Difference between revisions of "Sticky Flame"

From CrawlWiki
Jump to: navigation, search
(useful info, version bump)
Line 7: Line 7:
 
|range = 1
 
|range = 1
 
|target = Touch
 
|target = Touch
|special = Never misses<br>Sticky Flame status; damage over time.
+
|special = Sticky Flame status; damage over time.
|hit_type = automatic
+
|tohit = Never miss
 
|hit_adder = 1500
 
|hit_adder = 1500
 
|hit_num = 0
 
|hit_num = 0
Line 17: Line 17:
 
|dam_num = 2
 
|dam_num = 2
 
|dam_denom = 2}}
 
|dam_denom = 2}}
 
 
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for several rounds.
 
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for several rounds.
  
 
==Useful Info==
 
==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.  
+
Sticky Flame deals direct [[fire]] 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.  
  
 
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:
 
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:
Line 28: Line 27:
 
  = 4 damage/turn * 4.5 turns/level * 4 levels = 72
 
  = 4 damage/turn * 4.5 turns/level * 4 levels = 72
  
Entering [[water]] (even when [[flying]]) will end the Fire status.
+
Entering [[water]] (even when [[flying]]) will immediately end the Fire status. [[Insubstantial]] creatures are immune to the Fire status, but still take impact damage from the spell.
  
==Tips & Tricks==
+
==Strategy==
*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 [[confusion|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.
+
A moderately strong "killdudes" spell. It's good for those who don't mind getting in melee range. Against melee enemies, you can cast Sticky Flame, retreat a few tiles, and re-apply the spell. Make sure to have an open path to retreat to. While this leaves you open to [[attacks of opportunity]], they happen less often than a usual melee attack. Alternatively, hybrid characters can cast Sticky Flame to open a fight, then attack normally in melee.
*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 horror]]s and flickering [[sky beast]]s.
 
*Entering water will put out the lingering flames (even if you are [[fly]]ing 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==
+
The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as [[hydra]]s, are too dangerous to engage in melee. Fast species ([[Spriggan]] and [[Felid]]) have an advantage, since they can [[kite]] monsters without attacks of opportunity. For other species, having the [[Swiftness]] spell is nice.
[[:Category:Sticky flame resistance|Some monsters]] (including all [[:Category:Insubstantial monsters|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 water|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 [[transformation]]s 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.
+
==Tips & Tricks==
 +
*Sticky Flame can be used to reveal [[invisible]] monsters (use '''Z''' on a suspected tile). Useful against [[unseen horror]]s and flickering [[sky beast]]s.
  
 
==Monster Version==
 
==Monster Version==
Line 48: Line 43:
  
 
==History==
 
==History==
*Prior to [[0.28]], Sticky Flame was a starting spell for [[Fire Elementalist]]s.
+
*Prior to [[0.28]], [[Fire Elementalist]]s starts with this spell.
 
*Earlier versions had more ways for players to gain resistance to sticky flames:
 
*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 [[0.25]], [[Tiamat]]'s [[dragonskin cloak]] had a 50% chance of providing sticky flame resistance when hit by sticky flames

Revision as of 22:25, 14 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Sticky flame.png Sticky Flame
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
for the rest of his life.”
-Terry Pratchett, “Jingo”. 1997.

Spell Details
Damage Formula 2d(1.5+Power/24) fire
Max Damage 2d(5.67)
Max Power 100
Range 1
Targeting Touch
To-hit Never miss
Special 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 fire 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 immediately end the Fire status. Insubstantial creatures are immune to the Fire status, but still take impact damage from the spell.

Strategy

A moderately strong "killdudes" spell. It's good for those who don't mind getting in melee range. Against melee enemies, you can cast Sticky Flame, retreat a few tiles, and re-apply the spell. Make sure to have an open path to retreat to. While this leaves you open to attacks of opportunity, they happen less often than a usual melee attack. Alternatively, hybrid characters can cast Sticky Flame to open a fight, then attack normally in melee.

The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as hydras, are too dangerous to engage in melee. Fast species (Spriggan and Felid) have an advantage, since they can kite monsters without attacks of opportunity. For other species, having the Swiftness spell is nice.

Tips & Tricks

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