Mercury Arrow
| | |
|---|---|
| Level | 2 |
| School1 | Alchemy |
| School2 | Conjuration |
| Source(s) | My Sojourn through Swampland Young Poisoner's Handbook |
| Casting noise | 2 |
| Spell noise | 0 |
| Power Cap | 50 |
| Range | 4 |
| Flags | Dir or target, Needs tracer |
| Conjures an arrow of elemental mercury which deals direct poison damage to whatever it hits and may also weaken their melee attacks for a short while.
The physical force of the arrow inflicts a small amount of damage even to those immune to poison, and the weakening effect can splash to adjacent targets and ignores poison resistance altogether. “During the course of the treatise, each element is allowed time to tout its |
| Spell Details | |
|---|---|
| Damage Formula | 2d(5.5+Power/4) |
| Max Damage | 2d(17) |
| Max Power | 50 |
| Range | 4 |
| Targeting | Beam |
| To-hit | 12+Power/5 |
| Special | Inflicts weak |
Mercury Arrow is a level 2 Conjurations/Alchemy spell that does 30% irresistible poison damage. It also has chance to inflict weakness on the enemy hit and all enemies adjacent to it (chance = 100% - 12*(HD - 4)%,[1] checked per enemy), ignoring poison resistance/immunity.
Alchemists start with this spell in their library.
Strategy
With 1 higher range than Poisonous Vapours and a weaken, it's at least useful for an early game Alchemist. Poisonous Vapours never misses and costs less MP, so that spell is more reliable in the very early game.
History
- This spell was added in 0.33, replacing Sting and Mecrcury Vapours.
- ↑ spl-damage.cc:3840 (0.33.1)