Difference between revisions of "Alistair's Intoxication"

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{{version031}}
{{Spell
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{{spell info}}
|name=Alistair's Intoxication
 
|level=4
 
|school1={{Transmutations}}
 
|school2={{Poison Magic}}
 
|school3=
 
|sources=<div>
 
*[[Book of Alchemy]]
 
*[[Book of Party Tricks]]
 
</div>
 
|castingnoise=2
 
|spellnoise=0
 
}}
 
  
{{Flavour|This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties.}}
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'''Alistair's Intoxication''' is a level 5 [[Alchemy]] spell which attempts to [[confusion|confuse]] all monsters in your line of sight.
  
'''Alistair's Intoxication''' is a 4th level [[Transmutation]]-[[Poison Magic]] spell which can [[confuse]] all monsters in your line of sight. This includes you, if you are not wearing an [[amulet of clarity]].
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==Useful Info==
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Alistair's Intoxication attempts to [[confusion|confuse]] every monster in sight. It can only affect monsters that are all of the following:
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*[[Natural]], [[demonic]], or [[holy]].
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*Of human [[monster intelligence|intelligence]] ("it is intelligent").
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*Do not have poison immunity or [[clarity]].
  
The monsters affected must be:
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It has a <code>40 + [[spell power|power]]/3</code>% chance (max. 90%) to confuse each valid monster without [[poison resistance]]. Monsters with rPois are only x33% as likely to be confused (i.e., a 66% chance to resist).
* [[Natural]];
 
* of normal or high [[monster intelligence|intelligence]]; and
 
* not [[Poison resistance|poison resistant]].
 
  
Unfortunately, it also temporarily drains you of 1-3 points of [[intelligence]] 5% of the time.
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If this spell has confused at least one monster, you have a <code>60 - power/3</code>% chance (min. 10%) to gain the [[Vertigo]] status. Poison resistance offers no benefit to players when casting this spell.
  
The chance of confusing each monster (or yourself) is (40+[[spell power]]/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time.
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==Strategy==
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This spell faces competition from [[Mephitic Cloud]], a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:
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*It affects everything in [[LOS]]. Intoxication has better range, and can affect multiple enemies that are spread out.
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*It has a chance to affect monsters with poison resistance.
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*It does not check [[willpower]] or [[HD]]. Unlike [[Hexes]] like [[Cause Fear]], Intoxication has the same chance to affect any vulnerable monster, whether they be a [[goblin]] or [[Antaeus]].
  
This spell cannot be learned by mummies, and cannot be cast if you are in [[lichform]]. It can be learned by (and can affect) player [[ghoul]]s and [[vampire]]s.  Poison resistance offers no benefit to players when casting this spell.
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This spell can be useful in branches like [[Shoals]], [[the Vaults]], or [[Depths]], which have a high number of ranged enemies. Being able to confuse a squad of [[yaktaur]]s from full range is a notable advantage. Can be used to tackle [[Vaults]]:5 in particular, since the [[vault guard]]s surrounding you can all be confused by this spell.
  
==Tips & Tricks==
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If you want to get later Alchemy spells like [[Eringya's Noxious Bog]] or [[Irradiate]], Alistair's Intoxication is practically free. If you got the spell levels, you might as well use it.
*Alistair's Intoxication is a common strategy for tackling level 5 of [[The Vaults]], where the entrance stairs are surrounded by dozens of extremely tough creatures.
 
*As an alternative, the level 6 spell [[Mass Confusion]] can affect all but [[plants]] and [[nonliving]] monsters.  However, it is countered by [[magic resistance]], making it less useful against late-game monsters.
 
  
 
==History==
 
==History==
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*Prior to [[0.31]], Alistair's Intoxication was a dual-school, level 5 [[Poison Magic]] / [[Transmutations]] spell.
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*Prior to [[0.28]], Alistair's Intoxication could not affect demonic or holy monsters.
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*Prior to [[0.26]], Alistair's Intoxication had a power cap of 100.
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*Prior to [[0.18]], Alistair's Intoxication was level 4 Poison/Transmutations spell, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell.
 
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time.
 
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time.

Latest revision as of 11:49, 15 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Alistair's intoxication.png Alistair's Intoxication
Level 5
School1 Alchemy
Source(s) Great Wizards, Vol. II
Book of Party Tricks
Casting noise 3
Spell noise 0
Power Cap 150
Converts a small portion of the brain matter of those around you into alcohol, attempting to confuse all intelligent creatures within view (although poison-resistant creatures may resist the effects). The caster will experience vertigo briefly if they successfully make contact with other minds. It is frequently used as an icebreaker at wizard parties.

Alistair's Intoxication is a level 5 Alchemy spell which attempts to confuse all monsters in your line of sight.

Useful Info

Alistair's Intoxication attempts to confuse every monster in sight. It can only affect monsters that are all of the following:

It has a 40 + power/3% chance (max. 90%) to confuse each valid monster without poison resistance. Monsters with rPois are only x33% as likely to be confused (i.e., a 66% chance to resist).

If this spell has confused at least one monster, you have a 60 - power/3% chance (min. 10%) to gain the Vertigo status. Poison resistance offers no benefit to players when casting this spell.

Strategy

This spell faces competition from Mephitic Cloud, a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:

  • It affects everything in LOS. Intoxication has better range, and can affect multiple enemies that are spread out.
  • It has a chance to affect monsters with poison resistance.
  • It does not check willpower or HD. Unlike Hexes like Cause Fear, Intoxication has the same chance to affect any vulnerable monster, whether they be a goblin or Antaeus.

This spell can be useful in branches like Shoals, the Vaults, or Depths, which have a high number of ranged enemies. Being able to confuse a squad of yaktaurs from full range is a notable advantage. Can be used to tackle Vaults:5 in particular, since the vault guards surrounding you can all be confused by this spell.

If you want to get later Alchemy spells like Eringya's Noxious Bog or Irradiate, Alistair's Intoxication is practically free. If you got the spell levels, you might as well use it.

History

  • Prior to 0.31, Alistair's Intoxication was a dual-school, level 5 Poison Magic / Transmutations spell.
  • Prior to 0.28, Alistair's Intoxication could not affect demonic or holy monsters.
  • Prior to 0.26, Alistair's Intoxication had a power cap of 100.
  • Prior to 0.18, Alistair's Intoxication was level 4 Poison/Transmutations spell, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and lichform characters were unable to cast this spell.
  • In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.