Difference between revisions of "Sting"
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==History== | ==History== | ||
+ | {{CBA|0.33|Sting will be replaced by [[Mercury Arrow]], a level 2 Conjurations/Alchemy spell which shoots a range-4 arrow that deals semi-irresistible poison damage (similar to Sting) and [[weak]]ens the target and all surrounding enemies, excluding the player.}} | ||
*Prior to [[0.31]], Sting was a level 1 [[Transmutations]]/[[Poison]] spell. | *Prior to [[0.31]], Sting was a level 1 [[Transmutations]]/[[Poison]] spell. | ||
*Prior to [[0.25]], Sting was a level 1 [[Conjurations]]/[[Poison]] spell with range 7, and was entirely useless against targets with [[poison resistance]]. | *Prior to [[0.25]], Sting was a level 1 [[Conjurations]]/[[Poison]] spell with range 7, and was entirely useless against targets with [[poison resistance]]. | ||
*Prior to [[0.19]], [[Louise]] and some [[wizard (monster)|wizards]] had this spell. | *Prior to [[0.19]], [[Louise]] and some [[wizard (monster)|wizards]] had this spell. |
Latest revision as of 10:24, 5 December 2024
Sting | |
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Level | 1 |
School1 | Alchemy |
School2 | Conjuration |
Source(s) | Book of Cantrips Young Poisoner's Handbook |
Casting noise | 1 |
Spell noise | 1 |
Power Cap | 25 |
Range | 3 |
Flags | Dir or target, Needs tracer |
Briefly transforms one of the caster's limbs into a long insectoid stinger, which lashes out at the target. The stinger's impact will always poison a susceptible target. Even resistant targets have a chance to be poisoned and immune monsters will be damaged by the physical impact of the stinger. |
Spell Details | |
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Damage Formula | 1d(3+Power/5) 70% poison, 30% physical |
Max Damage | 1d8 |
Max Power | 25 |
Range | 3 |
Targeting | Beam |
To-hit | 8+Power/5 |
Special |
Sting is a level 1 Alchemy/Conjurations spell that deals damage on impact, then inflicts the poison status. Its impact damage is 70% poison and 30% physical; normal monsters take full damage from it, resistant monsters take 53%, and immune monsters take 30%.
Alchemists start with this spell memorized.
Strategy
Sting is decent at softening up targets from a short distance. If you've poisoned the enemy, you can start walking back; the poison will be enough to kill most D:1 and D:2 enemies.
Mercury Vapours is more accurate, and can inflict weak on foes. In the early game, however, Sting is more MP efficient. Early on, you may want to cast Mercury Vapours once (to get that spell's extra poison), then finish off the foe with Sting. Past the early game, Vapours becomes more efficient overall, so feel free to forget Sting.
While Sting can do damage to poison immune creatures, it's very low (max. 1d3). In a similar vein, Sting is acceptable against endoplasms, but struggles against poison resistant enemies that are any stronger.
History
- In 0.33, Sting will be replaced by Mercury Arrow, a level 2 Conjurations/Alchemy spell which shoots a range-4 arrow that deals semi-irresistible poison damage (similar to Sting) and weakens the target and all surrounding enemies, excluding the player.
- Prior to 0.31, Sting was a level 1 Transmutations/Poison spell.
- Prior to 0.25, Sting was a level 1 Conjurations/Poison spell with range 7, and was entirely useless against targets with poison resistance.
- Prior to 0.19, Louise and some wizards had this spell.