Difference between revisions of "Harm"
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==Strategy== | ==Strategy== | ||
− | Harm is an extreme double-edged sword. Even though you do get a greater boost, keep in mind that there are many situations where you can't attack, but enemies will. Melee characters will find themselves pelted from afar, while casters are squishy enough already. Even then, monsters have numbers on their side. You can kill thousands of monsters, but a single bad situation might end your run, especially when the ego | + | Harm is an extreme double-edged sword. Even though you do get a greater boost, keep in mind that there are many situations where you can't attack, but enemies will. Melee characters will find themselves pelted from afar, while casters are squishy enough already. Even then, monsters have numbers on their side. You can kill thousands of monsters, but a single bad situation might end your run, especially when the ego's damaqge doesn't help while using emergency items. |
The damage boost can't be denied, though. Ranged players who rely on killing enemies before they get to you might just consider it. Harm still remains dubious, however. | The damage boost can't be denied, though. Ranged players who rely on killing enemies before they get to you might just consider it. Harm still remains dubious, however. |
Revision as of 06:47, 21 March 2022
It increases damage dealt and taken. |
Harm is an ego that can appear on scarves and random artefacts. It amplifies the damage dealt by the player by 30%, but also amplifies the damage received by 20%. This effect applies to all forms of damage, including torment. The damage is increased after AC and resistances are accounted for, but before Deep Dwarf damage shaving.
Strategy
Harm is an extreme double-edged sword. Even though you do get a greater boost, keep in mind that there are many situations where you can't attack, but enemies will. Melee characters will find themselves pelted from afar, while casters are squishy enough already. Even then, monsters have numbers on their side. You can kill thousands of monsters, but a single bad situation might end your run, especially when the ego's damaqge doesn't help while using emergency items.
The damage boost can't be denied, though. Ranged players who rely on killing enemies before they get to you might just consider it. Harm still remains dubious, however.
History
- Prior to 0.25, harm appeared on amulets of harm, which would drain the wearer upon removal.