Difference between revisions of "Chaos"

From CrawlWiki
Jump to: navigation, search
(classify the true chaos results as good or bad; note that it's about 10% to get something bad)
m (Strategy: also beware of chaos spawn)
 
(25 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{version025}}
+
{{version031}}
'''Chaos''' is a [[brand]] that [[weapon]]s may have. It imitates other brands with each attack producing a random effect.
+
{{flavour|Each time it hits an enemy, it has a different, random effect.}}
 +
'''Chaos''' is a [[brand]] that [[weapon]]s may have. Each attack produces a random effect, many of which imitate other brands.
  
 
==Possible effects==
 
==Possible effects==
 +
Chaos-branded attacks randomly choose a useful effect from the following list. For example, the flaming brand cannot be chosen if the defender is fire-immune, and vampiricism cannot be chosen if the attacker is at full health. If a useless effect is chosen, it is re-rolled. These effects do not check [[willpower]].<ref>{{source ref|0.31|attack.cc|590}}</ref><ref>{{source ref|0.31|attack.cc|780}}</ref>
  
Chaos-branded attacks randomly choose a brand from the following list<ref>{{source ref|0.25.0|attack.cc|751}}</ref>:
+
{|class="wikitable"
 +
! '''Effect''' || '''Probability''' || '''Effect''' || '''Probability''' || '''Effect''' || '''Probability'''
 +
|-
 +
!colspan=2|[[Brand]]s !! colspan=2|Good special effects !! colspan=2|Potentially dangerous special effects
 +
|-
 +
|[[Flaming]] || 13.7%
 +
|[[Confuse]] || 1.96%
 +
|[[Might]] || 1.96%
 +
|-
 +
|[[Freezing]] || 13.7%
 +
|[[Slow]] || 1.63%
 +
|[[Haste]] || 1.96%
 +
|-
 +
|[[Electrocution]] || 13.7%
 +
|[[Weak]]en || 1.63%
 +
|[[Resistance]]** || 1.63%
 +
|-
 +
|[[Venom]] || 13.7%
 +
|[[Vulnerability (status effect)|Halve willpower]] || 1.63%
 +
|[[Frenzy]] || 0.82%
 +
|-
 +
|[[Draining]] || 6.85%
 +
|[[Vitrify]] || 0.82%
 +
|[[Blink]] || 0.82%
 +
|-
 +
|[[Vampiricism]] || 6.85%
 +
|[[Corrosion|Corrode]] || 0.82%
 +
|[[Polymorph]] || 0.33%
 +
|-
 +
|[[Holy wrath]] || 6.85%
 +
|[[Sleep]] || 0.49%
 +
||Create hostile clone || 0.11%
 +
|-
 +
|[[Antimagic]]|| 6.85%
 +
|[[Paralyse]] for 1 turn || 0.49%
 +
|||
 +
|-
 +
|'''Special effects'''|| 17.8%
 +
|[[Petrify]] || 0.49%
 +
|||
 +
|-
 +
|||
 +
|Ensnare in a [[web]]* || 0.49%
 +
|||
 +
|-
 +
|||
 +
|Create allied or neutral clone*** || 0.05%
 +
|||
 +
|}
  
*[[Flaming]] (13.5%)
+
<nowiki>*</nowiki>Can be chosen even if the defender is immune to webs.<br>
*[[Freezing]] (13.5%)
+
<nowiki>**</nowiki>Cannot be chosen if the defender is immune to any of fire, cold, electricity, poison, or acid.<br>
*[[Electrocution]] (13.5%)
+
<nowiki>***</nowiki>Equal chance of allied or neutral.
*[[Venom]] (13.5%)
 
*[[Draining]] (6.75%)
 
*[[Vampiricism]] (6.75%)
 
*[[Holy wrath]] (6.75%)
 
*[[Antimagic]] (6.75%)
 
*[[Confusion]] (2.70%)
 
*[[Distortion]] (2.70%)
 
or one of a variety non-brand "true" chaos effects<ref>{{source ref|0.25.0|attack.cc|582}}</ref>, which can be good for you (3.92%)
 
  
*[[Slow]] (1.96%)
+
Overall, there is an 82.2% chance to pick a damaging brand, vampiricism, or antimagic. There's a 10.5% chance of a good special effect, and a 7.3% chance of a potentially dangerous special effect.
*[[Petrify]] (0.98%)
 
*[[Paralyze|Paralysis]] (0.98%)
 
or good for the defender (8.82%)
 
  
*[[Agility]] (1.96%)
+
Additionally, each strike with the chaos brand has a 1% chance to apply the [[reaping]] effect to its damage.<ref>{{source ref|0.31|attack.cc|910}}</ref> This may result in raising slain enemies as allied [[zombie]]s, depending on the total reaping damage.
*[[Might]] (1.96%)
 
*[[Invisible|Invisibility]] (1.96%)
 
*[[Berserk]] (0.98%)
 
*[[Haste]] (1.96%)
 
or something less easily categorized (0.77%).
 
  
*Cloned (0.19%) - 1/6 chance that the clone becomes neutral, 1/6 chance that the clone becomes an ally, 2/3 chance of remaining the same. If the clone is an ally, then the copy is treated as a summon and will time out eventually.
+
[[God]]s will disapprove of any effects you might call that offend them ([[evil]] effects for the [[good god]]s, haste for [[Cheibriados]]). [[Zin]] abhors chaos, regardless of its effect.
*[[Polymorph|Polymorphed]] (0.39%) into similar or higher HD monster
 
*Turned into a shapeshifter (0.19%) - [[shapeshifter]] (2/3 chance) or [[glowing shapeshifter]] (1/3 chance)
 
 
 
Additionally, each strike with the chaos brand has a 1% chance to apply the [[reaping]] effect to its damage<ref>{{source ref|0.25.0|attack.cc|874}}</ref>, which has a chance to raise the enemy as an allied [[zombie]] depending on the total reaping damage.
 
 
 
Note that hexes produced by this brand don't check [[MR]]. The Chaos brand does not pick useless effects (e.g. flaming brand on a fire elemental). Useless effects are removed from the list, and the odds of the other effects increase proportionally.
 
 
 
Also note that [[god]]s will disapprove of any effects you might call that offend them ([[evil]] effects for the [[good god]]s, haste or berserk for [[Cheibriados]], etc.). If you follow a god that disapproves of an effect that chaos can produce, use it at your own risk.
 
  
 
==Occurrence==
 
==Occurrence==
The brand is gifted by [[Xom]] at random intervals (though not necessarily to the player), and is wielded by Xom's vault guards and the [[unique]]s [[Crazy Yiuf]] and (sometimes) [[Psyche]]. Some [[Pandemonium lord]]s and others have this for a base attack. Taking this brand (usually through Yiuf's quarterstaff or by playing as a [[chaos knight]]) will give you access to extremely powerful effects very early on that will overwhelm most low level monsters. Just understand that chaos is a fickle mistress, and it is only a matter of time before you [[berserk]] an eight headed [[hydra]]. Dropping this in favor of a more reliable brand is recommended as soon as possible.
+
Chaos is a rare brand from a [[scroll of brand weapon]]; this is the only way for [[ranged weapon]]s to receive this brand. Chaos weapons may be gifted by [[Xom]] (though not necessarily to the player), and various Xom altar [[vault]]s have chaotic weapons. [[Crazy Yiuf]] always wields a [[quarterstaff]] of chaos, and [[Psyche]] often has a dagger of chaos.
  
 
==Strategy==
 
==Strategy==
Early game, the possible effects that may be caused by this weapon make it undesirable, due to the inability of early game characters to handle such a situation. However, late game, the brand is extremely powerful; the potential to paralyze, slow, petrify, confuse, etc. can make it quite handy in long battles. The hexes it produces don't check magic resistance; you will be even be able to affect demon lords and other normally magic immune monsters, giving it a fantastic synergy with stabbers. Of course, chaos is a fickle mistress; you may be unlucky (which will happen about 10% of the time) and end up hasting the foe, berserking it, or buffing it in some other manner. (Fortunately, many monsters in the late game can already haste themselves, can't go berserk, or are physically incapable of polymorphing, improving its viability a little.)
+
Chaos is a fickle mistress. When you're using chaos, it can [[slow]] or [[petrify]] your enemies, essentially killing them... or it can [[haste]] and [[frenzy]] them, turning them into much greater threats. While chaos is more likely to help you (the attacker), given enough time, you'll eventually end up 'misfiring'. In the early game, chaos is especially risky, since you'll be unlikely to handle the worst effects from it. However, even in the late game, hasting monsters is no joke; you'll often want a more reliable brand.
 +
 
 +
If you do decide to use chaos, you should prefer weapons with fast attack speed (such as [[quick blade]]s and [[demon whip]]s). These weapons inflict chaos effects, which are usually good, more often. It can also be nice on [[Ranged Weapons]], because if you buff an enemy, you'll have space to react.
  
Of course, that's if you can get your hands on the brand itself. Xom grants it occasionally, but to whom and when is variable. Scrolls of brand weapon have an impressive 3/148 (2%) chance of granting the chaos brand (better chance if your previous brand was more common). Chaos branded weapons are not generated on the floor randomly, and will only be found in the possession of a few uniques and Xom's vault/altar guards.
+
Monster with chaos, in turn, may put you to [[sleep]], briefly [[paralyse]] you, [[berserk]] you, etc., leading to potentially fatal situations. Great care should be taken against enemies with chaos attacks.
  
 
==History==
 
==History==
 +
*Prior to [[0.31]], [[distortion]] was a possible brand choice for chaos, meaning that chaos attacks could cause banishment. Chaos-inflicted paralysis could last multiple turns, and confusion checked willpower. Weakness, corrosion, vulnerability, vitrification, sleep, and ensnaring were not possible, whereas chaos attacks could turn monsters into [[shapeshifter]]s or grant [[agility]]. Berserk was replaced with frenzy in the list of effects in this version. Also, chaos attacks could clone monsters (including their equipment) instead of creating durably summoned copies.
 +
*Prior to [[0.30]], chaos attacks could make the target [[invisible]] instead of giving resistance to elements.
 
*Prior to [[0.25]], chaos could inflict random [[miscast effect]]s instead of the might and agility effects.
 
*Prior to [[0.25]], chaos could inflict random [[miscast effect]]s instead of the might and agility effects.
 
*Prior to [[0.20]], there was a rare chance of healing the target.
 
*Prior to [[0.20]], there was a rare chance of healing the target.
 
*Prior to [[0.19]], invalid effects could still be rolled with reduced probability.
 
*Prior to [[0.19]], invalid effects could still be rolled with reduced probability.
*Prior to [[0.18]], ranged weapon ammo could have brands, including chaos brand.
+
*Prior to [[0.18]], ranged weapon ammo could have brands, including the chaos brand.
*Between [[0.16]] and [[0.18]], chaos brand could move nearby stairs.
+
*Between [[0.16]] and [[0.18]], the chaos brand could move nearby stairs.
*Prior to [[0.14]], chaos weapons could [[shaft]] or [[polymorph]] the attacker. Also, gods would forgive the player for disliked effects produced by chaos effects.
+
*Prior to [[0.14]], weapons of chaos could [[shaft]] or [[polymorph]] the attacker. Also, gods would forgive the player for disliked effects produced by chaos effects.
  
 
==References==
 
==References==

Latest revision as of 05:01, 27 February 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Each time it hits an enemy, it has a different, random effect.

Chaos is a brand that weapons may have. Each attack produces a random effect, many of which imitate other brands.

Possible effects

Chaos-branded attacks randomly choose a useful effect from the following list. For example, the flaming brand cannot be chosen if the defender is fire-immune, and vampiricism cannot be chosen if the attacker is at full health. If a useless effect is chosen, it is re-rolled. These effects do not check willpower.[1][2]

Effect Probability Effect Probability Effect Probability
Brands Good special effects Potentially dangerous special effects
Flaming 13.7% Confuse 1.96% Might 1.96%
Freezing 13.7% Slow 1.63% Haste 1.96%
Electrocution 13.7% Weaken 1.63% Resistance** 1.63%
Venom 13.7% Halve willpower 1.63% Frenzy 0.82%
Draining 6.85% Vitrify 0.82% Blink 0.82%
Vampiricism 6.85% Corrode 0.82% Polymorph 0.33%
Holy wrath 6.85% Sleep 0.49% Create hostile clone 0.11%
Antimagic 6.85% Paralyse for 1 turn 0.49%
Special effects 17.8% Petrify 0.49%
Ensnare in a web* 0.49%
Create allied or neutral clone*** 0.05%

*Can be chosen even if the defender is immune to webs.
**Cannot be chosen if the defender is immune to any of fire, cold, electricity, poison, or acid.
***Equal chance of allied or neutral.

Overall, there is an 82.2% chance to pick a damaging brand, vampiricism, or antimagic. There's a 10.5% chance of a good special effect, and a 7.3% chance of a potentially dangerous special effect.

Additionally, each strike with the chaos brand has a 1% chance to apply the reaping effect to its damage.[3] This may result in raising slain enemies as allied zombies, depending on the total reaping damage.

Gods will disapprove of any effects you might call that offend them (evil effects for the good gods, haste for Cheibriados). Zin abhors chaos, regardless of its effect.

Occurrence

Chaos is a rare brand from a scroll of brand weapon; this is the only way for ranged weapons to receive this brand. Chaos weapons may be gifted by Xom (though not necessarily to the player), and various Xom altar vaults have chaotic weapons. Crazy Yiuf always wields a quarterstaff of chaos, and Psyche often has a dagger of chaos.

Strategy

Chaos is a fickle mistress. When you're using chaos, it can slow or petrify your enemies, essentially killing them... or it can haste and frenzy them, turning them into much greater threats. While chaos is more likely to help you (the attacker), given enough time, you'll eventually end up 'misfiring'. In the early game, chaos is especially risky, since you'll be unlikely to handle the worst effects from it. However, even in the late game, hasting monsters is no joke; you'll often want a more reliable brand.

If you do decide to use chaos, you should prefer weapons with fast attack speed (such as quick blades and demon whips). These weapons inflict chaos effects, which are usually good, more often. It can also be nice on Ranged Weapons, because if you buff an enemy, you'll have space to react.

Monster with chaos, in turn, may put you to sleep, briefly paralyse you, berserk you, etc., leading to potentially fatal situations. Great care should be taken against enemies with chaos attacks.

History

  • Prior to 0.31, distortion was a possible brand choice for chaos, meaning that chaos attacks could cause banishment. Chaos-inflicted paralysis could last multiple turns, and confusion checked willpower. Weakness, corrosion, vulnerability, vitrification, sleep, and ensnaring were not possible, whereas chaos attacks could turn monsters into shapeshifters or grant agility. Berserk was replaced with frenzy in the list of effects in this version. Also, chaos attacks could clone monsters (including their equipment) instead of creating durably summoned copies.
  • Prior to 0.30, chaos attacks could make the target invisible instead of giving resistance to elements.
  • Prior to 0.25, chaos could inflict random miscast effects instead of the might and agility effects.
  • Prior to 0.20, there was a rare chance of healing the target.
  • Prior to 0.19, invalid effects could still be rolled with reduced probability.
  • Prior to 0.18, ranged weapon ammo could have brands, including the chaos brand.
  • Between 0.16 and 0.18, the chaos brand could move nearby stairs.
  • Prior to 0.14, weapons of chaos could shaft or polymorph the attacker. Also, gods would forgive the player for disliked effects produced by chaos effects.

References

Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver