Difference between revisions of "Sticky Flame"
(useful info, version bump) |
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− | {{ | + | {{version030}} |
{{spell info}}{{AttackSpell | {{spell info}}{{AttackSpell | ||
|name=Sticky Flame | |name=Sticky Flame | ||
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|range = 1 | |range = 1 | ||
|target = Touch | |target = Touch | ||
− | |special = Never misses | + | |special = Never misses<br>Sticky Flame status; damage over time. |
|hit_type = automatic | |hit_type = automatic | ||
|hit_adder = 1500 | |hit_adder = 1500 | ||
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|dam_denom = 2}} | |dam_denom = 2}} | ||
− | '''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for | + | '''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for several rounds. |
− | The duration of the | + | ==Useful Info== |
− | ( | + | Sticky Flame deals direct damage, then inflicts the '''Fire''' status ('''covered in liquid flames'''). This status deals <code>2d4 - 1</code> [[fire]] damage over time, and causes targets to become [[backlit]], decreasing dodge chance and revealing [[invisible]] creatures. |
− | = 4 * 4.5 * 4 = 72 | + | |
+ | The duration of the Fire status depends on "enchantment level"; each level gives 4-5 turns of duration. Enchantment level, in turn, depends on victim's [[HD]], maximum of 4. The total amount of damage from the status can be calculated as follows: | ||
+ | |||
+ | total damage = (avg dmg / turn) * (turns / level) * (levels) | ||
+ | = 4 damage/turn * 4.5 turns/level * 4 levels = 72 | ||
+ | |||
+ | Entering [[water]] (even when [[flying]]) will end the Fire status. | ||
==Tips & Tricks== | ==Tips & Tricks== |
Revision as of 22:08, 14 July 2023
Sticky Flame | |
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Level | 4 |
School1 | Alchemy |
School2 | Fire |
Source(s) | Everburning Encyclopedia Book of Flames |
Casting noise | 4 |
Spell noise | 1 |
Power Cap | 100 |
Range | 1 |
Flags | Dir or target, Needs tracer |
Unleashes a short-ranged spray of incindiary goo that clings to an adjacent creature and deals armour-ignoring fire damage over several turns. If the victim is allowed to move, it will put out the fire prematurely.
“Give a man a fire and he's warm for a day, but set fire to him and he's warm |
Spell Details | |
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Damage Formula | 2d(1.5+Power/24) fire |
Max Damage | 2d(5.67) |
Max Power | 100 |
Range | 1 |
Targeting | Touch |
To-hit | |
Special | Never misses Sticky Flame status; damage over time. |
Sticky Flame is a level 4 Conjurations/Fire Magic spell which causes the target to burn for several rounds.
Useful Info
Sticky Flame deals direct damage, then inflicts the Fire status (covered in liquid flames). This status deals 2d4 - 1
fire damage over time, and causes targets to become backlit, decreasing dodge chance and revealing invisible creatures.
The duration of the Fire status depends on "enchantment level"; each level gives 4-5 turns of duration. Enchantment level, in turn, depends on victim's HD, maximum of 4. The total amount of damage from the status can be calculated as follows:
total damage = (avg dmg / turn) * (turns / level) * (levels) = 4 damage/turn * 4.5 turns/level * 4 levels = 72
Entering water (even when flying) will end the Fire status.
Tips & Tricks
- This is a great spell if you don't mind being up close and personal. Fragile spellcasters should be wary of monsters that can generate a one-shot kill; try confusing or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a powerful opening salvo before engaging in melee combat.
- With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (as long as they're not fire resistant). Simply set them on fire and run away -- if they stop burning before they die, recast Sticky Flame. Be sure to have a way to avoid attacks of opportunity if they aren't slower than you, and try to leave yourself a monster-free path to flee along.
- Hitting invisible monsters with this spell (using Z) will cause them to be revealed for its duration. This is a useful strategy for dealing with unseen horrors and flickering sky beasts.
- Entering water will put out the lingering flames (even if you are flying at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features.
- If there's no water around, a phial of floods will create enough water to put out the fire.
Resistance
Some monsters (including all insubstantial monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of fire damage from the initial impact).
Standing in or flying above shallow or deep water will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through transformations like Wisp Form or Dithmenos's Shadow Form), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant.
Monster Version
Most monsters use Sticky Flame Range, which is identical apart from having a range of 4.
Player ghosts and spellforged servitors will cast the range-1 spell, however.
History
- Prior to 0.28, Sticky Flame was a starting spell for Fire Elementalists.
- Earlier versions had more ways for players to gain resistance to sticky flames:
- Prior to 0.25, Tiamat's dragonskin cloak had a 50% chance of providing sticky flame resistance when hit by sticky flames
- Prior to 0.20, mottled draconians and players wearing mottled dragon scales were always resistant
- Prior to 0.22, Sticky Flame would spread between adjacent sheep and dream sheep.