
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.
