Difference between revisions of "Might"

From CrawlWiki
Jump to: navigation, search
(Cleaned up, added version tag, status effect category)
(Update to 0.25)
(6 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{version011}}
+
{{version025}}
 +
{{flavour|You are unnaturally mighty, doing significantly more damage in physical combat.}}
  
'''Might''' is a [[status effect]] that adds +5 to [[strength]] and +1d10 to melee damage for its duration. There are two sources of might:
+
'''Might''' is a [[status effect]] that adds +1d10 to melee damage for its duration.
 +
 
 +
==Sources==
 +
The possible sources for might are:
 
*[[Potions of might]].
 
*[[Potions of might]].
*[[Berserk]]ing includes a might effect.
+
**Also available through Gozag's [[Gozag#Given Abilities|Potion Petition]].
 +
*The [[Demonspawn mutation]] [[Powered by Pain]] can cause a might effect.
 +
*[[Chaos]]-branded attacks can inflict might.
 +
*[[Xom]] can occasionally bless the player with might.
  
Note that extending might through any means will cause you to [[glow]].
+
[[Berserk]] includes a might effect.
  
==Monsters==
+
==Mechanics==
This effect is usually far stronger for monsters: it multiplies their damage output by 1.5, instead of simply adding 1d10. For this reason, one should exercise extreme caution around monsters such as [[moths of wrath]], [[deep troll shaman]]s, [[Rupert]], and [[Wiglaf]].
+
The +1d10 damage is rolled separately from the effective enchantment roll ([[slaying]] + to-damage of your weapon), but the defender's AC reduction is still only applied to the total damage (i.e. it is not applied separately to the damage from the might effect). This means that as compared to +10 slaying, might gives a more consistent damage bonus that is also very slightly higher on average.
 +
 
 +
The damage bonus also applies for [[auxiliary attack]]s, but not for [[constriction]].
  
 
==Tips & Tricks==
 
==Tips & Tricks==
Might is useful for dealing with monsters that are troublesome, but for which [[berserk]] or [[Haste]] would be overkill and/or unsafe - compared to those, might has no drawbacks unless you extend it, so it's safe to use. Unfortunately, as it is only available through a potion or by going berserk, you may find yourself with a very limited number of uses per game.
+
Might is useful for dealing with monsters that are troublesome, but for which [[berserk]] or [[haste]] would be overkill and/or unsafe - compared to those, might has no real drawbacks and is safe to use. Unfortunately, as it is only easily available through a [[potion]], you may find yourself with a very limited number of uses per game.
 +
 
 +
[[Short Blades]]-users should be sure be bring along might before engaging in combat with extremely powerful foes. The extra damage adds up quickly when you're attacking with a [[quick blade]].
 +
 
 +
==Monster Version==
 +
Monsters with might get 50% damage bonus, which can be even more powerful than the player version. For this reason, one should exercise extreme caution around monsters which can might themselves or their allies.
 +
 
 +
{{monsters with spell|Might}}
  
[[Short Blades]]-users should be sure be bring along might before engaging in combat with extremely powerful foes. The 1d10 extra damage adds up quick when you're attacking with a [[quick blade]].
+
{{monsters with spell|Might Other}}
  
Be careful with picking stuff up during might. You do not want to become [[Overloaded]] or [[Encumbered]] when the duration runs out.
+
==History==
 +
*Prior to [[0.25]], Might provided a +5 bonus to [[Strength]].
 +
*Prior to [[0.19]], the player could get the Might status effect by drawing a [[Potion card]].
 +
*Prior to [[0.12]], extending might through further quaffing of potions would inflict one point of [[magic contamination]].
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Revision as of 18:50, 18 November 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.
You are unnaturally mighty, doing significantly more damage in physical combat.

Might is a status effect that adds +1d10 to melee damage for its duration.

Sources

The possible sources for might are:

Berserk includes a might effect.

Mechanics

The +1d10 damage is rolled separately from the effective enchantment roll (slaying + to-damage of your weapon), but the defender's AC reduction is still only applied to the total damage (i.e. it is not applied separately to the damage from the might effect). This means that as compared to +10 slaying, might gives a more consistent damage bonus that is also very slightly higher on average.

The damage bonus also applies for auxiliary attacks, but not for constriction.

Tips & Tricks

Might is useful for dealing with monsters that are troublesome, but for which berserk or haste would be overkill and/or unsafe - compared to those, might has no real drawbacks and is safe to use. Unfortunately, as it is only easily available through a potion, you may find yourself with a very limited number of uses per game.

Short Blades-users should be sure be bring along might before engaging in combat with extremely powerful foes. The extra damage adds up quickly when you're attacking with a quick blade.

Monster Version

Monsters with might get 50% damage bonus, which can be even more powerful than the player version. For this reason, one should exercise extreme caution around monsters which can might themselves or their allies.

The following enemies cast Might:

The following enemies cast Might Other:

History

  • Prior to 0.25, Might provided a +5 bonus to Strength.
  • Prior to 0.19, the player could get the Might status effect by drawing a Potion card.
  • Prior to 0.12, extending might through further quaffing of potions would inflict one point of magic contamination.