Difference between revisions of "Foxfire"
m (→History) |
Patrick2011b (talk | contribs) m (bump) |
||
Line 1: | Line 1: | ||
− | {{ | + | {{version031}} |
''This page refers to the spell. If you were looking for the [[card]] formerly known as Foxfire, see [[Swarm card]].'' | ''This page refers to the spell. If you were looking for the [[card]] formerly known as Foxfire, see [[Swarm card]].'' | ||
{{spell info}}{{AttackSpell | {{spell info}}{{AttackSpell |
Latest revision as of 02:03, 18 February 2024
This page refers to the spell. If you were looking for the card formerly known as Foxfire, see Swarm card.
Foxfire | |
---|---|
Level | 1 |
School1 | Conjuration |
School2 | Fire |
Source(s) | Book of Fire |
Casting noise | 1 |
Spell noise | 1 |
Power Cap | 25 |
Flags | Selfench |
Conjures two balls of burning swamp gas adjacent to the caster. The balls will rapidly seek the nearest monster and burn them. They will dissipate harmlessly if unable to reach a target or if the caster swaps places with them. |
Spell Details | |
---|---|
Damage Formula | 2 x 1d(4 + power/5) |
Max Damage | 2 x 1d9 fire |
Max Power | 25 |
Range | LOS |
Targeting | Special |
To-hit | Never misses |
Special | Needs open space to spawn and move |
Foxfire is a Level 1 Conjurations/Fire Magic spell that conjures two foxfires.
Fire Elementalists start with Foxfire memorized.
Useful Info
Foxfire attempts to create 2 foxfire entities on empty tiles (no monsters, walls, etc.) adjacent to the caster. If there are no valid tiles, they fail to spawn. Foxfires travel at speed 30 towards nearby monsters. They move like any other monster, so they need an unobstructed path to a target. On impact, it deals unavoidable fire damage. Foxfires fly and can see invisible.
Foxfires dissipate harmlessly after 8 actions without doing anything, if they leave your LOS, or if the caster moves onto its tile. As conjured entities, you can create Foxfires under Okawaru or Ru's Sacrifice Love.
Strategy
Foxfire requires a somewhat open space (or at least, a path to monsters) for full effect. You should be very wary around corridors, since (at most) 1 foxfire can hit an enemy:
.#.#. .#m#. .#.#. .#m#. .#f#. .#.#. .#@#. .#@#. .#m#. .#f#. .#f#. .#@f. .#.#. .#.#. .####
m = monster
f = foxfire
In the leftmost scenario, using Foxfire does nothing. In the middle and right scenarios, only 1 foxfire can hit the monster. If you're stuck adjacent to a monster in a corridor (and can't use Scorch), the best thing you can do is stand in a corner or intersection, where foxfires can move diagonally towards the target. Also, getting surrounded by monsters can lead you to the same situation - avoid this whenever possible.
Tips & Tricks
- Despite their low damage, Foxfire can remain useful for some time - it can't miss and can target invisible creatures. Many threats up to the Lair can be dealt with by standing in the open and conjuring a stream of foxfires. They falter against creatures with high AC, as two foxfires check AC twice.
- Like many fire spells, Foxfire creates steam when striking creatures that are in water, making it useful for fighting early swimming enemies like adders or electric eels. Conversely, they dissipate freezing clouds on impact.
- Be wary about casting Foxfire around fire-resistant or -immune monsters, as foxfires make no effort to avoid foes they cannot harm.
- Because foxfires technically count as creatures, this spell can help block line of effect to monsters with dangerous spells like Banishment, Petrify, Malmutate, or Orb of Destruction. However, this is not as effective as simply summoning a meat shield, as foxfires move quickly and erratically and disappear once they strike something.
Monster Version
Monsters have access to the Marshlight spell, which is functionally identical, but does more damage.
The following enemies cast Marshlight:
- v Will-o-the-wisp (2x 3d14 damage)
Player ghosts won't cast Foxfire or Marshlight, however.
History
- Foxfire was added in 0.25.
- In early development, you couldn't pass through conjured foxfires.