Mercury Arrow

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Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Mercury arrow.png 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.
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.

The weaken is a good utility effect, although the success rate drops quickly with HD; it cannot affect monsters with 13 or more HD.

History

References