Difference between revisions of "Infusion (spell)"

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==Effect==
 
==Effect==
While Infusion status is active melee attacks deal <code>2 + <power> / 12</code> more damage at a cost of 1 [[MP]] per hit. This additional damage is reduced by [[AC]] separately from your normal attack.
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While Infusion status is active melee attacks deal <code>2 + <power> / 12</code> more damage<ref>{{source ref|0.25.1|melee-attack.cc|432}}</ref> at a cost of 1 [[MP]] per hit. This additional damage is reduced by [[AC]] separately from your normal attack.
  
 
Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.
 
Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.
  
Status lasts for <code>8 + 2d<power></code> turns, and can be extended by casting the spell again.
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Status lasts for <code>8 + 2d<power></code> turns<ref>{{source ref|0.25.1|spl-selfench.cc|162}}</ref>, and can be extended by casting the spell again.
  
 
The effect triggers on any successful melee attack, including attacks not explicitly controlled by the player (riposte and cleaving).
 
The effect triggers on any successful melee attack, including attacks not explicitly controlled by the player (riposte and cleaving).
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*In [[0.18]], the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
 
*In [[0.18]], the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
 
*Infusion was added in [[0.13]].
 
*Infusion was added in [[0.13]].
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==References==
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<references />
  
 
[[Category:Crystal Ball Articles]]
 
[[Category:Crystal Ball Articles]]

Revision as of 17:11, 14 September 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.

Infusion (spell)

Infusion is a level 1 Charms spell which grants additional melee damage costing MP with each strike. Skalds start with the Infusion spell memorised.

Effect

While Infusion status is active melee attacks deal 2 + <power> / 12 more damage[1] at a cost of 1 MP per hit. This additional damage is reduced by AC separately from your normal attack.

Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.

Status lasts for 8 + 2d<power> turns[2], and can be extended by casting the spell again.

The effect triggers on any successful melee attack, including attacks not explicitly controlled by the player (riposte and cleaving).

Strategy

While it's nice to have a level 1 spell that gives you a pseudo-slaying bonus, be aware that it can chew through your MP reserves quickly, and that the additional damage will have little impact against enemies with even modest AC. It can help you deal quick damage to threats in the early game, but don't expect it to help much against orc warriors and the like.

History

  • Infusion will be removed in 0.26.
  • In 0.18, the power cap was lowered allowing scaling more quickly to the same damage bonus as before.
  • Infusion was added in 0.13.

References