Ball Lightning
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Spell
48
26 
Type
Target Tile
Range
4
Backfire Chance
45
Armor Penetration
20%
Modified by: Magic Power, Electromantic Power
Creates a ball lightning on the targeted tile, which persists for 4 turns (+1 turn for each Resonating enemy within Vision).
Each turn the ball lightning deals 3 Shock Damage to all targets within 2 tiles and with 14% chance pulls them closer.
The ball lightning deals 25% more damage to adjacent targets and 200% of its damage when targets are puled or knocked back into it.
Each turn the ball lightning deals 3 Shock Damage to all targets within 2 tiles and with 14% chance pulls them closer.
The ball lightning deals 25% more damage to adjacent targets and 200% of its damage when targets are puled or knocked back into it.
Creates a ball lightning on the targeted tile, which persists for 4 turns (+1 turn for each Resonating enemy within Vision).
Each turn the ball lightning deals (((3 * ((100 + Electromantic Power) / 100)) * Magic Power) / 100) Shock Damage to all targets within 2 tiles and with (14 * ((Magic Power + Electromantic Power) / 100))% chance pulls them closer.
The ball lightning deals 25% more damage to adjacent targets and 200% of its damage when targets are puled or knocked back into it.
Each turn the ball lightning deals (((3 * ((100 + Electromantic Power) / 100)) * Magic Power) / 100) Shock Damage to all targets within 2 tiles and with (14 * ((Magic Power + Electromantic Power) / 100))% chance pulls them closer.
The ball lightning deals 25% more damage to adjacent targets and 200% of its damage when targets are puled or knocked back into it.
Passive bonus:
+1% Backfire Chance of other Magic Schools' spells
To unlock this ability, read the corresponding Treatise, reach level 16 or put at least 14 points in the following attributes: AGL or WIL.
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- Unlocked by reading Electromancy Treatise III
Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14
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