Wereblood

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Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Wereblood.png Wereblood
Level 2
School1 Transmutation
Source(s)
Casting noise 2
Spell noise 8
Power Cap 100
Flags Chaotic, Utility
Transforms some of the caster's blood into that of a were-beast, causing them to occasionally howl uncontrollably. While active, each non-summoned enemy the caster slays in combat temporarily enhances their melee and ranged effectiveness, and killing adjacent enemies also provides minor healing.

The bonus only lasts for the duration of a single cast; retransforming the caster's blood calms the were-spirit and resets the bonus.


“I was not there for rehearsal, I don’t need it any more
When I show up just in time to pop, you can clear the goddamn floor
Empty out the locker room, let me find my space
Let him who thinks he knows no fear look well upon my face

Nameless bodies in unremembered rooms
Know how a man becomes a beast when the wolfbane blooms”
-The Mountain Goats, “Werewolf Gimmick”. 2015

Wereblood was a level 2 Transmutations spell which gave you a temporary slaying bonus based on the number of monsters killed, as well as minor healing. Transmuters started with this spell in their library.

Effect

While the spell is active, each enemy killed grants a +1 slaying bonus (up to a cap of +9), as well as 1d3 healing if the enemy was adjacent to the player. Both effects only apply when killing monsters that give XP, so destroying summons will not help. Unfortunately, the bestial blood gives your character the irresistible urge to howl, generating significant noise.

The effect lasts 19 + (1dpower + 1d(power + 1)) / 2 turns.[1] Casting the spell again while still active will renew the duration, but also resets the slaying bonus.

You are unable to cast this spell if you are undead, though you don't need to have blood to cast this spell.

Tips & Tricks

Despite the low level of this spell, melee, ranged, and hybrid fighters at most stages of the game can benefit from the practically free Slaying bonus offered by this spell. As you should expect, unarmed Transmutations experts, without encumbering armour, can most easily use this spell.

History

  • In 0.31, this spell was replaced by the level 3 Necromancy spell Fugue of the Fallen.
  • Prior to 0.27, Wereblood had no healing effect from killing adjacent enemies.
  • Prior to 0.26, this spell was known as Song of Slaying, was a level 2 Charms spell, and was slightly louder.
  • Prior to 0.20, you could stop singing through an ability at any time.
  • Prior to 0.18, toughness of monsters controlled how much they could increase the slaying bonus. The bonus wasn't capped.
  • Prior to 0.14, the spell had lower duration and granted less slaying, but had a higher power cap.
  • Song of Slaying was added in 0.13.

During the Christmas holiday of 2014 and 2015, online Crawl servers replaced this spell with the Song of Sleighing:

This spell conjures ancient Christmas carols within the caster's mind, which the caster then recites — quite loudly! Each non-summoned enemy the caster slays in combat during this recitation temporarily enhances their melee & ranged skills. The bonus only lasts for the duration of the song; casting this spell while already singing will start a new song, not extend an existing one.

This had no impact on actual gameplay.

References