Alistair's Intoxication
Version 0.22: This article may not be up to date for the latest stable release of Crawl.
Alistair's Intoxication | |
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Level | 5 |
School1 | Alchemy |
Source(s) | Great Wizards, Vol. II Book of Party Tricks |
Casting noise | 3 |
Spell noise | 0 |
Power Cap | 150 |
Converts a small portion of the brain matter of those around you into alcohol, attempting to confuse all intelligent creatures within view (although poison-resistant creatures may resist the effects). The caster will experience vertigo briefly if they successfully make contact with other minds. It is frequently used as an icebreaker at wizard parties. |
Alistair's Intoxication is a level 5 Transmutation/Poison spell which attempts to confuse all monsters in your line of sight, but may inflict vertigo on you.
The monsters affected must:
- be Natural;
- have Human intelligence; and
- not have clarity or poison immunity.
Monsters with rPois have a 2/3rds chance to resist, and monsters with poison immunity always resist.
The chance of confusing each monster is (40+spell power/3)%, and the chance of giving yourself vertigo is (60-spell power/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time, and you will get vertigo 27% of the time.
Poison resistance offers no benefit to players when casting this spell.
Tips & Tricks
- Alistair's Intoxication can be used for tackling level 5 of The Vaults, where the entrance stairs are surrounded by dozens of tough, but susceptible creatures.
History
- Prior to 0.18, Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and lichform characters were unable to cast this spell.
- In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.