Paralysis
- This page is about the status effect. For the monster spell, see Paralyse.
You are paralysed, and completely unable to act. |
Paralysis is a status effect which renders a player or monster unable to move or act for a period of time.
Effect
When paralysed:
- Creatures are unable to act.
- EV is set to almost 0,
2 + size_factor
for players, and set to 0 EV for monsters. - SH is set to 0.
- Monsters are vulnerable to high-tier stabs.
Once paralysis ends, players get a brief (1-3 turns) period of immunity to all sources of paralysis. Unlike sleep, paralysis doesn't end on hit. Unlike petrification, there is no special damage resistance.
Formicids are immune to paralysis due to their stasis.
Sources
There are several sources of paralysis. Some are resistible, while some are not.
Sources of paralysis that can be resisted 100% of the time:
- The spell Paralyse, including wand of paralysis (2-5 turns for the player, must overcome the victim's willpower)
- The melee attacks of a hornet or jorogumo (1-3 turns; poison resistance blocks 2/3 of the time; poison immunity prevents it.)
Other sources are irresistible for non-Formicids:
- Stunning Burst (1 turn; 50% to resist with electricity resistance)
- Starcursed masses' shrieking, when 5+ are in sight (1 turn)
- Zot traps (2-5 turns)
- A floating eye's gaze attack (2-4 turns)
- Uskayaw's or Zin's wrath (2-5 turns)
- Cancelling Death's Door with Borgnjor's Revivification (2-5 turns)
- Stat zero (2-4 turns, ignores Formicids' stasis)
Strategy
If a monster's paralysis can last for more than a single turn, it should be treated as instant death. Most monsters can kill you if you give them 4-5 free turns. Multiple monsters can definitely kill you in 4-5 turns. Even a single turn can cause a huge spike of damage. Having your EV and SH set to 0 is just the cherry on top; paralysis is nasty even for players with high AC.
Generally, you should avoid paralysis as much as possible. Even a < 1% chance of instant death is too much for streak play.
Tips & Tricks
Most sources of paralysis can be dealt with using one way or another:
- The Paralyse spell requires line of fire. Spells can't be cast when a monster is silenced or waterlogged. Willpower can protect against it, though it takes high will to reach 0% success. Racial willpower matters if you want to reach 0% paralysis. See the table below for more details.
- Hornets are fast enemies which can paralyse on melee. Wands can often kill or polymorph a hornet with some Evocations training. Lignification can make it very unlikely for a hornet to kill you by itself, due to Tree Form's rPois and increased AC.
- Floating eyes have an irresistible, smite-targeted paralysis that ignores willpower. However, floating eyes are frail, have almost no willpower of their own, and take a minimum of 2 turns to charge. Attacks that pierce enemies and never miss (such as lightning rods or Airstrike) are great. If all else, a scroll of fear has a 98% chance of working, allowing you to delay paralysis for a bit.
- The teleport status still functions on paralysed players, so it can be used as a last-ditch escape option. But fear is more likely to work.
- Zot traps require you or a monster to step on it, and the trap has to be in your LOS in order for it to function. Zot traps have a number of other nasty effects, so should be avoided if at all possible.
Paralysis Spell Table
For the Paralyse spell (and no other source of paralysis), willpower can resist the effects. Stronger monsters are generally harder to resist. The following amounts of willpower give a 100% chance of resisting - that is, a 0% chance of being paralysed.
Monster | Will | Human (+3 Will/XL) | Oni (+4 Will/XL) | Mummy (+5 Will/XL) | Felid (+6 Will/XL) | Spriggan (+7 Will/XL) |
---|---|---|---|---|---|---|
Orc sorcerer | 135 | XL 19 + Will++ External Will+++ |
XL 14 + Will++ | XL 19 + Will+ XL 11 + Will++ |
XL 16 + Will+ External Will++ |
XL 20 XL 14 + Will+ |
Ogre mage | 139 | XL 20 + Will++ External Will+++ |
XL 15 + Will++ | XL 20 + Will+ XL 12 + Will++ |
XL 17 + Will+ External Will++ |
XL 20 XL 15 + Will+ |
Vampire knight | 143 | XL 21 + Will++ External Will+++ |
XL 16 + Will++ | XL 21 + Will+ External Will++ |
XL 24 XL 18 + Will+ |
XL 21 XL 15 + Will+ |
Fenstrider witch Sphinx |
154 | XL 25 + Will++ External Will+++ |
XL 19 + Will++ | XL 23 + Will+ External Will++ |
XL 19 + Will+ | XL 22 XL 17 + Will+ |
Dread lich | 172 | External Will+++ | XL 23 + Will++ | XL 27 + Will+ XL 18 + Will++ |
XL 22 + Will+ External Will++ |
XL 25 XL 19 + Will+ |
Reading the table:
In-game, willpower is measured by pips of "Will+". But willpower is actually a number from 0-200, with each Will+ adding +40. Every level, you gain a small amount of will dependent on your species. This is relevant when you're trying to reach 0% success - just having Will+++ may not be enough.
A Human requires XL 19 and 2 rings of willpower (or any 2 sources of Will+ beyond level bonus) to reach 0% against an orc sorcerer's paralyse. A Human at XL 19 that displays Will++ in the % screen does not fully resist a sorcerer. Some cases of low XL are omitted for brevity; Humans technically require XL 5 with external Will+++ to fully resist orc sorcerers.
For absolute safety, make sure to x v a monster to make sure that a given spell actually has 0% success.
History
- Prior to 0.29, the Paralyse spell and godly wrath could last from 2-7 turns.
- Prior to 0.27, berserking had a chance to paralyze the player after it ends, and both Trog and berserkitis would protect from it.
- Prior to 0.25, severe Hexes miscast effects could paralyse the player.
- Prior to 0.24, needles of paralysis existed.
- Prior to 0.18, paralysis could be prevented by an amulet of stasis.