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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==Effect==
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===Player===
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The Drained status temporarily reduces the player's maximum [[HP]], dependent on the amount of draining. It can stack until you have 1 max HP left. Draining won't wear off over time, but it can be cured as you gain [[XP]]. The drain status does not reduce the amount of XP you get.
  
==Vs. Monsters==
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[[Elyvilon]]'s Purification cures all draining.
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.
 
  
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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===Monster===
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The Drained status temporarily reduces monster [[hit dice]], which lowers their [[spell power]], melee [[accuracy]], [[willpower]], and a few other things. This effect can stack. For monsters, draining will wear off over time.
  
==Vs. Players==
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==Sources==
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.
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The following sources derive from negative energy, and can be resisted by [[Life Protection]] (rNeg):
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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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*Certain types of [[negative energy]] damage, like [[Bolt of Draining]] and [[Necromancy|necromantic]] miscasts.
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*[[Death curse]]s from a [[list of mummies|mummy]].
  
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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The following sources are unrelated to negative energy:
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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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*Casting [[Cigotuvi's Dreadful Rot]]
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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]].
  
 
==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.
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Any draining that is derived from [[negative energy]] is resisted by negative energy resistance. Monsters that are [[demonic]], [[undead]], [[nonliving]], or have one level of rN+ are immune to negative energy, thus immune to any sort of draining the player can inflict. For players, rN+ reduces draining by 50% / 75% / 100% for 1 / 2 / 3 levels, respectively.
  
Draining from item egos and god effects are not related to negative energy (they will even affect undead players).
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Anything unrelated to negative energy cannot be resisted by any means. [[Elyvilon]]'s Purification still works, however.
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==Tips & Tricks==
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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.
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*Against monsters, drain can be an effective debuff. Attacking over and over with a draining weapon will stack the status, greatly hindering the enemy. Draining weapons are ineffective against demonic/undead/nonliving foes, however.
  
 
==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 [[0.30]], the [[Zot clock]] inflicted drain instead of permanently reducing your maximum HP.
 
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*Prior to [[0.29]], the Zot clock did not drain you or check draining.
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 [[0.28]], plant-holiness monsters were innately immune to negative energy (thus, immune to draining as well).
 
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*Prior to [[0.26]], draining temporarily reduced a player's [[skills]] instead of their maximum HP.
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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*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.

Latest revision as of 18:59, 25 November 2023

Version 0.30: 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.

Effect

Player

The Drained status temporarily reduces the player's maximum HP, dependent on the amount of draining. It can stack until you have 1 max HP left. Draining won't wear off over time, but it can be cured as you gain XP. The drain status does not reduce the amount of XP you get.

Elyvilon's Purification cures all draining.

Monster

The Drained status temporarily reduces monster hit dice, which lowers their spell power, melee accuracy, willpower, and a few other things. This effect can stack. For monsters, draining will wear off over time.

Sources

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

The following sources are unrelated to negative energy:

Resistance

Any draining that is derived from negative energy is resisted by negative energy resistance. Monsters that are demonic, undead, nonliving, or have one level of rN+ are immune to negative energy, thus immune to any sort of draining the player can inflict. For players, rN+ reduces draining by 50% / 75% / 100% for 1 / 2 / 3 levels, respectively.

Anything unrelated to negative energy cannot be resisted by any means. Elyvilon's Purification still works, however.

Tips & Tricks

  • 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.
  • Against monsters, drain can be an effective debuff. Attacking over and over with a draining weapon will stack the status, greatly hindering the enemy. Draining weapons are ineffective against demonic/undead/nonliving foes, however.

History

  • Prior to 0.30, the Zot clock inflicted drain instead of permanently reducing your maximum HP.
  • 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, immune to draining as well).
  • 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.