Difference between revisions of "Attack flavour"

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(Heavy page update. Not much numerical data, but a re-establishment of heavy basics, concept sorting, and centralizing reference points! Could use links to the categories, maybe?)
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'''Attack flavour''' is the type of damage or effect caused by a monster's [[melee]] attack.
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'''Attack flavours''' are the types of damage or effects caused by a monster's [[melee]] attack. It will stack on-top of any weapon effects, if said monster is equipped with a weapon.
 +
 
 +
The following table is vaguely sorted in the following order: elements, alternate elemental effects, poisons, negative energy, immediate status (by danger severity), strategic status, and miscellaneous.
  
 
{| class="wikitable sortable" border=1 border-style="solid" cellpadding="5" cellspacing="0"
 
{| class="wikitable sortable" border=1 border-style="solid" cellpadding="5" cellspacing="0"
 
!Flavour
 
!Flavour
 +
!Example
 
!Description
 
!Description
|-
 
! Mutate
 
| Has a 25% chance of [[polymorph]]ing the defender (or [[mutate|mutating]], in the case of the player).
 
|-
 
! Poison, medium poison, strong poison, nasty poison
 
| See [[Poison#Poison Types|poison types]] for the specifics.
 
|-
 
! Poison strength, dexterity, intelligence, stat
 
| If not resistant to poison, the defender has a 33% chance of temporarily losing a point of the affected [[stat]].
 
|-
 
! Drain strength, dexterity, intelligence
 
| The defender has a chance of temporarily losing a point of the affected [[stat]].  The chance of the drain effect happening is 33% (5% if the attack did no damage), with an additional check against [[life protection]].
 
|-
 
! Rot
 
| The defender has a chance of receiving 2-4 points of [[rot]].  If the melee attack did more than 2 points of damage, this chance is 33%; otherwise, it is 5%.
 
|-
 
! Sickness
 
| The defender is [[sick]]ened for 5-14 turns.
 
 
|-  
 
|-  
 
! Fire
 
! Fire
 +
| {{Monsterlink|Fire bat}}
 
| Adds [[hit dice]] + 1d(hit dice) - 1 [[fire]] damage and can burn your [[scroll]]s.
 
| Adds [[hit dice]] + 1d(hit dice) - 1 [[fire]] damage and can burn your [[scroll]]s.
 
|-
 
|-
 
! Cold
 
! Cold
 +
| {{Monsterlink|Ice beast}}
 
| Adds hit dice + 1d(hit dice*2) - 1 [[cold]] damage and can freeze your [[potions]].
 
| Adds hit dice + 1d(hit dice*2) - 1 [[cold]] damage and can freeze your [[potions]].
 
|-
 
|-
 
! Electricity
 
! Electricity
 +
| {{Monsterlink|Sky beast}}
 
| Adds hit dice + 1d(hit dice/2) - 1 [[electrical]] damage.
 
| Adds hit dice + 1d(hit dice/2) - 1 [[electrical]] damage.
 +
|-
 +
! Acid
 +
| {{Monsterlink|Jelly}}
 +
| The defender is hit with a level 3 [[acid splash]].
 +
|-
 +
! Distortion
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| {{Monsterlink|Spatial vortex}}
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| This is equivalent to being hit by a weapon with the [[distortion]] brand.
 +
|-
 +
! Holy
 +
| {{Monsterlink|Apis}}
 +
| Does an additional 75% damage against [[evil]] and [[unholy]] targets.  This is similar to the [[holy wrath]] weapon brand, but without a random component.
 +
|-
 +
! Drown
 +
| {{Monsterlink|Water nymph}}
 +
| Attacks do a small amount of [[asphyxiation]] damage.
 +
|-
 +
! Engulf
 +
| {{Monsterlink|Water elemental}}
 +
| Attacks have a chance of engulfing the target, which continuously deals [[asphyxiation]] damage and mimics the effect of [[silence]]. Moving away from the user will take twice the normal movement length duration, during which the user cannot engulf the target again.
 +
|-
 +
! Napalm
 +
| {{Monsterlink|Flaming corpse}}
 +
| Has a 33% chance of hitting the defender with [[Sticky Flame]] (5% if the attack did less than 3 points).
 +
|-
 +
! Pure fire
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| {{Monsterlink|Fire elemental}}
 +
| Consists solely of [[hit dice]] + 1d(hit dice + 1) + (hit dice / 2) [[fire]] damage, and can burn your [[scroll]]s.
 +
|-
 +
! Firebrand
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| {{Monsterlink|Salamander firebrand}}
 +
| Attacks will surround the target with a ring of [[Cloud#Flame|flame clouds]]. Said clouds will not place below any other monsters.
 +
|-
 +
! Poison
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| {{Monsterlink|Adder}}
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| Inflicts a few points of poison damage, with a heavily reduced chance against poison-resistant targets. See [[Poison#Poison_Types|poison types]] for specifics.
 +
|-
 +
! Strong poison
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| {{Monsterlink|Redback}}
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| Inflicts many points of poison damage, and partially skips poison-resistance on targets. See [[Poison#Poison_Types|poison types]] for specifics.
 +
|-
 +
! Weakness poison
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| {{Monsterlink|Orange demon}}
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| Attacks have a chance to inflict [[weak|weakness]] on a target, if said target lacks poison resistance.
 +
|-
 +
! Paralyze
 +
| {{Monsterlink|Yellow wasp}}
 +
| If not resistant to poison, the defender may be [[slow]]ed, or sometimes [[paralyze]]d, for 1d3 turns.
 +
|-
 +
! Pain
 +
| {{Monsterlink|Grinder}}
 +
| Equivalent to the [[pain_(brand)|pain]] brand.
 +
|-
 +
! Drain XP
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| {{Monsterlink|Wight}}
 +
| Has a 50% chance of attempting to [[drain experience]] (or hit dice, in the case of monsters); a 3% chance if the damage done is less than 6 points; and a 33% chance if the attack normally does no damage (i.e., "touch").
 +
|-
 +
! Drain speed
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| {{Monsterlink|Wraith}}
 +
| Has a chance of inflicting [[slow]] on a target, if the user does not have negative energy resistance.
 
|-
 
|-
 
! Vampiric draining
 
! Vampiric draining
 +
| {{Glyph|Vampire}} [[File:Vampire_(monster).png]] [[Vampire_(monster)|Vampire]]
 
| Will [[heal]] the attacker for 1d(damage inflicted), if the defender is [[cold-blooded]] or [[warm-blooded]].  Against bloodless defenders, it still does normal damage, but without the healing effect.
 
| Will [[heal]] the attacker for 1d(damage inflicted), if the defender is [[cold-blooded]] or [[warm-blooded]].  Against bloodless defenders, it still does normal damage, but without the healing effect.
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|-
 +
! Drain strength, dexterity, intelligence, stat
 +
| {{Monsterlink|Quasit}}
 +
| The defender has a chance of temporarily losing a point of the affected [[stat]].  The chance of the drain effect happening is 33% (5% if the attack did no damage), with an additional check against [[life protection]].
 
|-
 
|-
 
! Hunger
 
! Hunger
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| {{Monsterlink|Hungry ghost}}
 
| Will reduce the defender's [[hunger|satiety]] by 25%, outright.  If the attack does no damage, the effect only has a 5% chance of happening.
 
| Will reduce the defender's [[hunger|satiety]] by 25%, outright.  If the attack does no damage, the effect only has a 5% chance of happening.
 
|-
 
|-
! Blink
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! Sickness
| The attacker has a 33% chance of [[blink]]ing with a successful hit.
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| {{Monsterlink|Komodo dragon}}
 +
| The defender is [[sick]]ened for 5-14 turns.
 +
|-
 +
! Plague
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| {{Monsterlink|Plague shambler}}
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| Attacks can cause [[sickness]] and [[retching]], the latter of which prevents the [[eat|eating]] of [[food]] or [[quaff|quaffing]] of [[potion]]s for its duration.
 +
|-
 +
! Ensnare
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| {{Monsterlink|Jumping spider}}
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| If the attack does any damage, it has a 50% chance of hitting the defender with a [[web]].
 +
|-
 +
! Constrict
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| {{Monsterlink|Ball python}}
 +
| Inflicts [[constriction]].
 
|-
 
|-
 
! Confuse
 
! Confuse
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| {{Monsterlink|Tarantella}}
 
| Has a 33% chance of attempting to [[confuse]] the defender (10% if the attack did less than 3 points of damage). Duration is 1d(hit dice + 3) / 10 turns, rounded up, with a cumulative maximum of 4 turns.
 
| Has a 33% chance of attempting to [[confuse]] the defender (10% if the attack did less than 3 points of damage). Duration is 1d(hit dice + 3) / 10 turns, rounded up, with a cumulative maximum of 4 turns.
|-
 
! Drain XP
 
| Has a 50% chance of attempting to [[drain experience]] (or hit dice, in the case of monsters); a 3% chance if the damage done is less than 6 points; and a 33% chance if the attack normally does no damage (i.e., "touch").
 
 
|-
 
|-
 
! MR Vuln
 
! MR Vuln
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| {{Monsterlink|Phantasmal warrior}}
 
| Has a 33% chance of lowering the defender's [[magic resistance]] by a set amount. If the defender is already so afflicted, it instead increases the duration of the effect.
 
| Has a 33% chance of lowering the defender's [[magic resistance]] by a set amount. If the defender is already so afflicted, it instead increases the duration of the effect.
 
|-
 
|-
! Paralyze
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! Antimagic
| If not resistant to poison, the defender may be [[slow]]ed, or sometimes [[paralyze]]d, for 1d3 turns.
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| {{Monsterlink|Mana viper}}
|-
+
| Equivalent to the [[antimagic]] brand.
! Acid
 
| The defender is hit with a level 3 [[acid splash]].
 
|-
 
! Distortion
 
| This is equivalent to being hit by a weapon with the [[distortion]] brand.
 
 
|-
 
|-
 
! Rage
 
! Rage
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| {{Monsterlink|Moth of wrath}}
 
| The defender has a 33% chance of going [[berserk]], if it is capable of doing so.
 
| The defender has a 33% chance of going [[berserk]], if it is capable of doing so.
|-
 
! Napalm
 
| Has a 33% chance of hitting the defender with [[Sticky Flame]] (5% if the attack did less than 3 points).
 
 
|-
 
|-
 
! Steal
 
! Steal
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| {{Monsterlink|Maurice}}
 
| Will steal one item from inventory (affects players only).
 
| Will steal one item from inventory (affects players only).
 
|-
 
|-
! Steal food
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! Rot
| Will consume one or more items of food from your inventory – or on the ground, if you are standing on any food.
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| {{Monsterlink|Necrophage}}
 +
| The defender has a chance of receiving 2-4 points of [[rot]].  If the melee attack did more than 2 points of damage, this chance is 33%; otherwise, it is 5%.
 
|-
 
|-
! Crush
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! Mutate
| This always accompanies the [[constrict]] attack type.
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| {{Monsterlink|Pulsating lump}}
 +
| Has a 25% chance of [[polymorph]]ing the defender (or [[mutate|mutating]], in the case of the player).
 
|-
 
|-
! Holy
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! Reaching
| Does an additional 75% damage against [[evil]] and [[unholy]] targets.  This is similar to the [[holy wrath]] weapon brand, but without a random component.
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| {{Monsterlink|Snapping turtle}}
 +
| Inherently has [[reaching]] capabilities.
 
|-
 
|-
! Antimagic
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! Blink
| Equivalent to the [[antimagic]] brand.
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| {{Monsterlink|Phantom}}
|-
+
| The attacker has a 33% chance of [[blink]]ing with a successful hit.
! Pain
 
| Equivalent to the [[pain]] brand.
 
 
|-
 
|-
! Ensnare
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! Shadowstab
| If the attack does any damage, it has a 50% chance of hitting the defender with a [[web]].
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| {{Monsterlink|Shadow}}
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| The monster is, if invisible (e.g. not [[Corona|back]][[Aura#Halo|lit]]), gains a boost to movement speed, 100% accuracy, and deals 2.5x damage for a single attack. If the target has [[see invisible]] it negates the extra damage, but not the added speed or invisiblity. After the attack, the monster is visible again.
 
|-
 
|-
 
! Chaos
 
! Chaos
 +
| {{Monsterlink|Chaos spawn}}
 
| Changes flavour with every attack, to one of the following:
 
| Changes flavour with every attack, to one of the following:
 
*[[Fire]]
 
*[[Fire]]
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|-
 
|-
 
! Klown
 
! Klown
| Random flavour chosen from the following:
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| {{Monsterlink|Killer Klown}}
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| Randomly mimics other flavours, limited to and equally probably for the following:
 
* [[Fire]]
 
* [[Fire]]
 
* [[Cold]]
 
* [[Cold]]
* Nasty-level [[poison]]
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* Strong-level [[poison]]
* [[drain experience|drain XP]]
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* drain speed
* [[rot]]
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* [[Pain (brand)|Pain]]
 
* [[blink]]
 
* [[blink]]
 
* [[anti-magic]]
 
* [[anti-magic]]
 
|-
 
|-
 
|}
 
|}
 +
 
==History==
 
==History==
In [[0.14]] the af_klown attack flavor will choose from the following types: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.
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[[0.14]] contained many monster brand changes:
 +
* Prior to 0.14, the af_klown attack flavor chose from the following types: Fire, cold, nasty poison, drain XP, rot, blink, and anti-magic.
 +
* Prior to 0.14, [[harpy|harpies]] had a Steal Food brand, which would consume one or more items of food from one's inventory or on the ground, if a target was standing on any food.
 +
* Prior to 0.14, there were Poison (stat) brands. This vaguely copied the Drain stat brand: it had a 33% chance of temporarily reducing a point of a given [[stat]] if the target was not resistant to poison.
 +
* Poison's overhauls itself removed Nasty Poison and Medium Poison brands, as detailed in [[poison#poison types|poison types]]. Each were moved to normal poison and strong poison as appropriate per monster.
 +
 
 +
In [[0.15]], the retching and sickness attack flavours will be removed. Item destruction itself has been removed, which thus removes such effects from Fire and Cold attacks as well as anything which can duplicate said effects (Chaos and Klown).
 +
 
 
[[Category:Crystal Ball Articles]]
 
[[Category:Crystal Ball Articles]]
 
[[Category:Attack flavours|*]]
 
[[Category:Attack flavours|*]]

Revision as of 17:56, 22 July 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.


Attack flavours are the types of damage or effects caused by a monster's melee attack. It will stack on-top of any weapon effects, if said monster is equipped with a weapon.

The following table is vaguely sorted in the following order: elements, alternate elemental effects, poisons, negative energy, immediate status (by danger severity), strategic status, and miscellaneous.

Flavour Example Description
Fire b Fire bat.png Fire bat Adds hit dice + 1d(hit dice) - 1 fire damage and can burn your scrolls.
Cold Y Ice beast.png Ice beast Adds hit dice + 1d(hit dice*2) - 1 cold damage and can freeze your potions.
Electricity Y Sky beast.png Sky beast Adds hit dice + 1d(hit dice/2) - 1 electrical damage.
Acid J Jelly.png Jelly The defender is hit with a level 3 acid splash.
Distortion v Spatial vortex.png Spatial vortex This is equivalent to being hit by a weapon with the distortion brand.
Holy Y Apis.png Apis Does an additional 75% damage against evil and unholy targets. This is similar to the holy wrath weapon brand, but without a random component.
Drown m Water nymph.png Water nymph Attacks do a small amount of asphyxiation damage.
Engulf E Water elemental.png Water elemental Attacks have a chance of engulfing the target, which continuously deals asphyxiation damage and mimics the effect of silence. Moving away from the user will take twice the normal movement length duration, during which the user cannot engulf the target again.
Napalm z Flaming corpse.png Flaming corpse Has a 33% chance of hitting the defender with Sticky Flame (5% if the attack did less than 3 points).
Pure fire E Fire elemental.png Fire elemental Consists solely of hit dice + 1d(hit dice + 1) + (hit dice / 2) fire damage, and can burn your scrolls.
Firebrand N Salamander firebrand.png Salamander firebrand Attacks will surround the target with a ring of flame clouds. Said clouds will not place below any other monsters.
Poison S Adder.png Adder Inflicts a few points of poison damage, with a heavily reduced chance against poison-resistant targets. See poison types for specifics.
Strong poison s Redback.png Redback Inflicts many points of poison damage, and partially skips poison-resistance on targets. See poison types for specifics.
Weakness poison 4 Orange demon.png Orange demon Attacks have a chance to inflict weakness on a target, if said target lacks poison resistance.
Paralyze y Yellow wasp.png Yellow wasp If not resistant to poison, the defender may be slowed, or sometimes paralyzed, for 1d3 turns.
Pain 5 Grinder.png Grinder Equivalent to the pain brand.
Drain XP z Wight.png Wight Has a 50% chance of attempting to drain experience (or hit dice, in the case of monsters); a 3% chance if the damage done is less than 6 points; and a 33% chance if the attack normally does no damage (i.e., "touch").
Drain speed W Wraith.png Wraith Has a chance of inflicting slow on a target, if the user does not have negative energy resistance.
Vampiric draining V Vampire (monster).png Vampire Will heal the attacker for 1d(damage inflicted), if the defender is cold-blooded or warm-blooded. Against bloodless defenders, it still does normal damage, but without the healing effect.
Drain strength, dexterity, intelligence, stat 5 Quasit.png Quasit The defender has a chance of temporarily losing a point of the affected stat. The chance of the drain effect happening is 33% (5% if the attack did no damage), with an additional check against life protection.
Hunger W Hungry ghost.png Hungry ghost Will reduce the defender's satiety by 25%, outright. If the attack does no damage, the effect only has a 5% chance of happening.
Sickness l Komodo dragon.png Komodo dragon The defender is sickened for 5-14 turns.
Plague n Plague shambler.png Plague shambler Attacks can cause sickness and retching, the latter of which prevents the eating of food or quaffing of potions for its duration.
Ensnare s Jumping spider.png Jumping spider If the attack does any damage, it has a 50% chance of hitting the defender with a web.
Constrict S Ball python.png Ball python Inflicts constriction.
Confuse s Tarantella.png Tarantella Has a 33% chance of attempting to confuse the defender (10% if the attack did less than 3 points of damage). Duration is 1d(hit dice + 3) / 10 turns, rounded up, with a cumulative maximum of 4 turns.
MR Vuln W Phantasmal warrior.png Phantasmal warrior Has a 33% chance of lowering the defender's magic resistance by a set amount. If the defender is already so afflicted, it instead increases the duration of the effect.
Antimagic S Mana viper.png Mana viper Equivalent to the antimagic brand.
Rage y Moth of wrath.png Moth of wrath The defender has a 33% chance of going berserk, if it is capable of doing so.
Steal f Maurice.png Maurice Will steal one item from inventory (affects players only).
Rot n Necrophage.png Necrophage The defender has a chance of receiving 2-4 points of rot. If the melee attack did more than 2 points of damage, this chance is 33%; otherwise, it is 5%.
Mutate J Pulsating lump.png Pulsating lump Has a 25% chance of polymorphing the defender (or mutating, in the case of the player).
Reaching t Snapping turtle.png Snapping turtle Inherently has reaching capabilities.
Blink W Phantom.png Phantom The attacker has a 33% chance of blinking with a successful hit.
Shadowstab W Shadow.png Shadow The monster is, if invisible (e.g. not backlit), gains a boost to movement speed, 100% accuracy, and deals 2.5x damage for a single attack. If the target has see invisible it negates the extra damage, but not the added speed or invisiblity. After the attack, the monster is visible again.
Chaos 4 Chaos spawn.png Chaos spawn Changes flavour with every attack, to one of the following:
Klown p Killer Klown.png Killer Klown Randomly mimics other flavours, limited to and equally probably for the following:

History

0.14 contained many monster brand changes:

  • Prior to 0.14, the af_klown attack flavor chose from the following types: Fire, cold, nasty poison, drain XP, rot, blink, and anti-magic.
  • Prior to 0.14, harpies had a Steal Food brand, which would consume one or more items of food from one's inventory or on the ground, if a target was standing on any food.
  • Prior to 0.14, there were Poison (stat) brands. This vaguely copied the Drain stat brand: it had a 33% chance of temporarily reducing a point of a given stat if the target was not resistant to poison.
  • Poison's overhauls itself removed Nasty Poison and Medium Poison brands, as detailed in poison types. Each were moved to normal poison and strong poison as appropriate per monster.

In 0.15, the retching and sickness attack flavours will be removed. Item destruction itself has been removed, which thus removes such effects from Fire and Cold attacks as well as anything which can duplicate said effects (Chaos and Klown).