Difference between revisions of "Cloud"

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'''Clouds''' are temporary dungeon features which occupy tiles. They usually cause damage or status effects to anything which occupies the tiles they are in, though some of them do nothing more than block [[LOS]]. They come in a variety of elemental flavors, can be created in many different ways, and can be potent weapons if handled properly. Clouds will dissipate on their own in time, but some areas will perpetually generate new clouds. Regardless of the type of cloud, player-generated clouds cannot be placed outside of LOS and will dissipate faster should the player move away from them.
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'''Clouds''' are temporary, non-solid dungeon features, which occupy tiles. Some clouds cause damage or status effects, while others do nothing more than block [[line of sight]]. Some areas of the dungeon will perpetually create clouds.
 +
 
 +
==Useful Info==
 +
Clouds are non-solid, so they can be stood on. [[Blink]] can land you into any cloud, but [[teleport]]ation will never land you into a harmful cloud. Clouds will dissipate over time. However, player-generated clouds disappear the moment the cloud leaves your line-of-effect (similar to [[line of sight]], but they can dissipate behind transparent walls).
 +
 
 +
In most cases, no clouds can be placed on tiles where a cloud already exists. For example, placing a cloud of smoke will prevent a more dangerous cloud from appearing on that tile. Note that atmospheric-type clouds and [[steam]] clouds can be replaced; no other type can.
 +
 
 +
Regardless of other factors, players that follow [[Qazlal]] or wear the [[Robe of Clouds]] are immune to the harmful effects of all clouds. Opaque clouds still block sight, though.
 +
 
 +
==Atmospheric==
 +
Atmospheric clouds are merely decorative; they have no effect. Several varieties exist, including sparse dust, thin mist, or magical condensation. Non-opaque atmospheric clouds can be replaced by other clouds.
 +
 
 +
Created by certain effects, usually part of the Dungeon floor or a [[vault]]. [[Jumping spider]]s leave behind clouds of dust, while [[Xom]] can give followers a trail of magical condensation.
 +
 
 +
==Opaque==
 +
Opaque clouds can block [[line of sight]]. Your line of sight stops after two opaque clouds in any direction. Many opaque clouds have no other special effect, but some have extra effects like damage or status effects.
 +
 
 +
Like atmospheric clouds, there are multiple varieties of opaque clouds, including several colours of smoke, translocational energy, golden dust, salt, white fluffiness, and ink.
 +
 
 +
They are somewhat rarer than atmospheric clouds. Translocational energy is created, in small amounts, by [[Translocations]] magic, [[teleport]]s, and [[summon]]s. [[Scrolls of fog]] create smoke, which spreads to adjacent tiles. Many effects like [[Dithmenos]]' Bleed Smoke, [[Wu Jian]]'s Heavenly Storm, and the [[Cloak of the Thief]] create opaque clouds.
 +
 
 +
Unlike other clouds, a [[kraken]]'s ink will only affect water tiles.
 +
 
 +
==Damaging==
 +
===Steam===
 +
Steam clouds are full of scaldingly hot mist. They inflict [[steam]] damage on anything standing on them. Creatures with rSteam or rF+ are immune to the cloud's damage. In addition, these clouds are [[#Opaque|opaque]] and will block LOS.
 +
 
 +
Steam clouds are created when [[Fire Magic]] (including a [[wand of flame]]) passes over [[water]], or when icy projectiles pass [[lava]]. It is also created when water is adjacent to lava, or in certain vaults.
 +
 
 +
*Damage: <code>(2d16)/2 - 1</code> [[steam]] per turn
 +
:Negated entirely by rSteam or rF+
  
==Cloud Varieties==
 
 
===Flame===
 
===Flame===
Clouds of flame are tiles which have caught on fire. They deal fire damage to anything standing in them, and can ignite [[tree]]s in neighboring tiles. Weak intelligent monsters will avoid walking through them, but strong or mindless monsters will charge through, taking damage each turn. Firing an [[Ice Magic]] spell through them will put them out. They can be created with the [[Conjure Flame]] spell, the [[Ignite Poison]] spell, using a red [[draconian]]s breath attack, using [[Trog]]'s Burn Books ability, being a [[demonspawn]] with [[Ignite Blood]] 3, and by igniting [[bush]]es or trees with a powerful [[Fire Magic]] spell.
+
Clouds of flame are tiles which have caught on fire, which deal [[fire]] damage. Certain icy beams, like [[Bolt of Cold]], will put out flame clouds.
*Damage per turn: 10 + (3d23)/3 to the player; 6 + (3d16)/3 to the monsters (affected by [[fire resistance]])
 
  
===Freezing===
+
Created by [[Fire Storm]], red draconian or [[Dragon Form]] breath attack, demonspawn with [[Ignite Blood]], [[Qazlal]] worshippers, or a [[condenser vane]]. [[Ignite Poison]] turns poison clouds into flames, and creates flames from [[Eringya's Noxious Bog]]. The unrand [[salamander hide armour]] constantly creates flames around you.
Freezing clouds are tiles filled with brutally cold mist. They function almost identically to flame clouds, except that the damage they deal is cold and they don't have any effects against trees. They can be created with the [[Freezing Cloud]] spell, by using Ice Magic over a body of water, or by destroying a [[simulacrum]]. Miscasting some [[Ice Magic]] spells can also create clouds of freezing vapour.
 
*Damage per turn: 10 + (3d23)/3 to the player; 6 + (3d16)/3 to the monsters (affected by [[cold resistance]])
 
  
===Mephitic===
+
*Damage: <code>(2d23)/2 + 9</code> fire per turn (against players)
Mephitic clouds are tiles filled with noxious fumes, and are often used by casters to defeat poison-vulnerable enemies; anything caught in one is [[confusion|confused]] for several turns. The most common sources are the [[Mephitic Cloud]] spell and the breath attacks of [[swamp drake]]s and green [[draconian]]s, although they can also be created by some miscasts.
+
:<code>(2d16)/2 + 5</code> fire per turn (against monsters)
*Damage per turn: 1d3 ([[poison resistance]] gives immunity)
+
:Resisted by rF+. Players with demonspawn mutation, [[Ignite Blood]] are immune.
 +
 
 +
===Spreading flames===
 +
Spreading flames are a special type of flame cloud, created when [[tree]]s are set on fire. They act like regular flames, but periodically create new flames in tiles next to them, potentially lighting other trees on fire.
 +
 
 +
*Damage: Same as clouds of flame.
 +
 
 +
===Freezing vapour===
 +
Freezing clouds are tiles filled with brutally cold mist. They deal [[cold]] damage. It can be dispersed by strong [[Fire Magic]], such as [[Fireball]] or [[Bolt of Fire]].
 +
 
 +
Created by the spell [[Freezing Cloud]], a [[condenser vane]], [[Qazlal]] worshippers, and the [[unrand]] axe [[Frostbite]]. [[Simulacra]] create an ice cloud when destroyed. For monsters, using [[Bolt of Cold]] over water, or the spell [[Glaciate]], creates frost clouds.
 +
 
 +
*Damage: <code>(2d23)/2 + 9</code> cold per turn (against players)
 +
:<code>(2d16)/2 + 5</code> cold per turn (against monsters)
 +
:Resisted by rC+. Players wielding [[Frostbite]] are immune.
 +
 
 +
===Acidic fog===
 +
Acidic fog is a hideously dangerous type which inflicts [[acid]] damage, and causes the [[corrosion]] status. Creatures with corrosion resistance are fully immune. Fortunately, monsters with rCorr are very rare outside of [[the Slime Pits]]
 +
 
 +
Created by a [[condenser vane]] at high power.
 +
 
 +
*Damage: <code>(2d23)/2 + 9</code> acid per turn (against players)
 +
:<code>(2d16)/2 + 5</code> acid per turn (against monsters)
 +
:Negated entirely by rCorr.
 +
 
 +
===Blessed fire===
 +
Clouds of blessed fire burn with [[holy]], cleansing light. Deals more damage to [[demon]]s and the [[undead]]. Only creatures consecrated by or in service to the [[good gods]] are immune to their effects. In addition, these clouds are [[#Opaque|opaque]] and will block LOS.
 +
 
 +
Created by [[pearl dragon]]s and [[ophan]]s. Appears in a few [[vault]]s.
 +
 
 +
*Damage: <code>(2d19)/2 + 7</code> holy per turn (against players)
 +
:<code>1d12 + 3</code> holy per turn (against monsters)
 +
:Affected by holy resistance.
 +
 
 +
===Excruciating misery===
 +
Clouds of excruciating misery deal 10% of the player's max HP (15% for monsters) every turn spent in it. [[Negative energy resistance]] can reduce this to 6.6%, 3.3% and 0% respectively for every level of rN+.
 +
[[Torment resistance]] has no effect on these clouds, and unlike [[torment]] this damage can be directly lethal.
 +
 
 +
Created by the [[condenser vane]], [[March of Sorrows]], [[Mourning Wail]], and [[weeping skull]]s.
 +
 
 +
*Damage: <code>(10% of player's max health)</code> negative energy per turn (against players)
 +
:<code>15% of monster's max health</code> negative energy per turn (against monsters)
 +
:Resisted by rN+.
 +
 
 +
===Spectral flames===
 +
Spectral flames burn with the chill fires of undeath. They deal partially-irresistible [[negative energy]] damage. In addition, they summon [[spectral thing]]s, which immediately attack creatures hostile to the cloud's creator. [[Undead]] creatures are immune to the damage.
 +
 
 +
Spectral flames are only ever created by monsters: [[ghost crab]]s and [[revenant]]s can both create banks of spectral fire.
 +
 
 +
*Damage per turn: <code>(2d15)/2 + 3</code> partial negative energy
 +
:Undead and [[Yredelemnul]] worshippers are immune to damage.
 +
 
 +
===Thunder===
 +
Clouds of thunder (storm clouds) deal electric damage, and are resisted by electricity resistance.
 +
 
 +
Created by  [[condenser vane]]s, [[Qazlal]] worshippers, or the [[unrand]] [[robe of Clouds]].
 +
 
 +
*Damage: <code>?</code> electric per turn (~18 dmg/turn average)
 +
:Resisted by rElec.
 +
 
 +
===Blastmotes===
 +
Created by the spell, [[Volatile Blastmotes]]. When a creature steps on its tile, or when hit by [[Fire Magic]], it will explode, dealing damage and pushing back any creatures in adjacent tiles.
 +
 
 +
*Damage: See [[Volatile Blastmotes]]
 +
 
 +
===Whirling frost===
 +
Clouds of whirling frost are created by the spell, [[Polar Vortex]]. They deal heavy, partially irresistible cold damage, lift creatures into [[flight]], and cause creatures to move counter-clockwise around the caster. In addition, they can destroy trees.
 +
 
 +
*Damage: See [[Polar Vortex]]
 +
:50% resisted by rC+.
 +
:Creatures who are currently casting Polar Vortex are immune.
 +
 
 +
==Status==
 +
 
 +
===Calcifying dust===
 +
Clouds of calcifying dust inflict the [[Petrify]]ing status on any creature that stands on them. [[Nonliving]] or [[insubstantial]] creatures are immune. In addition, these clouds are [[#Opaque|opaque]] and will block LOS.
 +
 
 +
Players can only be affected by these clouds if they end their turn inside one. If you move outside of dust the moment it appears, then you won't get petrified.
 +
 
 +
[[Catoblepas|Catoblepae]] belch forth clouds of calcifying dust at their prey, affecting friend and foe alike (though are immune to the effects themselves).
 +
 
 +
===Noxious fumes===
 +
Clouds of noxious fumes (also known as mephitic clouds) are mildly toxic and foul-smelling gases. Anything caught in one is [[confusion|confused]] for several turns; creatures with higher [[HD]] are less likely to be confused. Can be turned into flame clouds via [[Ignite Poison]].
 +
 
 +
Created by the [[Mephitic Cloud]] spell, [[condenser vane]], green player [[draconian]] breath, and [[swamp drake]]s.
 +
 
 +
*Status: <code>(21 - [[HD]]) in 21</code> chance to confuse monsters.
 +
:rPois gives immunity
  
 
===Poison===
 
===Poison===
Poison clouds are tiles filled with [[poison]] gas. Anything caught in one will take damage and be poisoned. For even more damage, use the [[Ignite Poison]] spell to immediately convert these into flame clouds. These are generally created by the [[Poisonous Cloud]] spell, although some miscasts can also create them. [[Swamp dragon]]s breathe these, as can player [[naga]]s with the appropriate [[Poison Breath|mutation]].
+
Poison clouds are tiles filled with highly [[poison]]ous gas. Creatures with poison resistance are fully immune. Can be turned into flame clouds via [[Ignite Poison]].
*Damage per turn: 1d10 ([[poison resistance]] gives immunity)
 
  
===Steam===
+
Created by a [[scroll of poison]], [[condenser vane]]s, or player [[naga]]s with the [[Spit Poison]] 2 mutation. [[Swamp dragon]]s, [[gold dragon]]s, enemy [[green draconian]]s, and [[green death]]s breathe these.
[[Steam]] clouds are tiles full of scaldingly hot mist. These do minor damage, and anything with [[fire]] or steam reistance is immune to it. Also, the clouds will block LOS much like fog. Any area that has lava exposed to water will emit an endless amount of steam. You can create steam yourself by using Fire Magic over water, or with a pale [[draconian]]'s breath attack.
+
 
 +
*Damage: <code>1d10 - 1</code> poison (direct damage)
 +
:Additional poison status
 +
:rPois gives immunity
  
 
===Miasma===
 
===Miasma===
[[Miasma]] clouds are extremely dangerous banks of corrupt fog. Anything caught in one will be [[slow]]ed, poisoned, and [[rot]]ted. They are extremely useful in combat, so long as you don't get caught in the blast yourself. They can be found in the undead version of [[Swamp]]:5, created with the [[Corpse Rot]] spell or the [[Foul Stench]] demonspawn mutation, and [[death drake]]s will breathe them at you.
+
Clouds of miasma (also known as foul pestilence) are dangerous banks of corrupt fog. Vulnerable creatures take damage, are [[poison]]ed, and become [[slow]]ed. [[Nonliving]] and [[undead]] creatures are immune; poison resistance stops the poison, and [[stasis]] stops the slow.
*Damage per turn: (3d12)/3 ([[rotting resistance]] gives complete immunity, [[poison resistance]] stops you from being poisoned, and [[stasis]] prevents you from being slowed)
 
  
===Mutagenic===
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You can create miasma clouds with [[Cigotuvi's Dreadful Rot]] or the demonspawn mutation, [[Foul Stench]]. [[Death drake]]s, [[ushabti]]u, and [[putrid mouth]]s can breathe them. [[Tainted leviathan]]s and some [[pandemonium lord]]s generate a ring of miasma, and [[curse toe]]s leave them behind when moving. They can appear in certain [[Swamp]]:4 vaults.
Mutagenic clouds are fogs of chaotic energies. Stepping in these clouds will inflict heavy [[magical contamination]] upon a player which, if left unchecked, may cause [[bad mutation]]s. They can also [[polymorph]] monsters once per turn the monster spends in the cloud. These clouds are usually only found in vaults.
 
  
<div id="chaoscloud"></div>
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*Damage: <code>1d12 - 1</code> poison (direct damage)
===Chaos===
+
:Additional poison status.
Mostly seen as the breath of [[apocalypse crab]]s or the result of killing [[chaos spawn]], these clouds will act like a [[chaos|chaos brand]] if you step in them.
+
:rMiasma gives immunity, as does demonspawn mutation [[Foul Stench]].
  
===Cosmetic===
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===Mutagenic fog===
This goes by a variety of names, such as smoke, fog, mist, or colored fog. All do nothing but look pretty and block LOS. It is naturally found in some areas (e.g. mist in [[Swamp]], smoke near [[lava]], etc), can be created by a [[scroll of fog]] or the [[unrandart]] [[Cloak of the Thief]], and can appear via miscasts, Xom, and a few other sources.  Xom may also cause you to trail colored fog from time to time.
+
Mutagenic fog is composed of raw, uncontrolled magic. These clouds inflict heavy [[magic contamination]] to players, which can cause [[bad mutation]]s. Monsters are instead [[polymorph]]ed every turn they stay inside one.
  
While stepping in these clouds has no effect, blocking LOS can sometimes be a lifesaver, as it will stop most monsters from casting spells at you.
+
These clouds are usually only found in vaults. [[Cigotuvi's Fleshworks]] in particular has several rooms filled with mutagenic fog.
 +
 
 +
===Seething chaos===
 +
Formed from the unpredictable forces of pure [[chaos]], clouds of seething chaos produce effects similar to being hit with a weapon of chaos on any creature that enters them.
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 +
Created by [[apocalypse crab]]s, and appear when a [[chaos spawn]] is killed or when you burn a [[wall#Demonic_Trees|demonic tree]].
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 +
===Degeneration===
 +
Clouds of degeneration rapidly wither creatures that stand in them, repeatedly inflicting the effects of a [[potion of degeneration]].
 +
 
 +
Spawns in the [[wizlab]], [[Alistair's Party Mansion]].
 +
 
 +
===Rain===
 +
Rain clouds create [[water]] over time. Solid ground becomes shallow water, and shallow water becomes deep water. This effect is temporary. Does not harm creatures.
 +
 
 +
Only created by [[sky beast]]s, who create rain when turning invisible or becoming visible again.
  
 
==History==
 
==History==
Prior to [[0.15]], clouds of mutagenic fog directly inflicted players with mutations rather than causing heavy [[magical contamination]].
+
{{CBA|0.32|clouds of magnetised fragments will be added as a part of the [[Magnavolt]] spell.}}
 
+
*Clouds of [[negative energy]] were replaced with clouds of excruciating misery in [[0.31]]. Also, now no opaque or harmful cloud, except for steam, can be overwritten by other clouds.
Prior to [[0.14]], clouds could be placed outside of the caster's [[line of sight|LOS]] and dissipated slower outside of LOS.
+
*Prior to [[0.30]], clouds of thunder would create "strikes of thunder"; they dealt less damage over time, but caused a damaging thunder strike every so often. This was bugged, where faster actions would trigger lightning strikes less often. Also, the "smouldering flames" cloud, created by [[Conjure Flame]], was removed.
 +
*Prior to [[0.28]], noxious fumes dealt minor poison damage, and clouds of degeneration did not exist. Also, rain and storm clouds would cause rain, which hurt water-vulnerable creatures.
 +
*Prior to [[0.27]], [[unbreathing]] protected against certain clouds. The [[Hurl Damnation (mutation)|Hurl Damnation]] [[demonspawn mutation]] provided flaming cloud immunity. Thunder clouds would create loud noises. Also, in this version, [[Tornado]]es were replaced with [[Polar Vortex|Polar Vortices]]
 +
*Prior to [[0.19]], player-created clouds did not vanish instantly when out-of-sight, instead they just dissipated faster.
 +
*Prior to [[0.15]], clouds of mutagenic fog directly caused mutations rather than causing heavy [[magical contamination]].
 +
*Prior to [[0.14]], clouds could be placed outside of the caster's [[line of sight|LOS]], and lasted normal duration. 0.14 also added clouds of negative energy, thunder, and acid.
 +
*[[0.13]] added spectral flames.
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 02:44, 21 October 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Clouds are temporary, non-solid dungeon features, which occupy tiles. Some clouds cause damage or status effects, while others do nothing more than block line of sight. Some areas of the dungeon will perpetually create clouds.

Useful Info

Clouds are non-solid, so they can be stood on. Blink can land you into any cloud, but teleportation will never land you into a harmful cloud. Clouds will dissipate over time. However, player-generated clouds disappear the moment the cloud leaves your line-of-effect (similar to line of sight, but they can dissipate behind transparent walls).

In most cases, no clouds can be placed on tiles where a cloud already exists. For example, placing a cloud of smoke will prevent a more dangerous cloud from appearing on that tile. Note that atmospheric-type clouds and steam clouds can be replaced; no other type can.

Regardless of other factors, players that follow Qazlal or wear the Robe of Clouds are immune to the harmful effects of all clouds. Opaque clouds still block sight, though.

Atmospheric

Atmospheric clouds are merely decorative; they have no effect. Several varieties exist, including sparse dust, thin mist, or magical condensation. Non-opaque atmospheric clouds can be replaced by other clouds.

Created by certain effects, usually part of the Dungeon floor or a vault. Jumping spiders leave behind clouds of dust, while Xom can give followers a trail of magical condensation.

Opaque

Opaque clouds can block line of sight. Your line of sight stops after two opaque clouds in any direction. Many opaque clouds have no other special effect, but some have extra effects like damage or status effects.

Like atmospheric clouds, there are multiple varieties of opaque clouds, including several colours of smoke, translocational energy, golden dust, salt, white fluffiness, and ink.

They are somewhat rarer than atmospheric clouds. Translocational energy is created, in small amounts, by Translocations magic, teleports, and summons. Scrolls of fog create smoke, which spreads to adjacent tiles. Many effects like Dithmenos' Bleed Smoke, Wu Jian's Heavenly Storm, and the Cloak of the Thief create opaque clouds.

Unlike other clouds, a kraken's ink will only affect water tiles.

Damaging

Steam

Steam clouds are full of scaldingly hot mist. They inflict steam damage on anything standing on them. Creatures with rSteam or rF+ are immune to the cloud's damage. In addition, these clouds are opaque and will block LOS.

Steam clouds are created when Fire Magic (including a wand of flame) passes over water, or when icy projectiles pass lava. It is also created when water is adjacent to lava, or in certain vaults.

  • Damage: (2d16)/2 - 1 steam per turn
Negated entirely by rSteam or rF+

Flame

Clouds of flame are tiles which have caught on fire, which deal fire damage. Certain icy beams, like Bolt of Cold, will put out flame clouds.

Created by Fire Storm, red draconian or Dragon Form breath attack, demonspawn with Ignite Blood, Qazlal worshippers, or a condenser vane. Ignite Poison turns poison clouds into flames, and creates flames from Eringya's Noxious Bog. The unrand salamander hide armour constantly creates flames around you.

  • Damage: (2d23)/2 + 9 fire per turn (against players)
(2d16)/2 + 5 fire per turn (against monsters)
Resisted by rF+. Players with demonspawn mutation, Ignite Blood are immune.

Spreading flames

Spreading flames are a special type of flame cloud, created when trees are set on fire. They act like regular flames, but periodically create new flames in tiles next to them, potentially lighting other trees on fire.

  • Damage: Same as clouds of flame.

Freezing vapour

Freezing clouds are tiles filled with brutally cold mist. They deal cold damage. It can be dispersed by strong Fire Magic, such as Fireball or Bolt of Fire.

Created by the spell Freezing Cloud, a condenser vane, Qazlal worshippers, and the unrand axe Frostbite. Simulacra create an ice cloud when destroyed. For monsters, using Bolt of Cold over water, or the spell Glaciate, creates frost clouds.

  • Damage: (2d23)/2 + 9 cold per turn (against players)
(2d16)/2 + 5 cold per turn (against monsters)
Resisted by rC+. Players wielding Frostbite are immune.

Acidic fog

Acidic fog is a hideously dangerous type which inflicts acid damage, and causes the corrosion status. Creatures with corrosion resistance are fully immune. Fortunately, monsters with rCorr are very rare outside of the Slime Pits

Created by a condenser vane at high power.

  • Damage: (2d23)/2 + 9 acid per turn (against players)
(2d16)/2 + 5 acid per turn (against monsters)
Negated entirely by rCorr.

Blessed fire

Clouds of blessed fire burn with holy, cleansing light. Deals more damage to demons and the undead. Only creatures consecrated by or in service to the good gods are immune to their effects. In addition, these clouds are opaque and will block LOS.

Created by pearl dragons and ophans. Appears in a few vaults.

  • Damage: (2d19)/2 + 7 holy per turn (against players)
1d12 + 3 holy per turn (against monsters)
Affected by holy resistance.

Excruciating misery

Clouds of excruciating misery deal 10% of the player's max HP (15% for monsters) every turn spent in it. Negative energy resistance can reduce this to 6.6%, 3.3% and 0% respectively for every level of rN+. Torment resistance has no effect on these clouds, and unlike torment this damage can be directly lethal.

Created by the condenser vane, March of Sorrows, Mourning Wail, and weeping skulls.

  • Damage: (10% of player's max health) negative energy per turn (against players)
15% of monster's max health negative energy per turn (against monsters)
Resisted by rN+.

Spectral flames

Spectral flames burn with the chill fires of undeath. They deal partially-irresistible negative energy damage. In addition, they summon spectral things, which immediately attack creatures hostile to the cloud's creator. Undead creatures are immune to the damage.

Spectral flames are only ever created by monsters: ghost crabs and revenants can both create banks of spectral fire.

  • Damage per turn: (2d15)/2 + 3 partial negative energy
Undead and Yredelemnul worshippers are immune to damage.

Thunder

Clouds of thunder (storm clouds) deal electric damage, and are resisted by electricity resistance.

Created by condenser vanes, Qazlal worshippers, or the unrand robe of Clouds.

  • Damage: ? electric per turn (~18 dmg/turn average)
Resisted by rElec.

Blastmotes

Created by the spell, Volatile Blastmotes. When a creature steps on its tile, or when hit by Fire Magic, it will explode, dealing damage and pushing back any creatures in adjacent tiles.

Whirling frost

Clouds of whirling frost are created by the spell, Polar Vortex. They deal heavy, partially irresistible cold damage, lift creatures into flight, and cause creatures to move counter-clockwise around the caster. In addition, they can destroy trees.

50% resisted by rC+.
Creatures who are currently casting Polar Vortex are immune.

Status

Calcifying dust

Clouds of calcifying dust inflict the Petrifying status on any creature that stands on them. Nonliving or insubstantial creatures are immune. In addition, these clouds are opaque and will block LOS.

Players can only be affected by these clouds if they end their turn inside one. If you move outside of dust the moment it appears, then you won't get petrified.

Catoblepae belch forth clouds of calcifying dust at their prey, affecting friend and foe alike (though are immune to the effects themselves).

Noxious fumes

Clouds of noxious fumes (also known as mephitic clouds) are mildly toxic and foul-smelling gases. Anything caught in one is confused for several turns; creatures with higher HD are less likely to be confused. Can be turned into flame clouds via Ignite Poison.

Created by the Mephitic Cloud spell, condenser vane, green player draconian breath, and swamp drakes.

  • Status: (21 - HD) in 21 chance to confuse monsters.
rPois gives immunity

Poison

Poison clouds are tiles filled with highly poisonous gas. Creatures with poison resistance are fully immune. Can be turned into flame clouds via Ignite Poison.

Created by a scroll of poison, condenser vanes, or player nagas with the Spit Poison 2 mutation. Swamp dragons, gold dragons, enemy green draconians, and green deaths breathe these.

  • Damage: 1d10 - 1 poison (direct damage)
Additional poison status
rPois gives immunity

Miasma

Clouds of miasma (also known as foul pestilence) are dangerous banks of corrupt fog. Vulnerable creatures take damage, are poisoned, and become slowed. Nonliving and undead creatures are immune; poison resistance stops the poison, and stasis stops the slow.

You can create miasma clouds with Cigotuvi's Dreadful Rot or the demonspawn mutation, Foul Stench. Death drakes, ushabtiu, and putrid mouths can breathe them. Tainted leviathans and some pandemonium lords generate a ring of miasma, and curse toes leave them behind when moving. They can appear in certain Swamp:4 vaults.

  • Damage: 1d12 - 1 poison (direct damage)
Additional poison status.
rMiasma gives immunity, as does demonspawn mutation Foul Stench.

Mutagenic fog

Mutagenic fog is composed of raw, uncontrolled magic. These clouds inflict heavy magic contamination to players, which can cause bad mutations. Monsters are instead polymorphed every turn they stay inside one.

These clouds are usually only found in vaults. Cigotuvi's Fleshworks in particular has several rooms filled with mutagenic fog.

Seething chaos

Formed from the unpredictable forces of pure chaos, clouds of seething chaos produce effects similar to being hit with a weapon of chaos on any creature that enters them.

Created by apocalypse crabs, and appear when a chaos spawn is killed or when you burn a demonic tree.

Degeneration

Clouds of degeneration rapidly wither creatures that stand in them, repeatedly inflicting the effects of a potion of degeneration.

Spawns in the wizlab, Alistair's Party Mansion.

Rain

Rain clouds create water over time. Solid ground becomes shallow water, and shallow water becomes deep water. This effect is temporary. Does not harm creatures.

Only created by sky beasts, who create rain when turning invisible or becoming visible again.

History

  • In 0.32, clouds of magnetised fragments will be added as a part of the Magnavolt spell.
  • Clouds of negative energy were replaced with clouds of excruciating misery in 0.31. Also, now no opaque or harmful cloud, except for steam, can be overwritten by other clouds.
  • Prior to 0.30, clouds of thunder would create "strikes of thunder"; they dealt less damage over time, but caused a damaging thunder strike every so often. This was bugged, where faster actions would trigger lightning strikes less often. Also, the "smouldering flames" cloud, created by Conjure Flame, was removed.
  • Prior to 0.28, noxious fumes dealt minor poison damage, and clouds of degeneration did not exist. Also, rain and storm clouds would cause rain, which hurt water-vulnerable creatures.
  • Prior to 0.27, unbreathing protected against certain clouds. The Hurl Damnation demonspawn mutation provided flaming cloud immunity. Thunder clouds would create loud noises. Also, in this version, Tornadoes were replaced with Polar Vortices
  • Prior to 0.19, player-created clouds did not vanish instantly when out-of-sight, instead they just dissipated faster.
  • Prior to 0.15, clouds of mutagenic fog directly caused mutations rather than causing heavy magical contamination.
  • Prior to 0.14, clouds could be placed outside of the caster's LOS, and lasted normal duration. 0.14 also added clouds of negative energy, thunder, and acid.
  • 0.13 added spectral flames.