Attack flavour
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Attack flavour is the type of damage or effect caused by a monster's melee attack.
Flavour | Description |
---|---|
Mutate | Has a 25% chance of polymorphing the defender (or mutating, in the case of the player). |
Poison, medium poison, strong poison, nasty poison | See poison types for the specifics. |
Poison strength, dexterity, intelligence, stat | If not resistant to poison, the defender has a 33% chance of temporarily losing a point of the affected stat. |
Drain strength, dexterity, intelligence | The defender has a chance of temporarily losing a point of the affected stat. The chance of the drain effect happening is 33% (5% if the attack did no damage), with an additional check against life protection. |
Rot | The defender has a chance of receiving 2-4 points of rot. If the melee attack did more than 2 points of damage, this chance is 33%; otherwise, it is 5%. |
Sickness | The defender is sickened for 5-14 turns. |
Fire | Adds hit dice + 1d(hit dice) - 1 fire damage and can burn your scrolls. |
Cold | Adds hit dice + 1d(hit dice*2) - 1 cold damage and can freeze your potions. |
Electrity | Adds hit dice + 1d(hit dice/2) - 1 electrical damage. |
Vampiric draining | Will heal the attacker for 1d(damage inflicted), if the defender is cold-blooded or warm-blooded. Against bloodless defenders, it still does normal damage, but without the healing effect. |
Hunger | Will reduce the defender's satiety by 25%, outright. If the attack does no damage, the effect only has a 5% chance of happening. |
Blink | The attacker has a 33% chance of blinking with a successful hit. |
Confuse | Has a 33% chance of attempting to confuse the defender (10% if the attack did less than 3 points of damage). Duration is 1d(hit dice + 3) / 10 turns, rounded up, with a cumulative maximum of 4 turns. |
Drain XP | Has a 50% chance of attempting to drain experience (or hit dice, in the case of monsters); a 3% chance if the damage done is less than 6 points; and a 33% chance if the attack normally does no damage (i.e., "touch"). |
MR Vuln | Has a 33% chance of lowering the defender's magic resistance by a set amount. If the defender is already so afflicted, it instead increases the duration of the effect. |
Paralyze | If not resistant to poison, the defender may be slowed, or sometimes paralyzed, for 1d3 turns. |
Acid | The defender is hit with a level 3 acid splash. In the case of the spiny worm, this attack also imparts 1d4+1 levels of poison to any non-resistant defenders. |
Distortion | This is equivalent to being hit by a weapon with the distortion brand. |
Rage | The defender has a 33% chance of going berserk, if it is capable of doing so. |
Napalm | Has a 33% chance of hitting the defender with Sticky Flame (5% if the attack did less than 3 points). |
Steal | Will steal one item from inventory (affects players only). |
Steal food | Will consume one or more items of food from your inventory – or on the ground, if you are standing on any food. |
Crush | This always accompanies the constrict attack type. |
Holy | Does an additional 75% damage against evil and unholy targets. This is similar to the holy wrath weapon brand, but without a random component. |
Antimagic | Equivalent to the antimagic brand. |
Pain | Equivalent to the pain brand. |
Ensnare | If the attack does any damage, it has a 50% chance of hitting the defender with a web. |
Chaos | Changes flavour with every attack, to one of the following: |
Klown | Random flavour chosen from the following: |