Difference between revisions of "Might"
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==Effect== | ==Effect== | ||
===Player=== | ===Player=== | ||
− | Adds +1d10 damage to melee and each [[auxiliary attack]], except [[constriction]]. | + | Adds +1d10 damage to melee and each [[auxiliary attack]], except [[constriction]]. |
− | This is considered separate from the effective enchantment roll ([[slaying]] + to-damage of your weapon). | + | This is considered separate from the effective enchantment roll ([[slaying]] + to-damage of your weapon). When compared to having +10 slaying, might gives a more consistent roll. Having 10 slay and might (1d10 + 1d10) is more consistent than 20 slaying (1d20). However, unlike slaying, might does not give an [[accuracy]] bonus, thus making it weaker than +10 slay. |
===Monster=== | ===Monster=== | ||
− | Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters. | + | Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters. |
==Sources== | ==Sources== |
Latest revision as of 11:27, 18 June 2024
You are unnaturally mighty, doing significantly more damage in physical combat. |
Might is a status effect and monster-only spell that increases melee damage for its duration.
Effect
Player
Adds +1d10 damage to melee and each auxiliary attack, except constriction.
This is considered separate from the effective enchantment roll (slaying + to-damage of your weapon). When compared to having +10 slaying, might gives a more consistent roll. Having 10 slay and might (1d10 + 1d10) is more consistent than 20 slaying (1d20). However, unlike slaying, might does not give an accuracy bonus, thus making it weaker than +10 slay.
Monster
Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters.
Sources
The possible sources for Might are:
- Potions of might.
- Also available through Gozag's Potion Petition.
- The Demonspawn mutation Powered by Pain can cause a might effect.
- Xom and chaos effects can inflict might.
Berserk includes a might effect. While berserk, might has no additional effect.
Strategy
Might is useful for dealing with monsters that are troublesome, but for which berserk or haste would be overkill and/or unsafe - compared to those, might has no real drawbacks and is safe to use. Unfortunately, as it is only easily available through a potion, the uses are limited. Since might increases your combat ability, use it early in a fight - you'll get more out of might at 100% HP than 50% HP.
Might is a 'flat' damage boost, so it has a more pronounced effect on Short Blades and other fast weapons. It can let a quick blade punch through high AC foes, for instance. It's also disproportionately strong with auxiliary attacks; e.g. monstrous Demonspawn and worshippers of Jiyva can get +2d10 to +4d10 damage per round.
Even casters will want to keep around potions of might, in cases where they run out of MP.
Monster Spell
Monsters can cast the Might spell to induce the effect on themselves. They can also use Might Other to induce it on a single other monster, or Battlecry to induce it on all nearby monsters of the same genus.
The following enemies cast Might:
- z Antique champion
- @ Donald
- X Mlioglotl
- X Thrashing horror
- g Wiglaf
The following enemies cast Might Other:
History
- Prior to 0.25, Might provided a +5 bonus to Strength.
- Prior to 0.19, the player could get the Might status effect by drawing a Potion card.
- Prior to 0.12, extending might through further quaffing of potions would inflict one point of magic contamination.
- Prior to 0.8, you could get Might as an Okawaru ability.
- Prior to 0.3, you could get Might as a Trog ability.