Difference between revisions of "Paralyse"

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{{flavour|Prevents a creature from taking any action for a short time.}}
  
'''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]], temporarily rendering you unable to move, attack, or defend yourself. Your [[SH]] value is set to 0 for the duration while your [[EV]] is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your [[AC]] and [[GDR]] continue to function as normal). Fortunately, it first has to overcome your [[magic resistance]], and players wearing an [[amulet of stasis]] are immune to the effect entirely. Also, if you were waiting for a [[teleport]] to kick in, that will still occur when enough time has passed. After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns).
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'''Paralyse''' is a monster-only spell which attempts to induce [[paralysis]] for 2-7 turns, temporarily rendering you unable to move, attack, or defend yourself. Your [[SH]] value is set to 0 for the duration while your [[EV]] is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your [[AC]] and [[GDR]] continue to function as normal). Fortunately, it first has to overcome your [[willpower]], and [[Formicid]]s are immune to the effect entirely. Also, if you were waiting for a [[teleport]] to kick in, that will still occur when enough time has passed.
  
The following monsters can always cast Paralyse:
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After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its [[spellpower]] is 4 × monster's [[HD]], and after applying a stepdown function, it is compared to your willpower. If your willpower is 100 points greater than a monster's spellpower, you are immune to that monster's paralyse; if they are equal, there is only a 50% chance of resisting it.
*[[Sphinx]]
 
*[[Vampire knight]]
 
*[[Great orb of eyes]]
 
*[[Orc sorcerer]]
 
*[[Grinder]]
 
*[[Rupert]]
 
*[[Ereshkigal]]
 
*[[Norris]]
 
  
These monsters may have Paralyse in their spell set:
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Note that the [[Paralysis Gaze|paralytic gaze]] of [[floating eye]]s does not work the same way as this spell; their gaze does not require line of fire and does not check willpower.
*[[Wizard]]
 
*[[Deep elf mage]]
 
*[[Ogre-mage]]
 
*[[Lich]]
 
*[[Ancient lich]]
 
*[[Erolcha]]
 
  
[[Giant eyeball]]s do not cast this spell; their paralyzing gaze is a special ability that does not require line of fire and does not check magic resistance.
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Although this spell is not available to players, you can duplicate its effects with a [[wand of paralysis]].
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==Monsters==
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{{monsters with spell}}
  
 
==History==
 
==History==
{{NISpell
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* Prior to their removal in [[0.18]], you could wear an [[amulet of stasis]] to block paralysis.
|name=Paralyse
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* Prior to [[0.4]], Paralyse was available to players as a level 4 [[Enchantments]] spell. It was removed in favor of [[Petrify]].
|level=4
 
|school1={{Enchantments}}
 
|school2=
 
|school3=
 
|sources=<div>
 
</div>
 
}}
 
 
 
Paralyse was also a player-available level 4 [[Enchantments]] spell which temporarily prevented a monster from moving or attacking. Paralyzed opponents were rendered defenseless, and additionally were vulnerable to [[Stabbing]] attacks, making the spell excellent for escaping powerful monsters or disabling them for quick dispatching. It also had to overcome magic resistance. It was removed in [[0.4]] in favor of [[Petrify]].
 
 
 
Although the spell is no longer available, you can duplicate its effect with a [[wand of paralysis]] or paralysis-[[brand]]ed [[needle]].
 
  
[[Category:Obsolete spells]] [[Category:Monster spells]]
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[[Category:Monster spells]]
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[[Category:Obsolete spells]]

Revision as of 03:14, 24 May 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
Prevents a creature from taking any action for a short time.

Paralyse is a monster-only spell which attempts to induce paralysis for 2-7 turns, temporarily rendering you unable to move, attack, or defend yourself. Your SH value is set to 0 for the duration while your EV is reduced to near-zero (the actual number depends on your size and a few other factors), giving any nearby enemies several turns to tear you to pieces (though your AC and GDR continue to function as normal). Fortunately, it first has to overcome your willpower, and Formicids are immune to the effect entirely. Also, if you were waiting for a teleport to kick in, that will still occur when enough time has passed.

After being paralysed, the player gets a brief period of immunity to paralysis (1-3 turns). Like most Hexes, its spellpower is 4 × monster's HD, and after applying a stepdown function, it is compared to your willpower. If your willpower is 100 points greater than a monster's spellpower, you are immune to that monster's paralyse; if they are equal, there is only a 50% chance of resisting it.

Note that the paralytic gaze of floating eyes does not work the same way as this spell; their gaze does not require line of fire and does not check willpower.

Although this spell is not available to players, you can duplicate its effects with a wand of paralysis.

Monsters

The following enemies cast Paralyse:

The following enemies may be able to cast Paralyse, depending on their spell set:

History