Difference between revisions of "Infusion (spell)"

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==History==
 
==History==
*Infusion will be removed in [[0.26]].
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*Infusion was be removed in [[0.26]].
 
*In [[0.18]], the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
 
*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]].
 
*Infusion was added in [[0.13]].
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==References==
 
==References==
 
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[[Category:Crystal Ball Articles]]
 

Revision as of 05:34, 12 July 2021

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

Infusion (spell)

Infusion is a level 1 Charms spell which grants additional melee damage costing MP with each strike. Skalds start with the Infusion spell memorised.

Effect

While Infusion status is active melee attacks deal 2 + <power> / 12 more damage[1] 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[2], and can be extended by casting the spell again.

The effect triggers on any successful melee attack, including attacks not explicitly controlled by the player (riposte and cleaving).

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

  • Infusion was be removed in 0.26.
  • 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.

References