Falling objects
Falling objects: Wind Bow and 2 more
Shoots a rain of arrows that damages whoever it hits.
3 spells the game runs with the same code.
DamagesHow is the total effect worked out?
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
Most damage, if every hit lands
1,920 · 960 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies and 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.
Most damage for each MP point: 1,920 ÷ 50 = 38.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 74 % 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 3,840 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 3,840 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 110 px · Radius 65 px
Wind · Level II
Most damage, if every hit lands
2,880 · 960 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies and 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.
Most damage for each MP point: 2,880 ÷ 70 = 41.1. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 81 % 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 2,880 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 2,880 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 110 px · Radius 70 px
Wind · Level III
Most damage, if every hit lands
4,050 · 675 × 6 · if all 6 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies and 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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % 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 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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 4,050 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 110 px · Radius 20 px
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 Bow
Wind · Level I
Most damage, if every hit lands
1,920
MP
50
38.4 per MP
960 × 2 · if all 2 land on it
DamagesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 6.8
Range and area
- Radius
- 65 px
- Aim
- Draw a circle
Time and damage
- First impact after
- 1 s (60 ticks)
- Objects
- 2
- Power
- 610
Gale Bow
Wind · Level II
Most damage, if every hit lands
2,880
MP
70
41.1 per MP
960 × 3 · if all 3 land on it
DamagesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 7.7
Range and area
- Radius
- 70 px
- Aim
- Draw a circle
Time and damage
- First impact after
- 2.03 s (122 ticks)
- Objects
- 3
- Power
- 610
Storm Bow
Wind · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
675 × 6 · if all 6 land on it
DamagesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 6.8
Range and area
- Radius
- 20 px
- Aim
- Tap a unit
Time and damage
- First impact after
- 3.03 s (182 ticks)
- Objects
- 6
- Power
- 420
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.