Difference between revisions of "Sticky Flame"

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{{version012}}
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{{version031}}
 
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{{spell info}}
{{Spell
 
|name=Sticky Flame
 
|level=4
 
|school1={{Conjurations}}
 
|school2={{Fire Magic}}
 
|school3=
 
|sources=<div>
 
*[[Book of Flames]]
 
</div>
 
|castingnoise=4
 
|spellnoise=1
 
}}
 
 
 
{{flavour|This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.}}
 
 
{{AttackSpell
 
{{AttackSpell
 
|name=Sticky Flame
 
|name=Sticky Flame
|formula = 2d(1.5+Power/24) [[fire]]
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|formula = 2d(2 + power/9) [[fire]]
|maxdmg = 2d(5.67)
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|maxdmg = 2d13
 
|maxsp = 100
 
|maxsp = 100
 
|range = 1
 
|range = 1
 
|target = Touch
 
|target = Touch
|special = Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 [[aut]]s}}
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|special = Inflicts Fire status
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|tohit = Never miss}}
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'''Sticky Flame''' is a level 4 [[Alchemy]]/[[Fire Magic]] spell which causes the target to burn for several rounds.
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[[Alchemist]]s start with this spell in their libraries.
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==Useful Info==
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Sticky Flame deals direct [[fire]] damage, then inflicts the '''Fire''' status ('''covered in liquid fire'''). The Fire status deals <code>2d(3 + power/14)</code> fire damage per turn, ignoring [[AC]].<ref>{{source ref|0.31-b1|beam.cc|4075}}</ref> It also causes the target to become [[backlit]], making them easier to hit, and revealing [[invisible]] creatures.
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The Fire status lasts for <code>3 + power/20</code> to <code>3 + power/10</code> turns.<ref>{{source ref|0.31-b1|beam.cc|4823}}</ref>
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When the target physically moves, the Fire status will quickly run out. For monsters, each movement reduces duration by 5 turns. For players, each move reduces duration by 6 turns. For players only, if your post-movement duration is ≤ 2 turns, the status automatically ends. Also, entering or being in [[water]] (even when [[flying]]) will immediately end the Fire status.
  
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to [[glow]], negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as [[hydra]]s or [[death yak]]s. Unfortunately, its max range cannot exceed 1, even if you worship [[Vehumet]], unless you cast it from the [[Tome of Destruction]] or [[Makhleb]]'s Greater Destruction.
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[[Insubstantial]] creatures are immune to the Fire status, but still take impact damage from the spell.
  
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:
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==Strategy==
(Damage per turn) * (Turns per level) * (Levels) =
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A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use [[Flame Wave]] or a melee attack. The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as [[hydra]]s, are too dangerous to engage in melee.
= 4 * 4.5 * 4 = 72
 
  
==Tips & Tricks==
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Note that Sticky Flame deals a fair amount of impact damage. You should use other spells if available, but if you have nothing better, this spell can be decent to spam.
*This is a great spell if you don't mind being up close and personal. Fragile spell-casters should plan to confuse or incapacitate the victim before venturing into melee range against monsters that can generate a one-shot kill, while more durable hybrid characters can use it as powerful opening salvo before engaging in melee combat.
 
*With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (so long as they're not fire resistant and/or faster than you, that is). Simply set them on fire and run away - if they stop burning before they die, recast Sticky Flame. Just make sure you already have a monster-free path to retreat along!
 
*Hitting invisible monsters with this spell (using '''Z''') will cause them to be revealed for its duration. This is a useful strategy for dealing with [[unseen horror]]s and flickering [[sky beast]]s.
 
*If you've been hit with Sticky Flame, entering water will put out the flame. This works for monsters, too. [[Flight]] does not prevent this effect. As such, using Sticky Flame on a aquatic monsters will only do a little initial damage.
 
*Lanolin is very flammable, so [[sheep]] are especially susceptible to Sticky Flame.
 
  
==Player Ability==
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===Tips & Tricks===
Mottled [[draconian]] players can generate Sticky Flame as a breath [[ability]]. Unlike the spell, this breath weapon can splash to monsters adjacent to the target.
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*Sticky Flame can be used to reveal [[invisible]] monsters (use '''Z''' on a suspected tile). This isn't useful against [[unseen horror]]s, since they constantly move around. Neither can it be used on [[shadow]]s, since they are insubstantial. But it does work against [[sky beast]]s and casters of [[Invisibility]].
  
 
==Monster Version==
 
==Monster Version==
The monster version of Sticky Flame differs in that it has range 5 but can be dodged. It can destroy your [[scroll]]s every turn that it's on you, so beware.
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Most monsters use [[Pyre Arrow]], which inflicts the Fire status from range, but doesn't deal impact damage.
 
 
The following monsters can cast Sticky Flame:
 
*[[Azrael]]
 
*[[Balrug]]
 
*[[Deep elf conjurer]] (not always)
 
*[[Draconian scorcher]]
 
*[[Smoke demon]]
 
  
The following monster use Sticky Flame as a monster ability:
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[[Player ghost]]s will cast Sticky Flame, however.
*[[Mottled dragon]]
 
*[[Mottled draconian]]
 
*[[Hell hog]]
 
  
[[Flaming corpse]]s have a melee attack with the same effect.
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==History==
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*In [[0.31]], Sticky Flame was reworked. Prior to this version:
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**Sticky Flame was a level 4 [[Conjurations]]/[[Fire]] spell, and it only dealt <code>2d(1.5 + power/24)</code> impact damage.
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**The Fire status dealt always dealt 2d4 damage; it did not depend on power.
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**The duration was equal to <code>4.5 * levels</code>turns, for levels = <code>(pow/96 + 1.37)</code>.
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**The Fire status did not expire faster when the target moves.
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*Prior to [[0.29]], the Fire status dealt <code>2d4 - 1</code> damage per turn. However, [[attacks of opportunity]] didn't exist, so the spell was more viable to normal speed species.
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*Prior to [[0.28]], [[Fire Elementalist]]s started with this spell.
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*Prior to [[0.27]], the Fire status wasn't [[dispel]]lable.
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*Earlier versions had more ways for players to gain resistance to sticky flames:
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**Prior to [[0.25]], [[Tiamat]]'s [[dragonskin cloak]] had a 50% chance of providing sticky flame resistance when hit by sticky flames
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**Prior to [[0.20]], [[draconian|mottled draconians]] and players wearing [[mottled dragon scales]] were always resistant
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*Prior to [[0.22]], Sticky Flame would spread between adjacent [[sheep]] and [[dream sheep]].
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*Prior to [[0.15]], Sticky Flame's enchantment level depended on the victim's [[HD]] rather than the power of the spell.
  
==Resistance==
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==References==
[[:Category:Sticky flame resistance|Some monsters]] are intrinsically resistant to sticky flame. The flame will not "stick" to them, although they will take a small amount of [[fire]] damage on the first turn. [[:Category:Insubstantial monsters|Insubstantial monsters]] are also resistant to sticky flame. Players can gain sticky flame resistance by wearing [[mottled dragon armour]], by being a mottled draconian, or by standing in [[shallow water|shallow]] or [[deep water]].
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<references />
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 12:20, 14 February 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Sticky flame.png Sticky Flame
Level 4
School1 Alchemy
School2 Fire
Source(s) Everburning Encyclopedia
Book of Flames
Casting noise 4
Spell noise 1
Power Cap 100
Range 1
Flags Dir or target, Needs tracer
Unleashes a short-ranged spray of incindiary goo that clings to an adjacent creature and deals armour-ignoring fire damage over several turns. If the victim is allowed to move, it will put out the fire prematurely.

“Give a man a fire and he's warm for a day, but set fire to him and he's warm
for the rest of his life.”
-Terry Pratchett, “Jingo”. 1997.

Spell Details
Damage Formula 2d(2 + power/9) fire
Max Damage 2d13
Max Power 100
Range 1
Targeting Touch
To-hit Never miss
Special Inflicts Fire status

Sticky Flame is a level 4 Alchemy/Fire Magic spell which causes the target to burn for several rounds.

Alchemists start with this spell in their libraries.

Useful Info

Sticky Flame deals direct fire damage, then inflicts the Fire status (covered in liquid fire). The Fire status deals 2d(3 + power/14) fire damage per turn, ignoring AC.[1] It also causes the target to become backlit, making them easier to hit, and revealing invisible creatures.

The Fire status lasts for 3 + power/20 to 3 + power/10 turns.[2]

When the target physically moves, the Fire status will quickly run out. For monsters, each movement reduces duration by 5 turns. For players, each move reduces duration by 6 turns. For players only, if your post-movement duration is ≤ 2 turns, the status automatically ends. Also, entering or being in water (even when flying) will immediately end the Fire status.

Insubstantial creatures are immune to the Fire status, but still take impact damage from the spell.

Strategy

A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use Flame Wave or a melee attack. The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as hydras, are too dangerous to engage in melee.

Note that Sticky Flame deals a fair amount of impact damage. You should use other spells if available, but if you have nothing better, this spell can be decent to spam.

Tips & Tricks

  • Sticky Flame can be used to reveal invisible monsters (use Z on a suspected tile). This isn't useful against unseen horrors, since they constantly move around. Neither can it be used on shadows, since they are insubstantial. But it does work against sky beasts and casters of Invisibility.

Monster Version

Most monsters use Pyre Arrow, which inflicts the Fire status from range, but doesn't deal impact damage.

Player ghosts will cast Sticky Flame, however.

History

  • In 0.31, Sticky Flame was reworked. Prior to this version:
    • Sticky Flame was a level 4 Conjurations/Fire spell, and it only dealt 2d(1.5 + power/24) impact damage.
    • The Fire status dealt always dealt 2d4 damage; it did not depend on power.
    • The duration was equal to 4.5 * levelsturns, for levels = (pow/96 + 1.37).
    • The Fire status did not expire faster when the target moves.
  • Prior to 0.29, the Fire status dealt 2d4 - 1 damage per turn. However, attacks of opportunity didn't exist, so the spell was more viable to normal speed species.
  • Prior to 0.28, Fire Elementalists started with this spell.
  • Prior to 0.27, the Fire status wasn't dispellable.
  • Earlier versions had more ways for players to gain resistance to sticky flames:
  • Prior to 0.22, Sticky Flame would spread between adjacent sheep and dream sheep.
  • Prior to 0.15, Sticky Flame's enchantment level depended on the victim's HD rather than the power of the spell.

References

  1. beam.cc:4075 (0.31-b1)
  2. beam.cc:4823 (0.31-b1)