Difference between revisions of "Enfeeble"

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'''Enfeeble''' is a Level 7 [[Hexes]] spell that always applies the [[weak]]ness and [[antimagic]] statuses to the targeted foe. In addition, succeeding on a [[willpower]] check will [[daze]] and [[blind]] the target. The statuses inflicted by Enfeeble all have the same duration, which is <code>5+[[Spell Power|power]]/20</code> on average, and at least 5 (this is especially important for the antimagic status, which is more powerful the longer it has left).
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'''Enfeeble''' is a Level 7 [[Hexes]] spell that always applies the [[weak]]ness and [[diminished spells]] statuses to the targeted foe. In addition, succeeding on a [[willpower]] check will [[daze]] and [[blind]] the target. It can even blind [[:Category:Unblindable|monsters that are physically unblindable]].
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All statuses from this spell have a duration of <code>5 + [[spellpower]]/20</code> turns (min. 5 turns). Casting Enfeeble again won't stack the duration, it only resets it.
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For the daze and blind effect, Enfeeble has an [[enchantment power]] multiplier of x4,<ref>{{source ref|0.30.0|zap-data.h|1767}}</ref> which makes it significantly harder to resist than most other Hexes. See the [[Willpower#Resisting enchantments|Willpower]] article for more details.
  
 
==Strategy==
 
==Strategy==
*Enfeeble is best used as a "capstone" spell. It's not a great spell to train [[Hexes]] for. However, it's useful for former Hexes specialists who've swapped to another, magical means of killing. The debuffs aren't enough to kill monsters (on its own), but it is helpful against specific monsters and tough encounters.  
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While Enfeeble cannot kill an [[orb of fire]] on its own, it is still a useful spell for Hexes specialists. Against enemies with moderate-or-lower will, it will often cause daze/blindness, disabling enemies ''completely'' (until damaged) and making them vulnerable to stabs. Against infinite will enemies, Enfeeble can still be useful to weaken them, although at the cost of 7 MP.
*Antimagic is a strong status on anything that [[Spell slot flags|casts spells susceptible to it]], including [[silence]]-immune enemies like [[demon]]s. Creatures with only natural or priestly abilities are unaffected, however.
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Note that diminished spells does not work on natural or priestly abilities (anything [[antimagic]] works on, it works on).
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==Monster Version==
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{{monsters with spell}}
  
 
==History==
 
==History==
*[[0.28]] Spell added.
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*Prior to [[0.34]]:
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**Enfeeble inflicted [[antimagic]] instead of diminished spells.
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**The [[daze]] effect did not completely disable enemies.
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**Undead, nonliving, plant, and "unblindable" monsters were not blinded by this spell.
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**Monsters couldn't cast this spell.
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*Enfeeble was added in [[0.28]].
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==References==
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<references/>

Latest revision as of 22:47, 5 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Enfeeble.png Enfeeble
Level 7
School1 Hexes
Source(s) Book of Hexes
Book of Misfortune
Casting noise 7
Spell noise 0
Power Cap 200
Range 8
Flags Will check, Dir or target, Needs tracer
Overwhelms an enemy with malignant energies, irresistibly weakening their melee attacks and disrupting their magic. It will additionally daze and blind any foe that fails to resist the full force of the curse.

Enfeeble is a Level 7 Hexes spell that always applies the weakness and diminished spells statuses to the targeted foe. In addition, succeeding on a willpower check will daze and blind the target. It can even blind monsters that are physically unblindable.

All statuses from this spell have a duration of 5 + spellpower/20 turns (min. 5 turns). Casting Enfeeble again won't stack the duration, it only resets it.

For the daze and blind effect, Enfeeble has an enchantment power multiplier of x4,[1] which makes it significantly harder to resist than most other Hexes. See the Willpower article for more details.

Strategy

While Enfeeble cannot kill an orb of fire on its own, it is still a useful spell for Hexes specialists. Against enemies with moderate-or-lower will, it will often cause daze/blindness, disabling enemies completely (until damaged) and making them vulnerable to stabs. Against infinite will enemies, Enfeeble can still be useful to weaken them, although at the cost of 7 MP.

Note that diminished spells does not work on natural or priestly abilities (anything antimagic works on, it works on).

Monster Version

The following enemies cast Enfeeble:

History

  • Prior to 0.34:
    • Enfeeble inflicted antimagic instead of diminished spells.
    • The daze effect did not completely disable enemies.
    • Undead, nonliving, plant, and "unblindable" monsters were not blinded by this spell.
    • Monsters couldn't cast this spell.
  • Enfeeble was added in 0.28.

References

  1. zap-data.h:1767 (0.30.0)