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 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.

30% of this spell's damage ignores poison resistance, so it deals a total of 53% damage against rPois enemies and 30% damage against poison immune neemies.

History

References