Projectile
Projectile: Wind Arrow and 1 more
Shoots an arrow that damages the enemies it passes through.
2 spells the game runs with the same code.
DamagesHow is the total effect worked out?
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.
To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).
Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.
Wind · Level I
Total damage
825
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 825 ÷ 50 = 16.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,650 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,650 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Lasts 1 s
Wind · Level II
Total damage
1,005
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 70 = 14.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 29 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 1,005 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 1,005 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 150 px · Lasts 1 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?
Wind Arrow
Wind · Level I
Cost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- —
- Target area radius
- 0 px
- Aim
- Aim a direction
Time and damage
- Power
- 520
Gale Arrows
Wind · Level II
Total damage
1,005
MP
70
14.4 per MP
Cost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 6.6
Range and area
- Cast range
- 150 px
- Target area radius
- 100 px
- Aim
- Draw a circle
Time and damage
- Power
- 640
Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.