Alistair's Intoxication

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Version 0.18: 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 Transmutation
School2 Poison
Source(s)
Casting noise 2
Spell noise 0
This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties.

Alistair's Intoxication is a 5th level Transmutation-Poison Magic spell which can give vertigo status to all monsters in your line of sight. This includes you, if you are not wearing an amulet of clarity.

The monsters affected must be:

Unfortunately, it also temporarily drains you of 1-3 points of intelligence 5% of the time.

The chance of giving vertigo status to each monster (or yourself) is (40+spell power/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time.

This spell cannot be learned by mummies, and cannot be cast if you are in lichform. It can be learned by (and can affect) player ghouls and vampires. Poison resistance offers no benefit to players when casting this spell.

Tips & Tricks

  • Alistair's Intoxication is a common strategy for tackling level 5 of The Vaults, where the entrance stairs are surrounded by dozens of extremely tough creatures.
  • As an alternative, the level 6 spell Mass Confusion can affect all but plants and nonliving monsters. However, it is countered by magic resistance, making it less useful against late-game monsters.

History

In 0.18, Alistair's Intoxication is now level 5 (was 4) and gives Vertigo status instead of confusing the player or draining Int, and can sometimes affect rPois monsters.

  • In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.