Difference between revisions of "Simulacrum (spell)"
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**Conversely, try to avoid using Simulacrum on physically deficient mages whose danger level fully depends on their spells, such as [[wizard]]s or the more magic-attuned among the [[list of deep elves|deep elves]]. [[Infestation]] will return more interesting results, in this case. | **Conversely, try to avoid using Simulacrum on physically deficient mages whose danger level fully depends on their spells, such as [[wizard]]s or the more magic-attuned among the [[list of deep elves|deep elves]]. [[Infestation]] will return more interesting results, in this case. | ||
*[[List of jellies|Slimes]] of all flavours tend to be impressive when turned into simulacra, and are very easy to create in impressive numbers in the [[Slime Pits]] due to their sheer abundance. | *[[List of jellies|Slimes]] of all flavours tend to be impressive when turned into simulacra, and are very easy to create in impressive numbers in the [[Slime Pits]] due to their sheer abundance. | ||
+ | *Simulacra are immune to cold, which means spells such as [[Ozocubu's Refrigeration]] can be cast safely without angering them. [[Polar Vortex]] is off-limits, however, as a portion of its damage bypasses cold resistance. | ||
==See Also== | ==See Also== |
Revision as of 05:14, 25 August 2022
- This article is about the spell. For the monster, see Simulacrum (monster)
Simulacrum (spell)
Simulacrum is a level 6 Ice/Necromancy spell which creates simulacra from a dying monster.
Effect
Casting Simulacrum irresistibly grants the Simulacrum enchantment on a single living, demonic, or holy monster anywhere in line of sight for 20 + 1d(pow/10)
turns[1]. Killing the monster then creates 1 + 1d(pow/20)
[2] simulacra. Simlacra last for a finite duration or until you leave the floor they were created on.
The simulacrum created will have the same HD as the original monster. They deal 80% their original damage and a great amount of additional ice damage, so the damage output of creatures with multiple attacks is greatly increased. When killed, simulacra leave behind only a short-lived freezing cloud.
Simulacrum takes priority over all ally-creating Necromancy spells except Infestation (which overrides it) and Death Channel (which works alongside it)
Monster Version
Monsters have access to Bind Souls, which is a similar effect. They cast it on their own allies (still hostile monsters), it works on every target in sight, but it can only create one simulacra per monster.
Tips & Tricks
- Focus on capturing monsters with a large amount of attacks per turn, or auxiliary movement-impeding effects like trampling or constriction. Dragons, hydras, tentacled monstrosities or entropy weavers are all fair game.
- Conversely, try to avoid using Simulacrum on physically deficient mages whose danger level fully depends on their spells, such as wizards or the more magic-attuned among the deep elves. Infestation will return more interesting results, in this case.
- Slimes of all flavours tend to be impressive when turned into simulacra, and are very easy to create in impressive numbers in the Slime Pits due to their sheer abundance.
- Simulacra are immune to cold, which means spells such as Ozocubu's Refrigeration can be cast safely without angering them. Polar Vortex is off-limits, however, as a portion of its damage bypasses cold resistance.
See Also
History
- Prior to 0.29, Simulacrum would create multiple undead from a corpse you were standing on. The amount depended on the size of the corpse. This also meant that simlacrum of corpseless monsters (including holy and demonic) could not be created.
- Prior to 0.19, simulacra's duration was significantly longer.
- Prior to 0.17, the spell would turn all corpses in line of sight into Simulacra. Some monsters were also able to cast the spell.
- Prior to 0.16, you needed to wield a chunk of meat to cast Simulacrum.
- Between versions 0.11 and 0.14, Simulacrum could be cast on wielded carnivorous food items.
References
- ↑ spl-monench.cc:205 (0.29.0)
- ↑ mon-death.cc:1276 (0.29.0)