Difference between revisions of "Sticky Flame"

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{{spell info}}
{{Spell
 
|name=Sticky Flame
 
|level=4
 
|school1={{Conjurations}}
 
|school2={{Fire Magic}}
 
|school3=
 
|sources=<div>
 
*[[Book of Flames]]
 
</div>
 
|castingnoise=4
 
|spellnoise=1
 
}}
 
 
 
{{flavour|This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.}}
 
 
{{AttackSpell
 
{{AttackSpell
 
|name=Sticky Flame
 
|name=Sticky Flame
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|range = 1
 
|range = 1
 
|target = Touch
 
|target = Touch
|special = Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 [[aut]]s}}
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|special = Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 [[aut]]s
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|hit_type = automatic
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|hit_adder = 1500
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|hit_num = 0
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|hit_denom = 1
 +
|dam_calculator = dicedef
 +
|dam_numdice = 2
 +
|dam_adder = 6
 +
|dam_num = 2
 +
|dam_denom = 2}}
  
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to [[glow]], negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as [[hydra]]s or [[death yak]]s. Unfortunately, its max range cannot exceed 1, even if you worship [[Vehumet]], unless you cast it from the [[Tome of Destruction]] or [[Makhleb]]'s Greater Destruction.
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'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to [[glow]], negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as [[hydra]]s or [[death yak]]s. Unfortunately, its max range cannot exceed 1 (even if you worship [[Vehumet]]) unless you cast it with [[Makhleb]]'s Greater Destruction.
  
 
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:
 
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:
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==Tips & Tricks==
 
==Tips & Tricks==
*This is a great spell if you don't mind being up close and personal. Fragile spell-casters should plan to confuse or incapacitate the victim before venturing into melee range against monsters that can generate a one-shot kill, while more durable hybrid characters can use it as powerful opening salvo before engaging in melee combat.
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*This is a great spell if you don't mind being up close and personal. Fragile spellcasters should be wary of monsters that can generate a one-shot kill; try [[confusion|confusing]] or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a powerful opening salvo before engaging in melee combat.
 
*With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (so long as they're not fire resistant and/or faster than you, that is). Simply set them on fire and run away - if they stop burning before they die, recast Sticky Flame. Just make sure you already have a monster-free path to retreat along!
 
*With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (so long as they're not fire resistant and/or faster than you, that is). Simply set them on fire and run away - if they stop burning before they die, recast Sticky Flame. Just make sure you already have a monster-free path to retreat along!
 
*Hitting invisible monsters with this spell (using '''Z''') will cause them to be revealed for its duration. This is a useful strategy for dealing with [[unseen horror]]s and flickering [[sky beast]]s.
 
*Hitting invisible monsters with this spell (using '''Z''') will cause them to be revealed for its duration. This is a useful strategy for dealing with [[unseen horror]]s and flickering [[sky beast]]s.
*If you've been hit with Sticky Flame, entering water will put out the flame. This works for monsters, too. [[Flight]] does not prevent this effect. As such, using Sticky Flame on a aquatic monsters will only do a little initial damage.
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*Entering water will put out the lingering flames (even if you are [[fly]]ing at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features.
*You can use a [[phial of floods]] to create water to put out sticky flame.
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**If there's no water around, a [[phial of floods]] will create enough water to put out the fire.
*Lanolin is very flammable, so [[sheep]] are especially susceptible to Sticky Flame.
 
  
==Player Ability==
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==Resistance==
Mottled [[draconian]] players can generate Sticky Flame as a breath [[ability]]. Unlike the spell, this breath weapon can splash to monsters adjacent to the target.
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[[:Category:Sticky flame resistance|Some monsters]] (including all [[:Category:Insubstantial monsters|insubstantial]] monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of [[fire]] damage from the initial impact).
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Standing in or flying above [[shallow water|shallow]] or [[deep water]] will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through [[transformation]]s like [[Wisp Form]] or [[Dithmenos]]'s [[Shadow Form]]), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant.
  
 
==Monster Version==
 
==Monster Version==
The monster version of Sticky Flame differs in that it has range 5 but can be dodged. It can destroy your [[scroll]]s every turn that it's on you, so beware.
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[[Player ghost]]s are the only monsters you'll see that will cast the player version of Sticky Flame. Other monsters use the [[Sticky Flame Range]] spell instead, which is identical apart from having a range of 4.
  
The following monsters can cast Sticky Flame:
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==History==
*[[Azrael]]
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*Earlier versions had more ways for players to gain resistance to sticky flames:
*[[Balrug]]
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**Prior to [[0.25]], [[Tiamat]]'s [[dragonskin cloak]] had a 50% chance of providing sticky flame resistance when hit by sticky flames
*[[Deep elf conjurer]] (not always)
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**Prior to [[0.20]], [[draconian|mottled draconians]] and players wearing [[mottled dragon scales]] were always resistant
*[[Draconian scorcher]]
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*Prior to [[0.22]], Sticky Flame would spread between adjacent [[sheep]] and [[dream sheep]].
*[[Smoke demon]]
 
 
 
The following monster use Sticky Flame as a monster ability:
 
*[[Mottled dragon]]
 
*[[Mottled draconian]]
 
*[[Hell hog]]
 
 
 
[[Flaming corpse]]s have a melee attack with the same effect.
 
 
 
==Resistance==
 
[[:Category:Sticky flame resistance|Some monsters]] are intrinsically resistant to sticky flame. The flame will not "stick" to them, although they will take a small amount of [[fire]] damage on the first turn. [[:Category:Insubstantial monsters|Insubstantial monsters]] are also resistant to sticky flame. Players can gain sticky flame resistance by wearing [[mottled dragon armour]], by being a mottled draconian, or by standing in [[shallow water|shallow]] or [[deep water]].
 
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Revision as of 19:19, 2 September 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.
Sticky flame.png Sticky Flame
Level 4
School1 Alchemy
School2 Fire
Source(s) Everburning Encyclopedia
Book of Flames
Casting noise 4
Spell noise 1
Power Cap 100
Range 1
Flags Dir or target, Needs tracer
Unleashes a short-ranged spray of incindiary goo that clings to an adjacent creature and deals armour-ignoring fire damage over several turns. If the victim is allowed to move, it will put out the fire prematurely.

“Give a man a fire and he's warm for a day, but set fire to him and he's warm
for the rest of his life.”
-Terry Pratchett, “Jingo”. 1997.

Spell Details
Damage Formula 2d(1.5+Power/24) fire
Max Damage 2d(5.67)
Max Power 100
Range 1
Targeting Touch
To-hit
Special Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 auts

Sticky Flame is a level 4 Conjurations/Fire Magic spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to glow, negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as hydras or death yaks. Unfortunately, its max range cannot exceed 1 (even if you worship Vehumet) unless you cast it with Makhleb's Greater Destruction.

The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:

(Damage per turn) * (Turns per level) * (Levels) = 
= 4 * 4.5 * 4 = 72

Tips & Tricks

  • This is a great spell if you don't mind being up close and personal. Fragile spellcasters should be wary of monsters that can generate a one-shot kill; try confusing or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a powerful opening salvo before engaging in melee combat.
  • With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (so long as they're not fire resistant and/or faster than you, that is). Simply set them on fire and run away - if they stop burning before they die, recast Sticky Flame. Just make sure you already have a monster-free path to retreat along!
  • Hitting invisible monsters with this spell (using Z) will cause them to be revealed for its duration. This is a useful strategy for dealing with unseen horrors and flickering sky beasts.
  • Entering water will put out the lingering flames (even if you are flying at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features.
    • If there's no water around, a phial of floods will create enough water to put out the fire.

Resistance

Some monsters (including all insubstantial monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of fire damage from the initial impact).

Standing in or flying above shallow or deep water will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through transformations like Wisp Form or Dithmenos's Shadow Form), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant.

Monster Version

Player ghosts are the only monsters you'll see that will cast the player version of Sticky Flame. Other monsters use the Sticky Flame Range spell instead, which is identical apart from having a range of 4.

History