Difference between revisions of "Alistair's Intoxication"

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{{Flavour|This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties.}}
 
{{Flavour|This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties.}}
  
'''Alistair's Intoxication''' is a 5th level [[Transmutation]]-[[Poison Magic]] spell which can give [[vertigo status]] to all monsters in your line of sight.  This includes you, if you are not wearing an [[amulet of clarity]].
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'''Alistair's Intoxication''' is a 5th level [[Transmutation]]-[[Poison Magic]] spell which attempts to [[confuse]] all monsters in your line of sight, but may inflict [[vertigo]] on you.
  
The monsters affected must be:
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The monsters affected must:
* [[Natural]];
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* be [[Natural]];
* of normal or high [[monster intelligence|intelligence]]; and
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* have Human [[monster intelligence|intelligence]]; and
* not [[Poison resistance|poison resistant]].
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* not have [[clarity]] or poison immunity.
  
Unfortunately, it also temporarily drains you of 1-3 points of [[intelligence]] 5% of the time.
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Monsters with rPois have a 2/3rds chance to resist, and monsters with poison immunity always resist.
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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.
  
The chance of giving vertigo status to each monster (or yourself) is (40+[[spell power]]/3)%.  At maximum power (capped at 100), monsters will be affected 73% 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 [[ghoul]]s and [[vampire]]s.  Poison resistance offers no benefit to players when casting this spell.
 
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 [[ghoul]]s and [[vampire]]s.  Poison resistance offers no benefit to players when casting this spell.
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==Tips & Tricks==
 
==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.
 
*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.
*As an alternative, the level 6 spell [[Mass Confusion]] can affect all but [[plants]] and [[nonliving]] monsters.  However, it is countered by [[magic resistance]], making it less useful against late-game monsters.
 
  
 
==History==
 
==History==
In [[0.18]], Alistair's Intoxication is now level 5 (was 4) and gives Vertigo status instead of confusing the player or draining Int, and can sometimes affect rPois monsters.  
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* 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.
 
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time.

Revision as of 02:10, 21 June 2016

Version 0.18: This article may not be up to date for the latest stable release of Crawl.
Alistair's intoxication.png Alistair's Intoxication
Level 5
School1 Transmutation
School2 Poison
Source(s)
Casting noise 2
Spell noise 0
This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties.

Alistair's Intoxication is a 5th level Transmutation-Poison Magic spell which attempts to confuse all monsters in your line of sight, but may inflict vertigo on you.

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.

History

  • 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.