Difference between revisions of "Paralyse"
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'''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]] for 2-5 turns, rendering you unable to act for the duration. Your [[SH]] is set to 0, and [[EV]] set to near 0. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). | '''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]] for 2-5 turns, rendering you unable to act for the duration. Your [[SH]] is set to 0, and [[EV]] set to near 0. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). | ||
− | [[Formicid]]s are completely immune to paralysis. For other species, the spell be resisted by [[willpower]]. | + | [[Formicid]]s are completely immune to paralysis. For other species, the spell can be resisted by [[willpower]]. |
Note that the [[Paralysis Gaze|paralytic gaze]] of [[floating eye]]s does not work the same way as this spell; their gaze does not require line of fire and does not check willpower. | Note that the [[Paralysis Gaze|paralytic gaze]] of [[floating eye]]s does not work the same way as this spell; their gaze does not require line of fire and does not check willpower. | ||
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===Spellpower=== | ===Spellpower=== | ||
− | Like most Hexes, monsters cast Paralyse with <code>4 * | + | Like most Hexes, monsters cast Paralyse with <code>4 * [[HD]]</code> [[spellpower]]. After applying a [[Willpower#Enchantment power|stepdown function]], it is compared to your willpower. If your willpower is 99 points greater than power, you are immune to that monster's paralyse. If your will is equal the power, there's a 50% chance of resisting. |
==Strategy== | ==Strategy== | ||
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Paralyse works like any regular Hexes spell. The following tricks can be used against it: | Paralyse works like any regular Hexes spell. The following tricks can be used against it: | ||
− | * It requires a line of fire to hex you. Hiding behind other monsters works. Any means of obstructing [[line of sight]] also prevents the spell from being cast. | + | *It requires a line of fire to hex you. Hiding behind other monsters works. Any means of obstructing [[line of sight]] also prevents the spell from being cast. |
− | * Monsters can't cast spells while [[silence]]d. While expending a [[scroll of silence]] for every paralysing monster is prohibitively expensive, it can work in a pinch. A [[phial of floods]] can [[waterlog]] monsters (except [[dread lich]]es and demons) to the same effect. | + | *Monsters can't cast spells while [[silence]]d. While expending a [[scroll of silence]] for every paralysing monster is prohibitively expensive, it can work in a pinch. A [[phial of floods]] can [[waterlog]] monsters (except [[dread lich]]es and demons) to the same effect. |
− | * [[Willpower]] - though it takes high willpower to reach 0% success. | + | *[[Willpower]] - though it takes high willpower to reach 0% success. |
− | ** [[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. For example: against an [[orc sorcerer]], a [[Human]] requires XL 19 and 2 external stacks of Will+, or 3 external stacks of Will+, to fully resist. An [[Ogre]] can resist at XL 14 with 2 external stacks of Will+. | + | **[[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. For example: against an [[orc sorcerer]], a [[Human]] requires XL 19 and 2 external stacks of Will+, or 3 external stacks of Will+, to fully resist. An [[Ogre]] can resist at XL 14 with 2 external stacks of Will+. |
− | ** In [[Tartarus]], where dread liches and [[Ereshkigal]] reside, having enough willpower is outright impossible. Tartarus halves willpower. | + | **In [[Tartarus]], where dread liches and [[Ereshkigal]] reside, having enough willpower is outright impossible. Tartarus halves willpower. |
− | * Having other [[allies]] around. Allies can still fight while you're paralysed. Plus, monsters will often target allies over you | + | *Having other [[allies]] around. Allies can still fight while you're paralysed. Plus, monsters will often target allies over you. Of course, this isn't an infallible means of protection. |
==History== | ==History== | ||
− | * Prior to [[0.29]], paralysis lasted for 2-7 turns. | + | *Prior to [[0.29]], paralysis lasted for 2-7 turns. |
− | * Prior to their removal in [[0.18]], you could wear an [[amulet of stasis]] to block paralysis. | + | *Prior to their removal in [[0.18]], you could wear an [[amulet of stasis]] to block paralysis. |
− | * Prior to [[0.4]], Paralyse was available to players as a level 4 [[Enchantments]] spell. It was removed in favor of [[Petrify]]. | + | *Prior to [[0.4]], Paralyse was available to players as a level 4 [[Enchantments]] spell. It was removed in favor of [[Petrify]]. |
[[Category:Monster spells]] | [[Category:Monster spells]] | ||
[[Category:Obsolete spells]] | [[Category:Obsolete spells]] |
Revision as of 13:32, 14 July 2023
Prevents a creature from taking any action for a short time. |
Paralyse is a monster-only spell which attempts to induce paralysis for 2-5 turns, rendering you unable to act for the duration. Your SH is set to 0, and EV set to near 0. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns).
Formicids are completely immune to paralysis. For other species, the spell can be resisted by willpower.
Note that the paralytic gaze of floating eyes does not work the same way as this spell; their gaze does not require line of fire and does not check willpower.
Contents
Monsters
The following enemies cast Paralyse:
- L Dread lich
- & Ereshkigal
- 5 Grinder
- O Ogre mage
- o Orc sorcerer
- @ Rupert
- H Sphinx
- V Vampire knight
- D Xtahua
The following enemies may be able to cast Paralyse, depending on their spell set:
- & Pandemonium lord (3.4% chance)
Players (and other monsters) can replicate the spell with a wand of paralysis. Your power (before stepdown) is 15 + 3.5 * Evocations
.
Spellpower
Like most Hexes, monsters cast Paralyse with 4 * HD
spellpower. After applying a stepdown function, it is compared to your willpower. If your willpower is 99 points greater than power, you are immune to that monster's paralyse. If your will is equal the power, there's a 50% chance of resisting.
Strategy
Paralysis has the potential to be extremely dangerous; it should be treated as instant death. Many monsters can kill you - just on their own - with 5 turns of action. For example, orc sorcerers can deal 3d17 damage per turn, or up to 270 damage over 5 turns. With a group of monsters, the chance of survival decreases exponentially.
Paralyse works like any regular Hexes spell. The following tricks can be used against it:
- It requires a line of fire to hex you. Hiding behind other monsters works. Any means of obstructing line of sight also prevents the spell from being cast.
- Monsters can't cast spells while silenced. While expending a scroll of silence for every paralysing monster is prohibitively expensive, it can work in a pinch. A phial of floods can waterlog monsters (except dread liches and demons) to the same effect.
- Willpower - though it takes high willpower to reach 0% success.
- Racial willpower matters if you want to reach 0% paralysis. For example: against an orc sorcerer, a Human requires XL 19 and 2 external stacks of Will+, or 3 external stacks of Will+, to fully resist. An Ogre can resist at XL 14 with 2 external stacks of Will+.
- In Tartarus, where dread liches and Ereshkigal reside, having enough willpower is outright impossible. Tartarus halves willpower.
- Having other allies around. Allies can still fight while you're paralysed. Plus, monsters will often target allies over you. Of course, this isn't an infallible means of protection.
History
- Prior to 0.29, paralysis lasted for 2-7 turns.
- Prior to their removal in 0.18, you could wear an amulet of stasis to block paralysis.
- Prior to 0.4, Paralyse was available to players as a level 4 Enchantments spell. It was removed in favor of Petrify.