Difference between revisions of "Irradiate"

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(References section. added link to spell damage, though i don't think we do so for most spells (we also use the attack template))
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*Prior to [[0.19]], the contamination caused was significantly higher (1.5 to 3 points).
 
*Prior to [[0.19]], the contamination caused was significantly higher (1.5 to 3 points).
 
*Irradiate was added in [[0.16]].
 
*Irradiate was added in [[0.16]].
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==References==
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<references/>

Revision as of 22:09, 18 October 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
Irradiate.png Irradiate
Level 5
School1 Alchemy
School2 Conjuration
Source(s) Book of Spontaneous Combustion
Book of Transmutation
Casting noise 4
Spell noise 0
Power Cap 200
Range 1
Flags Area, Chaotic
Transmutes an ultra-thin layer of the caster's skin (or equivalent) directly into pure magical energy, blasting adjacent creatures. It heavily deforms its targets, weakening them and reducing their armour. The caster is not left entirely unaffected; some of the magic lingers, enough to leave them dangerously contaminated after a few castings.

“Reflex in the sky warn you you're gonna die
Storm coming, you'd better hide from the atomic tide
Flashes in the sky turns houses into sties
Turns people into clay, radiation minds decay”
-Black Sabbath, “Electric Funeral”. 1970.

Irradiate is a level 5 Conjurations/Transmutations spell that essentially blasts all tiles adjacent to you with pure magical energy.

Irradiate deals 3d(11.66 + power/6) damage[1] to adjacent targets and malmutates them (for -8 AC and -25% HD). It is irresistable and unavoidable, but still reduced by AC. Each casting of Irradiate afflicts the caster with 1.25 - 2 points of magical contamination.

Strategy

Irradiate is irresistible, never misses, deals high damage, and inflicts a strong debuff on enemies. For casters who can afford the awkward spell schooling, this is a good spell to have for any 1-range fights you might have to take.

Tips & Tricks

  • Irradiate can always be cast 2-3 times in a row safely, assuming you don't miscast and have no contamination to begin with. Having a light grey Contam means that the next successful cast could bring you to a dangerous level of glow.
    • If you accidentally cast Irradiate one time too many, quaffing a potion of cancellation should drop you back into the safe zone. Whether it's worth using up the potion to do so, however, is questionable.

Monster Version

The monster version of this spell inflicts heavy magic contamination (2000 + random2(1000))[2] on the player instead of direct malmutation. It is otherwise similar to the player version, including the effect on other monsters.

The following enemies cast Irradiate:

History

  • Prior to 0.29, the spell dealt more damage (3d(13.33 + power/6)), and caused only 1 - 1.5 points of contamination.
  • Prior to 0.26, the spell ignored AC and had an explosion noise, but dealt slightly less damage (6d(5 + power/12)). Contamination in general also decayed slower.
  • Prior to 0.19, the contamination caused was significantly higher (1.5 to 3 points).
  • Irradiate was added in 0.16.

References