Difference between revisions of "Sting"

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'''Sting''' is a level 1 [[Transmutation]]/[[Poison Magic]] spell which deals 70% poison damage, [[poison]]ing the target. This means that regular monster are damaged normally, poison immune monsters take 30% damage, and poison resistance reduces only the poison part (53% total).
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'''Sting''' is a level 1 [[Transmutation]]/[[Poison Magic]] spell, which deals damage on impact, then inflicts the [[poison]] status. Its impact damage is 70% poison; normal monsters take full damage from it, resistant monsters take 53%, and immune monsters take 30%.
  
 
[[Venom Mage]]s start with this spell memorized.
 
[[Venom Mage]]s start with this spell memorized.
  
 
==Strategy==
 
==Strategy==
Sting is good for softening up targets from a short distance, or just outright killing poison-vulnerable ones. While low level Venom Mages may wish to switch to [[Poisonous Vapours]] for most of their poisoning needs (due to its range and inability to miss), this spell remains marginally useful for its elementally neutral damage. Sting also costs less MP, which is relevant on the very first floors of the Dungeon.
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Sting is decent at softening up targets from a short distance. If you've poisoned the enemy, you can start walking back; the poison will be enough to kill most D:1 and D:2 enemies.  
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[[Poisonous Vapours]] is usually an upgrade - it never misses and can poison enemies at a longer range. However, players with low (4-6) max MP may prefer Sting, due to its lower MP cost. The MP concerns quickly fade away, though.
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While Sting ''can'' do damage to poison immune creatures, it's very low (1d3), so Sting isn't worth casting.
  
 
==Monster version==
 
==Monster version==

Revision as of 21:11, 16 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Sting.png Sting
Level 1
School1 Alchemy
School2 Conjuration
Source(s) Book of Cantrips
Young Poisoner's Handbook
Casting noise 1
Spell noise 1
Power Cap 25
Range 3
Flags Dir or target, Needs tracer
Briefly transforms one of the caster's limbs into a long insectoid stinger, which lashes out at the target. The stinger's impact will always poison a susceptible target. Even resistant targets have a chance to be poisoned and immune monsters will be damaged by the physical impact of the stinger.
Spell Details
Damage Formula 1d(3+Power/5)
70% poison, 30% physical
Max Damage 1d8
Max Power 25
Range 3
Targeting Beam
To-hit 8+Power/5
Special

Sting is a level 1 Transmutation/Poison Magic spell, which deals damage on impact, then inflicts the poison status. Its impact damage is 70% poison; normal monsters take full damage from it, resistant monsters take 53%, and immune monsters take 30%.

Venom Mages start with this spell memorized.

Strategy

Sting is decent at softening up targets from a short distance. If you've poisoned the enemy, you can start walking back; the poison will be enough to kill most D:1 and D:2 enemies.

Poisonous Vapours is usually an upgrade - it never misses and can poison enemies at a longer range. However, players with low (4-6) max MP may prefer Sting, due to its lower MP cost. The MP concerns quickly fade away, though.

While Sting can do damage to poison immune creatures, it's very low (1d3), so Sting isn't worth casting.

Monster version

Some monsters can cast Sting, which functions identically to the player version.

The following enemies cast Sting:

History