Difference between revisions of "Chaos"

From CrawlWiki
Jump to: navigation, search
m (commit 0.30-a0-516-g18619c1dc1 (invis -> resits); also, add haste effect)
m (Strategy: also beware of chaos spawn)
 
(9 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{version030}}
+
{{version031}}
 
{{flavour|Each time it hits an enemy, it has a different, random effect.}}
 
{{flavour|Each time it hits an enemy, it has a different, random effect.}}
 
'''Chaos''' is a [[brand]] that [[weapon]]s may have. Each attack produces a random effect, many of which imitate other brands.
 
'''Chaos''' is a [[brand]] that [[weapon]]s may have. Each attack produces a random effect, many of which imitate other brands.
  
 
==Possible effects==
 
==Possible effects==
Chaos-branded attacks randomly choose an effect from the following list:<ref>{{source ref|0.30.1|attack.cc|585}}</ref><ref>{{source ref|0.30.1|attack.cc|754}}</ref>
+
Chaos-branded attacks randomly choose a useful effect from the following list. For example, the flaming brand cannot be chosen if the defender is fire-immune, and vampiricism cannot be chosen if the attacker is at full health. If a useless effect is chosen, it is re-rolled. These effects do not check [[willpower]].<ref>{{source ref|0.31|attack.cc|590}}</ref><ref>{{source ref|0.31|attack.cc|780}}</ref>
  
 
{|class="wikitable"
 
{|class="wikitable"
! '''Effect''' || '''Probability''' || '''Effect''' || '''Probability'''
+
! '''Effect''' || '''Probability''' || '''Effect''' || '''Probability''' || '''Effect''' || '''Probability'''
 
|-
 
|-
!colspan=2|[[Brand]] !! colspan=2|Other effects
+
!colspan=2|[[Brand]]s !! colspan=2|Good special effects !! colspan=2|Potentially dangerous special effects
 
|-
 
|-
|[[Flaming]] || 13.5%
+
|[[Flaming]] || 13.7%  
|[[Slow]] || 1.96%
+
|[[Confuse]] || 1.96%
 +
|[[Might]] || 1.96%
 
|-
 
|-
|[[Freezing]] || 13.5%
+
|[[Freezing]] || 13.7%
|[[Petrify]] || 0.98%
+
|[[Slow]] || 1.63%
 +
|[[Haste]] || 1.96%
 
|-
 
|-
|[[Electrocution]] || 13.5%
+
|[[Electrocution]] || 13.7%
|[[Paralysis]] || 0.98%
+
|[[Weak]]en || 1.63%
 +
|[[Resistance]]** || 1.63%
 
|-
 
|-
|[[Venom]] || 13.5%
+
|[[Venom]] || 13.7%
|[[Agility]] || 1.96%
+
|[[Vulnerability (status effect)|Halve willpower]] || 1.63%
 +
|[[Frenzy]] || 0.82%
 
|-
 
|-
|[[Draining]] || 6.75%
+
|[[Draining]] || 6.85%
|[[Might]] || 1.96%
+
|[[Vitrify]] || 0.82%
 +
|[[Blink]] || 0.82%
 
|-
 
|-
|[[Vampiricism]] || 6.75%
+
|[[Vampiricism]] || 6.85%
|[[Resistance]] || 1.96%
+
|[[Corrosion|Corrode]] || 0.82%
 +
|[[Polymorph]] || 0.33%
 
|-
 
|-
|[[Holy wrath]] || 6.75%
+
|[[Holy wrath]] || 6.85%
|[[Berserk]] || 0.98%
+
|[[Sleep]] || 0.49%
 +
||Create hostile clone || 0.11%
 
|-
 
|-
|[[Antimagic]]|| 6.75%
+
|[[Antimagic]]|| 6.85%
|[[Polymorph]] || 0.39%
+
|[[Paralyse]] for 1 turn || 0.49%
 +
|||
 
|-
 
|-
|[[Distortion]] || 2.7%
+
|'''Special effects'''|| 17.8%
|[[Haste]] || 1.96%
+
|[[Petrify]] || 0.49%
 +
|||
 
|-
 
|-
|[[Confusion]] || 2.7%
+
|||
|Create clone* || 0.19%
+
|Ensnare in a [[web]]* || 0.49%
 +
|||
 
|-
 
|-
|'''Other effects'''|| 13.5%
+
|||
|Turn into [[shapeshifter (monster)|shapeshifter]]** || 0.19%
+
|Create allied or neutral clone*** || 0.05%
 +
|||
 
|}
 
|}
  
*<nowiki>*</nowiki> 1/6 chance to be neutral, 1/6 chance to become an ally, 2/3 chance to keep same attitude. If the clone is an ally, it is treated like a summon and will time out eventually.
+
<nowiki>*</nowiki>Can be chosen even if the defender is immune to webs.<br>
*<nowiki>**</nowiki>2/3 chance for a [[shapeshifter (monster)|normal shapeshifter]], 1/3 chance for a [[glowing shapeshifter]].  
+
<nowiki>**</nowiki>Cannot be chosen if the defender is immune to any of fire, cold, electricity, poison, or acid.<br>
 +
<nowiki>***</nowiki>Equal chance of allied or neutral.
  
Overall, there is a 83.7% chance to pick a damaging brand, vampiricism, or antimagic. There's a 9.62% chance of a hindering status, 8.82% chance of a positive status, and 0.77% chance of turning the enemy into something else. Note that this brand does not pick useless effects (e.g. flaming against a fire elemental), where the odds of other effects increase proportionally. Also, chaos effects do not check [[willpower]].
+
Overall, there is an 82.2% chance to pick a damaging brand, vampiricism, or antimagic. There's a 10.5% chance of a good special effect, and a 7.3% chance of a potentially dangerous special effect.
  
Additionally, each strike with the chaos brand has a 1% chance to apply the [[reaping]] effect to its damage.<ref>{{source ref|0.30.1|attack.cc|878}}</ref> This may result in raising slain enemies as allied [[zombie]]s, depending on the total reaping damage.
+
Additionally, each strike with the chaos brand has a 1% chance to apply the [[reaping]] effect to its damage.<ref>{{source ref|0.31|attack.cc|910}}</ref> This may result in raising slain enemies as allied [[zombie]]s, depending on the total reaping damage.
  
 
[[God]]s will disapprove of any effects you might call that offend them ([[evil]] effects for the [[good god]]s, haste for [[Cheibriados]]). [[Zin]] abhors chaos, regardless of its effect.
 
[[God]]s will disapprove of any effects you might call that offend them ([[evil]] effects for the [[good god]]s, haste for [[Cheibriados]]). [[Zin]] abhors chaos, regardless of its effect.
  
 
==Occurrence==
 
==Occurrence==
Chaos is a rare brand from a [[scroll of brand weapon]]; this is the only way for [[ranged weapon]]s to receive this brand. Chaos weapons may be gifted by [[Xom]] (though not necessarily to the player), and various Xom altar [[vault]]s have chaotic weapons. [[Crazy Yiuf]] always wields a chaos [[quarterstaff]], and [[Psyche]] often has a chaos dagger.
+
Chaos is a rare brand from a [[scroll of brand weapon]]; this is the only way for [[ranged weapon]]s to receive this brand. Chaos weapons may be gifted by [[Xom]] (though not necessarily to the player), and various Xom altar [[vault]]s have chaotic weapons. [[Crazy Yiuf]] always wields a [[quarterstaff]] of chaos, and [[Psyche]] often has a dagger of chaos.
  
 
==Strategy==
 
==Strategy==
Chaos is a fickle mistress. As a player brand, it can [[slow]] or [[paralyse]] your enemies, or it can [[haste]] or [[berserk]] them. Early game characters are simply unable to handle the negative effects, if and when they occur. And regardless of progress, a more reliable brand is heavily recommended. Chaos may have some niche use in longer battles. But if you use a chaos weapon for an extended period of time, the chance of a devastating effect are high.
+
Chaos is a fickle mistress. When you're using chaos, it can [[slow]] or [[petrify]] your enemies, essentially killing them... or it can [[haste]] and [[frenzy]] them, turning them into much greater threats. While chaos is more likely to help you (the attacker), given enough time, you'll eventually end up 'misfiring'. In the early game, chaos is especially risky, since you'll be unlikely to handle the worst effects from it. However, even in the late game, hasting monsters is no joke; you'll often want a more reliable brand.  
 +
 
 +
If you do decide to use chaos, you should prefer weapons with fast attack speed (such as [[quick blade]]s and [[demon whip]]s). These weapons inflict chaos effects, which are usually good, more often. It can also be nice on [[Ranged Weapons]], because if you buff an enemy, you'll have space to react.
  
Monster with chaos, in turn, may paralyse or even [[banish]] you (from [[distortion]]), leading to potentially fatal situations. Utmost care should be taken against enemy chaos weapons.
+
Monster with chaos, in turn, may put you to [[sleep]], briefly [[paralyse]] you, [[berserk]] you, etc., leading to potentially fatal situations. Great care should be taken against enemies with chaos attacks.
  
 
==History==
 
==History==
 +
*Prior to [[0.31]], [[distortion]] was a possible brand choice for chaos, meaning that chaos attacks could cause banishment. Chaos-inflicted paralysis could last multiple turns, and confusion checked willpower. Weakness, corrosion, vulnerability, vitrification, sleep, and ensnaring were not possible, whereas chaos attacks could turn monsters into [[shapeshifter]]s or grant [[agility]]. Berserk was replaced with frenzy in the list of effects in this version. Also, chaos attacks could clone monsters (including their equipment) instead of creating durably summoned copies.
 
*Prior to [[0.30]], chaos attacks could make the target [[invisible]] instead of giving resistance to elements.
 
*Prior to [[0.30]], chaos attacks could make the target [[invisible]] instead of giving resistance to elements.
 
*Prior to [[0.25]], chaos could inflict random [[miscast effect]]s instead of the might and agility effects.
 
*Prior to [[0.25]], chaos could inflict random [[miscast effect]]s instead of the might and agility effects.

Latest revision as of 05:01, 27 February 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Each time it hits an enemy, it has a different, random effect.

Chaos is a brand that weapons may have. Each attack produces a random effect, many of which imitate other brands.

Possible effects

Chaos-branded attacks randomly choose a useful effect from the following list. For example, the flaming brand cannot be chosen if the defender is fire-immune, and vampiricism cannot be chosen if the attacker is at full health. If a useless effect is chosen, it is re-rolled. These effects do not check willpower.[1][2]

Effect Probability Effect Probability Effect Probability
Brands Good special effects Potentially dangerous special effects
Flaming 13.7% Confuse 1.96% Might 1.96%
Freezing 13.7% Slow 1.63% Haste 1.96%
Electrocution 13.7% Weaken 1.63% Resistance** 1.63%
Venom 13.7% Halve willpower 1.63% Frenzy 0.82%
Draining 6.85% Vitrify 0.82% Blink 0.82%
Vampiricism 6.85% Corrode 0.82% Polymorph 0.33%
Holy wrath 6.85% Sleep 0.49% Create hostile clone 0.11%
Antimagic 6.85% Paralyse for 1 turn 0.49%
Special effects 17.8% Petrify 0.49%
Ensnare in a web* 0.49%
Create allied or neutral clone*** 0.05%

*Can be chosen even if the defender is immune to webs.
**Cannot be chosen if the defender is immune to any of fire, cold, electricity, poison, or acid.
***Equal chance of allied or neutral.

Overall, there is an 82.2% chance to pick a damaging brand, vampiricism, or antimagic. There's a 10.5% chance of a good special effect, and a 7.3% chance of a potentially dangerous special effect.

Additionally, each strike with the chaos brand has a 1% chance to apply the reaping effect to its damage.[3] This may result in raising slain enemies as allied zombies, depending on the total reaping damage.

Gods will disapprove of any effects you might call that offend them (evil effects for the good gods, haste for Cheibriados). Zin abhors chaos, regardless of its effect.

Occurrence

Chaos is a rare brand from a scroll of brand weapon; this is the only way for ranged weapons to receive this brand. Chaos weapons may be gifted by Xom (though not necessarily to the player), and various Xom altar vaults have chaotic weapons. Crazy Yiuf always wields a quarterstaff of chaos, and Psyche often has a dagger of chaos.

Strategy

Chaos is a fickle mistress. When you're using chaos, it can slow or petrify your enemies, essentially killing them... or it can haste and frenzy them, turning them into much greater threats. While chaos is more likely to help you (the attacker), given enough time, you'll eventually end up 'misfiring'. In the early game, chaos is especially risky, since you'll be unlikely to handle the worst effects from it. However, even in the late game, hasting monsters is no joke; you'll often want a more reliable brand.

If you do decide to use chaos, you should prefer weapons with fast attack speed (such as quick blades and demon whips). These weapons inflict chaos effects, which are usually good, more often. It can also be nice on Ranged Weapons, because if you buff an enemy, you'll have space to react.

Monster with chaos, in turn, may put you to sleep, briefly paralyse you, berserk you, etc., leading to potentially fatal situations. Great care should be taken against enemies with chaos attacks.

History

  • Prior to 0.31, distortion was a possible brand choice for chaos, meaning that chaos attacks could cause banishment. Chaos-inflicted paralysis could last multiple turns, and confusion checked willpower. Weakness, corrosion, vulnerability, vitrification, sleep, and ensnaring were not possible, whereas chaos attacks could turn monsters into shapeshifters or grant agility. Berserk was replaced with frenzy in the list of effects in this version. Also, chaos attacks could clone monsters (including their equipment) instead of creating durably summoned copies.
  • Prior to 0.30, chaos attacks could make the target invisible instead of giving resistance to elements.
  • Prior to 0.25, chaos could inflict random miscast effects instead of the might and agility effects.
  • Prior to 0.20, there was a rare chance of healing the target.
  • Prior to 0.19, invalid effects could still be rolled with reduced probability.
  • Prior to 0.18, ranged weapon ammo could have brands, including the chaos brand.
  • Between 0.16 and 0.18, the chaos brand could move nearby stairs.
  • Prior to 0.14, weapons of chaos could shaft or polymorph the attacker. Also, gods would forgive the player for disliked effects produced by chaos effects.

References

Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver