Difference between revisions of "Excruciating Wounds"

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(Set version to 0.19. Use template. Reword a bit.)
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{{version|0.19}}
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{{obsolete}}
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{{flavour|Temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect artefact weapons.
  
'''Excruciating Wounds''' is a level 5 [[Charms]]/[[Necromancy]] spell that temporarily infuses a weapon with the [[pain brand]].
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While a weapon is infused it cannot be unwielded and casting spells is slightly more difficult.}}
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{{Spell
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|name=Excruciating Wounds
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|level=5
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|school1={{Necromancy}}
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|school2=
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|school3=
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|sources=<div>
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* [[Book of Death]]
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* [[Book of Pain]]
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</div>
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|castingnoise=4
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|spellnoise=15
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}}
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'''Excruciating Wounds''' is a level 5 [[Necromancy]] spell that temporarily infuses a weapon with the [[pain brand]], but prevents you from unwielding the weapon and penalizes your spell success rate for the duration.
  
 
==Effect==
 
==Effect==
Wielded non-[[artefact]] [[melee]] weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected.
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A wielded non-[[artefact]] [[melee]] weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected. While this spell is active, you are unable to unwield your weapon, and spells will be harder to cast (increasing raw spell failure by 10%).
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Casting the spell at higher [[spell power]] will increase the effect's duration.
  
Casting the spell at higher [[spell power]] will increase the effect's duration, but unwielding the weapon will immediately end the effect.
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[[Djinn]] and [[Felid]]s are unable to learn this spell (the former can't train Necromancy, the latter can't use weapons).
  
 
==Strategy==
 
==Strategy==
In the hands of a skilled [[Necromancy]] practitioner, the pain brand can render a fast weapon extremely deadly to [[:Category:Natural holiness|most natural monsters]], and by the time a character is capable of casting Excruciating Wounds, they certainly qualify. Followers of [[Kikubaaqudgha]] can choose to permanently brand a weapon of their choice with pain, but this spell allows Kiku worshipers to instead select the [[Necronomicon]] gift, or for characters not worshiping Kiku to take advantage of the brand without relying upon the RNG. Just be aware that this brand is useless against opponents with any [[negative energy]] resistance: this includes all [[demon]]ic, [[undead]], [[:Category:Nonliving holiness|nonliving]], [[:Category:Holy holiness|holy]], and [[:Category:Plant holiness|plant]]-type opponents.
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In the hands of a skilled [[Necromancy]] practitioner, the pain brand can render a fast weapon extremely deadly to [[:Category:Natural holiness|most natural monsters]], and by the time a character is capable of casting Excruciating Wounds, they certainly qualify.  
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Followers of [[Kikubaaqudgha]] can choose to permanently brand a weapon of their choice with pain, but this spell allows Kiku worshipers to instead choose to learn several extremely powerful Necromancy spells. Many necromancers might not be worshipping Kiku, and pain is rare elsewhere. Just be aware that this brand is useless against opponents with any [[negative energy]] resistance: this includes all [[demon]]ic, [[undead]], [[:Category:Nonliving holiness|nonliving]], and [[:Category:Holy holiness|holy]] opponents. Having the option to use your weapon's innate brand (removed by Kiku blessing) is another benefit of this spell.
  
The spell is also somewhat noisy, making it unwise to cast it while trying to sneak around sleeping opponents.
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Casting the spell is also quite loud, making it unwise to cast it while trying to sneak around sleeping opponents.
  
 
==History==
 
==History==
Prior to [[0.16]], this spell could not affect weapons that were already branded.
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*In [[0.29]], Excruciating Wounds was removed. It lasted [[0.19|10 versions]] longer than its closest relative, [[Warp Weapon]].
 
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*Prior to [[0.26]], Excruciating Wounds was a Necromancy/Charms spell. It did not prevent you from unwielding your weapon, penalize your spell success rate, or make further noise during the spell. However, the initial cast was much louder.
Added in [[0.2]].
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*Prior to [[0.16]], this spell could not affect weapons that were already branded.
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*Added in [[0.2]].

Latest revision as of 22:53, 11 October 2022

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect artefact weapons.

While a weapon is infused it cannot be unwielded and casting spells is slightly more difficult.

Excruciating wounds.png Excruciating Wounds
Level 5
School1 Necromancy
Source(s)
Casting noise 4
Spell noise 15

Excruciating Wounds is a level 5 Necromancy spell that temporarily infuses a weapon with the pain brand, but prevents you from unwielding the weapon and penalizes your spell success rate for the duration.

Effect

A wielded non-artefact melee weapon will gain the pain brand, temporarily overriding any existing brand. Launchers and unarmed attacks are not affected. While this spell is active, you are unable to unwield your weapon, and spells will be harder to cast (increasing raw spell failure by 10%).

Casting the spell at higher spell power will increase the effect's duration.

Djinn and Felids are unable to learn this spell (the former can't train Necromancy, the latter can't use weapons).

Strategy

In the hands of a skilled Necromancy practitioner, the pain brand can render a fast weapon extremely deadly to most natural monsters, and by the time a character is capable of casting Excruciating Wounds, they certainly qualify.

Followers of Kikubaaqudgha can choose to permanently brand a weapon of their choice with pain, but this spell allows Kiku worshipers to instead choose to learn several extremely powerful Necromancy spells. Many necromancers might not be worshipping Kiku, and pain is rare elsewhere. Just be aware that this brand is useless against opponents with any negative energy resistance: this includes all demonic, undead, nonliving, and holy opponents. Having the option to use your weapon's innate brand (removed by Kiku blessing) is another benefit of this spell.

Casting the spell is also quite loud, making it unwise to cast it while trying to sneak around sleeping opponents.

History

  • In 0.29, Excruciating Wounds was removed. It lasted 10 versions longer than its closest relative, Warp Weapon.
  • Prior to 0.26, Excruciating Wounds was a Necromancy/Charms spell. It did not prevent you from unwielding your weapon, penalize your spell success rate, or make further noise during the spell. However, the initial cast was much louder.
  • Prior to 0.16, this spell could not affect weapons that were already branded.
  • Added in 0.2.