Will-o-the-wisp

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Revision as of 15:03, 8 August 2023 by Ge0ff (talk | contribs) (wiz-mode testing shows that they can't engulf even bats. it just gives them a flavour message when they attack. Water elementals have {AT_HIT, AF_ENGULF, 22}, but wills have {AT_ENGULF, AF_PLAIN, 20} (notice "af_plain" instead of "af_engulf"))
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Version 0.30: This article may not be up to date for the latest stable release of Crawl.
will-o-the-wisp vWill-o-the-wisp.png
HP 26-54
HD 11
XP 532
Speed 10
AC 4
EV 10
Will Immune
Attack1 20 (engulf: plain)


Resistances rF+
rC+
rElec
rDrown
rMiasma
rN+++
rTorm
rSticky
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Non-living
Size Tiny
Type will-o-the-wisp, will-o-the-wisp
Flags Insubstantial
Flying
See invisible
Unbreathing
A green-glowing gaseous entity, flickering and pulsing irregularly as it hovers through the air. Travelers have been known to confuse these for distant lanterns - a mistake rarely made twice.

Useful Info

Will-o-the-wisps are intangible puffs of flames found primarily in the Swamp. Their Marshlight spell behaves exactly like Foxfire - it creates 2 foxfires, which quickly rush towards you, dealing damage on contact.

Spells

Spell set I
Slot1 Marshlight (2x 3d14) Magical flag
Slot2 Blink Magical flag

Tips & Tricks

  • Having fire resistance is recommended, due Marshlight's high damage output.
  • Wisps have many resistances themselves, so elemental spells are less effective. If you rely on elemental spells, you can use bolt wands (wisps don't resist acid), a tin of tremorstones, or irresistible spells like Airstrike to take them out.
  • Foxfires require an open path in order to hit you, so you can potentially use corridors and monsters to block it. Unfortunately, it's hard to take advantage of this quirk in the Swamp, which is very open.

History

  • Will-o-the-wisps were added in 0.26.