Mesmerism
More actions
For the status effect, see Mesmerize.
| When you are struck in melee, it briefly dazes all nearby enemies, then must recharged by standing still for a while. Its duration, radius, and recharge speed are improved by Evocations skill. |
Mesmerism is an ego exclusive to orbs. It inflicts the daze status when attacked in melee.
Area of effect radius is equal to 2 + (Evocations / 7) with maximum of 4, reached at 14 Evocations for the player and 3 if a monster wears the orb. [1]
So for the player, it's basically 3x3 area if their Evocations is less than 7, 5x5 if Evocations is from 7 up to 14, and 7x7 for Evocations 14+, centered on the player's tile in all cases.
Length of the daze status equals to a random number of turns between minimum of 3 and maximum of 5 + Evocations / 5 when player wears the orb. When monster wears the orb, maximum daze length is 3 + HD / 4.[2]
Cooldown of the orb's effect is Random(15, 20) - Evocations / 5 turns if player is wearing the orb and Random(12, 20) in case of a monster. [3]. However, the orb recharges only when one does actions other than moving e.g. resting, casting spells or attacking.
Strategy
References
- ↑ evoke.cc:1392 (0.34.1)
- ↑ melee-attack.cc:747 (0.34.1)
- ↑ melee-attack.cc:768 (0.34.1)