Difference between revisions of "Might"
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==Monster Spell== | ==Monster Spell== | ||
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Monsters can cast the Might spell to induce the effect on themselves. They can also use [[Might Other]] to induce it on a single other monster, or [[Battlecry]] to induce it on all nearby monsters of the same [[type|genus]]. | Monsters can cast the Might spell to induce the effect on themselves. They can also use [[Might Other]] to induce it on a single other monster, or [[Battlecry]] to induce it on all nearby monsters of the same [[type|genus]]. | ||
Latest revision as of 19:54, 1 June 2026
| You are unnaturally mighty, doing significantly more damage in physical combat. |
Might is a status effect and monster-only spell that increases melee damage for its duration.
Effect
Player
Adds +1d10 damage to melee and each auxiliary attack, except constriction.
This is considered separate from the effective enchantment roll (slaying + to-damage of your weapon). Might provides roughly the same damage boost as +10 slaying, but is worse due to the lack of accuracy boost.
Monster
Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters.
Sources
The possible sources for Might are:
- Potions of might.
- Also available through Gozag's Potion Petition.
- Using Dithmenos' Aphotic Marionette ability on a monster with the Might spell.
- The Demonspawn mutation Powered by Pain can cause a might effect.
- Xom and chaos effects can inflict might.
Berserk includes a might effect. While berserk, might has no additional effect.
Strategy
Might is useful for dealing with monsters that are troublesome, but for which berserk or haste would be overkill and/or unsafe - compared to those, might has no real drawbacks and is safe to use. Unfortunately, as it is only easily available through a potion, the uses are limited. Since might increases your combat ability, use it early in a fight - you'll get more out of a might potion at 100% HP than 50% HP.
Might is a 'flat' damage boost, so it has a more pronounced effect on Short Blades and other fast weapons. It can let a quick blade punch through high AC foes, for instance. It's also disproportionately strong with auxiliary attacks; e.g. monstrous Demonspawn and worshippers of Jiyva can get +2d10 to +4d10 damage per round.
Even casters will want to keep around potions of might, in cases where they run out of MP.
Monster Spell
| | |
|---|---|
| Casting noise | 3 |
| Spell noise | 0 |
| Flags | Helpful, Monster, Selfench |
| Significantly increases the caster's damage in melee. |
Monsters can cast the Might spell to induce the effect on themselves. They can also use Might Other to induce it on a single other monster, or Battlecry to induce it on all nearby monsters of the same genus.
The following enemies cast Might:
- z
Antique champion - @
Donald - X
Mlioglotl - X
Thrashing horror - g
Wiglaf
The following enemies cast Might Other:
History
- Prior to 0.25, Might provided a +5 bonus to Strength.
- Prior to 0.19, the player could get the Might status effect by drawing a Potion card.
- Prior to 0.12, extending might through further quaffing of potions would inflict one point of magic contamination.
- Prior to 0.8, you could get Might as an Okawaru ability.
- Prior to 0.3, you could get Might as a Trog ability.