Aura

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Auras are passive abilities that emanate out of certain characters and monsters, affecting anything that comes within their range. The exact effect this has varies by aura.

Halo

Halo auras emanate forth from certain holy weapons, monsters, and characters. It has the following effects:

  • Negates invisibility of anything inside.
  • Makes everything inside easier to hit. Attackers gain 1 + 1d8 to-hit against anything inside. When the player is emitting a halo, they aren't any easier to hit.
  • Players have their stealth reduced by roughly x2.5.

Sources:

Umbra

The opposite of a halo, umbras emanate forth from unholy angelic beings. It has the following effects:

  • Reduces the accuracy of all within the aura. Demons, undead, and worshippers of Dithmenos and Yredelmnul are immune to this effect.
  • When players emit an umbra, their stealth increases by a factor dependent on source. ×1.5 for the ring of Shadows, ×1.0 to ×2.0 (depending on piety) for Dithmenos worshippers.
  • Allows use of Dithmenos' Shadow Step ability.
  • Negates the effect of any halo they overlap with.

Sources:

Ring of Flames

The Ring of Flames emanates one tile all around their source, creating flame clouds. These clouds linger for a few turns even after the source moves away. It has the following effects:

  • Negates any Ice Magic that strikes the clouds.
  • Deals fire damage to anything standing in the clouds (but does not injure the source).

Sources:

Polar Vortex

The Polar Vortex aura emanates when you cast the spell of the same name. It has the following effects:

  • Deals heavy, partially irresistible cold damage to everything (except the source) within the aura.
  • Moves all affected targets (monsters, items, clouds, etc.) counterclockwise around the source each turn.

Sources:

  • Players and monsters can cast the spell to temporarily gain this aura.
  • Diamond obelisks and twisters have permanent Polar Vortex auras surrounding them.

Silence

When Silence auras emanate from a monster or the player, most creatures within the aura lose the ability to make any noise, including speech. This prevents:

  • Reading scrolls
  • Casting spells (all spells for the player)
  • Using divine abilities
  • Shouting

Monsters are unable to use spells/abilities with the "Wizard", "Divine", or "Vocal" spell slot flags. Monsters that use "Magical" or "Natural" abilities (including demons) are immune to silence.

When players emit the aura, their stealth is reduced by 50.

Sources:

The following enemies cast Silence:

The following enemies may be able to cast Silence, depending on their spell set:

The following enemy inherently radiates Silence:

History