Difference between revisions of "Necrotise"

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{{version029}}{{spell info}}{{stub}}{{AttackSpell
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{{obsolete}}
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{{Spell
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|name=Necrotise
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|level=1
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|school1={{Necromancy}}
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|sources=<div>
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[[Book of Cantrips]]<br>[[Book of Necromancy]]
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</div>
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|castingnoise=1
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|spellnoise=1
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|power cap=25
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|range=5
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|flags=Will check, Dir or target, Needs tracer
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}}
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{{AttackSpell
 
|name=Necrotise
 
|name=Necrotise
 
|formula = 1d(4 + Power/5)
 
|formula = 1d(4 + Power/5)
 
|maxdmg = 1d9 [[negative energy]]
 
|maxdmg = 1d9 [[negative energy]]
 
|maxsp = 25
 
|maxsp = 25
|range = 6
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|range = 5
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|tohit = Infinite
 
|target = Beam
 
|target = Beam
|special =*Ignores [[AC]]<br>*[[Will]] resists}}
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|special =*Ignores [[AC]]<br>*Checks [[willpower]]}}
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'''Necrotise''' is a level 1 [[Necromancy]] spell which fires a beam of [[negative energy]] against a single target; it must succeed against the enemy's [[willpower]] to function. If it kills the target, or the target is killed within 1.0 turn after, it creates a [[skeleton]] ally.
  
Necrotise is a level 1 [[Necromancy]] spell which fires a beam of [[negative energy]] against a single target; it must succeed against the enemy's [[willpower]] to function. If it kills the target, or the target is killed within one turn after, they will turn into a [[skeleton]] on your side. Skeletons will last for around 27 turns.
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[[Necromancer]]s begin with this spell in their libraries. [[Kikubaaqudgha]] can gift this spell at 1* of piety.
  
This spell has a special modifier to success rate:
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==Useful Info==
{{crawlquote|Enchantment Power: 3.5 × [[spell power]]}}
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Other than dealing direct damage, this spell creates [[derived undead]], in the form of skeletons.
  
Early on, this spell is effectively 3.5 times more powerful than the "typical" Hex. However, it has such a low power cap that it becomes virtually useless against later mid-game and end-game enemies.
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[[HD]] of skeletons depends on the [[spellpower]]: <code>minion_hd = mons_hd * (100 + pow) / 300</code>. This means that at the max spellpower skeletons will have 1/2 of their original HD. Skeletons will last for around 27 turns, regardless of spellpower. There is no limit to the amount of skeletons that you can create.
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Necrotise has an [[enchantment power]] multiplier of x3.5, which makes it significantly harder to resist than other early-game spells. However, due to the low ''spell power'' cap, it struggles to affect enemies in the mid-game onwards.
  
 
==Strategy==
 
==Strategy==
*?
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Necrotise deals decent damage that ignores [[AC]] and [[EV]]. For an XL 1 [[Necromancer]], expect around a 60-80% chance for Necrotise to work (ignoring your own [[spell failure]] rate).
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Note that your own skeletons can block Necrotise's line of fire.
  
 
==Monster Spell==
 
==Monster Spell==
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==History==
 
==History==
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*Removed in [[0.32]] and replaced by [[Soul Splinter]].
 
*Necrotise was introduced in [[0.29]], combining the effect of [[Pain]] (without the self damage) and [[Animate Skeleton]].
 
*Necrotise was introduced in [[0.29]], combining the effect of [[Pain]] (without the self damage) and [[Animate Skeleton]].

Latest revision as of 12:25, 1 September 2024

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Necrotise.png Necrotise
Level 1
School1 Necromancy
Source(s)
Casting noise 1
Spell noise 1
Power Cap 25
Range 5
Flags Will check, Dir or target, Needs tracer
Spell Details
Damage Formula 1d(4 + Power/5)
Max Damage 1d9 negative energy
Max Power 25
Range 5
Targeting Beam
To-hit Infinite
Special *Ignores AC
*Checks willpower

Necrotise is a level 1 Necromancy spell which fires a beam of negative energy against a single target; it must succeed against the enemy's willpower to function. If it kills the target, or the target is killed within 1.0 turn after, it creates a skeleton ally.

Necromancers begin with this spell in their libraries. Kikubaaqudgha can gift this spell at 1* of piety.

Useful Info

Other than dealing direct damage, this spell creates derived undead, in the form of skeletons.

HD of skeletons depends on the spellpower: minion_hd = mons_hd * (100 + pow) / 300. This means that at the max spellpower skeletons will have 1/2 of their original HD. Skeletons will last for around 27 turns, regardless of spellpower. There is no limit to the amount of skeletons that you can create.

Necrotise has an enchantment power multiplier of x3.5, which makes it significantly harder to resist than other early-game spells. However, due to the low spell power cap, it struggles to affect enemies in the mid-game onwards.

Strategy

Necrotise deals decent damage that ignores AC and EV. For an XL 1 Necromancer, expect around a 60-80% chance for Necrotise to work (ignoring your own spell failure rate).

Note that your own skeletons can block Necrotise's line of fire.

Monster Spell

Monsters have access to the Pain spell, which deals the same damage but doesn't create a skeleton.

History