Difference between revisions of "Paralysis"
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==Duration and Effects== | ==Duration and Effects== | ||
− | In general, paralysis lasts from 2 to 7 turns. During this time, the victim is unable to perform any voluntary actions. Monsters become vulnerable to [[stabbing]] and can be hit automatically. Players have their [[EV]] reduced to near-zero, meaning monsters will almost always hit them as well. The effect is similar in some ways to [[sleep]] and [[petrification]], but the differences are important: unlike sleep, paralysis does not end when the victim takes damage, and unlike petrification, it does not have a delayed onset or provide any defensive bonuses. | + | In general, paralysis lasts from 2 to 7 turns. During this time, the victim is unable to perform any voluntary actions. Monsters become vulnerable to [[stabbing]] and can be hit automatically. Players have their [[EV]] reduced to near-zero, meaning monsters will almost always hit them as well. The effect is similar in some ways to [[sleep]] and [[petrification]], but the differences are important: unlike sleep, paralysis does not end when the victim takes damage, and unlike petrification, it does not have a delayed onset or provide any defensive bonuses. |
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+ | Once paralysis ends, the player gets a brief (1-3 turns) period of immunity to paralysis from all sources except for [[red wasp]]s. | ||
Paralyzed creatures are still able to [[teleport]] if the status is somehow inflicted on them. This means that if you see a source of paralysis you know you can't block (e.g. a giant eyeball), it may be a good idea to trigger a teleport the instant you see it. Just remember that random teleports may drop your paralyzed character somewhere even worse. | Paralyzed creatures are still able to [[teleport]] if the status is somehow inflicted on them. This means that if you see a source of paralysis you know you can't block (e.g. a giant eyeball), it may be a good idea to trigger a teleport the instant you see it. Just remember that random teleports may drop your paralyzed character somewhere even worse. |
Revision as of 14:56, 24 April 2013
Paralysis is an effect which renders a player or monster unable to move or act for a period of time.
Sources
There are several sources of paralysis. While all are blocked by wearing an amulet of stasis, some can be resisted in other ways, noted below:
- Needles of paralysis - Resistance to these is dependent on the HD of the monster vs. the Throwing skill of the shooter and the enchantment level of the blowgun
- The melee attack of a red wasp or a yellow wasp - Poison resistance gives immunity to this effect.
- Resistible via magic resistance
- A wand of paralysis
- The monster spell Paralyse
- Only resistible with an amulet of stasis
- Severe Charms, Hexes, or Transmutations miscast effects
- Zot traps (when duplicating the above spell school miscasts)
- A giant eyeball's gaze attack
- Zin's wrath
- Drinking a potion of paralysis
Duration and Effects
In general, paralysis lasts from 2 to 7 turns. During this time, the victim is unable to perform any voluntary actions. Monsters become vulnerable to stabbing and can be hit automatically. Players have their EV reduced to near-zero, meaning monsters will almost always hit them as well. The effect is similar in some ways to sleep and petrification, but the differences are important: unlike sleep, paralysis does not end when the victim takes damage, and unlike petrification, it does not have a delayed onset or provide any defensive bonuses.
Once paralysis ends, the player gets a brief (1-3 turns) period of immunity to paralysis from all sources except for red wasps.
Paralyzed creatures are still able to teleport if the status is somehow inflicted on them. This means that if you see a source of paralysis you know you can't block (e.g. a giant eyeball), it may be a good idea to trigger a teleport the instant you see it. Just remember that random teleports may drop your paralyzed character somewhere even worse.