Difference between revisions of "Gloom"
m (→History: cba 04ba9e809) |
m (→Strategy) |
||
| (3 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
| − | {{ | + | {{version034}} |
{{spell info}} | {{spell info}} | ||
| − | ''' | + | '''Gloom''' is a Level 3 [[Hexes]]/[[Necromancy]] spell that attempts to [[blind]] all monsters within range. |
[[Enchanter]]s start with this spell available. | [[Enchanter]]s start with this spell available. | ||
==Effect== | ==Effect== | ||
| − | When | + | When Gloom is cast, all vulnerable creatures within range and [[LOS]] may be blinded for 4 to 8 turns, with the chance of success increasing with [[spell power]] and decreasing with monster [[hit dice]]. At full power, the odds are <code>95% - (4 * [[HD]])</code>. |
| − | + | It has no effect on the [[undead]], [[nonliving]], or [[plants]]. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as [[wolf|wolves]] and [[jelly|jellies]]. | |
==Strategy== | ==Strategy== | ||
| − | + | For the purposes of [[stab]]bing, Gloom fills a small but unique niche. [[Confusing Touch]] and [[Mephitic Cloud]] are better as "general purpose" stabbing spells, as they get multiple chances to confuse per cast, making them more MP-efficient and time-efficient. However, Gloom has a few traits that set itself apart: | |
| + | *Compared to Confusing Touch, Gloom does not check [[willpower]], does not requiring entering melee, and can affect multiple monsters at once. | ||
| + | *Compared to Mephitic Cloud, Gloom makes zero [[noise]] (Mephitic Cloud is very loud) and does not check rPois. In addition, Gloom is a Hexes spell and Enchanters start with it. | ||
| + | |||
| + | Gloom can also be used by any type of character (stabber or not) as a defensive spell, allowing you to (unreliably) escape or to debuff a crowd of monsters. Necromancers can use this spell behind their minions, as it does not affect [[undead]] creatures at all. | ||
==History== | ==History== | ||
| − | + | *Prior to [[0.34]], this spell was named '''Dazzling Flash''', was a level 3 [[Hexes]]/[[Fire]] spell, and was not [[noise|quiet]]. | |
| + | *Prior to [[0.32]], Dazzling Flash was a [[Conjuration]]/[[Hexes]] spell. | ||
*Prior to [[0.31]], [[Conjurer]]s also started with Dazzling Flash. | *Prior to [[0.31]], [[Conjurer]]s also started with Dazzling Flash. | ||
*Dazzling Flash was added in [[0.25]], replacing [[Dazzling Spray]]. | *Dazzling Flash was added in [[0.25]], replacing [[Dazzling Spray]]. | ||
Latest revision as of 22:37, 5 February 2026
Gloom
Gloom is a Level 3 Hexes/Necromancy spell that attempts to blind all monsters within range.
Enchanters start with this spell available.
Effect
When Gloom is cast, all vulnerable creatures within range and LOS may be blinded for 4 to 8 turns, with the chance of success increasing with spell power and decreasing with monster hit dice. At full power, the odds are 95% - (4 * HD).
It has no effect on the undead, nonliving, or plants. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as wolves and jellies.
Strategy
For the purposes of stabbing, Gloom fills a small but unique niche. Confusing Touch and Mephitic Cloud are better as "general purpose" stabbing spells, as they get multiple chances to confuse per cast, making them more MP-efficient and time-efficient. However, Gloom has a few traits that set itself apart:
- Compared to Confusing Touch, Gloom does not check willpower, does not requiring entering melee, and can affect multiple monsters at once.
- Compared to Mephitic Cloud, Gloom makes zero noise (Mephitic Cloud is very loud) and does not check rPois. In addition, Gloom is a Hexes spell and Enchanters start with it.
Gloom can also be used by any type of character (stabber or not) as a defensive spell, allowing you to (unreliably) escape or to debuff a crowd of monsters. Necromancers can use this spell behind their minions, as it does not affect undead creatures at all.