Difference between revisions of "Constriction"
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'''Constriction''' is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This lowers the [[ev]]asion of the target, and prevents them from moving away. | '''Constriction''' is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This lowers the [[ev]]asion of the target, and prevents them from moving away. | ||
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*[[Borgnjor's Vile Clutch]] | *[[Borgnjor's Vile Clutch]] | ||
*[[Wand of roots]] | *[[Wand of roots]] | ||
| + | *[[Entangling]] brand | ||
==Initiating Constriction== | ==Initiating Constriction== | ||
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For [[Borgnjor's Vile Clutch]], [[wand of roots]], or [[Grasping Roots]], the following apply: | For [[Borgnjor's Vile Clutch]], [[wand of roots]], or [[Grasping Roots]], the following apply: | ||
*The defender is not constricted or engulfed by another creature. | *The defender is not constricted or engulfed by another creature. | ||
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*The defender is not immune to constriction attacks. | *The defender is not immune to constriction attacks. | ||
*The defender is not over [[deep water]] or [[lava]]. | *The defender is not over [[deep water]] or [[lava]]. | ||
These forms of constriction always hit. | These forms of constriction always hit. | ||
| + | |||
| + | ===Entangling=== | ||
| + | The [[Entangling]] brand gives a 50% chance per hit to constrict any enemy that is not immune to constriction and not already constricted/engulfed. It can only constrict one enemy at a time. | ||
===Constriction Immunity=== | ===Constriction Immunity=== | ||
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Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free: | Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free: | ||
*Killing the constrictor. | *Killing the constrictor. | ||
| − | *If the constrictor moves from its current tile, constriction ends (even if the destination is still adjacent to the constricted target). | + | *If the constrictor moves from its current tile, melee constriction ends (even if the destination is still adjacent to the constricted target). |
| − | ** | + | **[[Entangling]] constriction can be maintained even after movement, but ends if the target is outside of weapon range. |
| − | ** | + | **Using [[Translocations]] magic like [[Teleport Other]], [[Dispersal]], [[Disjunction]], or [[Iskenderun's Mystic Blast]] can achieve this goal, as will items like [[Dispersal (brand)|dispersal dart]]s, [[distortion]] branded weapons, and [[Gell's gravitambourine]]. |
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*Disabling the constrictor with [[confusion]], [[Paralyze|paralysis]], [[Petrify|petrification]], [[fear]], [[Sleep|unconsciousness]], or [[polymorph]] immediately breaks constriction. | *Disabling the constrictor with [[confusion]], [[Paralyze|paralysis]], [[Petrify|petrification]], [[fear]], [[Sleep|unconsciousness]], or [[polymorph]] immediately breaks constriction. | ||
*[[Wand of charming|Charming]] or pacifying through [[Elyvilon]] will immediately stop contriction. | *[[Wand of charming|Charming]] or pacifying through [[Elyvilon]] will immediately stop contriction. | ||
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**Constriction applied a -3 EV penalty to players and divided monster EV depending on size. | **Constriction applied a -3 EV penalty to players and divided monster EV depending on size. | ||
**Player melee constriction cared about Str. | **Player melee constriction cared about Str. | ||
| + | *Prior to [[0.31]], constriction could not be inflicted via spell/wand if the attacker could not see the target. | ||
*Since [[0.18]], to-hit only depends on [[Dexterity]]. | *Since [[0.18]], to-hit only depends on [[Dexterity]]. | ||
*Prior to [[0.12]], the duration modifier to damage was applied to players. | *Prior to [[0.12]], the duration modifier to damage was applied to players. | ||
Latest revision as of 21:21, 4 July 2026
Constriction is the act of grabbing a target, preventing it from moving away, and crushing it to death over several turns. This lowers the evasion of the target, and prevents them from moving away.
Contents
List of constrictors
Monsters
- N
Naga - N
Naga mage - N
Naga sharpshooter - N
Naga ritualist - N
Naga warrior - N
Nagaraja - w
Snaplasher vine - S
Ball python - S
Anaconda - X
Tentacled monstrosity - w
Starspawn tentacle - J
Formless jellyfish - x
Octopode - N
Vashnia - x
Erica - Grasping Roots
Playable species
- Octopode
- Naga - gains the ability at experience level 13.
Forms
Other Constriction Effects
Initiating Constriction
Melee Constriction
Constriction can occur whenever a constriction-capable character or monster makes a melee attack (not necessarily Unarmed Combat). All the following conditions apply:[1]
- The attacker is not constricting another creature, unless the attacker is an Octopode. Octopodes are capable of maintaining up to eight at once, but the number is reduced by two per traditional hand occupied (i.e., -2 per one-handed weapon/offhand item, -4 per two-handed weapon).
- The defender is not constricted or engulfed by another creature.
- The attacker must be able to see the victim.
- The attacker is not confused.
- The size of the attacker is greater than or equal to the size of the defender.
- The defender is not immune to constriction attacks (see below).
- The defender must be next to the attacker (weapons of reaching don't allow you to constrict non-adjacent targets).
If all the previous requisites are met, the game rolls the to_hit of the attacker and the evasion/SH of the defender. For the player this is the standard auxiliary attack to_hit. It's calculated as follows:
to_hit = 13 + 0.75 * DEX + 0.3 * Fighting + Slaying bonus + Other bonuses[2]
For the monsters, it's:
to_hit = 18 + 1.5 * HD + Other bonuses (replace 1.5 with 2.5 if the monster is a fighter i.e. naga warriors)
If the attack hits, the constriction starts, though monsters only have a 2/3 chance to apply constriction in melee.
Spell Constriction
For Borgnjor's Vile Clutch, wand of roots, or Grasping Roots, the following apply:
- The defender is not constricted or engulfed by another creature.
- The defender is not immune to constriction attacks.
- The defender is not over deep water or lava.
These forms of constriction always hit.
Entangling
The Entangling brand gives a 50% chance per hit to constrict any enemy that is not immune to constriction and not already constricted/engulfed. It can only constrict one enemy at a time.
Constriction Immunity
The following grant immunity to constriction:[3][4]
- Amorphous: includes jellies and slimes as well as water elementals and players in Aqua Form
- Insubstantial: Poltergeist, Storm Form, Wisp Form
- Spiny: Quill Form and Demonspawn-exclusive Spiny mutation
- The slick slippers unrand.
Maintaining Constriction
While the target is constricted, it will take damage each turn, will be unable to move in any direction, and will suffer a -10 evasion penalty. Attempting to move away will constitute an escape attempt, which for players has a 40% chance to succeed the first time. Subsequent escape attempts increase the chance to 75%, then 100%.
Damage Calculations
The amount of damage inflicted every 10 auts is:
(Base damage) * (0.33 + 0.67 * (XL / 27))
- Base damage: For players constricting in melee, this is equal to
2d[(110 + (25 * XL)) / 81]. When using Borgnjor's Vile Clutch or a wand of roots, it depends of the power of the cast. For monsters, it is the base damage of that particular attack. - Experience level modifier: The third factor means that your damage increases linearly with your experience level. A level 27 character will do thrice as much damage as one at level 1.
This damage is then modified as follows:
- AC reduction: Unlike most melee attacks, constriction is not reduced by a random number between 0 and AC; the damage reduction is a random number between 0 and
1 + AC / 2. This means that constriction bypasses half of the AC. - Time scale: The previous formula calculates how much damage you do every 10 auts. That amount needs to be scaled depending on how many auts you have spent in this turn. For example: if you are attacking with a dagger at minimum delay (5 aut), the previous amount will be multiplied by
5/10(after AC reduction).
Escaping Constriction
Along with simply succeeding at an escape attempt, there are a number of other methods for breaking free:
- Killing the constrictor.
- If the constrictor moves from its current tile, melee constriction ends (even if the destination is still adjacent to the constricted target).
- Entangling constriction can be maintained even after movement, but ends if the target is outside of weapon range.
- Using Translocations magic like Teleport Other, Dispersal, Disjunction, or Iskenderun's Mystic Blast can achieve this goal, as will items like dispersal darts, distortion branded weapons, and Gell's gravitambourine.
- Disabling the constrictor with confusion, paralysis, petrification, fear, unconsciousness, or polymorph immediately breaks constriction.
- Charming or pacifying through Elyvilon will immediately stop contriction.
- Becoming immune to constriction will immediately end the status.
- Storm Form, Aqua Form, and Quill Form are immune to constriction.
- Dragon Form is giant-sized, so it can only be constricted by tentacled monstrosities.
- Any source of blinking or teleport can get you free.
- Barachim can hop away, which will always escape constriction.
- Formicid's shaft ability will always escape constriction.
- Zin's Sanctuary ability breaks constriction.
- Ru's Draw Out Power and Power Leap will always escape construction.
History
- In 0.32, constriction was reworked. Prior to this version:
- All player sources of constriction dealt less base damage, but monsters would take increased constriction damage over time (from any source, not just players).
- Escape chance for players used a more complex formula, and blinking and related effects did not guarantee escape.
- Escape chance for monsters did not care about HD.
- Constriction applied a -3 EV penalty to players and divided monster EV depending on size.
- Player melee constriction cared about Str.
- Prior to 0.31, constriction could not be inflicted via spell/wand if the attacker could not see the target.
- Since 0.18, to-hit only depends on Dexterity.
- Prior to 0.12, the duration modifier to damage was applied to players.
References
- ↑ actor.cc:740 (0.32.1)
- ↑ fight.cc:73 (0.32.1)
- ↑ monster.cc:3920 (0.32.1)
- ↑ player.cc:6974 (0.32.1)