|Converts a small portion of the brain matter of those around you into alcohol, confusing all intelligent humanoids within view (although poison-resistant creatures may resist the effects). The caster may experience vertigo briefly as a result of making contact with other minds. It is frequently used as an icebreaker at wizard parties.|
The monsters affected must:
Monsters with rPois have a 2/3rds chance to resist, and monsters with poison immunity always resist.
The chance of confusing each monster is (40+spell power/3)%, and the chance of giving yourself vertigo is (60-spell power/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time, and you will get vertigo 27% of the time.
This spell cannot be learned by mummies, and cannot be cast if you are in lichform. It can be learned by (and can affect) player ghouls and vampires. Poison resistance offers no benefit to players when casting this spell.
Tips & Tricks
- Alistair's Intoxication is a common strategy for tackling level 5 of The Vaults, where the entrance stairs are surrounded by dozens of extremely tough creatures.
- Prior to 0.18, Alistair's Intoxication was level 4, could never affect rPois monsters, and could would or int-drain the player instead of causing vertigo.
- In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.