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Mesmerism

From Ashenzari's Archive
Revision as of 13:31, 18 September 2026 by Predelnik (talk | contribs)
Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

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 a player and 3 if a monster wears orb. [1] So for a player it's basically 3x3 area for Evocations less than 7, 5x5 for Evocations from 7 up to 14, and 7x7 for Evocations 14+, centered on player's tile in all cases.

Length of daze status equals to random number of turns between minimum of 3 and maximum of 5 + Evocations / 5 when player wears orb. When monster wears orb maximum daze length is 3 + HD / 4.[2]

Cooldown of the orb's effect is Random(15, 20) - Evocations / 5 turns if player wearing orb and Random(12, 20) for a monster. [3]

Strategy

Orb with this defensive ego could partially replace shield for some playstyles, for example if you have high evasion and rarely getting hit. But it can be unreliable if you need to stay long in monsters' melee range or have to endure a lot of ranged attacks.


References

History

  • In 0.35, the Orb will have a cooldown when entering a new floor, removing much of its stairdancing power.
  • Mesmerism was added in 0.34.
Orbs
Attunement • Energy • Glass • Guile • Light • Mayhem • Mesmerism • Pyromania • Stardust