Difference between revisions of "Paralyse"

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(Update to 0.22. Improve sectioning, and bullet history section. Remove outdated spell template. Replace meaningless enchantment power indicators w/ {{monsters with spell}}; these are not useful, and the formula is still there.)
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'''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]], temporarily rendering you unable to move, attack, or defend yourself. Your [[SH]] value is set to 0 for the duration while your [[EV]] is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your [[AC]] and [[GDR]] continue to function as normal). Fortunately, it first has to overcome your [[magic resistance]], and [[Formicid]]s are immune to the effect entirely. Also, if you were waiting for a [[teleport]] to kick in, that will still occur when enough time has passed. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its [[spellpower]] is 4 × monster's [[HD]], and after applying a stepdown function, it is compared to your magic resistance. If your magic resistance is 100 points greater than a monster's enchantment power (shown below), you are immune to that monster's paralyse. If they are equal, there is only a 50% chance of resisting it.
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'''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]] for 2-7 turns, temporarily rendering you unable to move, attack, or defend yourself. Your [[SH]] value is set to 0 for the duration while your [[EV]] is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your [[AC]] and [[GDR]] continue to function as normal). Fortunately, it first has to overcome your [[magic resistance]], and [[Formicid]]s are immune to the effect entirely. Also, if you were waiting for a [[teleport]] to kick in, that will still occur when enough time has passed. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its [[spellpower]] is 4 × monster's [[HD]], and after applying a stepdown function, it is compared to your magic resistance. If your magic resistance is 100 points greater than a monster's spellpower, you are immune to that monster's paralyse; if they are equal, there is only a 50% chance of resisting it.
  
The following monsters can always cast Paralyse:
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==Monsters==
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{{monsters with spell}}
  
{{monsterlink|Grinder}} (24 enchantment power)
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[[Floating eye]]s do not cast this spell; their [[Paralysis Gaze|paralyzing gaze]] is a special ability that does not require line of fire and does not check magic resistance.
 
 
{{monsterlink|Orc sorcerer}} (36 enchantment power)
 
 
 
{{monsterlink|Vampire knight}} (42 enchantment power)
 
 
 
{{monsterlink|Great orb of eyes}} (45 enchantment power)
 
 
 
{{monsterlink|Rupert}} (54 enchantment power)
 
 
 
{{monsterlink|Sphinx}} (54 enchantment power)
 
 
 
{{monsterlink|Ereshkigal}} (58 enchantment power)
 
 
 
These monsters may have Paralyse in their spell set:
 
 
 
{{monsterlink|Erolcha}} (24 enchantment power)
 
 
 
{{monsterlink|Ogre mage}} (40 enchantment power)
 
 
 
{{monsterlink|Wizard (monster)}} (40 enchantment power)
 
 
 
{{monsterlink|Lich}} (62 enchantment power)
 
 
 
{{monsterlink|Ancient lich}} (72 enchantment power)
 
  
{{White|L}} [[File:Antique lich.png]] '''[[Zonguldrok's Shrine#Boss: Antique lich|Zonguldrok]]''' (72 enchantment power)
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==Player sources==
  
[[Floating eye]]s do not cast this spell; their [[Paralysis Gaze|paralyzing gaze]] is a special ability that does not require line of fire and does not check magic resistance.
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Although the spell is not available to the player, you can duplicate its effect with a [[wand of paralysis]] or [[needle]] of paralysis.
  
 
==History==
 
==History==
{{NISpell
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* Prior to their removal in [[0.18]], you could wear an [[amulet of stasis]] to block paralysis.
|name=Paralyse
 
|level=4
 
|school1={{Enchantments}}
 
|school2=
 
|school3=
 
|sources=<div>
 
</div>
 
}}
 
 
 
Paralyse was also a player-available level 4 [[Enchantments]] spell which temporarily prevented a monster from moving or attacking. Paralyzed opponents were rendered defenseless, and additionally were vulnerable to [[Stabbing]] attacks, making the spell excellent for escaping powerful monsters or disabling them for quick dispatching. It also had to overcome magic resistance. It was removed in [[0.4]] in favor of [[Petrify]].
 
 
 
Although the spell is no longer available, you can duplicate its effect with a [[wand of paralysis]] or paralysis-[[brand]]ed [[needle]].
 
  
Prior to their removal in [[0.18]], you could wear an [[amulet of stasis]] to block paralysis.
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* Prior to [[0.4]], Paralyse was also a player-available level 4 [[Enchantments]] spell which temporarily prevented a monster from moving or attacking. Paralyzed opponents were rendered defenseless, and additionally were vulnerable to [[Stabbing]] attacks, making the spell excellent for escaping powerful monsters or disabling them for quick dispatching. It also had to overcome magic resistance. It was removed in favor of [[Petrify]].
  
 
[[Category:Obsolete spells]] [[Category:Monster spells]]
 
[[Category:Obsolete spells]] [[Category:Monster spells]]

Revision as of 13:51, 17 December 2018

Version 0.22: This article may not be up to date for the latest stable release of Crawl.

Paralyse is a monster-only spell which attempts to induce paralysis for 2-7 turns, temporarily rendering you unable to move, attack, or defend yourself. Your SH value is set to 0 for the duration while your EV is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your AC and GDR continue to function as normal). Fortunately, it first has to overcome your magic resistance, and Formicids are immune to the effect entirely. Also, if you were waiting for a teleport to kick in, that will still occur when enough time has passed. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its spellpower is 4 × monster's HD, and after applying a stepdown function, it is compared to your magic resistance. If your magic resistance is 100 points greater than a monster's spellpower, you are immune to that monster's paralyse; if they are equal, there is only a 50% chance of resisting it.

Monsters

The following enemies cast Paralyse:

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

Floating eyes do not cast this spell; their paralyzing gaze is a special ability that does not require line of fire and does not check magic resistance.

Player sources

Although the spell is not available to the player, you can duplicate its effect with a wand of paralysis or needle of paralysis.

History

  • Prior to 0.4, Paralyse was also a player-available level 4 Enchantments spell which temporarily prevented a monster from moving or attacking. Paralyzed opponents were rendered defenseless, and additionally were vulnerable to Stabbing attacks, making the spell excellent for escaping powerful monsters or disabling them for quick dispatching. It also had to overcome magic resistance. It was removed in favor of Petrify.