Difference between revisions of "Cloud"

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'''Clouds''' are temporary dungeon features which occupy tiles. They usually cause damage or status effects to anything which occupies the tiles they are in, though some of them do nothing more than block [[LOS]]. They come in a variety of elemental flavors, can be created in many different ways, and can be potent weapons if handled properly. Clouds will dissipate on their own in time, but some areas will perpetually generate new clouds.
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'''Clouds''' are temporary, non-solid dungeon features, which occupy tiles. Some clouds cause damage or status effects, while others do nothing more than block [[line of sight]]. Some areas of the dungeon will perpetually create clouds.  
  
Player-generated clouds cannot be placed outside of LOS and will dissipate instantly if the player no longer has line-of-effect to them (most often, this will happen when the player can no longer see the clouds, but clouds also dissipate if the player moves behind a transparent wall). Additionally, no clouds can be placed on tiles where a cloud already exists; players may take advantage of this by, for example, casting [[Freezing Cloud]] near themselves while standing in a cloud of smoke.
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==Useful Info==
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Clouds are non-solid, so they can be stood on. [[Blink]] can land you into any cloud, but [[teleport]]ation will never land you into a harmful cloud. Clouds will dissipate over time. However, player-generated clouds disappear the moment the cloud leaves your line-of-effect (similar to [[line of sight]], but they can dissipate behind transparent walls).
  
Regardless of other properties, players that follow [[Qazlal]] or wear the [[Robe of Clouds]] are immune to the harmful effects of all clouds.  
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In most cases, no clouds can be placed on tiles where a cloud already exists. For example, placing a cloud of smoke will prevent a more dangerous cloud from appearing on that tile. Note that atmospheric-type clouds and [[steam]] clouds can be replaced; no other type can.
  
==Cloud Varieties==
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Regardless of other factors, players that follow [[Qazlal]] or wear the [[Robe of Clouds]] are immune to the harmful effects of all clouds. Opaque clouds still block sight, though.
===Atmospheric===
 
Atmospheric clouds are merely decorative and have no other effect, though no other clouds may be generated on top of them. Several varieties of atmospheric clouds exist, such as sparse dust, thin mist, or magical condensation.
 
  
Atmospheric clouds are largely created by the dungeon level around you or as part of a vault; the [[Swamp]], for example, constantly generates clouds of thin mist. Certain other effects may make atmospheric clouds, such as the clouds of dust left behind by [[jumping spider]]s or trails of magical condensation that [[Xom]] grants its followers.
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==Atmospheric==
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Atmospheric clouds are merely decorative; they have no effect. Several varieties exist, including sparse dust, thin mist, or magical condensation. Non-opaque atmospheric clouds can be replaced by other clouds.
  
===Opaque===
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Created by certain effects, usually part of the Dungeon floor or a [[vault]]. [[Jumping spider]]s leave behind clouds of dust, while [[Xom]] can give followers a trail of magical condensation.
Opaque clouds partially block [[line of sight]]; your LOS stops after two opaque clouds in any direction. Other than potentially blocking your view, opaque clouds have no other effect. Like atmospheric clouds, there are multiple varieties of opaque clouds, including several colours of smoke, translocational energy, golden dust, salt, white fluffiness, and ink.
 
  
Opaque clouds are somewhat rarer than atmospheric clouds, but may still be generated by the dungeon or certain vaults (pools of lava and altars to [[Dithmenos]] commonly have black smoke around them). You can generate clouds of smoke by reading a [[scroll of fog]], using the [[Cloak of the Thief]], or with Dithmenos's Bleed Smoke trait. Any creature will leave behind a cloud of translocational energy when it [[blink]]s, [[teleport]]s, or is [[banish]]ed. Followers in good standing with the [[Wu Jian Council]] surround themselves with clouds of golden dust when using their Heavenly Storm ability. Multiple areas in the [[Desolation of Salt]] and [[Cloud Mages' Chambers]] constantly generate clouds of salt and white fluffiness, respectively, and [[kraken]]s may release a cloud of ink when injured (do note that unlike other clouds, kraken ink only affects [[water]] tiles).
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==Opaque==
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Opaque clouds can block [[line of sight]]. Your line of sight stops after two opaque clouds in any direction. Many opaque clouds have no other special effect, but some have extra effects like damage or status effects.
  
===Calcifying dust===
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Like atmospheric clouds, there are multiple varieties of opaque clouds, including several colours of smoke, translocational energy, golden dust, salt, white fluffiness, and ink.
Clouds of calcifying dust also block LOS, but they are far more dangerous than mere smoke or fog. Any creature that stands in calcifying dust begins to [[petrify]], gradually turning into a helpless statue for several turns. Fortunately, players are only affected by these clouds if they end their turn in them; if you move out of the clouds as soon as they appear, you'll be fine (though this may make it difficult to fight back, especially if you rely on melee combat). Alternatively, any form of petrification resistance (being a [[gargoyle]], being in [[Statue Form|Statue]], [[Dithmenos|Shadow]], or [[Wisp Form]], [[Zin]]'s Vitalisation) will make the clouds safe to stand in.
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 +
They are somewhat rarer than atmospheric clouds. Translocational energy is created, in small amounts, by [[Translocations]] magic, [[teleport]]s, and [[summon]]s. [[Scrolls of fog]] create smoke, which spreads to adjacent tiles. Many effects like [[Dithmenos]]' Bleed Smoke, [[Wu Jian]]'s Heavenly Storm, and the [[Cloak of the Thief]] create opaque clouds.
  
[[Catoblepas|Catoblepae]] belch forth clouds of calcifying dust at their prey, affecting friend and foe alike (though they themselves are immune to the effects).
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Unlike other clouds, a [[kraken]]'s ink will only affect water tiles.
  
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==Damaging==
 
===Steam===
 
===Steam===
[[Steam]] clouds are tiles full of scaldingly hot mist. These are opaque and block LOS, but will also deal moderate  damage to anything that does not have resistance to steam or [[fire]].
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Steam clouds are full of scaldingly hot mist. They inflict [[steam]] damage on anything standing on them. Creatures with rSteam or rF+ are immune to the cloud's damage. In addition, these clouds are [[#Opaque|opaque]] and will block LOS.
  
Any area that has lava exposed to water will emit an endless amount of steam. You can create steam yourself by using [[Fire Magic]] over water, [[Ice Magic]] over lava, or with a pale [[draconian]]'s breath attack.
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Steam clouds are created when [[Fire Magic]] (including a [[wand of flame]]) passes over [[water]], or when icy projectiles pass [[lava]]. It is also created when water is adjacent to lava, or in certain vaults.
*Damage per turn: (2d16)/2 - 1 (affected by steam resistance and/or [[fire resistance]])
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 +
*Damage: <code>(2d16)/2 - 1</code> [[steam]] per turn
 +
:Negated entirely by rSteam or rF+
  
 
===Flame===
 
===Flame===
Clouds of flame are tiles which have caught on fire, dealing fire damage to anything standing in them. Firing some [[Ice Magic]] spells ([[Throw Frost]], [[Bolt of Cold]]) through them will put them out. [[Demonspawn]] with 2 ranks of fire-themed [[demonspawn mutations|mutations]] ([[Ignite Blood]] and [[Hurl Hellfire]]) become immune to flame clouds, as does any player holding the [[unrandart]] [[great mace]] "[[Firestarter]]".
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Clouds of flame are tiles which have caught on fire, which deal [[fire]] damage. Certain icy beams, like [[Bolt of Cold]], will put out flame clouds.
  
Clouds of flame can be created by using the spells [[Conjure Flame]], [[Ignite Poison]] (when poison clouds are present), [[Ring of Flames]], and [[Fire Storm]], a [[wand of clouds]], a red [[draconian]]'s breath attack, being a [[demonspawn]] with [[Ignite Blood]] 3, being a worshiper of [[Qazlal]], and by igniting [[bush]]es or [[tree]]s with powerful [[Fire Magic]].
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Created by [[Fire Storm]], red draconian or [[Dragon Form]] breath attack, demonspawn with [[Ignite Blood]], [[Qazlal]] worshippers, or a [[condenser vane]]. [[Ignite Poison]] turns poison clouds into flames, and creates flames from [[Eringya's Noxious Bog]]. The unrand [[salamander hide armour]] constantly creates flames around you.
*Damage per turn: 9 + (2d23)/2 to the player; 5 + (2d16)/2 to monsters (affected by [[fire resistance]])
 
  
====Smoldering embers====
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*Damage: <code>(2d23)/2 + 9</code> fire per turn (against players)
Smoldering embers are generated underneath users of the [[Conjure Flame]] spell; they do no damage, but will ignite into a proper cloud of flames after one turn. However, if any creature is standing on top of the embers at the end of the turn (incuding the caster!), the embers will be uselessly smothered. Alternatively, the caster may immediately recast the spell to bring the fire to life, but doing so will place them in a cloud of fire.
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:<code>(2d16)/2 + 5</code> fire per turn (against monsters)
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:Resisted by rF+. Players with demonspawn mutation, [[Ignite Blood]] are immune.
  
====Spreading flames====
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===Spreading flames===
Spreading flames are a special type of flame cloud created when trees catch fire from powerful Fire Magic or [[Lightning Bolt|bolts of lightning]]. They act much like regular flames, but periodically create new flames in tiles next to them; if any trees are in these tiles, they may also catch fire, continuing the cycle until the fires eventually burn out.
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Spreading flames are a special type of flame cloud, created when [[tree]]s are set on fire. They act like regular flames, but periodically create new flames in tiles next to them, potentially lighting other trees on fire.
 +
 
 +
*Damage: Same as clouds of flame.
  
 
===Freezing vapour===
 
===Freezing vapour===
Freezing clouds are tiles filled with brutally cold mist. They function almost identically to flame clouds, except that they deal [[cold]] damage and can be dispersed with [[Fire Magic]] ([[Throw Flame]], [[Fireball]], [[Bolt of Fire]], etc.). [[Demonspawn]] with 2 ranks of ice-themed [[demonspawn mutations|mutations]] ([[Icemail]] and [[Passive Freeze]]) become immune to freezing vapour, as will any player that wields the artefact [[executioner's axe]] "[[Frostbite]]".
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Freezing clouds are tiles filled with brutally cold mist. They deal [[cold]] damage. It can be dispersed by strong [[Fire Magic]], such as [[Fireball]] or [[Bolt of Fire]].
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 +
Created by the spell [[Freezing Cloud]], a [[condenser vane]], [[Qazlal]] worshippers, and the [[unrand]] axe [[Frostbite]]. [[Simulacra]] create an ice cloud when destroyed. For monsters, using [[Bolt of Cold]] over water, or the spell [[Glaciate]], creates frost clouds.
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 +
*Damage: <code>(2d23)/2 + 9</code> cold per turn (against players)
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:<code>(2d16)/2 + 5</code> cold per turn (against monsters)
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:Resisted by rC+. Players wielding [[Frostbite]] are immune.
  
Freezing clouds can be created with a [[wand of clouds]], the [[Freezing Cloud]] and [[Glaciate]] spells, by using powerful Ice Magic over a body of water, by destroying a [[simulacrum]], or by worshiping [[Qazlal]]. Miscasting some [[Ice Magic]] spells can also create clouds of freezing vapour.
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===Acidic fog===
*Damage per turn: 9 + (2d23)/2 to the player; 5 + (2d16)/2 to monsters (affected by [[cold resistance]])
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Acidic fog is a hideously dangerous type which inflicts [[acid]] damage, and causes the [[corrosion]] status. Creatures with corrosion resistance are fully immune. Fortunately, monsters with rCorr are very rare outside of [[the Slime Pits]]
  
===Noxious fumes===
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Created by a [[condenser vane]] at high power.
Clouds of noxious fumes (also known as mephitic clouds) are composed of mildly toxic and foul-smelling gases. Anything caught in one takes minor [[poison]] damage and is [[confusion|confused]] for several turns; creatures with higher [[HD]] are less likely to be confused.
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 +
*Damage: <code>(2d23)/2 + 9</code> acid per turn (against players)
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:<code>(2d16)/2 + 5</code> acid per turn (against monsters)
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:Negated entirely by rCorr.
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 +
===Blessed fire===
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Clouds of blessed fire burn with [[holy]], cleansing light. Deals more damage to [[demon]]s and the [[undead]]. Only creatures consecrated by or in service to the [[good gods]] are immune to their effects. In addition, these clouds are [[#Opaque|opaque]] and will block LOS.
  
The most common sources are the [[Mephitic Cloud]] spell and the breath attacks of [[swamp drake]]s and green player [[draconian]]s, although they can also be created by some miscast effects.
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Created by [[pearl dragon]]s and [[ophan]]s. Appears in a few [[vault]]s.
*Damage per turn: 1d3 - 1 ([[poison resistance]] gives immunity to all effects)
 
  
===Poison===
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*Damage: <code>(2d19)/2 + 7</code> holy per turn (against players)
Poison clouds are tiles filled with highly [[poison]]ous gas. Anything caught in one will take damage and be poisoned, though poison resistance renders creatures immune. For even more damage, use the [[Ignite Poison]] spell to immediately convert these into flame clouds!
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:<code>1d12 + 3</code> holy per turn (against monsters)
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:Affected by holy resistance.
  
Players can create a single, extremely short-lived cloud with the [[Poisonous Vapours]] spell, although some miscasts can also create them. [[Swamp dragon]]s, [[gold dragon]]s, enemy [[green draconian]]s, and [[green death]]s breathe these, as can player [[naga]]s with the appropriate [[Poison Breath|mutation]].
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===Excruciating misery===
*Damage per turn: 1d10 - 1 ([[poison resistance]] gives immunity)
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Clouds of excruciating misery deal 10% of the player's max HP (15% for monsters) every turn spent in it. [[Negative energy resistance]] can reduce this to 6.6%, 3.3% and 0% respectively for every level of rN+.
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[[Torment resistance]] has no effect on these clouds, and unlike [[torment]] this damage can be directly lethal.
  
===Miasma===
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Created by the [[condenser vane]], [[March of Sorrows]], [[Mourning Wail]], and [[weeping skull]]s.
Clouds of miasma (also known as foul pestilence) are extremely dangerous banks of corrupt fog. Anything caught in one will take damage, [[rot]], and become [[slow]]ed and poisoned. If you can create them, they are extremely useful in combat so long as you don't catch yourself by accident.
 
  
Miasma clouds appear in some vaults, including the undead version of [[Swamp]]:4. You can create them with the [[Corpse Rot]] spell or the [[Foul Stench]] demonspawn mutation, and [[death drake]]s and [[ushabti]]u will breathe them at you.
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*Damage: <code>(10% of player's max health)</code> negative energy per turn (against players)
*Damage per turn: 1d12 - 1 ([[rotting resistance]] gives complete immunity, [[poison resistance]] stops you from being poisoned, and [[stasis]] prevents you from being slowed; [[Zin]]'s Vitalisation protects you from everything but the damage)
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:<code>15% of monster's max health</code> negative energy per turn (against monsters)
 +
:Resisted by rN+.
  
 
===Spectral flames===
 
===Spectral flames===
Spectral flames burn with the chill fires of undeath. They deal partially-irresistible [[negative energy]] damage (though the [[undead]] are entirely immune) and occasionally summon [[spectral thing]]s that immediately attack creatures hostile to their creator.
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Spectral flames burn with the chill fires of undeath. They deal partially-irresistible [[negative energy]] damage. In addition, they summon [[spectral thing]]s, which immediately attack creatures hostile to the cloud's creator. [[Undead]] creatures are immune to the damage.
  
 
Spectral flames are only ever created by monsters: [[ghost crab]]s and [[revenant]]s can both create banks of spectral fire.
 
Spectral flames are only ever created by monsters: [[ghost crab]]s and [[revenant]]s can both create banks of spectral fire.
*Damage per turn: 3 + (2d15)/2 (partially affected by [[negative energy resistance]]; undead are immune)
 
  
===Negative energy===
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*Damage per turn: <code>(2d15)/2 + 3</code> partial negative energy
Clouds of negative energy are charged with dangerous soul-sapping forces. They deal large amounts of negative energy damage to creatures unfortunate enough to be caught in them as well as inflicting the [[drain]]ed condition. Of course, creatures that are immune to the effects of negative energies (such as [[list of plants|plants]], [[demon]]s, and the undead) may safely ignore these clouds. Player characters require three levels of [[negative energy resistance]] to be completely immune to clouds of negative energy.
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:Undead and [[Yredelemnul]] worshippers are immune to damage.
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===Thunder===
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Clouds of thunder (storm clouds) deal electric damage, and are resisted by electricity resistance.
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Created by  [[condenser vane]]s, [[Qazlal]] worshippers, or the [[unrand]] [[robe of Clouds]].
  
Players may create negative energy clouds with a [[wand of clouds]] at moderate power (at least 6 [[Evocations]]).
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*Damage: <code>?</code> electric per turn (~18 dmg/turn average)
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:Resisted by rElec.
  
*Damage per turn: 9 + (2d23)/2 to the player; 5 + (2d16)/2 to monsters (affected by negative energy resistance)
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===Blastmotes===
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Created by the spell, [[Volatile Blastmotes]]. When a creature steps on its tile, or when hit by [[Fire Magic]], it will explode, dealing damage and pushing back any creatures in adjacent tiles.
  
===Acidic fog===
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*Damage: See [[Volatile Blastmotes]]
Acidic fog is a hideously dangerous type of cloud; made of corrosive [[acid]], it swiftly dissolves anything caught in it, though monsters that resist acid are immune. Fortunately, these creatures are few and far between, making it an effective weapon virtually anywhere outside of the [[Slime Pits]]. [[Acid#Corrosion resistance|Corrosion resistance]] gives the player immunity to these clouds.
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===Whirling frost===
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Clouds of whirling frost are created by the spell, [[Polar Vortex]]. They deal heavy, partially irresistible cold damage, lift creatures into [[flight]], and cause creatures to move counter-clockwise around the caster. In addition, they can destroy trees.
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*Damage: See [[Polar Vortex]]
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:50% resisted by rC+.
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:Creatures who are currently casting Polar Vortex are immune.
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==Status==
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===Calcifying dust===
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Clouds of calcifying dust inflict the [[Petrify]]ing status on any creature that stands on them. [[Nonliving]] or [[insubstantial]] creatures are immune. In addition, these clouds are [[#Opaque|opaque]] and will block LOS.
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 +
Players can only be affected by these clouds if they end their turn inside one. If you move outside of dust the moment it appears, then you won't get petrified.
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[[Catoblepas|Catoblepae]] belch forth clouds of calcifying dust at their prey, affecting friend and foe alike (though are immune to the effects themselves).
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===Noxious fumes===
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Clouds of noxious fumes (also known as mephitic clouds) are mildly toxic and foul-smelling gases. Anything caught in one is [[confusion|confused]] for several turns; creatures with higher [[HD]] are less likely to be confused. Can be turned into flame clouds via [[Ignite Poison]].
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Created by the [[Mephitic Cloud]] spell, [[condenser vane]], green player [[draconian]] breath, and [[swamp drake]]s.
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*Status: <code>(21 - [[HD]]) in 21</code> chance to confuse monsters.
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:rPois gives immunity
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===Poison===
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Poison clouds are tiles filled with highly [[poison]]ous gas. Creatures with poison resistance are fully immune. Can be turned into flame clouds via [[Ignite Poison]].
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Created by a [[scroll of poison]], [[condenser vane]]s, or player [[naga]]s with the [[Spit Poison]] 2 mutation. [[Swamp dragon]]s, [[gold dragon]]s, enemy [[green draconian]]s, and [[green death]]s breathe these.
  
Acidic fog can only be created with a [[wand of clouds]] at high power (requires at least 14 [[Evocations]]).
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*Damage: <code>1d10 - 1</code> poison (direct damage)
*Damage per turn: 9 + (2d23)/2 to the player; 5 + (2d16)/2  (affected by [[corrosion resistance]])
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:Additional poison status
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:rPois gives immunity
  
===Blessed fire===
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===Miasma===
Clouds of blessed fire burn with [[holy]], cleansing light. They are opaque and block LOS, and are particularly deadly to the forces of evil such as [[demon]]s and the [[undead]]; more mundane mortals still burn, but to a lesser degree. Only creatures consecrated by or in service to the [[good gods]] are immune to their effects.
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Clouds of miasma (also known as foul pestilence) are dangerous banks of corrupt fog. Vulnerable creatures take damage, are [[poison]]ed, and become [[slow]]ed. [[Nonliving]] and [[undead]] creatures are immune; poison resistance stops the poison, and [[stasis]] stops the slow.
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 +
You can create miasma clouds with [[Cigotuvi's Dreadful Rot]] or the demonspawn mutation, [[Foul Stench]]. [[Death drake]]s, [[ushabti]]u, and [[putrid mouth]]s can breathe them. [[Tainted leviathan]]s and some [[pandemonium lord]]s generate a ring of miasma, and [[curse toe]]s leave them behind when moving. They can appear in certain [[Swamp]]:4 vaults.
  
Clouds of blessed fire are extremely rare, only naturally appearing in a very few vaults. Certain powerful [[list of holy monsters|holy creatures]] may create blessed flames to hinder their foes, however.
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*Damage: <code>1d12 - 1</code> poison (direct damage)
*Damage per turn: 7 + (2d19)/2 to the player; 3 + 1d12 to monsters (affected by [[:Category:Holy resistance|holy resistance]])
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:Additional poison status.
 +
:rMiasma gives immunity, as does demonspawn mutation [[Foul Stench]].
  
 
===Mutagenic fog===
 
===Mutagenic fog===
Mutagenic fog is composed of raw, uncontrolled magic. Stepping into these clouds will inflict heavy [[magical contamination]] upon a player which, if left unchecked, will likely cause [[bad mutation]]s and possibly even damaging explosions. Monsters which enter the clouds are instead [[polymorph]]ed each turn they spend in the fog.
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Mutagenic fog is composed of raw, uncontrolled magic. These clouds inflict heavy [[magic contamination]] to players, which can cause [[bad mutation]]s. Monsters are instead [[polymorph]]ed every turn they stay inside one.
  
 
These clouds are usually only found in vaults. [[Cigotuvi's Fleshworks]] in particular has several rooms filled with mutagenic fog.
 
These clouds are usually only found in vaults. [[Cigotuvi's Fleshworks]] in particular has several rooms filled with mutagenic fog.
  
<div id="chaoscloud"></div>
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===Seething chaos===
===Seething Chaos===
 
 
Formed from the unpredictable forces of pure [[chaos]], clouds of seething chaos produce effects similar to being hit with a weapon of chaos on any creature that enters them.
 
Formed from the unpredictable forces of pure [[chaos]], clouds of seething chaos produce effects similar to being hit with a weapon of chaos on any creature that enters them.
  
Clouds of chaos are generally only seen when destroying a [[chaos spawn]] or as the breath weapon of [[apocalypse crab]]s.
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Created by [[apocalypse crab]]s, and appear when a [[chaos spawn]] is killed or when you burn a [[wall#Demonic_Trees|demonic tree]].
  
===Rain===
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===Degeneration===
Rain clouds will create water over time on their tiles. Solid ground becomes shallow water, and shallow water becomes deep water. However, this extra water is short-lived and will evaporate soon, returning the floor to its normal state. Creatures made entirely of fire such as [[fire elemental]]s or [[efreet]] will also take damage from the rainfall.
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Clouds of degeneration rapidly wither creatures that stand in them, repeatedly inflicting the effects of a [[potion of degeneration]].
  
[[Sky beast]]s may create rain when turning invisible or becoming visible again.
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Spawns in the [[wizlab]], [[Alistair's Party Mansion]].
*Damage per turn: 1d9 - 1 (only applies to fiery monsters)
 
  
===Thunder===
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===Rain===
Thunder clouds are somewhat unusual in that they only occasionally deal damage. Every so often (on average once every three turns), lightning will strike the ground beneath a cloud of thunder, dealing lightning damage and making a great deal of [[noise]]. Much like rain clouds, thunder clouds produce enough rain to damage fiery creatures beneath them, though they never make enough to leave pools of water on the floor.
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Rain clouds create [[water]] over time. Solid ground becomes shallow water, and shallow water becomes deep water. This effect is temporary. Does not harm creatures.
 
 
Thunder clouds can be created with a [[wand of clouds]] at medium power (at least 10 [[Evocations]]) or by evoking the [[robe of Clouds]]. They also periodically generate around worshipers of [[Qazlal]].
 
*Damage per turn: 1d9 - 1 (only applies to fiery monsters)
 
*Damage per lightning strike: 11 + 1d12 (affected by [[electricity resistance]])
 
 
 
===Raging winds===
 
Clouds of raging winds are created by [[Tornado|tornadoes]], whether from a player casting the spell or the presence of an [[air elemental]], [[twister]], or [[diamond obelisk]]. They deal heavy physical damage to creatures caught in them (damage increases as creatures approach the eye of the storm) as well as lifting them into the air and moving them in a circle around the caster. Additionally, most tornadoes are capable of blowing down [[tree]]s (though an air elemental's [[Vortex]] is too weak to do so).
 
  
*Damage per turn: (creatures with [[:Category:Tornado resistance|tornado resistance]] are immune)
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Only created by [[sky beast]]s, who create rain when turning invisible or becoming visible again.
  
 
==History==
 
==History==
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{{CBA|0.32|clouds of magnetised fragments will be added as a part of the [[Magnavolt]] spell.}}
 +
*Clouds of [[negative energy]] were replaced with clouds of excruciating misery in [[0.31]]. Also, now no opaque or harmful cloud, except for steam, can be overwritten by other clouds.
 +
*Prior to [[0.30]], clouds of thunder would create "strikes of thunder"; they dealt less damage over time, but caused a damaging thunder strike every so often. This was bugged, where faster actions would trigger lightning strikes less often. Also, the "smouldering flames" cloud, created by [[Conjure Flame]], was removed.
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*Prior to [[0.28]], noxious fumes dealt minor poison damage, and clouds of degeneration did not exist. Also, rain and storm clouds would cause rain, which hurt water-vulnerable creatures.
 +
*Prior to [[0.27]], [[unbreathing]] protected against certain clouds. The [[Hurl Damnation (mutation)|Hurl Damnation]] [[demonspawn mutation]] provided flaming cloud immunity. Thunder clouds would create loud noises. Also, in this version, [[Tornado]]es were replaced with [[Polar Vortex|Polar Vortices]]
 +
*Prior to [[0.19]], player-created clouds did not vanish instantly when out-of-sight, instead they just dissipated faster.
 
*Prior to [[0.15]], clouds of mutagenic fog directly caused mutations rather than causing heavy [[magical contamination]].
 
*Prior to [[0.15]], clouds of mutagenic fog directly caused mutations rather than causing heavy [[magical contamination]].
*Prior to [[0.14]], clouds could be placed outside of the caster's [[line of sight|LOS]] and dissipated slower outside of LOS. 0.14 also added clouds of negative energy, thunder, and acid.
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*Prior to [[0.14]], clouds could be placed outside of the caster's [[line of sight|LOS]], and lasted normal duration. 0.14 also added clouds of negative energy, thunder, and acid.
 
*[[0.13]] added spectral flames.
 
*[[0.13]] added spectral flames.
  
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]

Latest revision as of 02:44, 21 October 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Clouds are temporary, non-solid dungeon features, which occupy tiles. Some clouds cause damage or status effects, while others do nothing more than block line of sight. Some areas of the dungeon will perpetually create clouds.

Useful Info

Clouds are non-solid, so they can be stood on. Blink can land you into any cloud, but teleportation will never land you into a harmful cloud. Clouds will dissipate over time. However, player-generated clouds disappear the moment the cloud leaves your line-of-effect (similar to line of sight, but they can dissipate behind transparent walls).

In most cases, no clouds can be placed on tiles where a cloud already exists. For example, placing a cloud of smoke will prevent a more dangerous cloud from appearing on that tile. Note that atmospheric-type clouds and steam clouds can be replaced; no other type can.

Regardless of other factors, players that follow Qazlal or wear the Robe of Clouds are immune to the harmful effects of all clouds. Opaque clouds still block sight, though.

Atmospheric

Atmospheric clouds are merely decorative; they have no effect. Several varieties exist, including sparse dust, thin mist, or magical condensation. Non-opaque atmospheric clouds can be replaced by other clouds.

Created by certain effects, usually part of the Dungeon floor or a vault. Jumping spiders leave behind clouds of dust, while Xom can give followers a trail of magical condensation.

Opaque

Opaque clouds can block line of sight. Your line of sight stops after two opaque clouds in any direction. Many opaque clouds have no other special effect, but some have extra effects like damage or status effects.

Like atmospheric clouds, there are multiple varieties of opaque clouds, including several colours of smoke, translocational energy, golden dust, salt, white fluffiness, and ink.

They are somewhat rarer than atmospheric clouds. Translocational energy is created, in small amounts, by Translocations magic, teleports, and summons. Scrolls of fog create smoke, which spreads to adjacent tiles. Many effects like Dithmenos' Bleed Smoke, Wu Jian's Heavenly Storm, and the Cloak of the Thief create opaque clouds.

Unlike other clouds, a kraken's ink will only affect water tiles.

Damaging

Steam

Steam clouds are full of scaldingly hot mist. They inflict steam damage on anything standing on them. Creatures with rSteam or rF+ are immune to the cloud's damage. In addition, these clouds are opaque and will block LOS.

Steam clouds are created when Fire Magic (including a wand of flame) passes over water, or when icy projectiles pass lava. It is also created when water is adjacent to lava, or in certain vaults.

  • Damage: (2d16)/2 - 1 steam per turn
Negated entirely by rSteam or rF+

Flame

Clouds of flame are tiles which have caught on fire, which deal fire damage. Certain icy beams, like Bolt of Cold, will put out flame clouds.

Created by Fire Storm, red draconian or Dragon Form breath attack, demonspawn with Ignite Blood, Qazlal worshippers, or a condenser vane. Ignite Poison turns poison clouds into flames, and creates flames from Eringya's Noxious Bog. The unrand salamander hide armour constantly creates flames around you.

  • Damage: (2d23)/2 + 9 fire per turn (against players)
(2d16)/2 + 5 fire per turn (against monsters)
Resisted by rF+. Players with demonspawn mutation, Ignite Blood are immune.

Spreading flames

Spreading flames are a special type of flame cloud, created when trees are set on fire. They act like regular flames, but periodically create new flames in tiles next to them, potentially lighting other trees on fire.

  • Damage: Same as clouds of flame.

Freezing vapour

Freezing clouds are tiles filled with brutally cold mist. They deal cold damage. It can be dispersed by strong Fire Magic, such as Fireball or Bolt of Fire.

Created by the spell Freezing Cloud, a condenser vane, Qazlal worshippers, and the unrand axe Frostbite. Simulacra create an ice cloud when destroyed. For monsters, using Bolt of Cold over water, or the spell Glaciate, creates frost clouds.

  • Damage: (2d23)/2 + 9 cold per turn (against players)
(2d16)/2 + 5 cold per turn (against monsters)
Resisted by rC+. Players wielding Frostbite are immune.

Acidic fog

Acidic fog is a hideously dangerous type which inflicts acid damage, and causes the corrosion status. Creatures with corrosion resistance are fully immune. Fortunately, monsters with rCorr are very rare outside of the Slime Pits

Created by a condenser vane at high power.

  • Damage: (2d23)/2 + 9 acid per turn (against players)
(2d16)/2 + 5 acid per turn (against monsters)
Negated entirely by rCorr.

Blessed fire

Clouds of blessed fire burn with holy, cleansing light. Deals more damage to demons and the undead. Only creatures consecrated by or in service to the good gods are immune to their effects. In addition, these clouds are opaque and will block LOS.

Created by pearl dragons and ophans. Appears in a few vaults.

  • Damage: (2d19)/2 + 7 holy per turn (against players)
1d12 + 3 holy per turn (against monsters)
Affected by holy resistance.

Excruciating misery

Clouds of excruciating misery deal 10% of the player's max HP (15% for monsters) every turn spent in it. Negative energy resistance can reduce this to 6.6%, 3.3% and 0% respectively for every level of rN+. Torment resistance has no effect on these clouds, and unlike torment this damage can be directly lethal.

Created by the condenser vane, March of Sorrows, Mourning Wail, and weeping skulls.

  • Damage: (10% of player's max health) negative energy per turn (against players)
15% of monster's max health negative energy per turn (against monsters)
Resisted by rN+.

Spectral flames

Spectral flames burn with the chill fires of undeath. They deal partially-irresistible negative energy damage. In addition, they summon spectral things, which immediately attack creatures hostile to the cloud's creator. Undead creatures are immune to the damage.

Spectral flames are only ever created by monsters: ghost crabs and revenants can both create banks of spectral fire.

  • Damage per turn: (2d15)/2 + 3 partial negative energy
Undead and Yredelemnul worshippers are immune to damage.

Thunder

Clouds of thunder (storm clouds) deal electric damage, and are resisted by electricity resistance.

Created by condenser vanes, Qazlal worshippers, or the unrand robe of Clouds.

  • Damage: ? electric per turn (~18 dmg/turn average)
Resisted by rElec.

Blastmotes

Created by the spell, Volatile Blastmotes. When a creature steps on its tile, or when hit by Fire Magic, it will explode, dealing damage and pushing back any creatures in adjacent tiles.

Whirling frost

Clouds of whirling frost are created by the spell, Polar Vortex. They deal heavy, partially irresistible cold damage, lift creatures into flight, and cause creatures to move counter-clockwise around the caster. In addition, they can destroy trees.

50% resisted by rC+.
Creatures who are currently casting Polar Vortex are immune.

Status

Calcifying dust

Clouds of calcifying dust inflict the Petrifying status on any creature that stands on them. Nonliving or insubstantial creatures are immune. In addition, these clouds are opaque and will block LOS.

Players can only be affected by these clouds if they end their turn inside one. If you move outside of dust the moment it appears, then you won't get petrified.

Catoblepae belch forth clouds of calcifying dust at their prey, affecting friend and foe alike (though are immune to the effects themselves).

Noxious fumes

Clouds of noxious fumes (also known as mephitic clouds) are mildly toxic and foul-smelling gases. Anything caught in one is confused for several turns; creatures with higher HD are less likely to be confused. Can be turned into flame clouds via Ignite Poison.

Created by the Mephitic Cloud spell, condenser vane, green player draconian breath, and swamp drakes.

  • Status: (21 - HD) in 21 chance to confuse monsters.
rPois gives immunity

Poison

Poison clouds are tiles filled with highly poisonous gas. Creatures with poison resistance are fully immune. Can be turned into flame clouds via Ignite Poison.

Created by a scroll of poison, condenser vanes, or player nagas with the Spit Poison 2 mutation. Swamp dragons, gold dragons, enemy green draconians, and green deaths breathe these.

  • Damage: 1d10 - 1 poison (direct damage)
Additional poison status
rPois gives immunity

Miasma

Clouds of miasma (also known as foul pestilence) are dangerous banks of corrupt fog. Vulnerable creatures take damage, are poisoned, and become slowed. Nonliving and undead creatures are immune; poison resistance stops the poison, and stasis stops the slow.

You can create miasma clouds with Cigotuvi's Dreadful Rot or the demonspawn mutation, Foul Stench. Death drakes, ushabtiu, and putrid mouths can breathe them. Tainted leviathans and some pandemonium lords generate a ring of miasma, and curse toes leave them behind when moving. They can appear in certain Swamp:4 vaults.

  • Damage: 1d12 - 1 poison (direct damage)
Additional poison status.
rMiasma gives immunity, as does demonspawn mutation Foul Stench.

Mutagenic fog

Mutagenic fog is composed of raw, uncontrolled magic. These clouds inflict heavy magic contamination to players, which can cause bad mutations. Monsters are instead polymorphed every turn they stay inside one.

These clouds are usually only found in vaults. Cigotuvi's Fleshworks in particular has several rooms filled with mutagenic fog.

Seething chaos

Formed from the unpredictable forces of pure chaos, clouds of seething chaos produce effects similar to being hit with a weapon of chaos on any creature that enters them.

Created by apocalypse crabs, and appear when a chaos spawn is killed or when you burn a demonic tree.

Degeneration

Clouds of degeneration rapidly wither creatures that stand in them, repeatedly inflicting the effects of a potion of degeneration.

Spawns in the wizlab, Alistair's Party Mansion.

Rain

Rain clouds create water over time. Solid ground becomes shallow water, and shallow water becomes deep water. This effect is temporary. Does not harm creatures.

Only created by sky beasts, who create rain when turning invisible or becoming visible again.

History

  • In 0.32, clouds of magnetised fragments will be added as a part of the Magnavolt spell.
  • Clouds of negative energy were replaced with clouds of excruciating misery in 0.31. Also, now no opaque or harmful cloud, except for steam, can be overwritten by other clouds.
  • Prior to 0.30, clouds of thunder would create "strikes of thunder"; they dealt less damage over time, but caused a damaging thunder strike every so often. This was bugged, where faster actions would trigger lightning strikes less often. Also, the "smouldering flames" cloud, created by Conjure Flame, was removed.
  • Prior to 0.28, noxious fumes dealt minor poison damage, and clouds of degeneration did not exist. Also, rain and storm clouds would cause rain, which hurt water-vulnerable creatures.
  • Prior to 0.27, unbreathing protected against certain clouds. The Hurl Damnation demonspawn mutation provided flaming cloud immunity. Thunder clouds would create loud noises. Also, in this version, Tornadoes were replaced with Polar Vortices
  • Prior to 0.19, player-created clouds did not vanish instantly when out-of-sight, instead they just dissipated faster.
  • Prior to 0.15, clouds of mutagenic fog directly caused mutations rather than causing heavy magical contamination.
  • Prior to 0.14, clouds could be placed outside of the caster's LOS, and lasted normal duration. 0.14 also added clouds of negative energy, thunder, and acid.
  • 0.13 added spectral flames.