Difference between revisions of "Alistair's Intoxication"

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==Strategy==
 
==Strategy==
 
This spell faces competition from [[Mephitic Cloud]], a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:
 
This spell faces competition from [[Mephitic Cloud]], a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:
*It affects everything in [[LOS]]. It has better range than Mephitic Cloud, and can affect multiple enemies that are spread out.
+
*It affects everything in [[LOS]]. Intoxication has better range, and can affect multiple enemies that are spread out.
 
*It has a chance to affect monsters with poison resistance.
 
*It has a chance to affect monsters with poison resistance.
*It does not check [[willpower]] or [[HD]].
+
*It does not check [[willpower]] or [[HD]]. Unlike [[Hexes]] like [[Cause Fear]], Intoxication has the same chance to affect any vulnerable monster, whether they be an [[goblin]] or [[Antaeus]].
  
 
This spell can be useful in branches like [[Shoals]], [[the Vaults]], or [[Depths]], which have a high amount of ranged enemies. Being able to confuse a squad of [[yaktaur]]s from full range is a notable advantage. Can be used to tackle [[Vaults]]:5 in particular, since the [[vault guard]]s surrounding you can all be confused by this spell.
 
This spell can be useful in branches like [[Shoals]], [[the Vaults]], or [[Depths]], which have a high amount of ranged enemies. Being able to confuse a squad of [[yaktaur]]s from full range is a notable advantage. Can be used to tackle [[Vaults]]:5 in particular, since the [[vault guard]]s surrounding you can all be confused by this spell.

Revision as of 03:25, 7 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Alistair's intoxication.png 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.

Useful Info

Alistair's Intoxication attempts to confuse every monster in sight. It can only affect monsters that are both of the following:

In addition, monsters with clarity or poison immunity are immune to this spell.

It has a 40 + power/3% chance (max. 90%) to confuse each valid monster. Monsters with rPois have a 66% chance to resist (i.e. 33% as likely to be confused).

If this spell has confused at least one monster, you have a 60 - power/3% chance (min. 10%) to gain the Vertigo status. Poison resistance offers no benefit to players when casting this spell.

Strategy

This spell faces competition from Mephitic Cloud, a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:

  • It affects everything in LOS. Intoxication has better range, and can affect multiple enemies that are spread out.
  • It has a chance to affect monsters with poison resistance.
  • It does not check willpower or HD. Unlike Hexes like Cause Fear, Intoxication has the same chance to affect any vulnerable monster, whether they be an goblin or Antaeus.

This spell can be useful in branches like Shoals, the Vaults, or Depths, which have a high amount of ranged enemies. Being able to confuse a squad of yaktaurs from full range is a notable advantage. Can be used to tackle Vaults:5 in particular, since the vault guards surrounding you can all be confused by this spell.

History

  • Prior to 0.28, Alistar's Intoxication could not affect demonic or holy monsters.
  • Prior to 0.26, Alistar's Intoxication had a power cap of 100.
  • 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.