Difference between revisions of "Paralyse"
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− | + | '''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]], temporarily rendering you unable to move, attack, or defend yourself. Your [[SH]] value is set to 0 for the duration while your [[EV]] is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your [[AC]] and [[GDR]] continue to function as normal). Fortunately, it first has to overcome your [[magic resistance]], and [[Formicid]]s are immune to the effect entirely. Also, if you were waiting for a [[teleport]] to kick in, that will still occur when enough time has passed. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its [[spellpower]] is 4 × monster's [[HD]], and after applying a stepdown function, it is compared to your magic resistance. If your magic resistance is 100 points greater than a monster's enchantment power (shown below), you are immune to that monster's paralyse. If they are equal, there is only a 50% chance of resisting it. | |
− | '''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]], temporarily rendering you unable to move, attack, or defend yourself. Your [[SH]] value is set to 0 for the duration while your [[EV]] is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your [[AC]] and [[GDR]] continue to function as normal). Fortunately, it first has to overcome your [[magic resistance]], and | ||
The following monsters can always cast Paralyse: | The following monsters can always cast Paralyse: | ||
− | {{monsterlink|Grinder}}(24 enchantment power) | + | {{monsterlink|Grinder}} (24 enchantment power) |
− | {{monsterlink|Orc sorcerer}}(36 enchantment power) | + | {{monsterlink|Orc sorcerer}} (36 enchantment power) |
− | {{monsterlink|Vampire knight}}(42 enchantment power) | + | {{monsterlink|Vampire knight}} (42 enchantment power) |
− | {{monsterlink|Great orb of eyes}}(45 enchantment power) | + | {{monsterlink|Great orb of eyes}} (45 enchantment power) |
− | {{monsterlink|Rupert}}(54 enchantment power) | + | {{monsterlink|Rupert}} (54 enchantment power) |
− | {{monsterlink|Sphinx}}(54 enchantment power) | + | {{monsterlink|Sphinx}} (54 enchantment power) |
− | {{monsterlink|Ereshkigal}}(58 enchantment power) | + | {{monsterlink|Ereshkigal}} (58 enchantment power) |
These monsters may have Paralyse in their spell set: | These monsters may have Paralyse in their spell set: | ||
− | {{monsterlink|Erolcha}}(24 enchantment power) | + | {{monsterlink|Erolcha}} (24 enchantment power) |
− | {{monsterlink|Ogre mage}}(40 enchantment power) | + | {{monsterlink|Ogre mage}} (40 enchantment power) |
− | {{monsterlink|Wizard (monster)}}(40 enchantment power) | + | {{monsterlink|Wizard (monster)}} (40 enchantment power) |
− | {{monsterlink|Lich}}(62 enchantment power) | + | {{monsterlink|Lich}} (62 enchantment power) |
− | {{monsterlink|Ancient lich}}(72 enchantment power) | + | {{monsterlink|Ancient lich}} (72 enchantment power) |
− | {{ | + | {{White|L}} [[File:Antique lich.png]] '''[[Zonguldrok's Shrine#Boss: Antique lich|Zonguldrok]]''' (72 enchantment power) |
− | [[ | + | [[Floating eye]]s do not cast this spell; their [[Paralysis Gaze|paralyzing gaze]] is a special ability that does not require line of fire and does not check magic resistance. |
==History== | ==History== | ||
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Although the spell is no longer available, you can duplicate its effect with a [[wand of paralysis]] or paralysis-[[brand]]ed [[needle]]. | Although the spell is no longer available, you can duplicate its effect with a [[wand of paralysis]] or paralysis-[[brand]]ed [[needle]]. | ||
+ | |||
+ | Prior to their removal in [[0.18]], you could wear an [[amulet of stasis]] to block paralysis. | ||
[[Category:Obsolete spells]] [[Category:Monster spells]] | [[Category:Obsolete spells]] [[Category:Monster spells]] |
Revision as of 05:50, 22 May 2018
Paralyse is a monster-only spell which attempts to induce paralysis, temporarily rendering you unable to move, attack, or defend yourself. Your SH value is set to 0 for the duration while your EV is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your AC and GDR continue to function as normal). Fortunately, it first has to overcome your magic resistance, and Formicids are immune to the effect entirely. Also, if you were waiting for a teleport to kick in, that will still occur when enough time has passed. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its spellpower is 4 × monster's HD, and after applying a stepdown function, it is compared to your magic resistance. If your magic resistance is 100 points greater than a monster's enchantment power (shown below), you are immune to that monster's paralyse. If they are equal, there is only a 50% chance of resisting it.
The following monsters can always cast Paralyse:
5 Grinder (24 enchantment power)
o Orc sorcerer (36 enchantment power)
V Vampire knight (42 enchantment power)
G Great orb of eyes (45 enchantment power)
@ Rupert (54 enchantment power)
H Sphinx (54 enchantment power)
& Ereshkigal (58 enchantment power)
These monsters may have Paralyse in their spell set:
O Erolcha (24 enchantment power)
O Ogre mage (40 enchantment power)
p Wizard (monster) (40 enchantment power)
L Lich (62 enchantment power)
L Ancient lich (72 enchantment power)
L Zonguldrok (72 enchantment power)
Floating eyes do not cast this spell; their paralyzing gaze is a special ability that does not require line of fire and does not check magic resistance.
History
Paralyse | |
---|---|
Level | 4 |
School1 | Enchantments |
School2 | |
School3 | |
Source(s) | |
Casting noise | 0 |
Spell noise | 0 |
Paralyse was also a player-available level 4 Enchantments spell which temporarily prevented a monster from moving or attacking. Paralyzed opponents were rendered defenseless, and additionally were vulnerable to Stabbing attacks, making the spell excellent for escaping powerful monsters or disabling them for quick dispatching. It also had to overcome magic resistance. It was removed in 0.4 in favor of Petrify.
Although the spell is no longer available, you can duplicate its effect with a wand of paralysis or paralysis-branded needle.
Prior to their removal in 0.18, you could wear an amulet of stasis to block paralysis.