Gloom

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Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Gloom

Gloom is a Level 3 Hexes/Necromancy spell that attempts to blind all monsters within range.

Enchanters start with this spell available.

Effect

When Gloom is cast, all vulnerable creatures within range and LOS may be blinded for 4 to 8 turns, with the chance of success increasing with spell power and decreasing with monster hit dice. At full power, the odds are 95% - (4 * HD).

It has no effect on the undead, nonliving, or plants. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as wolves and jellies.

Strategy

For the purposes of stabbing, Gloom fills a small but unique niche. Confusing Touch and Mephitic Cloud are better as "general purpose" stabbing spells, as they get multiple chances to confuse per cast, making them more MP-efficient and time-efficient. However, Gloom has a few traits that set itself apart:

  • Compared to Confusing Touch, Gloom does not check willpower, does not requiring entering melee, and can affect multiple monsters at once.
  • Compared to Mephitic Cloud, Gloom makes zero noise (Mephitic Cloud is very loud) and does not check rPois. In addition, Gloom is a Hexes spell and Enchanters start with it.

Gloom can also be used by any type of character (stabber or not) as a defensive spell, allowing you to (unreliably) escape or to debuff a crowd of monsters. Necromancers can use this spell behind their minions, as it does not affect undead creatures at all.

History