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Dragon

Dragon: Fire Wyrm and 23 more

Summons a dragon that damages the enemies it touches.

24 spells the game runs with the same code.

DamagesSummons or places
The same in all of them:Contact radius: 8 pxAim: InstantAffects: Enemies
How is the total effect worked out?

The 24 dragons are four tiers (power 50, 100, 150 and 200) for each element; within a tier they differ only in element, runes and texts. All of them touch with the same 8 px radius: a bigger dragon does not hit wider. The 200 tier waits 121 ticks (2 s) before acting, where the others wait 2, and lasts as long as the 150 tier for about the same MP.

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.

Level I

50 MP

Lasts
1 s

Fire

Wind

Water

Earth

Dark

Light

Level II

70 MP

Lasts
1.5 s

Fire

Wind

Water

Earth

Dark

Light

Level III

85 MP

Lasts
2 s

Fire

Wind

Water

Earth

Dark

Light

God

85 MP

Lasts
2 s

Fire

Wind

Water

Earth

Dark

Light

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?

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.

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