Difference between revisions of "Sticks to Snakes"

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{{version013}}
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{{obsolete}}
{{Spell
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{{spell
 
|name=Sticks to Snakes
 
|name=Sticks to Snakes
 
|level=2
 
|level=2
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|school2=
 
|school2=
 
|school3=
 
|school3=
|sources=<div>
 
*[[Book of Changes]]
 
*[[Book of Beasts]]
 
</div>
 
 
|castingnoise=2
 
|castingnoise=2
 
|spellnoise=0
 
|spellnoise=0
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|sources=[[Book of Changes]]
 
}}
 
}}
{{Flavour|This spell uses wooden items in the caster's grasp as raw material for a powerful transmutation. Note that magical artefacts will not be affected.}}
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{{flavour|Transforms a number of arrows in inventory into short-lived snakes, creating more dangerous snakes with higher power.}}
  
'''Sticks to Snakes''' is a level 2 [[Transmutations]] spell which turns a wielded (w + * '''or''' Ctrl + Left mouse click) wooden item into a poisonous [[list of snakes|snake]]. The summoned snake will be friendly unless the wooden item was cursed, in which case it will be hostile. [[Transmuter]]s begin with this spell in their starting [[spellbook]] and can use it to turn common junk weapons into useful [[poison]]ous allies early on.
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'''Sticks to Snakes''' is a level 2 [[Transmutations|Transmutation]] spell which turns [[arrow]]s from inventory into [[list of snakes|snakes]].
  
The following items are suitable for this spell:
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==Useful Info==
*[[Arrow]] stacks
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Turns arrows into allied snakes. Higher [[spell power]] may increase the number of creatures created, create stronger snakes and increase their duration. One arrow from inventory is consumed for each snake created.
*[[Javelin]] stacks
 
*[[Quarterstaff]]
 
*[[Magical staff]]
 
*[[Rod]]
 
*[[Club]]
 
*[[Spear]]
 
*[[Trident]]
 
*[[Halberd]]
 
*[[Glaive]]
 
*[[Scythe]]
 
*[[Demon trident]]
 
*[[Bardiche]]
 
*[[Bow]]
 
*[[Longbow]]
 
*[[Blowgun]]
 
*[[Giant club]]
 
*[[Giant spiked club]]
 
  
This spell can create [[ball python]]s, [[adder]]s, and [[water moccasin]]s from ammunition. While weapons normally become adders, high [[spell power]] may result in [[water moccasin]]s (at 20 power), [[black mamba]]s (70), or [[anaconda]]s (90).
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Possible monsters are:
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:{{monsterlink|Ball python}}
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:{{monsterlink|Adder}}
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:{{monsterlink|Water moccasin}}
  
These summons can attack outside of the player's [[line of sight]], and follow him up or down [[stairs]].
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These snakes are not real summons, and can not be [[abjuration|abjured]]. They will wither away after a while though.
  
Several factors other than spell power can also influence the results of this spell. Using heavier weapons results in the creation of larger snakes (even at low spell power, giant clubs never create anything less than water moccasins). Certain [[brand]]s can also affect the outcome: a [[venom]]-branded item will create better snakes, while [[silver]] or [[steel]] items are entirely unusable. Using a stack of ammunition will often give you multiple snakes, sometimes more than the number of missiles used. Items that you've placed a {!D} [[Inscriptions|inscription]] on will also not work until you've removed the inscription (though this is an excellent way to ensure you don't destroy a useful weapon).
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Number of snakes created per cast is <code>1 + (1d<power> - 1) / 15</code>, capped at 7.<ref>{{source ref|0.25.0|spl-summoning.cc|180}}</ref> Assuming you have enough arrows, of course.
  
While [[felid]]s can't normally wield weapons, they can wield arrows as a special case specifically for this spell. However, they need to use the [[wield|'w' command]] to do this; as of version [[0.12.0]], neither the "swap weapons" (`) command nor Tiles' point-and-click will handle arrows properly for felids. Note that felids still cannot wield any other weapon for this spell, severely limiting its usefulness for them.
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[[Duration class]] ranges from 3 (around 27 turns) to 5 (around 81 turns). The formula is <code>3 + (1d<power> - 1) / 20</code>, capped at 5.<ref>{{source ref|0.25.0|spl-summoning.cc|179}}</ref>
  
==Tips & Tricks==
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==Strategy==
* Inscribe wanted wooded weapons with !D to prevent accidentally turning it into a snake.
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Sticks to Snakes allows you to create [[summon]]s (for all intents) with no cap. They can block line of fire or distract enemies. If you have enough arrows, you can swarm enemies with snakes, which will let you win most early game fights. Very powerful for [[Transmuter]] starts, and useful for other characters (even past the early game).
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Snakes can be combined with a [[scroll of immolation]] or [[Inner Flame]] to "snakebomb" enemies - even ball pythons create a high damage explosion. As all summons can be affected by Inner Flame as of [[0.25]], this isn't exclusive to Sticks to Snakes anymore, but this spell has no summon cap (so you can have more explosions at once). With enough immolated snakes, you can even kill [[TRJ]].
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==History==
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{{CBA|0.32|Sticks to Snakes will return as a monster-only spell available to [[Beogh]]'s apostles.}}
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*Sticks to Snakes was removed in [[0.26]].
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*Prior to [[0.17]], Sticks to Snakes required arrows to be wielded.
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*Prior to [[0.15]], Transmutations skill was used instead of spell power for some formulas.
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*Prior to [[0.14]], this spell worked on melee weapons, like [[club]]s and [[polearm]]s. It could also create [[black mamba]]s or even [[anaconda]]s.
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==References==
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<references/>

Latest revision as of 11:17, 19 February 2024

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Sticks to snakes.png Sticks to Snakes
Level 2
School1 Transmutation
Source(s) Book of Changes
Casting noise 2
Spell noise 0
Transforms a number of arrows in inventory into short-lived snakes, creating more dangerous snakes with higher power.

Sticks to Snakes is a level 2 Transmutation spell which turns arrows from inventory into snakes.

Useful Info

Turns arrows into allied snakes. Higher spell power may increase the number of creatures created, create stronger snakes and increase their duration. One arrow from inventory is consumed for each snake created.

Possible monsters are:

S Ball python.png Ball python
S Adder.png Adder
S Water moccasin.png Water moccasin

These snakes are not real summons, and can not be abjured. They will wither away after a while though.

Number of snakes created per cast is 1 + (1d<power> - 1) / 15, capped at 7.[1] Assuming you have enough arrows, of course.

Duration class ranges from 3 (around 27 turns) to 5 (around 81 turns). The formula is 3 + (1d<power> - 1) / 20, capped at 5.[2]

Strategy

Sticks to Snakes allows you to create summons (for all intents) with no cap. They can block line of fire or distract enemies. If you have enough arrows, you can swarm enemies with snakes, which will let you win most early game fights. Very powerful for Transmuter starts, and useful for other characters (even past the early game).

Snakes can be combined with a scroll of immolation or Inner Flame to "snakebomb" enemies - even ball pythons create a high damage explosion. As all summons can be affected by Inner Flame as of 0.25, this isn't exclusive to Sticks to Snakes anymore, but this spell has no summon cap (so you can have more explosions at once). With enough immolated snakes, you can even kill TRJ.

History

  • In 0.32, Sticks to Snakes will return as a monster-only spell available to Beogh's apostles.
  • Sticks to Snakes was removed in 0.26.
  • Prior to 0.17, Sticks to Snakes required arrows to be wielded.
  • Prior to 0.15, Transmutations skill was used instead of spell power for some formulas.
  • Prior to 0.14, this spell worked on melee weapons, like clubs and polearms. It could also create black mambas or even anacondas.

References