Difference between revisions of "Vampiric"

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{{flavour|It inflicts no extra harm, but heals its wielder when it wounds a living foe.}}
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The '''vampiric''' [[brand]] (not to be confused with [[draining (brand)|draining]]) adds a healing effect to your weapon's melee attacks against living monsters ([[:Category:Natural_holiness|natural]] [[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.
  
The '''vampiric''' [[brand]] (not to be confused with [[draining (brand)|draining]]) adds a healing effect to your weapon's melee attacks against living monsters ([[:Category:Natural_holiness|natural]] [[holiness]]). Although it deals no additional damage, its rapid recuperative abilities make it one of the best brands in the game, though using it is not without some drawbacks.
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In most cases, the brand activates on 60% of your attacks against susceptible opponents, healing you for 1d(Damage) [[HP]]. The [[unrand]]art demon blade "[[Leech]]" instead triggers on all attacks, and the unrandart dagger [[Vampire's Tooth]] always heals for the full amount possible.
  
For most wielders, the brand activates on 80% of your attacks against susceptible opponents, healing you for 1d(Damage) [[HP]]. [[Vampire]]s can use these weapons more effectively; along with the initial healing, they also gain a small amount of [[satiation]] and a second healing effect which is dependent on whether or not the victim can [[bleed]], as well as the kind of [[corpse]] the victim would normally leave when defeated. Attacks against bleedable monsters that leave clean corpses will heal an additional 2d(Damage), while attacks against monsters with contaminated or poisonous corpses will heal an additional 1d(Damage). In either case, this secondary healing effect can never heal you for an amount higher than your current character [[level]]. Ranged attacks with thrown vampiric weapons receive no benefit from this brand.
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Use of this brand is considered to be [[Necromancy]], so good [[god]]s forbid its use.
 
 
If the victim has [[negative energy]] resistance, there is a 33.3% chance that the healing effect will fail per rank (100% failure rate at rN+++).
 
 
 
Use of this weapon is considered to be [[Necromancy]], so good [[god]]s forbid its use.
 
 
 
==Hunger==
 
The act of initially wielding a weapon of vampiricism has a hunger cost attached. Living characters will be unable to wield it unless they have a Full or better satiation level, and they immediately lose a tremendous amount of nutrition upon doing so. Undead characters are not subject to this hunger effect, and can wield or unwield them with impunity.
 
 
 
For as long as you are wielding a vampiric weapon, it will inflict no further hunger costs, and it does not increase the rate at which you go hungry. Unwielding it inflicts no penalties either, but wielding it again will require another large hit to your satiation.
 
 
 
{{crawlquote|Alive, Full+: "As you grasp it, you feel a great hunger."<br>Alive, Not Full: "As you grasp it, you feel a great hunger. Being not satiated, you stop."<br>Undead: "You feel an empty sense of dread."<br>Vampire: "You feel a bloodthirsty glee!"}}
 
  
 
==Attack Flavour==
 
==Attack Flavour==
 
[[:Category:Vampiric_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:
 
[[:Category:Vampiric_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:
*Being a [[mummy]], [[ghoul]] or a [[vampire]] below satiated
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*Being a [[mummy]], [[ghoul]], or a bloodless [[vampire]]
 
*rN+++
 
*rN+++
 
*Some transmutations: [[Spider Form]], [[Ice Form]], [[Statue Form]], [[Necromutation]]
 
*Some transmutations: [[Spider Form]], [[Ice Form]], [[Statue Form]], [[Necromutation]]
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==Tips & Tricks==
 
==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 ([[the Crypt]], [[the Tomb]], [[Hell]], and [[Pandemonium]] in particular).
 
*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 ([[the Crypt]], [[the Tomb]], [[Hell]], and [[Pandemonium]] in particular).
*Vampiricism is an excellent way for [[deep dwarf]] and bloodless [[vampire]] characters to heal.
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*Vampiricism is an excellent way for [[deep dwarf]] characters to heal.
**Characters that intend to switch weaponry often will find themselves burning through food rapidly when using a weapon of vampiricism. Don't expect to use a [[rod]] or ranged weapon along with a vampiric weapon.
 
  
 
==History==
 
==History==
In [[0.13]] this brand will be activated only on 60% of the attacks.
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*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.
 
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*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.
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*Prior to [[0.12]], this brand was safer when found on sharp weapons, since blunt weapons didn't allow you to butcher corpses.
 
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*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.
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}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 18:50, 20 November 2019

Version 0.24: 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 monsters (natural 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 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 (the Crypt, the Tomb, Hell, and Pandemonium in particular).
  • Vampiricism is an excellent way for deep dwarf characters to heal.

History

  • 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 AntimagicChaosDistortionDragon slayingDrainingElectrocutionFlamingFreezingHoly wrathPainProtectionReachingReapingSpeedVampiricVenomVorpal
Launchers ElectrocutionEvasionFlameFrostPenetrationSpeedVenomVorpal
Throwing weapons AtropaCurareDaturaDispersalPenetrationPoisonedReturningSilver