Difference between revisions of "Alistair's Intoxication"

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m (put clarity back up on the list)
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*[[Natural]], [[demonic]], or [[holy]].
 
*[[Natural]], [[demonic]], or [[holy]].
 
*Of human [[monster intelligence|intelligence]] ("it is intelligent").
 
*Of human [[monster intelligence|intelligence]] ("it is intelligent").
*Not immune to poison.
+
*Do not have poison immunity or [[clarity]].
 
 
In addition, monsters with [[clarity]] are immune to this spell.
 
  
 
It has a <code>40 + [[spell power|power]]/3</code>% chance (max. 90%) to confuse each valid monster without [[poison resistance]]. Monsters with rPois are only x33% as likely to be confused (i.e., a 66% chance to resist).
 
It has a <code>40 + [[spell power|power]]/3</code>% chance (max. 90%) to confuse each valid monster without [[poison resistance]]. Monsters with rPois are only x33% as likely to be confused (i.e., a 66% chance to resist).

Revision as of 04:55, 19 December 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Alistair's intoxication.png Alistair's Intoxication
Level 5
School1 Alchemy
Source(s) Great Wizards, Vol. II
Book of Party Tricks
Casting noise 3
Spell noise 0
Power Cap 150
Converts a small portion of the brain matter of those around you into alcohol, attempting to confuse all intelligent creatures within view (although poison-resistant creatures may resist the effects). The caster will experience vertigo briefly if they successfully make contact with other minds. It is frequently used as an icebreaker at wizard parties.

Alistair's Intoxication is a level 5 Transmutation/Poison spell which attempts to confuse all monsters in your line of sight.

Useful Info

Alistair's Intoxication attempts to confuse every monster in sight. It can only affect monsters that are all of the following:

It has a 40 + power/3% chance (max. 90%) to confuse each valid monster without poison resistance. Monsters with rPois are only x33% as likely to be confused (i.e., a 66% chance to resist).

If this spell has confused at least one monster, you have a 60 - power/3% chance (min. 10%) to gain the Vertigo status. Poison resistance offers no benefit to players when casting this spell.

Strategy

This spell faces competition from Mephitic Cloud, a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:

  • It affects everything in LOS. Intoxication has better range, and can affect multiple enemies that are spread out.
  • It has a chance to affect monsters with poison resistance.
  • It does not check willpower or HD. Unlike Hexes like Cause Fear, Intoxication has the same chance to affect any vulnerable monster, whether they be a goblin or Antaeus.

This spell can be useful in branches like Shoals, the Vaults, or Depths, which have a high number of ranged enemies. Being able to confuse a squad of yaktaurs from full range is a notable advantage. Can be used to tackle Vaults:5 in particular, since the vault guards surrounding you can all be confused by this spell.

History

  • Prior to 0.28, Alistair's Intoxication could not affect demonic or holy monsters.
  • Prior to 0.26, Alistair's Intoxication had a power cap of 100.
  • Prior to 0.18, Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and lichform characters were unable to cast this spell.
  • In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.