- This page describes behavior of an existing entity that is significantly reworked or expanded upon by Entropy's Edge. Look here for more information on the original entity.
|Damage||16 + 1d4 Magic|
|Knockback||1.666 (Very Weak)|
|Critical chance||Roll 1d20|
|Use time||28 Average|
|Tooltip||Casts 3 magical bolts that promptly slow to a stop|
After about 1 second, these bolts will either home in on the nearest enemy or remain still
All three bolts are guaranteed to strike simultaneously
If you roll a nat 20 on any of the hits, the next cast of this spell is free
'Seems like a relic from some old board game'
Magic Missile is a pre-Hardmode wand that can be found within the Gold Chests of the Dungeon. When used, it fires 3 magical bolts that slow to a stop, promptly beginning to spin rapidly. After reaching their minimum velocity, they will sharply home in on an enemy nearby if one is found, and disappear shortly after being fired otherwise. All 3 bolts are guaranteed to strike at once. If a bolt critically strikes an enemy, the next set of bolts costs zero mana to cast. Damage variation works differently on this weapon: A bolt will always deal a base of 16 damage, followed by the addition of a number between 1 and 4, inclusively.
Its best modifier is Mythical.
Trivia[edit | edit source]
- The name, revised functionality, and tooltip of this item are all a reference to the from . This is even shown by the damage variation, alluding to the fact that damage numbers in D&D are commonly calculated by rolling dice, and the critical strike chance and effect, a nod to a common trope where rolling a 20 on a 20-sided die (a "nat 20" or "critical success") typically induces a more desirable effect than most other rolls, even if said effect should be impossible from a statistical standpoint.