Mercury Arrow
Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
| | |
|---|---|
| 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 effect, 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
- This spell was added in 0.33, replacing Sting and Mercury Vapours.
References
- ↑ spl-damage.cc:3840 (0.33.1)