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− | {{ |
+ | {{For|the spells in other games|Walking Bomb (Dragon Age II)|Walking Bomb (Inquisition)}} |
+ | |||
<onlyinclude>{{SkillSpellTalentTransformer |
<onlyinclude>{{SkillSpellTalentTransformer |
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− | |style = |
+ | |style = {{{style|}}} |
− | |name = |
+ | |name = [[Walking Bomb (Origins)|Walking Bomb]] |
− | |type = |
+ | |type = [[Spirit spells (Origins)#Death tree|Spirit spells]] (Death tree) |
− | |icon = |
+ | |icon = Walking Bomb.png |
+ | |image = Walking Bomb explosion.png |
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⚫ | |description = |
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+ | |px = 270x360px |
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⚫ | |||
⚫ | |description = The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to [[Virulent Walking Bomb (Origins)|Virulent Walking Bomb]], the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible. |
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− | |range = Medium |
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⚫ | |||
⚫ | |||
− | | |
+ | |range = Medium |
⚫ | |||
+ | |cooldown = 20s |
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}}</onlyinclude> |
}}</onlyinclude> |
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+ | |||
− | <noinclude> |
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− | + | '''Walking Bomb''' is a [[Mage (Origins)|mage]] [[Spells (Origins)|spell]] from the [[Spirit spells (Origins)|Spirit]] tree in ''[[Dragon Age: Origins]]''. |
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+ | __NOTOC__ |
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[[File: Walking bomb casting.png|right|thumbnail|Walking Bomb when cast by [[Morrigan]].]] |
[[File: Walking bomb casting.png|right|thumbnail|Walking Bomb when cast by [[Morrigan]].]] |
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== Information == |
== Information == |
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⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | * Range: 25m. |
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⚫ | |||
− | * |
+ | * Conjuration time: 1s. |
⚫ | |||
− | * Conjuration time: 1 s. |
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⚫ | |||
⚫ | |||
⚫ | |||
== Notes == |
== Notes == |
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− | * Activation base is in {{ColorMana/Spell|mana}} and values vary with [[fatigue]]. |
+ | * Activation base is in {{ColorMana/Spell|mana}} and values vary with [[fatigue]]%. |
− | * |
+ | * Explosion damage is scaled based on the distance from the bomb. At 3.25m damage is 50%. |
+ | * Allies of the caster only take half explosion damage. |
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− | * [[Arcane Warrior |
+ | * [[Arcane Warrior spellcasting]]: casting the spell requires your weapon(s) to be '''sheathed'''. |
− | * Casting Walking Bomb on a target removes the detonation effect of previous instances of Walking Bomb and [[Virulent Walking Bomb]]. The timer of the damage over time effect of previous bomb instances is reset to the full 20s and the damage amounts are set to the value of the last bomb. |
+ | * Casting Walking Bomb on a target removes the detonation effect of previous instances of Walking Bomb and [[Virulent Walking Bomb (Origins)|Virulent Walking Bomb]]. The timer of the damage over time effect of previous bomb instances is reset to the full 20s and the damage amounts are set to the value of the last bomb. |
− | * The spell claims it |
+ | * The spell description claims it deals {{color|nature|nature}} damage, however it is actually {{color|spirit|spirit}}. |
* The explosion is '''physical''' damage and has the same gory appearance regardless of the target. |
* The explosion is '''physical''' damage and has the same gory appearance regardless of the target. |
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− | ==Tactical |
+ | == Tactical notes == |
+ | * Due to the large amount of [[Threat]], the bomb will likely run for the caster, thus immobilizing spells could be useful. |
||
− | [[File: Walking Bomb explosion.png|right|thumbnail|The appearance of the resultant explosion.]] |
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− | * |
+ | * [[Shattering]] with [[Stonefist (Origins)|Stonefist]], after using [[Petrify (Origins)|Petrify]] or [[Cone of Cold (Origins)|Cone of Cold]] will detonate the bomb immediately. |
* The spell works well in conjunction with [[Waking Nightmare]], since Waking Nightmare can result in tightly-clustered enemies with no party member close by (it is imperative to immobilize the bomb). |
* The spell works well in conjunction with [[Waking Nightmare]], since Waking Nightmare can result in tightly-clustered enemies with no party member close by (it is imperative to immobilize the bomb). |
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* This spell also works with [[Blood Control]] as the bomb will turn and run back at enemies. |
* This spell also works with [[Blood Control]] as the bomb will turn and run back at enemies. |
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+ | == See also == |
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− | </noinclude> |
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+ | * [[Ability mechanics]] |
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[[Category:Dragon Age: Origins spells]] |
[[Category:Dragon Age: Origins spells]] |
Revision as of 08:23, 4 May 2020
- For the spells in other games, see Walking Bomb (Dragon Age II) and Walking Bomb (Inquisition).
Walking Bomb is a mage spell from the Spirit tree in Dragon Age: Origins.
Information
- Spirit damage (over time):
(100.0 + Spellpower) * 1.0
. - Duration: 20s.
- If the target dies while the effect is still active, it explodes, inflicting up to
(100.0 + Spellpower) * 1.0
damage on targets within 5m radius. - Range: 25m.
- Conjuration time: 1s.
- 50 Threat is drawn in addition to damage-based Threat. On Hard/Nightmare difficulties, another 50 Threat is drawn.
- Damage-based Threat is drawn from exploding victims.
Notes
- Activation base is in mana and values vary with fatigue%.
- Explosion damage is scaled based on the distance from the bomb. At 3.25m damage is 50%.
- Allies of the caster only take half explosion damage.
- Arcane Warrior spellcasting: casting the spell requires your weapon(s) to be sheathed.
- Casting Walking Bomb on a target removes the detonation effect of previous instances of Walking Bomb and Virulent Walking Bomb. The timer of the damage over time effect of previous bomb instances is reset to the full 20s and the damage amounts are set to the value of the last bomb.
- The spell description claims it deals nature damage, however it is actually spirit.
- The explosion is physical damage and has the same gory appearance regardless of the target.
Tactical notes
- Due to the large amount of Threat, the bomb will likely run for the caster, thus immobilizing spells could be useful.
- Shattering with Stonefist, after using Petrify or Cone of Cold will detonate the bomb immediately.
- The spell works well in conjunction with Waking Nightmare, since Waking Nightmare can result in tightly-clustered enemies with no party member close by (it is imperative to immobilize the bomb).
- This spell also works with Blood Control as the bomb will turn and run back at enemies.