Difference between revisions of "Sting"

From CrawlWiki
Jump to: navigation, search
m
(update)
Line 1: Line 1:
{{version030}}
+
{{version031}}
 
{{spell info}}
 
{{spell info}}
 
{{AttackSpell
 
{{AttackSpell
Line 18: Line 18:
 
|dam_num = 1
 
|dam_num = 1
 
|dam_denom = 5-->}}
 
|dam_denom = 5-->}}
'''Sting''' is a level 1 [[Transmutation]]/[[Poison Magic]] spell, which 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%.
+
'''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%.
  
[[Venom Mage]]s start with this spell memorized.
+
[[Alchemist]]s start with this spell memorized.
  
 
==Strategy==
 
==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.  
 
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.  
  
[[Poisonous Vapours]] is usually an upgrade - it never misses and can poison enemies from full screen range. However, players with low (4-6) max MP may prefer Sting, due to its lower MP cost. The MP concerns quickly fade away, though.
+
[[Mercury Vapours]] is more accurate, and can inflict [[weak]] on foes. [[Sting]] is more MP efficient, though. In the early game, 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, the MP cost of either spell is small, so stick with Vapours.
  
 
While Sting ''can'' do damage to poison immune creatures, it's very low (max. 1d3). In a similar vein, Sting is acceptable against [[endoplasm]]s, but struggles against poison resistant enemies that are any stronger.
 
While Sting ''can'' do damage to poison immune creatures, it's very low (max. 1d3). In a similar vein, Sting is acceptable against [[endoplasm]]s, but struggles against poison resistant enemies that are any stronger.
  
 
==History==
 
==History==
*Prior to [[0.25]], Sting was a [[Conjurations]]/[[Poison]] spell with range 7, and was entirely useless against targets with [[poison resistance]].
+
*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 [[wizard (monster)|wizards]] had this spell.
 
*Prior to [[0.19]], [[Louise]] and some [[wizard (monster)|wizards]] had this spell.

Revision as of 11:52, 15 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Sting.png Sting
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
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. Sting is more MP efficient, though. In the early game, 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, the MP cost of either spell is small, so stick with Vapours.

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