Difference between revisions of "Draining (brand)"

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{{flavour|A truly terrible weapon, it drains the life of those it strikes.}}
 
{{flavour|A truly terrible weapon, it drains the life of those it strikes.}}
  
The '''draining''' brand adds a [[draining]] effect to a melee weapon's attacks against most enemies. Each of your attacks has a 50% chance of doing all of the following:
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The '''draining''' [[brand]] adds a [[draining]] effect to weapons. Each attack from a draining weapon has a 50% chance of doing all of the following:
*Deal an additional amount between 0 and 50% of the physical damage dealt as [[negative energy]] damage.
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*Deal an average of +25% [[negative energy]] damage (0 - 50%), applied after and all damage factors (including [[slaying]]).
 
*Deal an additional 1 + 1d3 negative energy damage on top of that.
 
*Deal an additional 1 + 1d3 negative energy damage on top of that.
*Inflicts 20-30 turns of the the [[Draining#Vs. Monsters|Drained]] status, which temporarily reduces the monster's [[hit dice]]. This reduces their [[willpower]], [[spell power]], [[Accuracy#Monster To Hit (Melee)|accuracy]], and many other things, but does not reduce their experience value. Further hits can refresh this status, but won't increase the duration beyond 30 turns.
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*Inflicts 20-30 turns of the the [[Draining#Vs. Monsters|Drained]] status. This reduces monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.
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:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.
  
In enemy hands, it has a very different effect, dealing additional negative energy damage and inflicting the drain [[status effect]]. This temporarily lowers your maximum HP; lost HP are recovered as you gain experience.
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Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.
  
Negative energy resistance greatly reduces the effect of draining branded weapons. For players, negative energy resistance reduces the additional damage taken and the draining by 50% at rN+, 75% at rN++, and 100% at rN+++.  All [[undead]] and [[demon]]ic monsters and players completely ignore the brand's effects, as well as all enemies with rN+ and players with rN+++.
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==Strategy==
 
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Draining is a very useful brand in areas with living (or plant) opponents. However, its little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], you should probably [[scroll of brand weapon|rebrand]] a draining weapon.
==Tips & Tricks==
 
*Draining is an [[evil]] brand. Good [[god]]s will not approve of using a draining branded weapon in combat.
 
*Draining is a very useful brand in areas with living opponents, but is of little use in areas populated primarily by [[demon]]s or the [[undead]].
 
  
 
==History==
 
==History==
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*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].
 
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.
 
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.
 
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.
 
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.

Revision as of 00:12, 3 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
A truly terrible weapon, it drains the life of those it strikes.

The draining brand adds a draining effect to weapons. Each attack from a draining weapon has a 50% chance of doing all of the following:

  • Deal an average of +25% negative energy damage (0 - 50%), applied after and all damage factors (including slaying).
  • Deal an additional 1 + 1d3 negative energy damage on top of that.
  • Inflicts 20-30 turns of the the Drained status. This reduces monster HD, thus reducing their willpower, spell power, and accuracy. Further hits can refresh this status, but won't increase the duration beyond 30 turns.
Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.

Monsters with any sort of rN+, including demons and undead, are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.

Strategy

Draining is a very useful brand in areas with living (or plant) opponents. However, its little use in places filled with demons, undead, and non-living foes. By the time you reach Zot or extended, you should probably rebrand a draining weapon.

History

  • Prior to 0.30, draining could not be obtained on Ranged Weapons.
  • Prior to 0.26, drained players had their skills reduced instead of their maximum HP.
  • Prior to 0.15, draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.
  • Prior to 0.13, draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver