Difference between revisions of "Quellingmoss"
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==Specifics== | ==Specifics== | ||
* <code> | * Passive [[poison]]: <code>[[Potency]]/2</code> (applied automatically by physical attacks) | ||
* [[Poison]] bomb: {{iconify|single action}}, AoE radius 2, <code>1+[[Potency]]/2</code> damage | |||
* 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. | ||
* Other physical damage sources like [[Jumpjaw|Jumpjaw traps]] or magic damage like [[Flashcone]] do not apply poison. | * Other physical damage sources like [[Jumpjaw|Jumpjaw traps]] or magic damage like [[Flashcone]] do not apply poison. | ||
==Uses== | ==Uses== | ||
Revision as of 06:30, 24 June 2021
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 x; as an action, they can toss a flask of burning moss that applies Poison x+1 to all units in a small area.
Upgrade
Passive and active poison both increased by 1.
Passive: 1➔2
Active: 2➔3
Specifics
- Passive poison:
Potency/2(applied automatically by physical attacks) - 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.
- Other physical damage sources like Jumpjaw traps or magic damage like Flashcone do not apply poison.
Uses
Quellingmoss is particularly effective against enemies with high armor, as poison bypasses all damage mitigation.