Difference between revisions of "Draining"

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m (Player Effect: The credit for spotting this *trick* goes to Beargit. And yes, this allows spamming +Invis and ignoring the Zot clock for just ~3 piety)
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'''Draining''' is an effect that withers its victim, reducing their power. Its exact effect varies depending on whether the target is a monster or the player character.
 
'''Draining''' is an effect that withers its victim, reducing their power. Its exact effect varies depending on whether the target is a monster or the player character.
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==Effect==
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===Player===
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The Drained status temporarily reduces the player's maximum [[HP]], dependent on the amount of draining. It can stack until you have 1 max HP left. Draining won't wear off over time, but it can be cured as you gain [[XP]]. The drain status does not reduce the amount of XP you get.
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[[Elyvilon]]'s Purification cures all draining.
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===Monster===
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The Drained status temporarily reduces monster [[hit dice]], which lowers their [[spell power]], melee [[accuracy]], [[willpower]], and a few other things. This effect can stack. For monsters, draining will wear off over time.
  
 
==Sources==
 
==Sources==
The following sources derive from negative energy, and can be resisted by [[Life Protection]]:
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The following sources derive from negative energy, and can be resisted by [[Life Protection]] (rNeg):
 
*The titular [[draining (brand)|draining weapon brand]].
 
*The titular [[draining (brand)|draining weapon brand]].
 
*[[:Category:Drain experience flavour|Melee attacks]] of [[necrophage]]s, [[wight]]s, and some other monsters.
 
*[[:Category:Drain experience flavour|Melee attacks]] of [[necrophage]]s, [[wight]]s, and some other monsters.
*[[Negative energy]] damage or [[Necromancy|necromantic]] miscasts.
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*Certain types of [[negative energy]] damage, like [[Bolt of Draining]] and [[Necromancy|necromantic]] miscasts.
 
*[[Death curse]]s from a [[list of mummies|mummy]].
 
*[[Death curse]]s from a [[list of mummies|mummy]].
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*[[Kikubaaqudgha]]'s wrath.
  
 
The following sources are unrelated to negative energy:
 
The following sources are unrelated to negative energy:
*Removing an [[artefact]] with the *Drain property.
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*Removing an [[artefact]] with the ^Drain property.
 
*Remaining airborne above lethal terrain after your temporary [[flight]] has expired.
 
*Remaining airborne above lethal terrain after your temporary [[flight]] has expired.
 
*Evoking an item with the [[Invisibility (ego)|invisibility]] ego (regardless of success).
 
*Evoking an item with the [[Invisibility (ego)|invisibility]] ego (regardless of success).
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*Casting [[Cigotuvi's Dreadful Rot]]
 
*Using [[Formicid]]'s digging ability.
 
*Using [[Formicid]]'s digging ability.
 
*[[Ru]]'s divine abilities.
 
*[[Ru]]'s divine abilities.
 
*[[Hell's mystical force]].
 
*[[Hell's mystical force]].
*The [[Zot clock]] running out.
 
 
==Player Effect==
 
Draining effects directed against the player will temporarily reduce their maximum [[HP]]. At extreme levels of draining, you could be drained all the way to down 1 HP. These drained HP won't heal over time, but will gradually recover as you gain [[experience]] until it is restored entirely. The worse the drain, the longer it'll take to work off the effect; be especially wary when fighting while heavily drained.
 
 
Late-game characters that have had the misfortune to be heavily drained may wish to seek out a relatively non-threatening side branch (such as the [[Elven Halls]]) in order to recover some of their health. Of course, gaining more experience in a challenging branch tends to remove the draining more quickly.
 
 
Being drained by at least 90% of your natural maximum HP (10% max HP left) will cause the [[Zot clock]] to kill you instead of drain you.
 
 
Followers of [[Elyvilon]] can restore all drained HP by using Purification, which costs only 2-4 piety.
 
 
===Resistance===
 
Draining from the brand and spells count as Necromancy, and as such can be reduced with [[negative energy]] resistance; damage and draining are reduced by 50/75/100%, depending on how many ranks of resistance you have.
 
  
Any source unrelated to negative energy can not be resisted; even [[undead]] players will be drained.
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==Resistance==
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Any draining that is derived from [[negative energy]] is resisted by negative energy resistance. Monsters that are [[demonic]], [[undead]], [[nonliving]], or have one level of rN+ are immune to negative energy, thus immune to any sort of draining the player can inflict. For players, rN+ reduces draining by 50% / 75% / 100% for 1 / 2 / 3 levels, respectively.
  
==Monster Effect==
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Anything unrelated to negative energy cannot be resisted by any means. [[Elyvilon]]'s Purification still works, however.
When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer [[hit dice]] than it actually does. This reduces the strength of their attacks and spells as well as their [[willpower]], but not HP. This status effect can be stacked through multiple hits, but will wear off over time.
 
  
All [[demon]]s, [[undead]], and [[:Category:Nonliving holiness|non-living creatures]] are completely immune to draining, as are any [[:Category:Natural holiness|natural]] monsters with at least one rank of negative energy resistance.
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==Tips & Tricks==
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*Late-game characters that have had the misfortune to be heavily drained may wish to seek out a relatively non-threatening side branch (such as the [[Elven Halls]]) in order to recover some of their health. Of course, gaining more experience in a challenging branch tends to remove the draining more quickly.
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*Against monsters, drain can be an effective debuff. Attacking over and over with a draining weapon will stack the status, greatly hindering the enemy. Draining weapons are ineffective against demonic/undead/nonliving foes, however.
  
 
==History==
 
==History==
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*Prior to [[0.30]], the [[Zot clock]] inflicted drain instead of permanently reducing your maximum HP.
 
*Prior to [[0.29]], the Zot clock did not drain you or check draining.
 
*Prior to [[0.29]], the Zot clock did not drain you or check draining.
*Prior to [[0.28]], plant-holiness monsters were innately immune to negative energy (thus, draining).
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*Prior to [[0.28]], plant-holiness monsters were innately immune to negative energy (thus, immune to draining as well).
 
*Prior to [[0.26]], draining temporarily reduced a player's [[skills]] instead of their maximum HP.
 
*Prior to [[0.26]], draining temporarily reduced a player's [[skills]] instead of their maximum HP.
 
*Prior to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
 
*Prior to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
 
*Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.
 
*Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.
 
*Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience to make up for it. This version of draining had no impact on your skills.
 
*Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience to make up for it. This version of draining had no impact on your skills.

Latest revision as of 21:24, 14 June 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Draining is an effect that withers its victim, reducing their power. Its exact effect varies depending on whether the target is a monster or the player character.

Effect

Player

The Drained status temporarily reduces the player's maximum HP, dependent on the amount of draining. It can stack until you have 1 max HP left. Draining won't wear off over time, but it can be cured as you gain XP. The drain status does not reduce the amount of XP you get.

Elyvilon's Purification cures all draining.

Monster

The Drained status temporarily reduces monster hit dice, which lowers their spell power, melee accuracy, willpower, and a few other things. This effect can stack. For monsters, draining will wear off over time.

Sources

The following sources derive from negative energy, and can be resisted by Life Protection (rNeg):

The following sources are unrelated to negative energy:

Resistance

Any draining that is derived from negative energy is resisted by negative energy resistance. Monsters that are demonic, undead, nonliving, or have one level of rN+ are immune to negative energy, thus immune to any sort of draining the player can inflict. For players, rN+ reduces draining by 50% / 75% / 100% for 1 / 2 / 3 levels, respectively.

Anything unrelated to negative energy cannot be resisted by any means. Elyvilon's Purification still works, however.

Tips & Tricks

  • Late-game characters that have had the misfortune to be heavily drained may wish to seek out a relatively non-threatening side branch (such as the Elven Halls) in order to recover some of their health. Of course, gaining more experience in a challenging branch tends to remove the draining more quickly.
  • Against monsters, drain can be an effective debuff. Attacking over and over with a draining weapon will stack the status, greatly hindering the enemy. Draining weapons are ineffective against demonic/undead/nonliving foes, however.

History

  • Prior to 0.30, the Zot clock inflicted drain instead of permanently reducing your maximum HP.
  • Prior to 0.29, the Zot clock did not drain you or check draining.
  • Prior to 0.28, plant-holiness monsters were innately immune to negative energy (thus, immune to draining as well).
  • Prior to 0.26, draining temporarily reduced a player's skills instead of their maximum HP.
  • Prior to 0.16, negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
  • Prior to 0.15, draining monsters would permanently reduce their HD, making them slightly less dangerous, reducing their XP value, and eventually killing them outright if they hit 0 HD.
  • Prior to 0.13, getting drained would damage your character's experience, potentially forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience to make up for it. This version of draining had no impact on your skills.