Infestation
Infestation | |
---|---|
Level | 8 |
School1 | Necromancy |
Source(s) | Book of Death |
Casting noise | 8 |
Spell noise | 4 |
Power Cap | 200 |
Range | LOS |
Hated By | Elyvilon The Shining One Zin |
Flags | Target, Unclean |
Calls forth a plague of scarabs, infesting affected creatures for a duration depending on power and causing death scarabs to grow and burst from them upon death. |
Infestation is a level 8 Necromancy spell that applies the 'Infested' status to monsters in a 5x5 area. A friendly death scarab erupts out of each victim that dies.
Infestation can be obtained as part of Kikubaaqudgha's 6* piety gift.
Useful Info
Applies the Infested status to monsters within a smite-targeted 5x5 area. You can infest monsters from outside line of sight. Any infested monster (that's worth XP) which dies will turn into a death scarab. Monster holiness does not matter; undead, demonic, and non-living monsters can all be infested.
Scarabs last for around 81 turns.[1]
Infestation takes priority over all other undead-creating Necromancy spells. It can work alongside Death Channel, but overrides other effects. It even takes priority over Gozag's gold touch and Yredelemnul's reaping (scarabs replace gold / zombies, respectively).
Strategy
Death scarabs are great allies; they are very fast, slow down enemies, are undead, and deal great damage. They also last for a fairly long time, letting you Infest new monsters you encounter. Compared to other undead-creating spells, Infestation has the advantage of working on undead, demonic, and non-living monsters.
Infest the weaker monsters in a crowd and kill them quickly in order to spawn a bunch of scarabs. Use spells like Borgnjor's Vile Clutch, Haunt, and Anguish (when combined with other, existing undead) to start the horde.
Tips & Tricks
- Kiku's Unearth Wretches places necromantic fodder in a 5x5 area, which corresponds perfectly to Infestation's radius. You can use Unearth Wretches twice, then Infestation on top of the player character. This is bound to create a large swarm, capable of tackling the game's most dangerous encounters.
- Death scarabs cannot see invisible - a notable weakness considering the prevalence of Invisibility-casting liches in the late game.
History
- Prior to 0.29, scarabs worked alongside all other undead-creating spells.
- Prior to 0.26, scarabs had a duration class of 6 (~171 turns).
- This spell was added in 0.19.
References
- ↑ fineff.cc:692 (0.30.0)
* A summon duration of 5 is about 81 turns.