Difference between revisions of "Infusion (spell)"
(Update to 0.19. Use template. Add some formulas etc.) |
m (→Effect: Formatting.) |
||
Line 5: | Line 5: | ||
==Effect== | ==Effect== | ||
− | While Infusion status is active melee attacks deal ''2 + <power>/12'' more damage at a cost of 1 [[MP]] per hit. This additional damage is reduced by [[AC]] separately from your normal attack. | + | While Infusion status is active melee attacks deal ''2 + <power> / 12'' more damage at a cost of 1 [[MP]] per hit. This additional damage is reduced by [[AC]] separately from your normal attack. |
Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP. | Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP. |
Revision as of 12:06, 15 November 2016
Infusion (spell)
Infusion is a level 1 Charms spell which grants additional melee damage costing MP with each strike.
Effect
While Infusion status is active melee attacks deal 2 + <power> / 12 more damage at a cost of 1 MP per hit. This additional damage is reduced by AC separately from your normal attack.
Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.
Status lasts for 8 + 2d<power> turns, and can be extended by casting the spell again.
Strategy
While it's nice to have a level 1 spell that gives you a pseudo-slaying bonus, be aware that it can chew through your MP reserves quickly, and that the additional damage will have little impact against enemies with even modest AC. It can help you deal quick damage to threats in the early game, but don't expect it to help much against orc warriors and the like.
History
In 0.18, the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
Infusion was added in 0.13.