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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*Monsters are vulnerable to high-tier [[stab]]s.
 
*Monsters are vulnerable to high-tier [[stab]]s.
  
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.
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Once paralysis ends, players get [[stun immunity]] for 1-3 turns, making them immune to paralysis and a few other status effects. Unlike [[petrification]], there is no special damage resistance.
  
 
[[Formicid]]s are immune to paralysis due to their [[stasis]].
 
[[Formicid]]s are immune to paralysis due to their [[stasis]].
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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.
{{Paralysis Spell Table}}
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<!--{{Paralysis Spell Table}} not updated yet --->
  
 
==History==
 
==History==
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*Prior to [[0.33]], paralysis did not grant [[stun immunity]], only immunity to paralysis.
 
*Prior to [[0.29]], the Paralyse spell and godly wrath could last from 2-7 turns.
 
*Prior to [[0.29]], the Paralyse spell and godly wrath could last from 2-7 turns.
 
*Prior to [[0.27]], [[berserk]]ing had a chance to paralyze the player after it ends, and both [[Trog]] and [[Bad_mutations#Berserk|berserkitis]] would protect from it.
 
*Prior to [[0.27]], [[berserk]]ing had a chance to paralyze the player after it ends, and both [[Trog]] and [[Bad_mutations#Berserk|berserkitis]] would protect from it.

Latest revision as of 16:10, 29 November 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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 stun immunity for 1-3 turns, making them immune to paralysis and a few other status effects. 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.

History