Difference between revisions of "Quellingmoss"
From Wildermyth Wiki
m (→Uses) |
Spacepillow (talk | contribs) (Jumpjaw/quellingmoss, magic damage correction/clarification) |
||
| Line 15: | Line 15: | ||
* Poison does no damage on the turn it is applied; it takes effect at the start of the monster's turn | * Poison does no damage on the turn it is applied; it takes effect at the start of the monster's turn | ||
* Both [[ranged]] and [[melee]] [[physical]] attacks will apply the [[poison]] effect. | * Both [[ranged]] and [[melee]] [[physical]] attacks will apply the [[poison]] effect. | ||
* | * [[Jumpjaw|Jumpjaw traps]] apply poison, but attacks that deal magic damage (like [[Flashcone]] or [[Stormtouched/Jumpjolt|Jumpjolt]]) do not. | ||
==Tips== | ==Tips== | ||
Revision as of 12:10, 16 February 2022
Quellingmoss is a passive Hunter ability that adds a poison damage-over-time effect to a Hunter's physical attacks.
In-Game Description
(Passive/Active) Hero has coated her weapons in quellingmoss; their physical attacks apply Poison 1. As an action, they can toss a flask of burning moss that applies Poison x to all units in a small area.
Upgrade
Passive and active poison both increased by 1.
Passive: 1 ➔ 2
Active: x ➔ x+1
Specifics
- Passive poison 1 is applied automatically by physical attacks, including bows and throwing knives.
- Poison bomb:
single action, AoE radius 2, 1+Potency/2damage - Poison does no damage on the turn it is applied; it takes effect at the start of the monster's turn
- Both ranged and melee physical attacks will apply the poison effect.
- Jumpjaw traps apply poison, but attacks that deal magic damage (like Flashcone or Jumpjolt) do not.