Difference between revisions of "Gloom"

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{{spell info}}
  
'''Dazzling Flash''' is a Level 3 [[Conjurations]]/[[Hexes]] spell that attempts to [[blind]] all monsters within range.
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'''Gloom''' is a Level 3 [[Hexes]]/[[Necromancy]] spell that attempts to [[blind]] all monsters within range.
  
[[Conjurer]]s and [[Enchanter]]s alike start with this spell available.
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[[Enchanter]]s start with this spell available.
  
 
==Effect==
 
==Effect==
When Dazzling Flash is cast, all vulnerable creatures within range and [[LOS]] may be blinded for 4 to 8 turns, with the chance of success increasing with [[spell power]] and decreasing with monster [[hit dice]]. At full power, the odds are <code>95% - (4 * [[HD]])</code>.
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When Gloom is cast, all vulnerable creatures within range and [[LOS]] may be blinded for 4 to 8 turns, with the chance of success increasing with [[spell power]] and decreasing with monster [[hit dice]]. At full power, the odds are <code>95% - (4 * [[HD]])</code>.
  
Dazzling Flash has no effect on the [[undead]], [[nonliving]], or [[plants]]. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as [[wolf|wolves]] and [[jelly|jellies]].
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It has no effect on the [[undead]], [[nonliving]], or [[plants]]. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as [[wolf|wolves]] and [[jelly|jellies]].
  
 
==Strategy==
 
==Strategy==
While useful to anyone as an occasional escape spell or to slow down a crowd while you whittle it down to size, [[stabbing|stabbers]] benefit the most, as this spell ignores both [[willpower]] and [[see invisible]]. Its effectiveness tapers off toward the endgame, where more monsters are immune or have high HD.
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For the purposes of [[stab]]bing, Gloom fills a small but unique niche. [[Confusing Touch]] and [[Mephitic Cloud]] are better as "general purpose" stabbing spells, as they get multiple chances to confuse per cast, making them more MP-efficient and time-efficient. However, Gloom has a few traits that set itself apart:
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*Compared to Confusing Touch, Gloom does not check [[willpower]], does not requiring entering melee, and can affect multiple monsters at once.
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*Compared to Mephitic Cloud, Gloom makes zero [[noise]] (Mephitic Cloud is very loud) and does not check rPois. In addition, Gloom is a Hexes spell and Enchanters start with it.
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Gloom can also be used by any type of character (stabber or not) as a defensive spell, allowing you to (unreliably) escape or to debuff a crowd of monsters. Necromancers can use this spell behind their minions, as it does not affect [[undead]] creatures at all.
  
 
==History==
 
==History==
Dazzling Flash was added in [[0.25]], replacing [[Dazzling Spray]].
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*Prior to [[0.34]], this spell was named '''Dazzling Flash''', was a level 3 [[Hexes]]/[[Fire]] spell, and was not [[noise|quiet]].
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*Prior to [[0.32]], Dazzling Flash was a [[Conjuration]]/[[Hexes]] spell.
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*Prior to [[0.31]], [[Conjurer]]s also started with Dazzling Flash.
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*Dazzling Flash was added in [[0.25]], replacing [[Dazzling Spray]].

Latest revision as of 23:37, 5 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Gloom.png Gloom
Level 3
School1 Hexes
School2 Necromancy
Source(s) Book of the Senses
Book of Spectacle
Casting noise 0
Spell noise 0
Power Cap 50
Range 2-3
Hated By Elyvilon
The Shining One
Zin
Flags Silent
Emits a wave of pernicious gloom which attempts to smother the light around nearby creatures. Any living, demonic or holy creature caught in the effect may briefly lose their eyesight and be left stumbling blindly.

Willpower is useless against this spell, but stronger creatures may still shrug off its effects.

Gloom is a Level 3 Hexes/Necromancy spell that attempts to blind all monsters within range.

Enchanters start with this spell available.

Effect

When Gloom is cast, all vulnerable creatures within range and LOS may be blinded for 4 to 8 turns, with the chance of success increasing with spell power and decreasing with monster hit dice. At full power, the odds are 95% - (4 * HD).

It has no effect on the undead, nonliving, or plants. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as wolves and jellies.

Strategy

For the purposes of stabbing, Gloom fills a small but unique niche. Confusing Touch and Mephitic Cloud are better as "general purpose" stabbing spells, as they get multiple chances to confuse per cast, making them more MP-efficient and time-efficient. However, Gloom has a few traits that set itself apart:

  • Compared to Confusing Touch, Gloom does not check willpower, does not requiring entering melee, and can affect multiple monsters at once.
  • Compared to Mephitic Cloud, Gloom makes zero noise (Mephitic Cloud is very loud) and does not check rPois. In addition, Gloom is a Hexes spell and Enchanters start with it.

Gloom can also be used by any type of character (stabber or not) as a defensive spell, allowing you to (unreliably) escape or to debuff a crowd of monsters. Necromancers can use this spell behind their minions, as it does not affect undead creatures at all.

History