Difference between revisions of "Venom"

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''This page is about the [[Brand|weapon brand]]. For the card, see [[Deck of destruction#Venom card|Venom card]].''
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''This page is about the [[Brand|weapon brand]]. For the removed card, see [[Venom card]].''
{{flavour|It poisons the flesh of those it strikes.}}
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{{flavour|It poisons victims.}}
  
The '''venom''' [[brand]] allows your weapon to [[poison]] your target, causing it to take further damage over time. Melee weapon strikes have a flat 75% chance of [[poison]]ing monsters without poison resistance, regardless of damage done. For ranged weapons, you are required to deal some damage with the missile, and the chance of poisoning is 90% - 3 × [[AC]]. A venom weapon will drip with poison when wielded, identifying it.
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The '''venom''' [[brand]] inflicts [[poison]] on the target, dealing damage over time.
  
Using such weapons offends [[the Shining One]]. [[Undead]], [[nonliving]], and plant opponents are completely unaffected by this brand.
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Poison works differently for players and monsters. Each attack from a venom weapon has a 75% chance to do the following, depending on target:
  
==Tips & Tricks==
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* '''Players attacking monsters:''' The venom brand deals <code>1 + (4 + 1d8 + 1d<1.5 * dam>)/7</code> "[[Poison#Monster Formula|stacks]]" of poison, for dam = damage from the weapon itself.<ref>{{source ref|0.31.0|attack.cc|1331}}</ref><ref>{{source ref|0.31.0|monster.cc|4005}}</ref> For example, a 1 damage hit can inflict 1-2 stacks of poison. Monsters can be affected by a max. of 4 stacks at a time. For more detail on poison stacks, see the [[Poison#Monster Formula|Poison]] article.
*When it comes to melee weapons, venom's ability to poison an enemy is independent of the amount of damage dealt, so it is best used on a fast weapon. Poisoning a target multiple times will strengthen the poison, causing it to deal more damage and take longer to run its course.
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*This brand allows you to disengage early from fights, giving the foe fewer chances to hit you. Once you've softened a dangerous foe up with a few stabs and given them several shots of poison, you can then retreat, letting the poison finish them off. This works best when dealing with melee threats that aren't faster than you, of course; ranged units will likely shoot you a few times before dying.
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* '''Monsters attacking players:''' Inflicts poison equal to <code>4 + 1d8 + 1d(1.5 * dam)</code> HP. There is no stack system - by the time the poison ends, you'll lose the listed amount of HP.
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The base chance to inflict poison is 75%. Having poison resistance reduces this chance to 25%; rPois doesn't reduce the amount of poison otherwise. Poison immune creatures, like the [[undead]] and the [[nonliving]], are completely unaffected by this brand.
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==Strategy==
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Very strong for the early game, since poison doesn't care much about weapon strength; a +0 [[dagger]] can inflict max poison in 2-3 hits. Therefore. daggers, [[short sword]]s, [[whip]]s, and other weapons of venom are great early finds. Even with minimal skill investment, venom is effective at killing most non-resistant enemies in early [[Dungeon]].
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However, venom falls off by the mid game. While poison is great in [[Spider's Nest|Spider]], in branches like [[Snake]] and [[Swamp]], poison resistance is common. And, since poison damage doesn't care much about weapon strength, it starts to feel lacking by [[Vaults]] and [[Depths]].
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===Tips & Tricks===
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*Against melee enemies, inflicting max poison, then backing off, is a strong tactic - even when considering [[attacks of opportunity]]. Ways to [[kite]] enemies are valuable as a result. [[Swiftness]] and [[Blink]] allow you to escape from melee range, avoiding the extra attacks.
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*Combos well with [[Ignite Poison]], a spell that converts poison into instant fire damage. You can attack a few times with venom, reach max poison stacks, then cast Ignite Poison for 8d13 AC- and EV- ignoring damage.
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==History==
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*Prior to [[0.18]], poison resistant monsters were completely immune to the venom brand.
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==References==
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<references/>
  
 
{{brands}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]

Latest revision as of 02:31, 5 February 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

This page is about the weapon brand. For the removed card, see Venom card.

It poisons victims.

The venom brand inflicts poison on the target, dealing damage over time.

Poison works differently for players and monsters. Each attack from a venom weapon has a 75% chance to do the following, depending on target:

  • Players attacking monsters: The venom brand deals 1 + (4 + 1d8 + 1d<1.5 * dam>)/7 "stacks" of poison, for dam = damage from the weapon itself.[1][2] For example, a 1 damage hit can inflict 1-2 stacks of poison. Monsters can be affected by a max. of 4 stacks at a time. For more detail on poison stacks, see the Poison article.
  • Monsters attacking players: Inflicts poison equal to 4 + 1d8 + 1d(1.5 * dam) HP. There is no stack system - by the time the poison ends, you'll lose the listed amount of HP.

The base chance to inflict poison is 75%. Having poison resistance reduces this chance to 25%; rPois doesn't reduce the amount of poison otherwise. Poison immune creatures, like the undead and the nonliving, are completely unaffected by this brand.

Strategy

Very strong for the early game, since poison doesn't care much about weapon strength; a +0 dagger can inflict max poison in 2-3 hits. Therefore. daggers, short swords, whips, and other weapons of venom are great early finds. Even with minimal skill investment, venom is effective at killing most non-resistant enemies in early Dungeon.

However, venom falls off by the mid game. While poison is great in Spider, in branches like Snake and Swamp, poison resistance is common. And, since poison damage doesn't care much about weapon strength, it starts to feel lacking by Vaults and Depths.

Tips & Tricks

  • Against melee enemies, inflicting max poison, then backing off, is a strong tactic - even when considering attacks of opportunity. Ways to kite enemies are valuable as a result. Swiftness and Blink allow you to escape from melee range, avoiding the extra attacks.
  • Combos well with Ignite Poison, a spell that converts poison into instant fire damage. You can attack a few times with venom, reach max poison stacks, then cast Ignite Poison for 8d13 AC- and EV- ignoring damage.

History

  • Prior to 0.18, poison resistant monsters were completely immune to the venom brand.

References

Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver