Difference between revisions of "Resistance"

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''For the ego found on robes and shields, see [[resistance (ego)]].''
 
''For the ego found on robes and shields, see [[resistance (ego)]].''
  
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==Types of resistance==
 
==Types of resistance==
There are five "major" resistances.  These are commonly granted by items, spells, or species-specific or random [[mutation]]s:
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There are six "major" resistances.  These are commonly granted by items, spells, or species-specific or random [[mutation]]s:
  
 
* [[Fire]] resistance
 
* [[Fire]] resistance
 
* [[Cold]] resistance
 
* [[Cold]] resistance
* [[Negative energy]] resistance (aka life protection), which is resistance against [[draining]] attacks, [[Necromancy|necromantic magic]], etc.
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* [[Negative energy]] resistance (life protection), which is resistance against [[draining]] attacks, [[Necromancy|necromantic magic]], etc.
 
* [[Electricity]] resistance
 
* [[Electricity]] resistance
 +
* [[Corrosion]] (acid) resistance
 
* [[Poison]] resistance
 
* [[Poison]] resistance
 +
The degrees to which characters may have resistance to these elements vary from resistance to resistance <ref>{{source ref|0.29.1|fight.cc|595}}</ref>:
  
The degrees to which characters may have resistance to these elements vary from resistance to resistance:
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* '''Fire/Cold resistance:''' 3 levels of resistance and vulnerability. Any level of vulnerability increases damage done by 50% from missile attacks and 100% from melee attacks and clouds. All player sources of resistance/vulnerability stack.
 
+
* '''Negative Energy resistance:''' 3 levels of resistance, no vulnerability.  All sources stack, and rN+++ provides complete immunity.
* Fire/cold resistance: can vary from rF/rC--- to rF/rC+++. Having any level of vulnerability increases damage done by 50% from missile attacks and 100% from melee attacks and clouds, but a character with rF--- will take no more damage from fire attacks than a character with rF-. All player sources of resistance/vulnerability stack.
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* '''Electricity:''' 1 level of resistance, no vulnerability (see below). Level gives 66% damage reduction.
* Negative energy resistance: can vary from none to rN+++.  All sources stack, and rN+++ provides complete immunity.  Vulnerability does not exist.
+
**Followers of [[Qazlal]] can get 1 level of shock vulnerability if they get under [[penance]].
* Electricity resistance: Player can only have one level, rElec, which provides 66% damage reduction.  Vulnerability does not exist, and sources do not stack.
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* '''Acid resistance:''' 1 level of resistance, no vulnerability. Level gives 50% chance to resist [[corrosion]] and 50% damage reduction.
* Poison: The player can have four levels: rPois-, none, rPois, or rPois∞.  Vulnerability is obtained by being in [[Spider Form]], being under the effects of the [[Virulence]] spell, or from [[artefact]]s with rP-, while immunity (rPois∞) is obtained by being undead or a [[Gargoyle]], including being in [[Lichform]] or [[Statue Form]]. Sources of rPois do not generally stack, with one exception: poison vulnerability and poison resistance will cancel each other out to leave a character with no resistance.
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* '''Poison resistance:''' 1 level of resistance and vulnerability. rPois does not stack, though any amount of poison resistance and poison vulnerability cancel each other out.
 +
** '''Poison Immunity''': rPois∞, a full immunity, is obtained via [[species]], an [[staff of Olgreb|unrand]], or special forms. Unable to be vulnerable.
  
 
==Damage reduction==
 
==Damage reduction==
Monsters and players with resistance will take less damage (or no damage) from a resisted attack.  Some attacks are only partly resisted &ndash; for instance, only 45% of the damage from [[Fire Storm]] will have resistance (or vulnerability) applied to it.
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Monsters and players with resistance will take less or no damage from a resisted attack.  Some attacks are only partly resisted &ndash; for instance, only 45% of the damage from [[Fire Storm]] will have resistance (or vulnerability) applied to it.
  
Resistance is more effective vs. [[Sticky Flame]], [[electrical]] attacks, and [[miasma]].
+
Resistance is more effective vs. [[Sticky Flame]] and [[miasma]]. Note that players can only gain 1 level of rElec / rPois / rCorr from natural means. Certain forms and monsters may have more.
  
The damage reduction for players is:
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The damage reduction for players (except for negative energy) is:
 
{| class="wikitable"
 
{| class="wikitable"
! Player Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.
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! Player Resistance level !! Damage taken !! Dam. vs. sticky/mias.
 
|-
 
|-
 
| 1 || 50% || 33%
 
| 1 || 50% || 33%
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| 3 || 20% || 17%
 
| 3 || 20% || 17%
 
|}
 
|}
 
Note that players can only ever gain one level of electricity resistance.  Monsters, however, can have more than one.
 
  
 
Monsters' resistance is more effective:
 
Monsters' resistance is more effective:
 
{| class="wikitable"
 
{| class="wikitable"
! Monster Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.
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! Monster Resistance level !! Damage taken !! Dam. vs. sticky/mias.
 
|-
 
|-
 
| 1 || 50% || 33%
 
| 1 || 50% || 33%
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|-
 
|-
 
| 3 || 0% || 0%
 
| 3 || 0% || 0%
 +
|}
 +
 +
Negative energy is handled differently:
 +
{| class="wikitable"
 +
! rNeg !! 0 !! 1 !! 2 !! 3
 +
|-
 +
!Players
 +
| 100% || 66% || 33% || 0%
 +
|-
 +
!Monsters
 +
| 100% || 0% || 0% || 0%
 
|}
 
|}
  
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==Gaining Resistances==
 
==Gaining Resistances==
 
*Quaffing a [[potion of resistance]] will give you one level of fire, cold, electricity, corrosion and poison resistance for a while.
 
*Quaffing a [[potion of resistance]] will give you one level of fire, cold, electricity, corrosion and poison resistance for a while.
*Various [[dragon (monster)|dragon]] hides or armours, as well as other [[ego]] armour, will provide various major or minor resistances if worn.
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*Various [[dragon scales]], as well as other [[ego]] armour, will provide various major or minor resistances if worn.
*Most resistances (not electricity) can be gained by wearing particular (standard) items of [[jewellery]].
+
*Most resistances (not electricity) can be gained by wearing particular (standard) [[ring]]s.
 
*[[Artifact]]s may provide one or more resistances, including electricity resistance and some of the "minor resistances" below.
 
*[[Artifact]]s may provide one or more resistances, including electricity resistance and some of the "minor resistances" below.
 
*All major resistances can be gained through a corresponding [[mutation]] (although only [[demonspawn]] can gain the life protection mutation).
 
*All major resistances can be gained through a corresponding [[mutation]] (although only [[demonspawn]] can gain the life protection mutation).
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==Minor Resistances==
 
==Minor Resistances==
 
There are also a few "minor" resistances which come from specific items or species characteristics.   
 
There are also a few "minor" resistances which come from specific items or species characteristics.   
*[[Acid]] resistance protects you from acid damage and gives you a 50% chance to resist each instance of [[corrosion]]. It can come from a [[ring of resist corrosion]], wearing [[acid dragon scales]], being a [[draconian|yellow draconian]], rank 3 of the [[Yellow Scales]] mutation, some [[randart]]s, the unrands [[Maxwell's patent armour]] and [[Punk]], or having at least *** piety with [[Jiyva]].
+
*[[Steam]] resistance from [[steam dragon scales]]. Fire resistance will also grant some resistance to steam.
*[[Steam]] resistance from [[steam dragon armour]]. Fire resistance will also grant some resistance to steam.
+
*[[Torment]] resistance will reduce damage from monsters casting [[Symbol of Torment]] or when using a [[scroll of torment]]. Being undead or in [[Dithmenos]]'s [[Shadow Form]] provides full resistance, following [[Kikubaaqudgha]] will sometimes prevent torment damage, and having the [[Hurl Damnation (mutation)|Hurl Damnation]] demonspawn mutation, being a gargoyle, or being in Statue Form each reduce torment damage by half. All other adventurers must rely on mitigating torment damage with negative energy resistance.
*[[Rot]] resistance comes from being [[undead]] (including being in [[lich form]]). It does not protect [[ghoul]]s against their own random rotting, and all undead will rot instead of mutating. [[Vine stalker]]s, characters in [[Statue Form]], and [[demonspawn]] with the [[Foul Stench]] mutation also receive rot resistance. Rot resistance also confers resistance to [[sickness]] and immunity to [[miasma]].
 
*[[Torment]] resistance will reduce damage from monsters casting [[Symbol of Torment]] or when using a [[scroll of torment]]. Being undead or in [[Dithmenos]]'s [[Shadow Form]] provides full resistance, having the [[Negative Energy Resistance (mutation)|Negative Energy Resistance]] demonspawn mutation or following [[Kikubaaqudgha]] will sometimes prevent torment damage, and being a gargoyle or in Statue Form reduces torment damage by half. All other adventurers must rely on mitigating torment damage with negative energy resistance.
 
 
*[[Mutation]] resistance comes from the [[Mutation Resistance (mutation)|mutation of that name]], the unrandarts [[Hat of the Alchemist]] or [[Lajatang of Order]], or high piety with [[Zin]]. The unrandarts and ranks 1 and 2 of the mutation have a 66% prevent you from mutating, while Zin's protection scales with piety, reaching 100% at maximum. Rank 3 of the mutation also provides 100% protection from mutations (as well as mutation removal). Additionally, having previous mutations may allow you to resist gaining new ones (though that may remove some of them in the process). Undead will always rot instead of mutating, but mutation resistance will block that rotting with the same frequency it would block mutation for a living character.
 
*[[Mutation]] resistance comes from the [[Mutation Resistance (mutation)|mutation of that name]], the unrandarts [[Hat of the Alchemist]] or [[Lajatang of Order]], or high piety with [[Zin]]. The unrandarts and ranks 1 and 2 of the mutation have a 66% prevent you from mutating, while Zin's protection scales with piety, reaching 100% at maximum. Rank 3 of the mutation also provides 100% protection from mutations (as well as mutation removal). Additionally, having previous mutations may allow you to resist gaining new ones (though that may remove some of them in the process). Undead will always rot instead of mutating, but mutation resistance will block that rotting with the same frequency it would block mutation for a living character.
 
*A few other intrinsics act like specialized resistances: [[clarity]] (confusion, frenzy, sleep, mesmerization), [[stasis]] (slow, teleport, paralysis, haste)
 
*A few other intrinsics act like specialized resistances: [[clarity]] (confusion, frenzy, sleep, mesmerization), [[stasis]] (slow, teleport, paralysis, haste)
*Although some monsters are resistant to damage from [[damnation]] and [[tornado]], these resistances are not available for players.
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*Although some monsters are immune to damage from [[holy]] or [[damnation]], that is not available for players.
  
 
==History==
 
==History==
*In [[0.18]], the amulets of [[Amulet of resist mutation|resist mutation]], [[Amulet of stasis|stasis]], and [[Amulet of clarity|clarity]] were removed and the [[Amulet of resist corrosion|amulet of resist corrosion]] became a ring. Additionally, mutation resistance from now on only provides a 66% chance to avoid mutations.
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*Prior to [[0.26]], [[rot]] resistance existed.
 +
*In [[0.18]], the amulets of [[Amulet of resist mutation|resist mutation]], [[Amulet of stasis|stasis]], and [[Amulet of clarity|clarity]] were removed and the [[Amulet of resist corrosion|amulet of resist corrosion]] became a ring. Additionally, mutation resistance from now on only provides a 66% chance to avoid mutations. rElec was also changed to reduce by 66%.
 
*Prior to [[0.17]], [[sustain attributes]] was named "sustain abilities", and [[corrosion]] reduced slaying and AC by 3 and 5 respectively instead of giving -4 to both.
 
*Prior to [[0.17]], [[sustain attributes]] was named "sustain abilities", and [[corrosion]] reduced slaying and AC by 3 and 5 respectively instead of giving -4 to both.
*Prior to [[0.15]], wearing a [[cloak of preservation]] was the usual choice to prevent item destruction. The concepts of item destruction and permanent corrosion effects retired at the same time. Prior to 0.15, corrosion instead caused permanent damage to weapons and armor, reducing their enchantment values, possibly into the negatives. Also, potions of resistance did not grant rAcid or rCorr.
+
*Prior to [[0.15]], wearing a [[cloak of preservation]] was the usual choice to prevent item destruction. The concepts of item destruction and permanent corrosion effects retired at the same time. Prior to 0.15, corrosion instead caused permanent damage to weapons and armour, reducing their enchantment values, possibly into the negatives. Also, potions of resistance did not grant rAcid or rCorr.
 
*[[Racial equipment]] variants were removed in [[0.14]], so is gone corrosion resistance of anything of dwarven make.  
 
*[[Racial equipment]] variants were removed in [[0.14]], so is gone corrosion resistance of anything of dwarven make.  
 
*Elemental ([[Fire#Fire Resistance|Fire]], [[Cold#Cold Resistance|Cold]], and [[Electricity#Electricity Resistance|Electricity]]) resistances for players were [[nerf]]ed in [[0.6]].
 
*Elemental ([[Fire#Fire Resistance|Fire]], [[Cold#Cold Resistance|Cold]], and [[Electricity#Electricity Resistance|Electricity]]) resistances for players were [[nerf]]ed in [[0.6]].
 
*[[Poison#Poison Resistance|Poison resistance]] for living characters was nerfed to provide only 90% protection against poisonous melee attacks in [[0.10]].
 
*[[Poison#Poison Resistance|Poison resistance]] for living characters was nerfed to provide only 90% protection against poisonous melee attacks in [[0.10]].
 +
 +
==References==
 +
<references />
  
 
[[Category:Resistance]]
 
[[Category:Resistance]]
 
[[Category:Intrinsic]]
 
[[Category:Intrinsic]]

Latest revision as of 13:25, 28 August 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

For the ego found on robes and shields, see resistance (ego).

Monsters and players may have resistances against various types of damage; these are a subcategory of intrinsics.

Types of resistance

There are six "major" resistances. These are commonly granted by items, spells, or species-specific or random mutations:

The degrees to which characters may have resistance to these elements vary from resistance to resistance [1]:

  • Fire/Cold resistance: 3 levels of resistance and vulnerability. Any level of vulnerability increases damage done by 50% from missile attacks and 100% from melee attacks and clouds. All player sources of resistance/vulnerability stack.
  • Negative Energy resistance: 3 levels of resistance, no vulnerability. All sources stack, and rN+++ provides complete immunity.
  • Electricity: 1 level of resistance, no vulnerability (see below). Level gives 66% damage reduction.
    • Followers of Qazlal can get 1 level of shock vulnerability if they get under penance.
  • Acid resistance: 1 level of resistance, no vulnerability. Level gives 50% chance to resist corrosion and 50% damage reduction.
  • Poison resistance: 1 level of resistance and vulnerability. rPois does not stack, though any amount of poison resistance and poison vulnerability cancel each other out.
    • Poison Immunity: rPois∞, a full immunity, is obtained via species, an unrand, or special forms. Unable to be vulnerable.

Damage reduction

Monsters and players with resistance will take less or no damage from a resisted attack. Some attacks are only partly resisted – for instance, only 45% of the damage from Fire Storm will have resistance (or vulnerability) applied to it.

Resistance is more effective vs. Sticky Flame and miasma. Note that players can only gain 1 level of rElec / rPois / rCorr from natural means. Certain forms and monsters may have more.

The damage reduction for players (except for negative energy) is:

Player Resistance level Damage taken Dam. vs. sticky/mias.
1 50% 33%
2 33% 25%
3 20% 17%

Monsters' resistance is more effective:

Monster Resistance level Damage taken Dam. vs. sticky/mias.
1 50% 33%
2 20% 17%
3 0% 0%

Negative energy is handled differently:

rNeg 0 1 2 3
Players 100% 66% 33% 0%
Monsters 100% 0% 0% 0%

It is also possible for the player to be vulnerable (i.e., to have negative resistance) to fire, cold, or poison. Monsters can be vulnerable to fire, cold, poison, and electricity, and evil creatures (including the player, if undead, demonspawn, or in lichform) are vulnerable to cleansing flame. Vulnerability (of any degree) causes a creature to take 150% normal damage from missiles and 200% damage from all other attacks.

Life protection is handled differently: each level reduces damage taken by a third, meaning level 3 provides total immunity to draining and necromancy. Torment is also resisted by life protection, using yet another formula.

Gaining Resistances

  • Quaffing a potion of resistance will give you one level of fire, cold, electricity, corrosion and poison resistance for a while.
  • Various dragon scales, as well as other ego armour, will provide various major or minor resistances if worn.
  • Most resistances (not electricity) can be gained by wearing particular (standard) rings.
  • Artifacts may provide one or more resistances, including electricity resistance and some of the "minor resistances" below.
  • All major resistances can be gained through a corresponding mutation (although only demonspawn can gain the life protection mutation).
  • Some species have racial resistances or vulnerabilities. Notably, all the playable undead races have at least Cold Resistance 1, Life Protection 3, Poison Resistance, and Immunity To Torment.
  • Many spells in the Transmutations school provide assorted resistances along with their other, more dramatic effects.

Minor Resistances

There are also a few "minor" resistances which come from specific items or species characteristics.

  • Steam resistance from steam dragon scales. Fire resistance will also grant some resistance to steam.
  • Torment resistance will reduce damage from monsters casting Symbol of Torment or when using a scroll of torment. Being undead or in Dithmenos's Shadow Form provides full resistance, following Kikubaaqudgha will sometimes prevent torment damage, and having the Hurl Damnation demonspawn mutation, being a gargoyle, or being in Statue Form each reduce torment damage by half. All other adventurers must rely on mitigating torment damage with negative energy resistance.
  • Mutation resistance comes from the mutation of that name, the unrandarts Hat of the Alchemist or Lajatang of Order, or high piety with Zin. The unrandarts and ranks 1 and 2 of the mutation have a 66% prevent you from mutating, while Zin's protection scales with piety, reaching 100% at maximum. Rank 3 of the mutation also provides 100% protection from mutations (as well as mutation removal). Additionally, having previous mutations may allow you to resist gaining new ones (though that may remove some of them in the process). Undead will always rot instead of mutating, but mutation resistance will block that rotting with the same frequency it would block mutation for a living character.
  • A few other intrinsics act like specialized resistances: clarity (confusion, frenzy, sleep, mesmerization), stasis (slow, teleport, paralysis, haste)
  • Although some monsters are immune to damage from holy or damnation, that is not available for players.

History

  • Prior to 0.26, rot resistance existed.
  • In 0.18, the amulets of resist mutation, stasis, and clarity were removed and the amulet of resist corrosion became a ring. Additionally, mutation resistance from now on only provides a 66% chance to avoid mutations. rElec was also changed to reduce by 66%.
  • Prior to 0.17, sustain attributes was named "sustain abilities", and corrosion reduced slaying and AC by 3 and 5 respectively instead of giving -4 to both.
  • Prior to 0.15, wearing a cloak of preservation was the usual choice to prevent item destruction. The concepts of item destruction and permanent corrosion effects retired at the same time. Prior to 0.15, corrosion instead caused permanent damage to weapons and armour, reducing their enchantment values, possibly into the negatives. Also, potions of resistance did not grant rAcid or rCorr.
  • Racial equipment variants were removed in 0.14, so is gone corrosion resistance of anything of dwarven make.
  • Elemental (Fire, Cold, and Electricity) resistances for players were nerfed in 0.6.
  • Poison resistance for living characters was nerfed to provide only 90% protection against poisonous melee attacks in 0.10.

References

  1. fight.cc:595 (0.29.1)