Difference between revisions of "Sting"
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{{Spell | {{Spell | ||
|name=Sting | |name=Sting |
Revision as of 12:11, 11 November 2013
Sting | |
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Level | 1 |
School1 | Conjuration |
School2 | Poison |
Source(s) | |
Casting noise | 1 |
Spell noise | 1 |
This spell throws a magical dart of poison. |
Spell Details | |
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Damage Formula | 1d(3+Power/5) poison |
Max Damage | 1d8 |
Max Power | 25 |
Range | 7 |
Targeting | Beam |
To-hit | |
Special |
Sting is a level 1 Conjurations/Poison Magic spell which fires a toxic dart, dealing a small amount of poison damage and possibly poisoning the target. Enemies with poison resistance (such as demons and the undead) take no damage. Because most of the enemies encountered in the early game are susceptible to poison, it is very effective early on.
Venom Mages start with this spell memorized.
Strategy
Sting is excellent for softening up targets from a distance or just outright killing poison-vulnerable ones (like the game's many arthropods). Even if you don't plan on branching into Poison Magic later on, you might consider learning Sting if you find an early poison-themed spellbook. Sting helps fragile characters deal with the tougher early-game enemies, like ogres, orc warriors, and hill giants. It's especially good for taking out the beefier beetles and elephant slugs, all of which are durable enough to take considerable punishment from other sources.
By the time you've finished the Lair, you may wish to forget Sting, as its use is limited beyond that point.