Difference between revisions of "Pain"
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{{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]] | + | [[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+ [[vampire]]s 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]]: | |
− | 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]]. | + | {{crawlquote|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 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 | + | *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
Pain | |
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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 | |
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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)