Difference between revisions of "Light"

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:''This page is about the equipment ego. For the wand, see [[wand of light]].''
 
{{flavour|It surrounds the wearer with a glowing halo, revealing invisible creatures, increasing accuracy against all within it other than the wearer, and reducing the wearer's stealth.}}
 
{{flavour|It surrounds the wearer with a glowing halo, revealing invisible creatures, increasing accuracy against all within it other than the wearer, and reducing the wearer's stealth.}}
  
'''Light''' is an [[ego]] found only on [[orb]]s. Like the [[unrand]] [[Eos]], characters wielding an orb of light emit a 3-tile [[halo]]. The halo increases accuracy against everything illuminated by it, reveals [[invisible]] creatures, and decreases stealth.
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'''Light''' is an [[ego]] found on [[helmet]]s and [[orb]]s. It emits a 3-tile [[halo]], which makes enemies easier to hit,<ref>When attacking a creature inside a halo, the attack's [[to-hit]] is increased by <code>1 + 1d8</code>.</ref> reveals all [[invisible]] creatures, and decreases the user's stealth. Multiple halo sources do not stack.
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==Sources==
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*Light is normally found on helmets.
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*[[Monk]]s start with an [[orb]] of light, and orbs of light can very rarely be found in [[vault]]s.
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*[[Eos]] does not have the light ego itself, but also emits a halo.
  
 
==Strategy==
 
==Strategy==
*The orb can be used as a bootleg [[see invisible]], especially if you don't have another [[shield]] or don't want to invest in the Shields skill.
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*Light can act as a form of [[see invisible]], but remember that the halo will also impact ''your'' invisibility.
*The halo's to-hit boost disproportionately affects low accuracy attackers, such as low level characters or your plethora of [[summon]]s.
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*The halo's to-hit boost not only helps you, but your [[allies]] ([[summon]]s, [[derived undead]], etc.) too. As monsters don't have the greatest accuracy, using light can really help your allies' damage output.
*Remember that the halo will also impact ''your'' invisibility! Don't rely on it while wielding this orb.
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==Notes==
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<references/>
  
 
==History==
 
==History==
*The Light ego, along with orbs themselves, was introduced in [[0.28]].
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*Prior to [[0.34]], light could not be found on helmets, but was a standard [[orb]] ego.
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*The light ego, along with orbs themselves, was introduced in [[0.28]].
  
 
{{orb}}
 
{{orb}}

Latest revision as of 05:32, 6 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
This page is about the equipment ego. For the wand, see wand of light.
It surrounds the wearer with a glowing halo, revealing invisible creatures, increasing accuracy against all within it other than the wearer, and reducing the wearer's stealth.

Light is an ego found on helmets and orbs. It emits a 3-tile halo, which makes enemies easier to hit,[1] reveals all invisible creatures, and decreases the user's stealth. Multiple halo sources do not stack.

Sources

  • Light is normally found on helmets.
  • Monks start with an orb of light, and orbs of light can very rarely be found in vaults.
  • Eos does not have the light ego itself, but also emits a halo.

Strategy

  • Light can act as a form of see invisible, but remember that the halo will also impact your invisibility.
  • The halo's to-hit boost not only helps you, but your allies (summons, derived undead, etc.) too. As monsters don't have the greatest accuracy, using light can really help your allies' damage output.

Notes

  1. When attacking a creature inside a halo, the attack's to-hit is increased by 1 + 1d8.

History

  • Prior to 0.34, light could not be found on helmets, but was a standard orb ego.
  • The light ego, along with orbs themselves, was introduced in 0.28.
Orbs
AttunementEnergyGlassGuileLightMayhemMesmerismPyromaniaStardust