Difference between revisions of "Guile"
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− | {{ | + | {{version030}} |
− | {{ | + | {{flavour|It weakens the willpower of the wielder and anyone they hex.}} |
− | The '''Guile''' [[ego]], exclusive to [[orb]]s, | + | The '''Guile''' [[ego]], exclusive to [[orb]]s, gives you -80 (**) [[willpower]]. In exchange, monsters you target with [[Hexes]] or other willpower checks effectively have -80 willpower. |
==Strategy== | ==Strategy== | ||
− | + | Losing willpower is ''incredibly'' risky. [[Paralysis]] and [[Petrify]] can instantly kill you if you're unlucky. Other hexes - such as [[sleep]], [[banishment]], and [[confusion]] - range from annoying to directly lethal. Also, as an orb, it prevents you from wearing a [[shield]]. | |
− | * | + | |
− | * | + | At the same time, a flat -80 willpower is an incredibly strong effect. [[Death yak]]s, for instance, go from 100 to 20 will, turning a mid-power [[Ensorcelled Hibernation]] from a 2% to 68% chance of success. Most non-[[unique]] enemies before [[Zot]] don't even have 100 will, allowing you to get very consistent (60% - 90%) success rates for [[Hexes]], status [[wand]]s, etc. Don't think you need to be a Hexes or Evocations specialist to benefit. If you just have 5 Evocations skill, a [[wand of paralysis]] has a 77% chance to succeed against 0 willpower monsters. |
− | *Sadly, it does not affect hexes from your allies | + | |
+ | The risk can be mitigated in a few ways: | ||
+ | *Using guile in places with few willpower threats. The early [[Dungeon]], the [[Lair]], and some of its branches ([[Spider]], [[Snake]], arguably [[Shoals]]) don't have many willpower checks; you aren't expected to have good will yet. | ||
+ | **But even in these places, it comes with a cost. Spells like Petrify ([[basilisk]]s), [[Mesmerise]] ([[merfolk siren]]s), and [[Dimension Anchor]] ([[nagaraja]]) can still harm you. [[Unique]]s like [[Rupert]] and [[Louise]] can appear around these areas, armed with deadly hexes. And if the wand of paralysis spawns in your game, ''any'' humanoid monster has the potential to paralyse you. | ||
+ | *Using guile in places with no willpower threats. If you're taking out a [[ghost vault]] on an otherwise clear level, using guile can be safe (so long as the ghost doesn't have hexes of its own). | ||
+ | *Using hexes/statuses of your own. Paralysis will prevent monsters from using their Paralyse, for instance. [[Cause Fear]] is brutally effective with guile, giving you a renewable supply of [[scroll of fear|fear scrolls]] at ~80% success. (This isn't 100% guaranteed; not only does it have a chance to fail, but a monster can paralyse you the turn you step into its [[LOS]].) | ||
+ | |||
+ | ===Tips & Tricks=== | ||
+ | *Note that monsters won't go below 0 willpower. If you've got a 68% chance to succeed a hex against [[hydra]]s, you'll also get a 68% chance to succeed against [[rat]]s and [[hobgoblin]]s. Therefore, guile has the most noticeable effect against monsters around the 80 - 120 will range. | ||
+ | *Sadly, it does not affect hexes from your allies (such as [[Hepliaklqana]]'s ancestor). | ||
==History== | ==History== | ||
− | The guile ego, along with orbs, | + | *The guile ego was introduced, along with orbs, in [[0.28]]. |
{{orb}} | {{orb}} |
Latest revision as of 08:37, 5 January 2024
It weakens the willpower of the wielder and anyone they hex. |
The Guile ego, exclusive to orbs, gives you -80 (**) willpower. In exchange, monsters you target with Hexes or other willpower checks effectively have -80 willpower.
Strategy
Losing willpower is incredibly risky. Paralysis and Petrify can instantly kill you if you're unlucky. Other hexes - such as sleep, banishment, and confusion - range from annoying to directly lethal. Also, as an orb, it prevents you from wearing a shield.
At the same time, a flat -80 willpower is an incredibly strong effect. Death yaks, for instance, go from 100 to 20 will, turning a mid-power Ensorcelled Hibernation from a 2% to 68% chance of success. Most non-unique enemies before Zot don't even have 100 will, allowing you to get very consistent (60% - 90%) success rates for Hexes, status wands, etc. Don't think you need to be a Hexes or Evocations specialist to benefit. If you just have 5 Evocations skill, a wand of paralysis has a 77% chance to succeed against 0 willpower monsters.
The risk can be mitigated in a few ways:
- Using guile in places with few willpower threats. The early Dungeon, the Lair, and some of its branches (Spider, Snake, arguably Shoals) don't have many willpower checks; you aren't expected to have good will yet.
- But even in these places, it comes with a cost. Spells like Petrify (basilisks), Mesmerise (merfolk sirens), and Dimension Anchor (nagaraja) can still harm you. Uniques like Rupert and Louise can appear around these areas, armed with deadly hexes. And if the wand of paralysis spawns in your game, any humanoid monster has the potential to paralyse you.
- Using guile in places with no willpower threats. If you're taking out a ghost vault on an otherwise clear level, using guile can be safe (so long as the ghost doesn't have hexes of its own).
- Using hexes/statuses of your own. Paralysis will prevent monsters from using their Paralyse, for instance. Cause Fear is brutally effective with guile, giving you a renewable supply of fear scrolls at ~80% success. (This isn't 100% guaranteed; not only does it have a chance to fail, but a monster can paralyse you the turn you step into its LOS.)
Tips & Tricks
- Note that monsters won't go below 0 willpower. If you've got a 68% chance to succeed a hex against hydras, you'll also get a 68% chance to succeed against rats and hobgoblins. Therefore, guile has the most noticeable effect against monsters around the 80 - 120 will range.
- Sadly, it does not affect hexes from your allies (such as Hepliaklqana's ancestor).
History
- The guile ego was introduced, along with orbs, in 0.28.
Orbs |
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Energy • Guile • Light • Mayhem • Wrath |