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'''Martyr's Knell''' is a level 4 [[Summonings]]/[[Necromancy]] spell which summons a martyed shade, who will protect your allies.
 
'''Martyr's Knell''' is a level 4 [[Summonings]]/[[Necromancy]] spell which summons a martyed shade, who will protect your allies.
  

Latest revision as of 09:18, 16 January 2024

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Martyr's knell.png Martyr's Knell
Level 4
School1 Necromancy
School2 Summoning
Source(s) Book of Decay
Book of Necromancy
Casting noise 4
Spell noise 0
Power Cap 100
Hated By Elyvilon
The Shining One
Zin
Beckons forth the soul of a long-dead martyr to shield your allies for a time. This soul suffers a portion of the damage your allies would otherwise receive.

If it is slain (again!), it will transform into a flayed ghost, inflicting illusory wounds on foes. Such wounds are fleeting, and will disappear when the ghost departs - unless you kill its victims first.

Martyr's Knell is a level 4 Summonings/Necromancy spell which summons a martyed shade, who will protect your allies.

Useful Info

Summons a single martyred shade. Matyred shades do not attack, but have Injury Bond: half of all damage done to its allies (except the player) will redirect to itself. If the martyred shade dies, it turns into a flayed ghost, who will immediately cast Flay on transformation.

Spell power increases the summon's hit dice, which increases its HP. The shade's HD is equal to 6 + pow/11.[1]

Duration of the summon is around 18 turns. It is not affected by spell power. If the shade dies, the resulting flayed ghost has its duration renewed to ~18 turns.

There is a summon limit of 1 martyred shade; casting the spell again will cause the old summon to very quickly time out. Flayed ghosts don't count towards this limit.

Strategy

  • ?

History

References