Difference between revisions of "Dazzling Spray"

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'''Dazzling Spray''' is a level 3 [[Conjurations]]/[[Hexes]] spell that fires a spray of energy at up to 3 targets in the same general direction. Along with dealing light physical damage, it can also [[blind]] [[natural]], [[demonic]], and [[holy]] monsters. The success rate of the blinding effect is based on the monster's [[hit dice]], ignoring both [[magic resistance]] and your [[spell power]], making it useful even in the late game.
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'''Dazzling Spray''' is a level 3 [[Conjurations]]/[[Hexes]] spell that fires up to three beams of energy at targets in the same general direction. If there are less than three legal targets within the same roughly 90° arc, then fewer beams will be fired. Along with dealing light physical damage which rises with [[spell power]], this spell can also [[blind]] [[natural]], [[demonic]], and [[holy]] monsters. The success rate of the blinding effect is based on the monster's [[hit dice]], ignoring both [[magic resistance]] and your [[spell power]], making it useful even in the late game.
  
Bear in mind that although blindness is very effective against beasts and animals, it is less effective against intelligent opponents. In all cases, however, it set the opponent up for [[stabbing]] opportunities.
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{{crawlquote|Chance of Blindness: If (85 - 3 × HD) > 1d100}}
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==Strategy==
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The exact impact of blindness varies from creature to creature. Ranged attackers of all sorts are made significantly less effective when blind, and anything of animal intelligence or lower will be much less capable of attacking you in melee. Intelligent melee opponents will be able to find you easily enough, but they'll still suffer accuracy penalties as though you were invisible.
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One of the best aspects of Dazzling Spray, however, is how easily it sets enemies up for [[stabbing]] opportunities. Even if you haven't trained Stealth at all, a character with significant training in their weapon skill will be able to do significantly more damage when stabbing, especially if wielding a [[short blade]] or [[long blade]]. Also, it's much easier to cast the level 3 spell Dazzling Spray than to cast the level 6 spell [[Invisibility]], and it provides similar benefits, even against enemies with [[see invisible]]. Remember, however, that it has no chance of blinding plants, the undead, or anything non-living.
  
{{crawlquote|Chance of Blindness: If (85 - 3 × HD) > 1d100}}
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Once it hits decent [[spellpower]], its damage output makes it decent for softening up approaching foes or clearing cannon fodder out of a band of enemies. Its unusual shape makes it great for hitting multiple scattered targets that a [[Bolt spell]] or [[Fireball]] would have difficulty with. Just make sure to adjust the spell's aim before firing; the game doesn't always auto-target the maximum number of enemies.
  
 
==History==
 
==History==
 
Dazzling Spray was added in [[0.12]].
 
Dazzling Spray was added in [[0.12]].

Revision as of 19:40, 11 October 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.


Dazzling spray.png Dazzling Spray
Level 3
School1 Conjuration
School2 Hexes
Source(s)
Casting noise 3
Spell noise 3
This spell fires a spread of scintillating energy bolts from the caster's fingertips which can dazzle the vision of any living creature they strike, leaving them stumbling about blindly.
Spell Details
Damage Formula 2d(4+Power/8)
Max Damage 2d(10.25) ~ 11.25
Max Power 50
Range 6
Targeting Beam
To-hit
Special Hits up to 3 targets, may temporarily blind them.

Dazzling Spray is a level 3 Conjurations/Hexes spell that fires up to three beams of energy at targets in the same general direction. If there are less than three legal targets within the same roughly 90° arc, then fewer beams will be fired. Along with dealing light physical damage which rises with spell power, this spell can also blind natural, demonic, and holy monsters. The success rate of the blinding effect is based on the monster's hit dice, ignoring both magic resistance and your spell power, making it useful even in the late game.

Chance of Blindness: If (85 - 3 × HD) > 1d100

Strategy

The exact impact of blindness varies from creature to creature. Ranged attackers of all sorts are made significantly less effective when blind, and anything of animal intelligence or lower will be much less capable of attacking you in melee. Intelligent melee opponents will be able to find you easily enough, but they'll still suffer accuracy penalties as though you were invisible.

One of the best aspects of Dazzling Spray, however, is how easily it sets enemies up for stabbing opportunities. Even if you haven't trained Stealth at all, a character with significant training in their weapon skill will be able to do significantly more damage when stabbing, especially if wielding a short blade or long blade. Also, it's much easier to cast the level 3 spell Dazzling Spray than to cast the level 6 spell Invisibility, and it provides similar benefits, even against enemies with see invisible. Remember, however, that it has no chance of blinding plants, the undead, or anything non-living.

Once it hits decent spellpower, its damage output makes it decent for softening up approaching foes or clearing cannon fodder out of a band of enemies. Its unusual shape makes it great for hitting multiple scattered targets that a Bolt spell or Fireball would have difficulty with. Just make sure to adjust the spell's aim before firing; the game doesn't always auto-target the maximum number of enemies.

History

Dazzling Spray was added in 0.12.