Difference between revisions of "Alistair's Intoxication"
m |
|||
Line 5: | Line 5: | ||
The monsters affected must: | The monsters affected must: | ||
− | * be [[ | + | * be [[natural]], [[demonic]], or [[holy]] |
* have Human [[monster intelligence|intelligence]]; and | * have Human [[monster intelligence|intelligence]]; and | ||
* not have [[clarity]] or poison immunity. | * not have [[clarity]] or poison immunity. | ||
Line 19: | Line 19: | ||
==History== | ==History== | ||
− | *Prior to [[0.28]], Alistar's Intoxication could not | + | *Prior to [[0.28]], Alistar's Intoxication could not affect demonic or holy monsters. |
* Prior to [[0.18]], Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell. | * Prior to [[0.18]], Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell. | ||
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time. | *In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time. |
Revision as of 22:19, 24 July 2023
Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Alistair's Intoxication | |
---|---|
Level | 5 |
School1 | Alchemy |
Source(s) | Great Wizards, Vol. II Book of Party Tricks |
Casting noise | 3 |
Spell noise | 0 |
Power Cap | 150 |
Converts a small portion of the brain matter of those around you into alcohol, attempting to confuse all intelligent creatures within view (although poison-resistant creatures may resist the effects). The caster will experience vertigo briefly if they successfully make contact with other minds. It is frequently used as an icebreaker at wizard parties. |
Alistair's Intoxication is a level 5 Transmutation/Poison spell which attempts to confuse all monsters in your line of sight, but may inflict vertigo on you.
The monsters affected must:
- be natural, demonic, or holy
- have Human intelligence; and
- not have clarity or poison immunity.
Monsters with rPois have a 2/3rds chance to resist, and monsters with poison immunity always resist.
The chance of confusing each monster is (40+spell power/3)%, and the chance of giving yourself vertigo is (60-spell power/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time, and you will get vertigo 27% of the time.
Poison resistance offers no benefit to players when casting this spell.
Tips & Tricks
- Alistair's Intoxication can be used for tackling level 5 of The Vaults, where the entrance stairs are surrounded by dozens of tough, but susceptible creatures.
History
- Prior to 0.28, Alistar's Intoxication could not affect demonic or holy monsters.
- Prior to 0.18, Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and lichform characters were unable to cast this spell.
- In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.