Difference between revisions of "Paralysis"

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'''Paralysis''' is an effect which renders a player or monster unable to move or act for a period of time.
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'''Paralysis''' is an effect which renders a player or monster unable to move or act for a period of time. [[Formicid]]s are immune to paralysis due to their [[stasis]].
  
 
==Sources==
 
==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:
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There are several sources of paralysis. Some are resistable, while some are not.
  
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Resistable sources of paralysis:
 
*The spell [[Paralyse]], whether it is cast by a monster or through a [[wand of paralysis]] (Must overcome the victim's [[magic resistance]])
 
*The spell [[Paralyse]], whether it is cast by a monster or through a [[wand of paralysis]] (Must overcome the victim's [[magic resistance]])
 
*[[Needle]]s of paralysis (Resistance to these is dependent on the [[HD]] of the monster vs. the [[Throwing]] skill of the shooter and the [[scrolls of enchant weapon|enchantment level]] of the [[blowgun]])
 
*[[Needle]]s of paralysis (Resistance to these is dependent on the [[HD]] of the monster vs. the [[Throwing]] skill of the shooter and the [[scrolls of enchant weapon|enchantment level]] of the [[blowgun]])
*The melee attack of a [[red wasp]] or a [[yellow wasp]] ([[Poison resistance]] grants immunity to this effect)
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*The melee attack of a [[hornet]] or a [[wasp]] ([[Poison resistance]] grants immunity to this effect)
*Only resistible with an amulet of stasis
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Other sources are irresistable:
 
**Severe [[Charms]], [[Hexes]], or [[Transmutations]] [[miscast effect]]s
 
**Severe [[Charms]], [[Hexes]], or [[Transmutations]] [[miscast effect]]s
 
**[[Zot trap]]s (when duplicating the above spell school miscasts)
 
**[[Zot trap]]s (when duplicating the above spell school miscasts)
 
**A [[giant eyeball]]'s gaze attack
 
**A [[giant eyeball]]'s gaze attack
 
**[[Zin]]'s wrath
 
**[[Zin]]'s wrath
**Drinking a [[potion of paralysis]]
 
  
 
==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.
  
Once paralysis ends, the player gets a brief (1-3 turns) period of immunity to paralysis from all sources except for [[red wasp]]s.
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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 [[hornet]]s.
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Paralysed 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 paralysed 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.
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==History==
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Prior to [[0.18]], paralysis could be prevented by an [[amulet of stasis]].
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Revision as of 00:08, 9 May 2016

Version 0.18: This article may not be up to date for the latest stable release of Crawl.

Paralysis is an effect which renders a player or monster unable to move or act for a period of time. Formicids are immune to paralysis due to their stasis.

Sources

There are several sources of paralysis. Some are resistable, while some are not.

Resistable sources of paralysis:

Other sources are irresistable:

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 hornets.

Paralysed 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 paralysed character somewhere even worse.

History

Prior to 0.18, paralysis could be prevented by an amulet of stasis.