Difference between revisions of "Infusion (spell)"

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m (Hordes moved page Infusion to Infusion (spell): Infusion is used as a 0.28 glove ego, but the spell was axed)
 
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{{version013}}
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{{Obsolete}}
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''For the glove [[ego]] based on this spell, see [[Infusion (ego)]].''
 
{{Spell
 
{{Spell
 
|name=Infusion
 
|name=Infusion
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|spellnoise=0
 
|spellnoise=0
 
}}
 
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{{Flavour|This spell infuses the caster's melee attacks with magic, drawing from their reserves of magical energy to deal additional damage whenever an enemy is hit. It has no effect when the caster's magic is depleted.}}
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'''Infusion''' was a level 1 [[Charms]] spell which granted additional melee damage costing [[MP]] with each strike. [[Skald]]s start with the Infusion spell memorised.
  
'''Infusion''' is a level 1 [[Charms]] spell which temporarily causes your melee attacks to deal 2-4 more damage (reduced by [[AC]]), though at a cost of 1 [[MP]] per hit. At 0 MP, the spell does nothing, but it will resume its effects once you've recovered.
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==Effect==
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While Infusion status is active melee attacks deal <code>2 + <power> / 12</code> more damage<ref>{{source ref|0.25.1|melee-attack.cc|432}}</ref> at a cost of 1 [[MP]] per hit. This additional damage is reduced by [[AC]] separately from your normal attack.
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Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.
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Status lasts for <code>8 + 2d<power></code> turns<ref>{{source ref|0.25.1|spl-selfench.cc|162}}</ref>, and can be extended by casting the spell again.
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The effect triggers on any successful melee attack, including attacks not explicitly controlled by the player (riposte and cleaving).
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==Strategy==
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While it's nice to have a level 1 spell that gives you a pseudo-[[slaying]] bonus, be aware that it can chew through your MP reserves quickly, and that the additional damage will have little impact against enemies with even modest [[AC]]. It can help you deal quick damage to threats in the early game, but don't expect it to help much against [[orc warrior]]s and the like.
  
 
==History==
 
==History==
Infusion was added in 0.13.
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*Infusion was removed in [[0.26]].
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*In [[0.18]], the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
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*Infusion was added in [[0.13]].
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==References==
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<references />

Latest revision as of 13:14, 19 April 2022

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

For the glove ego based on this spell, see Infusion (ego).

Infusion.png Infusion
Level 1
School1 Charms
Source(s)
Casting noise 1
Spell noise 0

Infusion was a level 1 Charms spell which granted additional melee damage costing MP with each strike. Skalds start with the Infusion spell memorised.

Effect

While Infusion status is active melee attacks deal 2 + <power> / 12 more damage[1] at a cost of 1 MP per hit. This additional damage is reduced by AC separately from your normal attack.

Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.

Status lasts for 8 + 2d<power> turns[2], and can be extended by casting the spell again.

The effect triggers on any successful melee attack, including attacks not explicitly controlled by the player (riposte and cleaving).

Strategy

While it's nice to have a level 1 spell that gives you a pseudo-slaying bonus, be aware that it can chew through your MP reserves quickly, and that the additional damage will have little impact against enemies with even modest AC. It can help you deal quick damage to threats in the early game, but don't expect it to help much against orc warriors and the like.

History

  • Infusion was removed in 0.26.
  • In 0.18, the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
  • Infusion was added in 0.13.

References