Difference between revisions of "Draining"

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'''Draining''' is an effect that withers its victim, reducing their durability. Its exact effect varies depending on whether the target is a monster or the player character.
 
'''Draining''' is an effect that withers its victim, reducing their durability. Its exact effect varies depending on whether the target is a monster or the player character.
  
Draining can come from certain types of [[negative energy]] damage or [[Necromancy|necromantic]] effects, from certain divine abilities, from remaining airborne above lethal terrain after your temporary [[flight]] has expired, from attempting to evoke an item with the [[Invisibility (ego)|invisibility]] ego (both success and failure cause draining), or from removing items with the *Drain ego.
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Draining can come from various different sources:
 
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*[[Negative energy]] damage or [[Necromancy|necromantic]] miscasts
==Vs. Monsters==
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*[[Ru]]'s divine abilities
When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer [[hit dice]] than it actually does. This reduces the strength of their attacks and spells as well as their [[willpower]]. This status effect can be stacked through multiple hits, but will wear off over time.
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*Remaining airborne above lethal terrain after your temporary [[flight]] has expired
 
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*Evoking an item with the [[Invisibility (ego)|invisibility]] ego (regardless of success)
All [[demon]]s, [[undead]], [[:Category:Nonliving holiness|non-living creatures]], and [[:Category:Plant holiness|plants]] are completely immune to draining, as are any [[:Category:Natural holiness|natural]] monsters with at least one rank of negative energy resistance.
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*[[Hell]]'s mysterical force
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*Using [[Formicid]]'s digging ability
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*Removing items with the *Drain ego.
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And of course, from the [[Draining (brand)]].
  
 
==Vs. Players==
 
==Vs. Players==
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Late-game characters that have had the misfortune to be heavily drained may wish to seek out a relatively non-threatening side branch (such as the [[Elven Halls]]) in order to recover some of their health. Of course, gaining more experience in a challenging branch will removing the draining more quickly.
 
Late-game characters that have had the misfortune to be heavily drained may wish to seek out a relatively non-threatening side branch (such as the [[Elven Halls]]) in order to recover some of their health. Of course, gaining more experience in a challenging branch will removing the draining more quickly.
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==Vs. Monsters==
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When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer [[hit dice]] than it actually does. This reduces the strength of their attacks and spells as well as their [[willpower]]. This status effect can be stacked through multiple hits, but will wear off over time.
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All [[demon]]s, [[undead]], and [[:Category:Nonliving holiness|non-living creatures]] are completely immune to draining, as are any [[:Category:Natural holiness|natural]] monsters with at least one rank of negative energy resistance.
  
 
==Resistance==
 
==Resistance==
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==History==
 
==History==
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*Prior to [[0.28]], plant-holiness monsters were innately immune to negative energy (thus, draining).
 
*Prior to [[0.26]], draining temporarily reduced a player's [[skills]] instead of their maximum HP.
 
*Prior to [[0.26]], draining temporarily reduced a player's [[skills]] instead of their maximum HP.
 
*Prior to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
 
*Prior to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
 
*Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.
 
*Prior to [[0.15]], draining monsters would permanently reduce their [[HD]], making them slightly less dangerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD.
 
*Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience to make up for it. This version of draining had no impact on your skills.
 
*Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience to make up for it. This version of draining had no impact on your skills.

Revision as of 09:55, 3 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

Draining is an effect that withers its victim, reducing their durability. Its exact effect varies depending on whether the target is a monster or the player character.

Draining can come from various different sources:

  • Negative energy damage or necromantic miscasts
  • Ru's divine abilities
  • Remaining airborne above lethal terrain after your temporary flight has expired
  • Evoking an item with the invisibility ego (regardless of success)
  • Hell's mysterical force
  • Using Formicid's digging ability
  • Removing items with the *Drain ego.

And of course, from the Draining (brand).

Vs. Players

Draining effects directed against the player will temporarily reduce their maximum HP. At extreme levels of draining, you could be drained all the way to down 1 HP.

These drained HP will gradually recover as you gain experience, eventually being restored entirely. The worse the drain, the longer it'll take to work off the effect; be especially wary when fighting while heavily drained.

Late-game characters that have had the misfortune to be heavily drained may wish to seek out a relatively non-threatening side branch (such as the Elven Halls) in order to recover some of their health. Of course, gaining more experience in a challenging branch will removing the draining more quickly.

Vs. Monsters

When used against susceptible monsters, it inflicts the Drained status effect, causing the creature to function as though it had fewer hit dice than it actually does. This reduces the strength of their attacks and spells as well as their willpower. This status effect can be stacked through multiple hits, but will wear off over time.

All demons, undead, and non-living creatures are completely immune to draining, as are any natural monsters with at least one rank of negative energy resistance.

Resistance

Draining from the brand and spells count as necromancy, and as such can be reduced with negative energy resistance; damage and draining are reduced by 50/75/100%, depending on how many ranks of resistance you have.

Draining from item egos and god effects are not related to negative energy, and cannot be resisted (they will even affect undead players).

History

  • Prior to 0.28, plant-holiness monsters were innately immune to negative energy (thus, draining).
  • Prior to 0.26, draining temporarily reduced a player's skills instead of their maximum HP.
  • Prior to 0.16, negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
  • Prior to 0.15, draining monsters would permanently reduce their HD, making them slightly less dangerous, reducing their XP value, and eventually killing them outright if they hit 0 HD.
  • Prior to 0.13, getting drained would damage your character's experience, potentially forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience to make up for it. This version of draining had no impact on your skills.