Difference between revisions of "Pain"

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{{version013}}
 
{{Spell
 
{{Spell
 
|name=Pain
 
|name=Pain
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|special = *100% accurate<br>*Ignores [[AC]]<br>*[[MR]] resists<br>*Costs 1 [[HP]] & 1 [[MP]] to cast}}
 
|special = *100% accurate<br>*Ignores [[AC]]<br>*[[MR]] resists<br>*Costs 1 [[HP]] & 1 [[MP]] to cast}}
  
[[Pain]] is a level 1 [[Necromancy]] spell which fires a beam of [[negative energy]] against a single target. It never misses and its damage is not reduced by [[AC]], but [[magic resistance]] and [[torment]] resistance can negate it. [[Life protection]] is useless for the player, but the monsters become immune with only one rank. Along with the MP cost, it also deals 1 point of negative energy damage to the caster unless he is [[undead]] (satiated+ [[vampire]]s do not qualify), a [[deep dwarf]], or has only 1 [[HP]] left.
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[[Pain]] is a level 1 [[Necromancy]] spell which fires a beam of [[negative energy]] against a single target. It never misses and its damage is not reduced by [[AC]], but it must overcome its targets [[magic resistance]] to have any effect. Simply having [[negative energy]] resistance will not protect you from an enemy's Pain spell, but [[Torment]] resistance will negate it, and all monsters with at least rN+ are immune.
  
For Pain to affect an enemy, its Enchantment Power must pass the enemy's [[magic resistance]]:
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Along with the MP cost, casting Pain also deals 1 point of negative energy damage to the caster unless he is [[undead]] (satiated+ [[vampire]]s do not qualify), a [[deep dwarf]], or has only 1 [[HP]] left.
  
{{crawlquote|Enchantment Power: 3.5 × Power}}
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For Pain to affect an enemy, its enchantment power must pass the enemy's [[magic resistance]]:
  
Early on, this spell is effectively 3.5 times more powerful than the "typical" Hex, meaning you are unlikely to see [[orc warrior]]s resisting it three times in a row, as can happen with [[Confuse]] or [[Ensorcelled Hibernation]]. However, it has such a low power cap that it becomes virtually useless against later mid-game and end-game enemies.
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{{crawlquote|Enchantment Power: 3.5 × [[spell power]]}}
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Early on, this spell is effectively 3.5 times more powerful than the "typical" Hex, meaning you are unlikely to see [[orc warrior]]s resisting it three times in a row, as can happen with [[Confuse]] or [[Ensorcelled Hibernation]]. However, it has such a low power cap that it becomes virtually useless against later mid-game and end-game enemies.
  
 
[[Necromancer]]s start with Pain memorized.
 
[[Necromancer]]s start with Pain memorized.
  
 
==Strategy==
 
==Strategy==
*While Pain works best with characters immune to the HP cost, other characters can use Pain to soften approaching monsters, then hit them with [[Vampiric Draining]] to regain their HP once the enemy is in range.
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*While Pain works best with characters immune to the HP cost, other characters can use Pain to soften approaching monsters, then hit them with [[Vampiric Draining]] to regain the lost HP once the enemy is in range.
  
 
==Monster Spell==
 
==Monster Spell==
 
The monster version of [[Pain]] has an enchantment power of 50, and does damage given by:
 
The monster version of [[Pain]] has an enchantment power of 50, and does damage given by:
 
{{crawlquote|1d(7 + Power/20)}}
 
{{crawlquote|1d(7 + Power/20)}}

Revision as of 18:39, 25 September 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
Pain.png Pain
Level 1
School1 Necromancy
Source(s)
Casting noise 1
Spell noise 1

This page is about the spell. For the brand, see Pain (brand). For the card, see Pain card.

This spell inflicts an extremely painful injury upon one living creature. The caster suffers minor damage from the backlash.
Spell Details
Damage Formula 1d(4 + Power/5)
Max Damage 1d9 negative energy
Max Power 25
Range 6
Targeting Beam
To-hit
Special *100% accurate
*Ignores AC
*MR resists
*Costs 1 HP & 1 MP to cast

Pain is a level 1 Necromancy spell which fires a beam of negative energy against a single target. It never misses and its damage is not reduced by AC, but it must overcome its targets magic resistance to have any effect. Simply having negative energy resistance will not protect you from an enemy's Pain spell, but Torment resistance will negate it, and all monsters with at least rN+ are immune.

Along with the MP cost, casting Pain also deals 1 point of negative energy damage to the caster unless he is undead (satiated+ vampires do not qualify), a deep dwarf, or has only 1 HP left.

For Pain to affect an enemy, its enchantment power must pass the enemy's magic resistance:

Enchantment Power: 3.5 × spell power

Early on, this spell is effectively 3.5 times more powerful than the "typical" Hex, meaning you are unlikely to see orc warriors resisting it three times in a row, as can happen with Confuse or Ensorcelled Hibernation. However, it has such a low power cap that it becomes virtually useless against later mid-game and end-game enemies.

Necromancers start with Pain memorized.

Strategy

  • While Pain works best with characters immune to the HP cost, other characters can use Pain to soften approaching monsters, then hit them with Vampiric Draining to regain the lost HP once the enemy is in range.

Monster Spell

The monster version of Pain has an enchantment power of 50, and does damage given by:

1d(7 + Power/20)