Difference between revisions of "Sticky Flame"

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{{spell info}}{{AttackSpell
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{{spell info}}
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{{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<br>Sticky Flame status; damage over time.
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|special = Inflicts Fire status
|hit_type = automatic
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|tohit = Never miss}}
|hit_adder = 1500
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'''Sticky Flame''' is a level 4 [[Alchemy]]/[[Fire Magic]] spell which causes the target to burn for several rounds.
|hit_num = 0
 
|hit_denom = 1
 
|dam_calculator = dicedef
 
|dam_numdice = 2
 
|dam_adder = 6
 
|dam_num = 2
 
|dam_denom = 2}}
 
  
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[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.
  
 
==Useful Info==
 
==Useful Info==
Sticky Flame deals direct damage, then inflicts the '''Fire''' status ('''covered in liquid flames'''). This status deals <code>2d4 - 1</code> [[fire]] damage over time, and causes targets to become [[backlit]], decreasing dodge chance and revealing [[invisible]] creatures.  
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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.
  
The duration of the Fire status depends on "enchantment level"; each level gives 4-5 turns of duration. Enchantment level, in turn, depends on victim's [[HD]], maximum of 4. The total amount of damage from the status can be calculated as follows:
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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>
  
total damage = (avg dmg / turn) * (turns / level) * (levels)
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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.
= 4 damage/turn * 4.5 turns/level * 4 levels = 72
 
  
Entering [[water]] (even when [[flying]]) will end the Fire status.
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[[Insubstantial]] creatures are immune to the Fire status, but still take impact damage from the spell.
  
==Tips & Tricks==
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==Strategy==
*This is a great spell if you don't mind being up close and personal. Fragile spellcasters should be wary of monsters that can generate a one-shot kill; try [[confusion|confusing]] or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a powerful opening salvo before engaging in melee combat.
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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.
*With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (as long as they're not fire resistant). Simply set them on fire and run away -- if they stop burning before they die, recast Sticky Flame. Be sure to have a way to avoid [[attacks of opportunity]] if they aren't slower than you, and try to leave yourself a monster-free path to flee 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.
 
*Entering water will put out the lingering flames (even if you are [[fly]]ing at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features.
 
**If there's no water around, a [[phial of floods]] will create enough water to put out the fire.
 
  
==Resistance==
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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.
[[:Category:Sticky flame resistance|Some monsters]] (including all [[:Category:Insubstantial monsters|insubstantial]] monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of [[fire]] damage from the initial impact).
 
  
Standing in or flying above [[shallow water|shallow]] or [[deep water]] will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through [[transformation]]s like [[Wisp Form]] or [[Dithmenos]]'s [[Shadow Form]]), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant.
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===Tips & Tricks===
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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==
Most monsters use [[Sticky Flame Range]], which is identical apart from having a range of 4.
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Most monsters use [[Pyre Arrow]], which inflicts the Fire status from range, but doesn't deal impact damage.
  
[[Player ghost]]s and [[spellforged servitor]]s will cast the range-1 spell, however.
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[[Player ghost]]s will cast Sticky Flame, however.
  
 
==History==
 
==History==
*Prior to [[0.28]], Sticky Flame was a starting spell for [[Fire Elementalist]]s.
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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.
 
*Earlier versions had more ways for players to gain resistance to sticky flames:
 
*Earlier versions had more ways for players to gain resistance to sticky flames:
 
**Prior to [[0.25]], [[Tiamat]]'s [[dragonskin cloak]] had a 50% chance of providing sticky flame resistance when hit by sticky flames
 
**Prior to [[0.25]], [[Tiamat]]'s [[dragonskin cloak]] had a 50% chance of providing sticky flame resistance when hit by sticky flames
 
**Prior to [[0.20]], [[draconian|mottled draconians]] and players wearing [[mottled dragon scales]] were always resistant
 
**Prior to [[0.20]], [[draconian|mottled draconians]] and players wearing [[mottled dragon scales]] were always resistant
 
*Prior to [[0.22]], Sticky Flame would spread between adjacent [[sheep]] and [[dream sheep]].
 
*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.
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==References==
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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)