Difference between revisions of "Paralysis"

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:''This page is about the [[status effect]]. For the monster spell, see [[Paralyse]].''
 
:''This page is about the [[status effect]]. For the monster spell, see [[Paralyse]].''
 
{{flavour|You are paralysed, and completely unable to act.}}
 
{{flavour|You are paralysed, and completely unable to act.}}
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When paralysed:
 
When paralysed:
 
*Creatures are unable to act.
 
*Creatures are unable to act.
*[[EV]] is set to almost zero, <code>2 + [[Evasion#Base EV|size_factor]]</code>, for players (plus any [[Repulsion Field]] mutation). For monsters, EV is set to 0.
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*[[EV]] is set to almost 0, <code>2 + [[Evasion#Base EV|size_factor]]</code> for players, and set to 0 EV for monsters.
 
*[[SH]] is set to 0.
 
*[[SH]] is set to 0.
 
*Monsters are vulnerable to high-tier [[stab]]s.
 
*Monsters are vulnerable to high-tier [[stab]]s.
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*The spell [[Paralyse]], including [[wand of paralysis]] (2-5 turns for the player, must overcome the victim's [[willpower]])
 
*The spell [[Paralyse]], including [[wand of paralysis]] (2-5 turns for the player, must overcome the victim's [[willpower]])
 
*The melee attacks of a [[hornet]] or [[jorogumo]] (1-3 turns; [[poison resistance]] blocks 2/3 of the time; poison immunity prevents it.)
 
*The melee attacks of a [[hornet]] or [[jorogumo]] (1-3 turns; [[poison resistance]] blocks 2/3 of the time; poison immunity prevents it.)
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*The melee attacks of a [[formless jellyfish]] (1 turn; [[poison resistance]] blocks 2/3 of the time; poison immunity prevents it.)
  
 
Other sources are irresistible for non-Formicids:
 
Other sources are irresistible for non-Formicids:
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*[[Starcursed mass]]es' shrieking, when 5+ are in sight (1 turn)
 
*[[Starcursed mass]]es' shrieking, when 5+ are in sight (1 turn)
 
*[[Zot trap]]s (2-5 turns)
 
*[[Zot trap]]s (2-5 turns)
*A [[floating eye]]'s gaze attack (2-4 turns)
 
 
*[[Uskayaw]]'s or [[Zin]]'s wrath (2-5 turns)
 
*[[Uskayaw]]'s or [[Zin]]'s wrath (2-5 turns)
 
*Cancelling [[Death's Door]] with [[Borgnjor's Revivification]] (2-5 turns)
 
*Cancelling [[Death's Door]] with [[Borgnjor's Revivification]] (2-5 turns)
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*The '''[[Paralyse]] spell''' requires line of fire. Spells can't be cast when a monster is [[silence]]d or [[waterlog]]ged. [[Willpower]] can protect against it, though it takes high will to reach 0% success. [[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. See the table below for more details.
 
*The '''[[Paralyse]] spell''' requires line of fire. Spells can't be cast when a monster is [[silence]]d or [[waterlog]]ged. [[Willpower]] can protect against it, though it takes high will to reach 0% success. [[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. See the table below for more details.
  
*'''[[Hornet]]s''' are fast enemies which can paralyse on melee. [[Wand]]s can often kill or [[wand of polymorph|polymorph]] a hornet with some Evocations training. [[Lignification]] can make it very unlikely for a hornet to kill you by itself, due to [[Tree Form]]'s rPois and increased AC.
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*'''[[Hornet]]s''' are fast enemies which can paralyse on melee. Poison resistance gives a chance to resist the paralysis, but only poison immunity can prevent it. [[Wand]]s can often kill or [[wand of polymorph|polymorph]] a hornet with some Evocations training. [[Lignification]] can make it very unlikely for a hornet to kill you by itself, due to [[Tree Form]]'s rPois and increased AC.
  
*'''[[Floating eye]]s''' have an irresistible, [[smite-targeted]] paralysis that ignores willpower. However, floating eyes are frail, have almost no [[willpower]] of their own, and take a minimum of 2 turns to charge. Attacks that pierce enemies and never miss (such as [[lightning rod]]s or [[Airstrike]]) are great. If all else, a [[scroll of fear]] has a 98% chance of working, allowing you to delay paralysis for a bit.
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*'''[[Jorogumo]]''' are also fast enemies with a paralysis melee attack. Their melee works in the same way as hornets', but jorogumo have much better defenses and willpower, in addition to some dangerous ranged spells.
: The [[teleport]] status still functions on paralysed players, so it can be used as a last-ditch escape option. But fear is more likely to work.
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*'''[[Air elemental]]s''' only paralyse for one turn, but when you're in range of a bunch of dangerous opponents, that can be lethal. Evasive, but relatively frail, try to target them with strong never-missing attacks (e.g. [[Lee's Rapid Deconstruction]], [[Airstrike]], or high Evocations [[wand of iceblast]]. A [[tin of tremorstones]] can miss, but is very accurate.)
  
 
*'''[[Zot trap]]s''' require you or a monster to step on it, and the trap has to be in your [[LOS]] in order for it to function. Zot traps have a number of other nasty effects, so should be avoided if at all possible.
 
*'''[[Zot trap]]s''' require you or a monster to step on it, and the trap has to be in your [[LOS]] in order for it to function. Zot traps have a number of other nasty effects, so should be avoided if at all possible.

Latest revision as of 20:09, 30 April 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
This page is about the status effect. For the monster spell, see Paralyse.
You are paralysed, and completely unable to act.

Paralysis is a status effect which renders a player or monster unable to move or act for a period of time.

Effect

When paralysed:

  • Creatures are unable to act.
  • EV is set to almost 0, 2 + size_factor for players, and set to 0 EV for monsters.
  • SH is set to 0.
  • Monsters are vulnerable to high-tier stabs.

Once paralysis ends, players get a brief (1-3 turns) period of immunity to all sources of paralysis. Unlike sleep, paralysis doesn't end on hit. Unlike petrification, there is no special damage resistance.

Formicids are immune to paralysis due to their stasis.

Sources

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

Sources of paralysis that can be resisted 100% of the time:

Other sources are irresistible for non-Formicids:

Strategy

If a monster's paralysis can last for more than a single turn, it should be treated as instant death. Most monsters can kill you if you give them 4-5 free turns. Multiple monsters can definitely kill you in 4-5 turns. Even a single turn can cause a huge spike of damage. Having your EV and SH set to 0 is just the cherry on top; paralysis is nasty even for players with high AC.

Generally, you should avoid paralysis as much as possible. Even a < 1% chance of instant death is too much for streak play.

Tips & Tricks

Most sources of paralysis can be dealt with using one way or another:

  • The Paralyse spell requires line of fire. Spells can't be cast when a monster is silenced or waterlogged. Willpower can protect against it, though it takes high will to reach 0% success. Racial willpower matters if you want to reach 0% paralysis. See the table below for more details.
  • Hornets are fast enemies which can paralyse on melee. Poison resistance gives a chance to resist the paralysis, but only poison immunity can prevent it. Wands can often kill or polymorph a hornet with some Evocations training. Lignification can make it very unlikely for a hornet to kill you by itself, due to Tree Form's rPois and increased AC.
  • Jorogumo are also fast enemies with a paralysis melee attack. Their melee works in the same way as hornets', but jorogumo have much better defenses and willpower, in addition to some dangerous ranged spells.
  • Zot traps require you or a monster to step on it, and the trap has to be in your LOS in order for it to function. Zot traps have a number of other nasty effects, so should be avoided if at all possible.

Paralysis Spell Table

For the Paralyse spell (and no other source of paralysis), willpower can resist the effects. Stronger monsters are generally harder to resist. The following amounts of willpower give a 100% chance of resisting - that is, a 0% chance of being paralysed.

Willpower & XL required for 0% paralysis against common monsters
Monster Will Human (+3 Will/XL) Oni (+4 Will/XL) Mummy (+5 Will/XL) Felid (+6 Will/XL) Spriggan (+7 Will/XL)
Orc sorcerer 135 XL 19 + Will++
External Will+++
XL 14 + Will++ XL 19 + Will+
XL 11 + Will++
XL 16 + Will+
External Will++
XL 20
XL 14 + Will+
Ogre mage 139 XL 20 + Will++
External Will+++
XL 15 + Will++ XL 20 + Will+
XL 12 + Will++
XL 17 + Will+
External Will++
XL 20
XL 15 + Will+
Vampire knight 143 XL 21 + Will++
External Will+++
XL 16 + Will++ XL 21 + Will+
External Will++
XL 24
XL 18 + Will+
XL 21
XL 15 + Will+
Fenstrider witch
Sphinx
154 XL 25 + Will++
External Will+++
XL 19 + Will++ XL 23 + Will+
External Will++
XL 19 + Will+ XL 22
XL 17 + Will+
Dread lich 172 External Will+++ XL 23 + Will++ XL 27 + Will+
XL 18 + Will++
XL 22 + Will+
External Will++
XL 25
XL 19 + Will+

Reading the table:

In-game, willpower is measured by pips of "Will+". But willpower is actually a number from 0-200, with each Will+ adding +40. Every level, you gain a small amount of will dependent on your species. This is relevant when you're trying to reach 0% success - just having Will+++ may not be enough.

A Human requires XL 19 and 2 rings of willpower (or any 2 sources of Will+ beyond level bonus) to reach 0% against an orc sorcerer's paralyse. A Human at XL 19 that displays Will++ in the % screen does not fully resist a sorcerer. Some cases of low XL are omitted for brevity; Humans technically require XL 5 with external Will+++ to fully resist orc sorcerers.

For absolute safety, make sure to x v a monster to make sure that a given spell actually has 0% success.

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