spell calculationsĪ modifier to the wand's base Cast Delay, determining the delay before the next spell in the wand's queue is cast.Ī modifier to the wand's Recharge Time, triggered after the last spell in the wand's queue is cast. It is calculated in "frames", with roughly 60fps. The duration of which the projectile remains active. The rate at which the projectile travels. ![]() The lower the number, the more accurate the spell is. The range of deviation of a spell from the aimed direction, measured in degrees. The radius of the circular area in which the damage of the spell (if any) is dealt. The amount of damage dealt by the spell, listed by type. The amount of mana required to cast the spell. The uses of limited spells are restored using the spell refreshers found inside each Holy Mountain. Many spells have infinite uses and are only limited by their mana drain. The number of times a spell can be cast before it is depleted.
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