Difference between revisions of "Ensorcelled Hibernation"

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'''Ensorcelled Hibernation''' is a level 2 [[Hexes]]/[[Ice Magic|Ice]] spell which puts a monster to sleep, allowing you to flee or [[stab]] them more easily.
 
'''Ensorcelled Hibernation''' is a level 2 [[Hexes]]/[[Ice Magic|Ice]] spell which puts a monster to sleep, allowing you to flee or [[stab]] them more easily.
  
==Effect==
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==Useful Info==
When Ensorcelled Hibernation is cast and passes a [[willpower]] check, the targeted monster goes to [[sleep]]. They may still awaken as normal if you spend time in their [[LOS]] or make [[noise]], and will awaken if injured like any other sleeping monster. They are guaranteed to sleep for at least one turn (ie, you will have at least one opportunity to take an action with the monster asleep after casting the spell).
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When Ensorcelled Hibernation is cast and passes a [[willpower]] check, the targeted monster goes to [[sleep]]. Like other sleeping monsters, they may awaken when: you spend time in their [[LOS]] (depending on [[stealth]]), they hear [[noise]], or when injured by any attack. The sleep has no set duration, so a monster outside your LOS can sleep indefinitely so long as it isn't disturbed. However, they are guaranteed to sleep for at least one turn (i.e, you'll get a minimum of 1 action with the monster asleep).
  
Ensorcelled Hibernation can't affect [[cold resistance|cold-resistant]] creatures, and it also won't work on the [[undead]], [[nonliving]], [[plant]]s, or [[berserk]] creatures. Monsters that awaken from this spell cannot be placed in hibernation again for a few dozen turns.
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Ensorcelled Hibernation can't affect [[cold resistance|cold-resistant]] creatures, and it also won't work on the [[undead]], [[nonliving]], [[plant]]s, or [[berserk]] creatures. Monsters that awaken from this spell cannot be placed in hibernation again for up to 20 turns.<ref>{{source ref|0.30.0|mon-ench.cc|2337}}</ref>
  
 
==Strategy==
 
==Strategy==
Good spell for XL 2 or so [[Enchanter]]s. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell.
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A decent spell for XL 2 or so [[Enchanter]]s. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for some time. And, due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents.
  
[[Confusing Touch]] tends to perform better as an overall hex spell. It lets you get multiple hex "attempts" per cast. This saves on MP, especially when you have a low success rate (as most Hexes do). With a 20% success rate, you'll take 3 MP for Confusing Touch, compared to 10 MP for Ensorcelled. In addition, confusion lasts for multiple turns, which means multiple stabs, and multiple turns where your opponent isn't doing much.
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It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them. "
  
Due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents.
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===Compared to Confusing Touch===
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[[Confusing Touch]] tends to perform better as a general-use [[Hexes]] spell, since it lets you get multiple hex "attempts" to cast. For example, if you have a 20% success rate, Confusing Touch usually costs 3 MP, while Ensorcelled costs an average of 10 MP.
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In turn, Ensorcelled Hibernation has an advantage against enemies with low/no willpower. It takes a turn to "ready" Confusing Touch before you start confusion attempts. Ensorcelled can work on the turn it is cast, which can save turns at high success rates. Also, confusing attacks can miss, wasting turns. Thus, Ensorcelled can see some use in the early game.
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In any case, Enchanters should learn Confusing Touch, at least for situations where an enemy survives a sleep stab.
  
 
==Monster Version==
 
==Monster Version==
 
Monsters normally have access to the [[Sleep]] spell, which has the same effect but has no cooldown and works even with rC+. [[Player ghost]]s still have the proper version of this spell, though.
 
Monsters normally have access to the [[Sleep]] spell, which has the same effect but has no cooldown and works even with rC+. [[Player ghost]]s still have the proper version of this spell, though.
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==References==
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<references/>

Latest revision as of 14:12, 29 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Ensorcelled hibernation.png Ensorcelled Hibernation
Level 2
School1 Hexes
School2 Ice
Source(s) Book of Burglary
Book of Dreams
Casting noise 0
Spell noise 0
Power Cap 50
Range LOS
Flags Wl check, Dir or target, Needs tracer, Not self
Lowers its target's metabolic rate, inducing hibernation. After awakening, the target will be unable to be put to sleep again for some time.

“Sweet dreams are made of this; who am I to disagree?”
-Eurythmics, “Sweet Dreams (Are Made of This)”. 1983.

Ensorcelled Hibernation is a level 2 Hexes/Ice spell which puts a monster to sleep, allowing you to flee or stab them more easily.

Useful Info

When Ensorcelled Hibernation is cast and passes a willpower check, the targeted monster goes to sleep. Like other sleeping monsters, they may awaken when: you spend time in their LOS (depending on stealth), they hear noise, or when injured by any attack. The sleep has no set duration, so a monster outside your LOS can sleep indefinitely so long as it isn't disturbed. However, they are guaranteed to sleep for at least one turn (i.e, you'll get a minimum of 1 action with the monster asleep).

Ensorcelled Hibernation can't affect cold-resistant creatures, and it also won't work on the undead, nonliving, plants, or berserk creatures. Monsters that awaken from this spell cannot be placed in hibernation again for up to 20 turns.[1]

Strategy

A decent spell for XL 2 or so Enchanters. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for some time. And, due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents.

It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them. "

Compared to Confusing Touch

Confusing Touch tends to perform better as a general-use Hexes spell, since it lets you get multiple hex "attempts" to cast. For example, if you have a 20% success rate, Confusing Touch usually costs 3 MP, while Ensorcelled costs an average of 10 MP.

In turn, Ensorcelled Hibernation has an advantage against enemies with low/no willpower. It takes a turn to "ready" Confusing Touch before you start confusion attempts. Ensorcelled can work on the turn it is cast, which can save turns at high success rates. Also, confusing attacks can miss, wasting turns. Thus, Ensorcelled can see some use in the early game.

In any case, Enchanters should learn Confusing Touch, at least for situations where an enemy survives a sleep stab.

Monster Version

Monsters normally have access to the Sleep spell, which has the same effect but has no cooldown and works even with rC+. Player ghosts still have the proper version of this spell, though.

References