Alistair's Intoxication
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Version 0.12: This article may not be up to date for the latest stable release of Crawl.
Alistair's Intoxication | |
---|---|
Level | 4 |
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. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties. |
Alistair's Intoxication is a 4th level Transmutation-Poison Magic spell which can confuse all monsters in your line of sight. This includes you, if you are not wearing an amulet of clarity.
The monsters affected must be:
- Natural;
- of normal or high intelligence; and
- not poison resistant.
Unfortunately, it also temporarily drains you of 1-3 points of intelligence 5% of the time.
The chance of confusing 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 and 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 versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.