Draft:Staff of lightning bolts
| / | |
| Type | Wand |
|---|---|
| Base value (Au) | 500 |
| Item level | 3 |
| Weight | 80 |
| Unidentified appearance | Random wand appearance |
| Cursed name | Staff of lightning bolts |
A staff of lightning bolts fires a single electrical projectile. It provides the same raw damage range as a staff of firebolts, but checks electrical immunity instead of fire immunity.[1]
Generation
It is an item-level-3 random wand, normally with 1–20 charges, random blessing and +0 enchantment. Random loot, pawn-shop stock and acquirement can supply it.[2]
Description
| Property | Effect |
|---|---|
| Hit rating against a creature | 2 × current Dexterity + player level |
| Damage on a hit | Random 0–74 electrical damage |
| Blessing and enchantment | Positive values do not increase damage or hit rating |
| Curse | Forces the endpoint back onto the user |
The projectile stops at its selected endpoint or first obstruction, including a creature. A miss does not let it continue through that creature. The normal hit test uses target defense, with a natural zero always hitting and nineteen always missing. The charge is spent and the type revealed before aiming.[3]
An unoccupied ordinary hedge at the endpoint is destroyed, but a trifid absorbs the bolt. Unlike firebolts, electricity does not vaporize a water endpoint. It also does not spread into a separate water-conduction attack in this effect.[4]
A self-directed bolt is stopped by active deflection; without it, electrical immunity is the relevant damage protection. Cursed use forces this self-target even after the aiming prompt. Consult wand cancellation rules before relying on Escape to stop an activation.[5]
Strategy
Use electrical damage against a creature whose fire protection makes a firebolt ineffective. The staff's raw damage is substantially higher than a missiles staff, but immunity is more important than the nominal maximum. A tesla monster ignores electricity, while frost demons do not gain electrical immunity merely because some of their cold-named attacks actually deal electrical damage.[6]
Additional enchantment is a recharging choice with explosion risk, not a damage upgrade. Prefer a clear single-target line when you want to avoid the wider area of a ball-lightning wand.
References
- ↑ iinit.h in Omega 0.90.4, line 366; itemf3.c in Omega 0.90.4, lines 638–650; effect1.c in Omega 0.90.4, lines 232–236.
- ↑ item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 254–262; site1.c in Omega 0.90.4, lines 1043–1052; effect1.c in Omega 0.90.4, lines 699–705.
- ↑ itemf3.c in Omega 0.90.4, lines 638–650; effect1.c in Omega 0.90.4, lines 253–329; util.c in Omega 0.90.4, lines 53–59; util.c in Omega 0.90.4, lines 73–85; util.c in Omega 0.90.4, lines 206–268; command2.c in Omega 0.90.4, lines 459–488.
- ↑ effect1.c in Omega 0.90.4, lines 330–348.
- ↑ effect1.c in Omega 0.90.4, lines 270–295; aux1.c in Omega 0.90.4, lines 498–513; itemf3.c in Omega 0.90.4, lines 644–649.
- ↑ minit.h in Omega 0.90.4, line 101; minit.h in Omega 0.90.4, line 165; minit.h in Omega 0.90.4, line 171; minit.h in Omega 0.90.4, line 257; mmelee.c in Omega 0.90.4, lines 82–108.