Difference between revisions of "Quellingmoss"

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(Jumpjaw/quellingmoss, magic damage correction/clarification)
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* 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.
* [[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.

A Roe poisoned by Quellingmoss

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: UI DiamondFilled.png single action, AoE radius 2, 1+Potency/2 damage
  • 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.

Tips

  • Quellingmoss is particularly effective against enemies with high armor and low health, as poison bypasses all damage mitigation.