Difference between revisions of "Might"

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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). So when compared to +10 slaying, might gives a more consistent roll; 1d10 + 1d11 is more consistent than 1d21. But unlike slaying, might doesn't give an [[accuracy]] boost.
+
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===
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==Strategy==
 
==Strategy==
Might is useful for dealing with monsters that are troublesome, but for which [[berserk]] or [[haste]] would be an 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 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 attack]]s; e.g. monstrous [[Demonspawn]] and worshippers of [[Jiyva]] can get +2d10 to +4d10 damage per round.
 
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 attack]]s; e.g. monstrous [[Demonspawn]] and worshippers of [[Jiyva]] can get +2d10 to +4d10 damage per round.

Latest revision as of 11:27, 18 June 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
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:

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:

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.