Difference between revisions of "Draining"

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'''Draining''' is an effect withers its victim, reducing their general effectiveness. Its exact effect varies depending on the target.
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'''Draining''' is an effect that withers its victim, reducing their power. Its exact effect varies depending on whether the target is a monster or the player character.
  
Draining can come from necromantic effects, from certain divine abilities, or from removing items with the *Drain ego.
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==Sources==
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The following sources derive from negative energy, and can be resisted by [[Life Protection]]:
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*The titular [[draining (brand)|draining weapon brand]].
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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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*[[Death curse]]s from a [[list of mummies|mummy]].
  
==Vs. Monsters==
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The following sources are unrelated to negative energy:
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 reducing their [[magic resistance]]. This status effect can be stacked through multiple hits, but will wear off over time.
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*Removing an [[artefact]] with the *Drain property.
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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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*Using [[Formicid]]'s digging ability.
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*[[Ru]]'s divine abilities.
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*[[Hell's mystical force]].
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*The [[Zot clock]] running out.
  
All [[demon]]s, [[undead]], [[:Category: Nonliving holiness|non-living constructs]], 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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==Player Effect==
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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. These drained HP won't heal over time, but will gradually recover as you gain [[experience]] until it is 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 your [[skills]] by an amount directly 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 be restored as you gain [[experience]], eventually being cured 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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Being drained by at least 90% of your natural maximum HP (10% max HP left) will cause the [[Zot clock]] to kill you instead of drain you.
  
==Resistance==
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Followers of [[Elyvilon]] can restore all drained HP by using Purification, which costs only 2-4 piety.
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 (they will even affect undead players).
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===Resistance===
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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.
  
==History==
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Any source unrelated to negative energy can not be resisted; even [[undead]] players will be drained.
Priot to [[0.16]], negative resistance lowered draining and negative damage by 33/66/100% as your resistance increased.
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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]], but not HP. This status effect can be stacked through multiple hits, but will wear off over time.
  
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.
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All [[demon]]s, [[undead]], and [[:Category:Nonliving holiness|non-living]] monsters are completely immune to draining, as are any [[:Category:Natural holiness|natural]] monsters with at least one rank of negative energy resistance.
  
Prior to [[0.13]], getting drained would damage your character's experience, potentially forcing you down a level. This was permanent, but you could simply gain more experience to make up for it. This had no impact on your skills.
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==History==
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*Prior to [[0.29]], the Zot clock did not drain you or check draining.
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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.
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*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.
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*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 16:12, 20 September 2022

Version 0.29: 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 power. Its exact effect varies depending on whether the target is a monster or the player character.

Sources

The following sources derive from negative energy, and can be resisted by Life Protection:

The following sources are unrelated to negative energy:

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 won't heal over time, but will gradually recover as you gain experience until it is 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.

Being drained by at least 90% of your natural maximum HP (10% max HP left) will cause the Zot clock to kill you instead of drain you.

Followers of Elyvilon can restore all drained HP by using Purification, which costs only 2-4 piety.

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.

Any source unrelated to negative energy can not be resisted; even undead players will be drained.

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, but not HP. This status effect can be stacked through multiple hits, but will wear off over time.

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

History

  • Prior to 0.29, the Zot clock did not drain you or check draining.
  • 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.