Difference between revisions of "Harm"
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==Strategy== | ==Strategy== | ||
− | Harm is an extreme double-edged sword. Even though you | + | Harm is an extreme double-edged sword. Even though you get a proportionally greater boost, there's many situations where you won't be attacking, but monsters will. Melee characters will be pelted from afar, casters are squishy enough already, and anyone won't want to be caught with Harm while trying to escape. You might kill thousands of monsters, but it only takes one particularly bad situation in order to kill you - or, at least, force consumable usage. |
− | The damage boost can't be denied, though. Ranged players who rely on killing enemies before they get to you might just consider it. Harm | + | The damage boost can't be denied, though. Ranged players who rely on killing enemies before they get to you might just consider it. But since a mob of dangerous monsters will most likely outdamage you, Harm remains dubious. |
==History== | ==History== | ||
*Prior to [[0.25]], harm appeared on [[amulets of harm]], which would [[drain]] the wearer upon removal. | *Prior to [[0.25]], harm appeared on [[amulets of harm]], which would [[drain]] the wearer upon removal. |
Revision as of 11:13, 16 April 2022
It increases damage dealt and taken. |
Harm is an ego that can appear on scarves and random artefacts. It amplifies the damage dealt by the player by 30%, but also amplifies the damage received by 20%. This effect applies to all forms of damage, including torment. The damage is increased after AC and resistances are accounted for, but before Deep Dwarf damage shaving.
Strategy
Harm is an extreme double-edged sword. Even though you get a proportionally greater boost, there's many situations where you won't be attacking, but monsters will. Melee characters will be pelted from afar, casters are squishy enough already, and anyone won't want to be caught with Harm while trying to escape. You might kill thousands of monsters, but it only takes one particularly bad situation in order to kill you - or, at least, force consumable usage.
The damage boost can't be denied, though. Ranged players who rely on killing enemies before they get to you might just consider it. But since a mob of dangerous monsters will most likely outdamage you, Harm remains dubious.
History
- Prior to 0.25, harm appeared on amulets of harm, which would drain the wearer upon removal.