Difference between revisions of "Might"

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{{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 three sources of might:
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'''Might''' is a [[status effect]] and monster-only spell that increases melee damage for its duration.
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==Effect==
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===Player===
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Adds +1d10 damage to melee and each [[auxiliary attack]], except [[constriction]].
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This is considered separate from the effective enchantment roll ([[slaying]] + to-damage of your weapon). So when compared to +10 slaying, might gives a more consistent roll; 1d10 + 1d11 is more consistent than 1d21. But unlike slaying, might doesn't give an [[accuracy]] boost.
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===Monster===
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Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters.
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==Sources==
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The possible sources for Might are:
 
*[[Potions of might]].
 
*[[Potions of might]].
*[[Berserk]]ing includes a might effect.
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**Also available through Gozag's [[Gozag#Given Abilities|Potion Petition]].
 
*The [[Demonspawn mutation]] [[Powered by Pain]] can cause a might effect.
 
*The [[Demonspawn mutation]] [[Powered by Pain]] can cause a might effect.
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*[[Xom]] and [[chaos]] effects can inflict might.
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[[Berserk]] includes a might effect. While berserk, might has no additional effect.
  
==Mechanics==
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==Strategy==
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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]], the uses are limited. Since might increases your combat ability, use it early in a fight - you'll get more out of might at 100% HP than 50% HP.
  
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.
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Might is a 'flat' damage boost, so it has a more pronounced effect on [[Short Blades]] and other fast weapons. It can let a [[quick blade]] punch through high [[AC]] foes, for instance. It's also disproportionately strong with [[auxiliary attack]]s; e.g. monstrous [[Demonspawn]] and worshippers of [[Jiyva]] can get +2d10 to +4d10 damage per round.
  
==Tips & Tricks==
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Even casters will want to keep around potions of might, in cases where they run out of MP.
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.
 
  
[[Short Blades]]-users should be sure be bring along might before engaging in combat with extremely powerful foes. The 1d10 extra damage adds up quickly when you're attacking with a [[quick blade]].
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==Monster Spell==
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Monsters can cast the Might spell to induce the effect on themselves. They can also use [[Might Other]] to induce it on a single other monster, or [[Battlecry]] to induce it on all nearby monsters of the same [[type|genus]].
  
Be careful with picking stuff up during might. You don't want to become [[Overloaded]] or [[Encumbered]] when the duration runs out.
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{{monsters with spell|Might}}
  
==Monster Version==
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{{monsters with spell|Might Other}}
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]].
 
  
 
==History==
 
==History==
Prior to [[0.12]], extending might through further quaffing of potions would inflict one point of [[magic contamination]].
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*Prior to [[0.25]], Might provided a +5 bonus to [[Strength]].
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*Prior to [[0.19]], the player could get the Might status effect by drawing a [[Potion card]].
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*Prior to [[0.12]], extending might through further quaffing of potions would inflict one point of [[magic contamination]].
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*Prior to [[0.8]], you could get Might as an [[Okawaru]] ability.
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*Prior to [[0.3]], you could get Might as a [[Trog]] ability.
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 18:34, 31 August 2023

Version 0.30: 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 and monster-only spell that increases melee damage for its duration.

Effect

Player

Adds +1d10 damage to melee and each auxiliary attack, except constriction.

This is considered separate from the effective enchantment roll (slaying + to-damage of your weapon). So when compared to +10 slaying, might gives a more consistent roll; 1d10 + 1d11 is more consistent than 1d21. But unlike slaying, might doesn't give an accuracy boost.

Monster

Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters.

Sources

The possible sources for Might are:

Berserk includes a might effect. While berserk, might has no additional effect.

Strategy

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, the uses are limited. Since might increases your combat ability, use it early in a fight - you'll get more out of might at 100% HP than 50% HP.

Might is a 'flat' damage boost, so it has a more pronounced effect on Short Blades and other fast weapons. It can let a quick blade punch through high AC foes, for instance. It's also disproportionately strong with auxiliary attacks; e.g. monstrous Demonspawn and worshippers of Jiyva can get +2d10 to +4d10 damage per round.

Even casters will want to keep around potions of might, in cases where they run out of MP.

Monster Spell

Monsters can cast the Might spell to induce the effect on themselves. They can also use Might Other to induce it on a single other monster, or Battlecry to induce it on all nearby monsters of the same genus.

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.
  • Prior to 0.8, you could get Might as an Okawaru ability.
  • Prior to 0.3, you could get Might as a Trog ability.