Difference between revisions of "Vampiric"

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(upd 0.24, lot of changes removing hunger costs upon wielding)
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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]], does the following:
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*Has a 60% chance per swing to heal you for <code>1d(damage)</code>, if you hurt a living or plant monster ([[:Category:Natural_holiness|natural]] or [[:Category:Plant_holiness|plant]] [[holiness]]) that isn't resistant to [[negative energy]].
  
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, though using it is not without some drawbacks.
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Use of this brand is considered to be [[Necromancy]], so the [[good god]]s forbid its use.
  
For most wielders, 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.
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A few [[unrand]] artefacts have special properties. [[Leech]] activates 100% of the time. [[Vampire's Tooth]] activates at the normal rate, but always heals for the full amount possible.
 
 
Use of this weapon is considered to be [[Necromancy]], so good [[god]]s forbid its use.
 
 
 
==Hunger==
 
 
 
A vampiric weapon does not increase your metabolism. Unwielding it inflicts no penalties either, but wielding it again will require another large hit to your satiation.
 
  
 
==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:
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[[: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 [[blood|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 [[nonliving]] ([[Djinni]], [[Gargoyle]], or in [[Statue Form]] and [[Storm Form]])
*rN+++
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*Being [[undead]] ([[Mummy]], [[Ghoul]], bloodless [[Vampire]], or during [[Necromutation]])
*Some transmutations: [[Spider Form]], [[Ice Form]], [[Statue Form]], [[Necromutation]]
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*Negative energy resistance; rN+++ negates healing entirely
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*Some transmutations: [[Spider Form]], [[Ice Form]], above forms
  
 
==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).
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*While vampiricism deals no extra damage, it gives rapid healing, making it a strong brand in its own right. It's often considered to be a top-tier brand, at least before [[extended]] (most monsters in extended are immune to this brand).
*Vampiricism is an excellent way for [[deep dwarf]] and bloodless [[vampire]] characters to heal.
 
  
 
==History==
 
==History==
*Prior to [[0.24]], vampiric weapons had a hunger cost upon initially wielding
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*Prior to [[0.28]], [[plants]] and players in [[Tree Form]] were immune to vampiric 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.
 
*Prior to [[0.13]], this brand activated on 80% of attacks.
 
*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 [[0.12]], this brand was safer when found on sharp weapons, since blunt weapons didn't allow you to butcher corpses.

Latest revision as of 23:01, 4 September 2023

Version 0.30: 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, does the following:

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

A few unrand artefacts have special properties. Leech activates 100% of the time. Vampire's Tooth activates at the normal rate, but always heals for the full amount possible.

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

  • While vampiricism deals no extra damage, it gives rapid healing, making it a strong brand in its own right. It's often considered to be a top-tier brand, at least before extended (most monsters in extended are immune to this brand).

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