Difference between revisions of "Paralysis"

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:''This page is about the [[status effect]]. For the monster spell, see [[Paralyse]].''
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{{flavour|You are paralysed, and completely unable to act.}}
  
'''Paralysis''' is an effect which renders a player or monster unable to move or act for a period of time. [[Formicid]]s are immune to paralysis due to their [[stasis]].
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'''Paralysis''' is a status effect which renders a player or monster unable to move or act for a period of time.
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==Effect==
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When paralysed:
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*Creatures are unable to act.
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*[[EV]] is set to almost 0, <code>2 + [[Evasion#Base EV|size_factor]]</code> for players, and set to 0 EV for monsters.
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*[[SH]] is set to 0.
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*Monsters are vulnerable to high-tier [[stab]]s.
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Once paralysis ends, players get a brief (1-3 turns) period of immunity to all sources of paralysis. Unlike [[sleep]], paralysis doesn't end on hit. Unlike [[petrification]], there is no special damage resistance.
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[[Formicid]]s are immune to paralysis due to their [[stasis]].
  
 
==Sources==
 
==Sources==
There are several sources of paralysis. Some are resistable, while some are not.
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There are several sources of paralysis. Some are resistible, while some are not.
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Sources of paralysis that can be resisted 100% of the time:
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*The spell [[Paralyse]], including [[wand of paralysis]] (2-5 turns for the player, must overcome the victim's [[willpower]])
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*The melee attacks of a [[hornet]] or [[jorogumo]] (1-3 turns; [[poison resistance]] blocks 2/3 of the time; poison immunity prevents it.)
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Other sources are irresistible for non-Formicids:
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*[[Stunning Burst]] (1 turn; 50% to resist with electricity resistance)
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*[[Starcursed mass]]es' shrieking, when 5+ are in sight (1 turn)
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*[[Zot trap]]s (2-5 turns)
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*A [[floating eye]]'s gaze attack (2-4 turns)
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*[[Uskayaw]]'s or [[Zin]]'s wrath (2-5 turns)
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*Cancelling [[Death's Door]] with [[Borgnjor's Revivification]] (2-5 turns)
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*[[Stat zero]] (2-4 turns, ignores Formicids' stasis)
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==Strategy==
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If a monster's paralysis can last for more than a single turn, it should be treated as '''''[[instant death]]'''''. Most monsters can kill you if you give them 4-5 free turns. Multiple monsters can ''definitely'' kill you in 4-5 turns. Even a single turn can cause a huge spike of damage. Having your [[EV]] and [[SH]] set to 0 is just the cherry on top; paralysis is nasty even for players with high [[AC]].
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Generally, you should avoid paralysis as much as possible. Even a < 1% chance of instant death is too much for streak play.
  
Resistable sources of paralysis:
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===Tips & Tricks===
*The spell [[Paralyse]], whether it is cast by a monster or through a [[wand of paralysis]] (Must overcome the victim's [[magic resistance]])
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Most sources of paralysis can be dealt with using one way or another:
*[[Needle]]s of paralysis (Resistance to these is dependent on the [[HD]] of the monster vs. the [[Throwing]] skill of the shooter and the [[scrolls of enchant weapon|enchantment level]] of the [[blowgun]])
 
*The melee attack of a [[hornet]] or a [[wasp]] ([[Poison resistance]] blocks this 2/3 of the time; poison immunity prevents it.)
 
  
Other sources are irresistable:
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*The '''[[Paralyse]] spell''' requires line of fire. Spells can't be cast when a monster is [[silence]]d or [[waterlog]]ged. [[Willpower]] can protect against it, though it takes high will to reach 0% success. [[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. See the table below for more details.
*Severe [[Charms]], [[Hexes]], or [[Transmutations]] [[miscast effect]]s
 
*[[Zot trap]]s (when duplicating the above spell school miscasts)
 
*A [[giant eyeball]]'s gaze attack
 
*[[Zin]]'s wrath
 
  
==Duration and Effects==
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*'''[[Hornet]]s''' are fast enemies which can paralyse on melee. [[Wand]]s can often kill or [[wand of polymorph|polymorph]] a hornet with some Evocations training. [[Lignification]] can make it very unlikely for a hornet to kill you by itself, due to [[Tree Form]]'s rPois and increased AC.
In general, paralysis lasts from 2 to 7 turns. During this time, the victim is unable to perform any voluntary actions. Monsters become vulnerable to [[stabbing]] and can be hit automatically. Players have their [[EV]] reduced to near-zero, meaning monsters will almost always hit them as well. The effect is similar in some ways to [[sleep]] and [[petrification]], but the differences are important: unlike sleep, paralysis does not end when the victim takes damage, and unlike petrification, it does not have a delayed onset or provide any defensive bonuses.
 
  
Once paralysis ends, the player gets a brief (1-3 turns) period of immunity to paralysis from all sources except for [[hornet]]s.
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*'''[[Floating eye]]s''' have an irresistible, [[smite-targeted]] paralysis that ignores willpower. However, floating eyes are frail, have almost no [[willpower]] of their own, and take a minimum of 2 turns to charge. Attacks that pierce enemies and never miss (such as [[lightning rod]]s or [[Airstrike]]) are great. If all else, a [[scroll of fear]] has a 98% chance of working, allowing you to delay paralysis for a bit.
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: The [[teleport]] status still functions on paralysed players, so it can be used as a last-ditch escape option. But fear is more likely to work.
  
Paralysed creatures are still able to [[teleport]] if the status is somehow inflicted on them. This means that if you see a source of paralysis you know you can't block (e.g. a giant eyeball), it may be a good idea to trigger a teleport the instant you see it. Just remember that random teleports may drop your paralysed character somewhere even worse.
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*'''[[Zot trap]]s''' require you or a monster to step on it, and the trap has to be in your [[LOS]] in order for it to function. Zot traps have a number of other nasty effects, so should be avoided if at all possible.
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{{Paralysis Spell Table}}
  
 
==History==
 
==History==
Prior to [[0.18]], paralysis could be prevented by an [[amulet of stasis]].
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*Prior to [[0.29]], the Paralyse spell and godly wrath could last from 2-7 turns.
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*Prior to [[0.27]], [[berserk]]ing had a chance to paralyze the player after it ends, and both [[Trog]] and [[Bad_mutations#Berserk|berserkitis]] would protect from it.
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*Prior to [[0.25]], severe [[Hexes]] [[miscast effect]]s could paralyse the player.
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*Prior to [[0.24]], [[needle]]s of paralysis existed.
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*Prior to [[0.18]], paralysis could be prevented by an [[amulet of stasis]].
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 18:22, 26 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
This page is about the status effect. For the monster spell, see Paralyse.
You are paralysed, and completely unable to act.

Paralysis is a status effect which renders a player or monster unable to move or act for a period of time.

Effect

When paralysed:

  • Creatures are unable to act.
  • EV is set to almost 0, 2 + size_factor for players, and set to 0 EV for monsters.
  • SH is set to 0.
  • Monsters are vulnerable to high-tier stabs.

Once paralysis ends, players get a brief (1-3 turns) period of immunity to all sources of paralysis. Unlike sleep, paralysis doesn't end on hit. Unlike petrification, there is no special damage resistance.

Formicids are immune to paralysis due to their stasis.

Sources

There are several sources of paralysis. Some are resistible, while some are not.

Sources of paralysis that can be resisted 100% of the time:

Other sources are irresistible for non-Formicids:

Strategy

If a monster's paralysis can last for more than a single turn, it should be treated as instant death. Most monsters can kill you if you give them 4-5 free turns. Multiple monsters can definitely kill you in 4-5 turns. Even a single turn can cause a huge spike of damage. Having your EV and SH set to 0 is just the cherry on top; paralysis is nasty even for players with high AC.

Generally, you should avoid paralysis as much as possible. Even a < 1% chance of instant death is too much for streak play.

Tips & Tricks

Most sources of paralysis can be dealt with using one way or another:

  • The Paralyse spell requires line of fire. Spells can't be cast when a monster is silenced or waterlogged. Willpower can protect against it, though it takes high will to reach 0% success. Racial willpower matters if you want to reach 0% paralysis. See the table below for more details.
  • Hornets are fast enemies which can paralyse on melee. Wands can often kill or polymorph a hornet with some Evocations training. Lignification can make it very unlikely for a hornet to kill you by itself, due to Tree Form's rPois and increased AC.
  • Floating eyes have an irresistible, smite-targeted paralysis that ignores willpower. However, floating eyes are frail, have almost no willpower of their own, and take a minimum of 2 turns to charge. Attacks that pierce enemies and never miss (such as lightning rods or Airstrike) are great. If all else, a scroll of fear has a 98% chance of working, allowing you to delay paralysis for a bit.
The teleport status still functions on paralysed players, so it can be used as a last-ditch escape option. But fear is more likely to work.
  • Zot traps require you or a monster to step on it, and the trap has to be in your LOS in order for it to function. Zot traps have a number of other nasty effects, so should be avoided if at all possible.

Paralysis Spell Table

For the Paralyse spell (and no other source of paralysis), willpower can resist the effects. Stronger monsters are generally harder to resist. The following amounts of willpower give a 100% chance of resisting - that is, a 0% chance of being paralysed.

Willpower & XL required for 0% paralysis against common monsters
Monster Will Human (+3 Will/XL) Oni (+4 Will/XL) Mummy (+5 Will/XL) Felid (+6 Will/XL) Spriggan (+7 Will/XL)
Orc sorcerer 135 XL 19 + Will++
External Will+++
XL 14 + Will++ XL 19 + Will+
XL 11 + Will++
XL 16 + Will+
External Will++
XL 20
XL 14 + Will+
Ogre mage 139 XL 20 + Will++
External Will+++
XL 15 + Will++ XL 20 + Will+
XL 12 + Will++
XL 17 + Will+
External Will++
XL 20
XL 15 + Will+
Vampire knight 143 XL 21 + Will++
External Will+++
XL 16 + Will++ XL 21 + Will+
External Will++
XL 24
XL 18 + Will+
XL 21
XL 15 + Will+
Fenstrider witch
Sphinx
154 XL 25 + Will++
External Will+++
XL 19 + Will++ XL 23 + Will+
External Will++
XL 19 + Will+ XL 22
XL 17 + Will+
Dread lich 172 External Will+++ XL 23 + Will++ XL 27 + Will+
XL 18 + Will++
XL 22 + Will+
External Will++
XL 25
XL 19 + Will+

Reading the table:

In-game, willpower is measured by pips of "Will+". But willpower is actually a number from 0-200, with each Will+ adding +40. Every level, you gain a small amount of will dependent on your species. This is relevant when you're trying to reach 0% success - just having Will+++ may not be enough.

A Human requires XL 19 and 2 rings of willpower (or any 2 sources of Will+ beyond level bonus) to reach 0% against an orc sorcerer's paralyse. A Human at XL 19 that displays Will++ in the % screen does not fully resist a sorcerer. Some cases of low XL are omitted for brevity; Humans technically require XL 5 with external Will+++ to fully resist orc sorcerers.

For absolute safety, make sure to x v a monster to make sure that a given spell actually has 0% success.

History