Difference between revisions of "Draining"

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'''Draining''' is an effect that withers its victim, reducing their general effectiveness. Its exact effect varies depending on whether the target is a monster or the player character.
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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 can come from certain types of [[negative energy]] damage or [[Necromancy|necromantic]] effects, from certain divine abilities, or from removing items with the *Drain ego.
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==Sources==
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In addition to the [[Draining (brand)|draining brand]] and [[artefact]]s with the *Drain property, various sources can cause draining:
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*[[:Category:Drain experience flavour|Melee attacks]] of [[necrophage]]s, [[wight]]s, and some other monsters
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*[[Negative energy]] damage or [[Necromancy|necromantic]] miscasts
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*[[Ru]]'s divine abilities
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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)
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*[[Hell's mystical force]]
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*Using [[Formicid]]'s digging ability.
  
==Vs. Monsters==
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==Player Effect==
When used against susceptible monsters, it inflicts the Drained [[status effect]], causing the creature to function as though it had fewer HD than it actually does. This reduces the strength of their attacks and spells as well as their [[magic resistance]]. This status effect can be stacked through multiple hits, but will wear off over time.
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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.
  
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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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.
  
==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 tends to remove the draining more quickly.
Draining effects directed against the player will reduce all of their [[skills]] by an amount proportional to the amount of draining you've sustained. At low levels of draining, this might amount to a penalty of half a skill level; at extreme levels, you could be drained all the way to 0 skills.
 
  
These drained skill levels 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, especially once you realize that your attacks may now be weaker and slower, and some of your best spells may no longer be available.
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==Monster Effect==
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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.
  
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 skills. Of course, gaining more experience in a challenging branch will removing the draining more quickly.
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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==
*Priot to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
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*Prior to [[0.28]], plant-holiness monsters were innately immune to negative energy (thus, draining).
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*Prior to [[0.26]], draining temporarily reduced a player's [[skills]] instead of their maximum HP.
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*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 17:28, 5 August 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.

Sources

In addition to the draining brand and artefacts with the *Drain property, various sources can cause draining:

Player Effect

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 tends to remove the draining more quickly.

Monster Effect

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.