Difference between revisions of "Sleep"

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Monsters (and [[you]]!) can be put to '''sleep''' by a number of different means:
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{{flavour|Puts a targeted creature to sleep. Taking damage will typically wake the target, and loud sounds can potentially do so as well.}}
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'''Sleep''' is a status effect and monster-only spell. It prevents the target from moving or attacking until woken up.
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==Effect==
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Being asleep has the following effects:
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*Creatures are unable to act until woken up.
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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.
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*[[SH]] is set to 0.
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*Players take 2.5x damage in melee.<ref>{{source ref|0.32.0|melee-attack.cc|4273}}</ref>
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*Monsters are vulnerable to high-tier [[stab]]s.
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**Monsters take 2.5x damage from other monsters' melee attacks.
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Both players and monsters will wake up after taking any amount of damage. Monsters can also wake up if you fail a [[stealth]] check, or if they hear a [[noise]].
  
*The [[Ensorcelled Hibernation]] spell, which can be cast by the player and a couple of monster types: [[player ghost]]s and some [[pandemonium lord]]s;
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===Sleepwalking===
*The [[Sleep]] spell from certain monsters; and
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Monsters that are asleep and [[confuse]]d at the same time will exhibit '''sleepwalking'''. They are vulnerable to high-tier stabs, but wander around as if they were confused. They can wake up, as with the normal sleep condition, though this doesn't end the confusion status.
*The [[Dream Dust]] ability of [[dream sheep]].
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Usually, this requires the monster to be confused, then put to sleep, since most ways of confusion will wake a monster up. The spell [[Alistair's Intoxication]] can confuse sleeping monsters, however.
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===Immunity===
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For players, you can be immune by being undead ([[Ghoul]], [[Mummy]], bloodless [[Vampire]]), nonliving ([[Gargoyle]], [[Djinni]]), by having [[clarity]], or being [[berserk]]. Undead/nonliving [[transformation]]s (such as [[Statue Form]] or [[Storm Form]]) are also immune.
  
[[Undead]], [[nonliving]], [[plant]]s, and [[berserk]] creatures or creatures with [[clarity]] can't be put to sleep<ref>{{source ref|0.24.0|actor.cc|172}}</ref>. Creatures with [[cold resistance]] are immune to [[Ensorcelled Hibernation]], but not to other sources of sleep.
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[[Undead]], [[nonliving]], and [[plant]] monsters cannot be put to sleep, but they can still generate "dormant".<ref>{{source ref|0.32.0|actor.cc|162}}</ref> [[Berserk]] monsters and monsters that have slept recently are immune to sleep.
  
Monsters are usually asleep at the time that they are generated (or "dormant", if incapable of sleep).
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==Sources==
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Other than the Sleep spell, the sleep status can be inflicted by the following:
  
Sleeping monsters can be woken by nearby [[noise]] or by the player failing a [[stealth]] check, and will always wake if they are attacked (unless they are killed by the attack). [[Stab]]bing is very effective against sleeping monsters.
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*The [[Ensorcelled Hibernation]] spell ([[cold resistance]] renders immunity).
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*The ''Sleep'' [[attack flavour]] of [[sleepcap]]s.
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*The [[Dream Dust]] ability of [[dream sheep]].
  
The player character will always wake if he/she takes any amount of damage.
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Monsters are usually asleep at the time that they are generated (or "dormant", if incapable of sleep).
  
 
==Monster Spell==
 
==Monster Spell==
{{flavour|Puts a targeted creature to sleep. Taking damage will typically wake the target, and loud sounds can potentially do so as well.}}
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The Sleep spell attempts to put the target to sleep. It must have line of fire, and can be resisted by [[willpower]].
The '''Sleep''' spell attempts to put its target to sleep. It is affected by [[magic resistance]].
 
  
 
{{monsters with spell}}
 
{{monsters with spell}}

Latest revision as of 22:07, 17 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Puts a targeted creature to sleep. Taking damage will typically wake the target, and loud sounds can potentially do so as well.

Sleep is a status effect and monster-only spell. It prevents the target from moving or attacking until woken up.

Effect

Being asleep has the following effects:

  • Creatures are unable to act until woken up.
  • EV is set to almost 0, 2 + size_factor for players, and set to 0 EV for monsters.
  • SH is set to 0.
  • Players take 2.5x damage in melee.[1]
  • Monsters are vulnerable to high-tier stabs.
    • Monsters take 2.5x damage from other monsters' melee attacks.

Both players and monsters will wake up after taking any amount of damage. Monsters can also wake up if you fail a stealth check, or if they hear a noise.

Sleepwalking

Monsters that are asleep and confused at the same time will exhibit sleepwalking. They are vulnerable to high-tier stabs, but wander around as if they were confused. They can wake up, as with the normal sleep condition, though this doesn't end the confusion status.

Usually, this requires the monster to be confused, then put to sleep, since most ways of confusion will wake a monster up. The spell Alistair's Intoxication can confuse sleeping monsters, however.

Immunity

For players, you can be immune by being undead (Ghoul, Mummy, bloodless Vampire), nonliving (Gargoyle, Djinni), by having clarity, or being berserk. Undead/nonliving transformations (such as Statue Form or Storm Form) are also immune.

Undead, nonliving, and plant monsters cannot be put to sleep, but they can still generate "dormant".[2] Berserk monsters and monsters that have slept recently are immune to sleep.

Sources

Other than the Sleep spell, the sleep status can be inflicted by the following:

Monsters are usually asleep at the time that they are generated (or "dormant", if incapable of sleep).

Monster Spell

The Sleep spell attempts to put the target to sleep. It must have line of fire, and can be resisted by willpower.

The following enemies cast Sleep:

The following enemies may be able to cast Sleep, depending on their spell set:

History

  • Prior to 0.24, needles of sleeping existed.
  • Prior to 0.15, monsters would tend to fall asleep if enough time has passed since they last encountered the player.

References