Difference between revisions of "Ensorcelled Hibernation"
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==Strategy== | ==Strategy== | ||
− | Decent spell for XL 2 or so [[Enchanter]]s. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for up to 20 turns<ref>{{source ref|0.30.0|mon-ench.cc|2337}}</ref> | + | Decent spell for XL 2 or so [[Enchanter]]s. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for up to 20 turns.<ref>{{source ref|0.30.0|mon-ench.cc|2337}}</ref> Due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents. |
It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them. | It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them. |
Revision as of 01:24, 28 June 2023
Ensorcelled Hibernation | |
---|---|
Level | 2 |
School1 | Hexes |
School2 | Ice |
Source(s) | Book of Burglary Book of Dreams |
Casting noise | 0 |
Spell noise | 0 |
Power Cap | 50 |
Range | LOS |
Flags | Wl check, Dir or target, Needs tracer, Not self |
Lowers its target's metabolic rate, inducing hibernation. After awakening, the target will be unable to be put to sleep again for some time.
“Sweet dreams are made of this; who am I to disagree?” |
Ensorcelled Hibernation is a level 2 Hexes/Ice spell which puts a monster to sleep, allowing you to flee or stab them more easily.
Contents
Effect
When Ensorcelled Hibernation is cast and passes a willpower check, the targeted monster goes to sleep. They may still awaken as normal if you spend time in their LOS or make noise, and will awaken if injured like any other sleeping monster. They are guaranteed to sleep for at least one turn (ie, you will have at least one opportunity to take an action with the monster asleep after casting the spell).
Ensorcelled Hibernation can't affect cold-resistant creatures, and it also won't work on the undead, nonliving, plants, or berserk creatures. Monsters that awaken from this spell cannot be placed in hibernation again for a few dozen turns.
Strategy
Decent spell for XL 2 or so Enchanters. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for up to 20 turns.[1] Due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents.
It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them.
Confusing Touch tends to perform better as an overall hex spell. It lets you get multiple hex "attempts" per cast. This saves on MP, especially when you have a low success rate (as most Hexes do). With a 20% success rate, you'll take 3 MP for Confusing Touch, compared to 10 MP (on average) for Ensorcelled. In addition, confusion lasts for multiple turns, which means multiple stabs, and multiple turns where your opponent isn't doing much. Note that Ensorcelled Hibernation has an advantage against monsters with low / no willpower.
Monster Version
Monsters normally have access to the Sleep spell, which has the same effect but has no cooldown and works even with rC+. Player ghosts still have the proper version of this spell, though.
References
- ↑ mon-ench.cc:2337 (0.30.0)