Vampiric

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Revision as of 21:42, 14 August 2022 by Hordes (talk | contribs) (Attack Flavour)
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Version 0.28: This article may not be up to date for the latest stable release of Crawl.
It inflicts no extra harm, but heals its wielder when it wounds a living foe.

The vampiric brand (not to be confused with draining) adds a healing effect to your weapon's melee attacks against living or plant monsters (natural or plant holiness) who are not resistant to negative energy. Although it deals no additional damage, its rapid recuperative abilities make it one of the best brands in the game.

In most cases, the brand activates on 60% of your attacks against susceptible opponents, healing you for 1d(Damage) HP. The unrandart demon blade "Leech" instead triggers on all attacks, and the unrandart dagger Vampire's Tooth always heals for the full amount possible.

Use of this brand is considered to be Necromancy, so the good gods forbid its use.

Attack Flavour

Certain monsters have innate vampiric attacks that are slightly different from the weapon brand. These attacks can heal the attacker only if the defender can bleed. This means that the following player conditions will prevent the monster's vampiric attacks from providing healing:

Tips & Tricks

  • Vampiricism is usually one of the best brands in the game, but bear in mind that it will provide little benefit when exploring branches with few or no natural monsters (in particular, the Crypt, the Tomb, Hell, and Pandemonium).
  • Vampiricism is an excellent way for deep dwarf, ghoul, or bloodless vampire characters to heal.

History

  • Prior to 0.28, plants and players in Tree Form were immune to vampiric attacks.
  • Prior to 0.24, wielding a vampiric weapon incurred a significant initial hunger cost, and such weapons could only be wielded when the user was at least Full.
  • Prior to 0.13, this brand activated on 80% of attacks.
  • Prior to 0.12, this brand was safer when found on sharp weapons, since blunt weapons didn't allow you to butcher corpses.
  • Prior to 0.6, vampiric weapons massively increased the hunger cost for all actions (giving an average character the metabolism of a troll) instead of having a large set hunger cost. Vampires received a smaller hunger penalty. Also, all species received satiation with each attack, although in practice this was never enough to offset the increased hunger without some extremely tedious weapon-switching before and after fights.
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver