Difference between revisions of "Silence"

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{{Spell
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'''Silence''' is a level 5 [[Hexes]]/[[Air Magic]] spell which creates the Silence effect.
|name=Silence
 
|level=5
 
|school1={{Hexes}}
 
|school2={{Air Magic}}
 
|school3=
 
|sources=<div>
 
* [[Book of Enchantments]]  
 
* [[Book of the Sky]]  
 
* [[Book of Dreams]]
 
</div>
 
|castingnoise=0
 
|spellnoise=0
 
}}
 
  
{{Flavour|This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
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==Effect==
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Silence itself creates an aura around the user, which mutes all [[noise]] and prevents creatures from doing the following actions:
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*Reading scrolls
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*Casting spells (all spells for the player)
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*Using [[god|divine]] abilities
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*[[T|Shouting]]
  
Silence starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before the effect times out. Some creatures, such as demons, cast magic without speaking and so will be unaffected, and those with innate magical abilities will still be able to use them.}}
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Monster spells have a unique restriction. Spells or abilities that require spoken words - those with the ''Wizardly'', ''Vocal'', or ''Priest'' [[spell slot flags]] - are stopped by Silence. For example, most [[demon]]s are immune to silence - they use the ''Magical'' spell flag, meaning they cast from innate magical power rather than reciting from a [[spellbook]]. Even player spells like [[Fire Storm]] can be cast if they are set with the Magical flag.
  
'''Silence''' is a level 5 [[Hexes]]/[[Air Magic]] spell which makes reading scrolls, casting spells, praying, or yelling in the caster's vicinity impossible (this applies to the caster too, of course). The duration and radius of the spell effect is somewhat randomized, but the higher the power of the spell, the more likely it is to be bigger and last longer.
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The silence aura also inflicts a -50 [[stealth]] penalty while players are emitting it.
  
In spite of the flavor text, very [[stealth]]y characters can still go unnoticed when silenced; it merely hits you with a -50 penalty to your stealth score. On the other hand, monsters that are already aware of you will be unable to [[shout]] while silenced, and loud actions performed within the aura will produce no noise. Bear in mind that [[demon]]ic monsters ignore silence effects.
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For the Silence spell, the duration and radius of this aura depends on [[spellpower]], but is slightly randomized. Using a [[scroll of silence]] creates a similar effect at a power of 30 - on average, creating a radius 4-5 aura.
  
Using a [[scroll of silence]] creates a similar effect at a power of 25. On average, this will create a starting radius of 4 or 5.
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===Radius===
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The radius starts shrinking with 43 turns to go, and during the last 6 turns only the center tile (you) is silenced. Pre-squared radius is reduced linearly from 37 = 6*6+1, which means that radius is reduced like <code>sqrt(duration)</code> - slowly at large radius, and faster near the end.
  
==Strategy==
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The Silence spell creates an aura with a duration of <code>19 + power/5 + 1d(power/2)</code> turns (capped at 100 turns)<ref>{{source ref|0.30.0|spl-selfench.cc|208}}</ref>.
Silence is an excellent method for preventing powerful enemy casters from accessing their most dangerous abilities. So long as you are capable of dealing damage without use of spells, you can reduce many powerful [[unique]]s and devastating enemies to pitiful melee opponents. Just be sure to defeat them before the spell wears down too much, as a fight can rapidly turn ugly during that period at the end of the spell in which only you are silenced.
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That's at least 10 turns, at most 100. At 50 power (mid-game caster) you'll get an average of 34, which means you'll usually start below maximal radius.
  
At the same time, there are many monsters who have unsilenceable [[special ability|special abilities]]: eg, [[dragon]]s, [[draconian]]s, [[demon]]s, [[eye of draining|eyes of draining]], [[ghost moth]]s, [[Mara]].   By outward appearance, these abilities have the appearance of spells and, in fact, are listed for a given monster as "Spells" in this ''Crawl'' wiki.  Nevertheless, any spell whose spell slot is denoted with a "[[Spell_slot_flags|Natural flag]]", "[[Spell_slot_flags|Magical flag]]", or "[[Spell_slot_flags|Demonic flag]]" is '''not''' affected by silence.
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==Sources==
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*The spell and [[scroll of silence|scroll]]
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*Possible effect from [[Throw Klown Pie]], with a radius of 2.
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*Innate aura from [[silent spectre]]s.
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*The [[demonspawn mutation]], [[Black Mark (mutation)|Black Mark]] 3 (permanent radius 1, excluding your own tile)
  
If you happen to have any [[potions of cancellation]], consider quaffing one any time you need to end your own silence aura early. It'll eradicate any other [[status effects]] you may be enjoying, but it's better than being stuck unable to read a [[scroll of blinking]] or [[scroll of teleportation|teleportation]] when you most need one. Just remember that it'll have no effect on the silence auras of [[Silent spectre|your]] [[Mennas|enemies]].
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==Strategy==
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Silence stops certain types of enemies cold. So long as you can deal damage without casting spells, you can reduce many [[unique]]s and devastating spellcasters into pitiful melee opponents. Just be sure to defeat them before Silence wears out; the period where silence only affects you is especially deadly. [[Scrolls of silence]] replicate the effect of the silence spell, though the scrolls are rare and have a short duration.
  
==Formula==
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Make sure to use '''[[x]]''' then '''[[v]]''' (or right click in Tiles mode) to confirm that a given enemy is affected by silence. Examples of enemies that silence ''does'' work on include all sorts of [[list of deep elves|deep elves]], [[lich]]es, and [[mummy priest]]s. Examples of enemies that silence ''does not'' work on include [[dragon]]s, [[eyeball]]s, and all types of [[demon]]s (such as [[Azrael]], [[Mara]], and all [[pandemonium lord]]s).
The radius starts shrinking with 43 turns to go, and during the last 6 turns only the center tile (you) is silenced. Pre-squared radius is reduced linearly from 37 = 6*6+1, which means that radius is reduced like sqrt(dur) (slowly at large radius, and faster near the end).
 
  
For reference, cast_silence has:
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A [[potion of cancellation]] can end your own silence aura early. While it also dispels any buffs you had, ending silence can be worth it in order to use escape tools, such as god abilities and [[scrolls of blinking]].
    you.increase_duration(DUR_SILENCE, 10 + random2avg(pow,2), 100);
 
  
That's at least 10 turns, at most 100. At 50 power (mid-game caster) you'll get an average of 35, which means you'll usually start below maximal radius.
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On the other hand, monster silence can be incredibly threatening - even for melee characters, as losing escape tools is very dangerous. To escape silence, a player would need to walk away. As the most common silencing monsters (Mennas, Ereshkigal, many silencing pan lords) are fast, this is a near-impossible task. A [[wand of quicksilver]] can end monster silence, but it is inaccurate.
  
 
==Monster Version==
 
==Monster Version==
 
{{monsters with spell}}
 
{{monsters with spell}}
 
The following enemy inherently radiates Silence:   
 
The following enemy inherently radiates Silence:   
* {{monsterlink|Silent spectre}} (as a permanent 12-tile [[aura]], whether awake or [[dormant]])
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*{{monsterlink|Silent spectre}} (as a permanent 12-tile [[aura]], whether awake or [[dormant]])
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You can end the monster spell (but not the silent spectre aura) with a [[wand of quicksilver]]. If it [[alternate items|hasn't generated]], you'll need to let the spell run its course, kill the monster, or otherwise move away.
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In the case of silent spectres, their silence aura has an effect larger than your [[LOS]], so you will have to resort to non-silenceable means of fighting them.
  
Short of letting the spell run its course, only killing or otherwise removing the silencing monster removes the effect. [[Paralysis]], [[confusion]] and [[sleep]], etc. have no effect. In the case of silent spectres, their large silence aura has an effect outside of your [[LOS]].
 
 
 
==History==
 
==History==
Before the magic school was removed from the game, Silence was an [[Enchantments]]/[[Air Magic]] spell.
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*Prior to [[0.30]], silence lasted for <code>9 + power/4 + 1d(power/2)</code>, which resulted in lower duration at low spell power.
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*Prior to [[0.9]], Silence was a [[Charms]]/[[Air magic]] spell.
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*Before the magic school was removed from the game in [[0.8]], Silence was an [[Enchantments]]/[[Air Magic]] spell. Also, the spell was less reliable, because its duration had a high variance.
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==References==
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<references />
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 16:09, 21 November 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Silence.png Silence
Level 5
School1 Air
School2 Hexes
Source(s) Book of the Moon
Book of the Senses
Casting noise 4
Spell noise 0
Power Cap 200
Flags Area
Eliminates all sound near the caster. This makes reading scrolls, casting spells, invoking divine abilities, or shouting impossible in the caster's vicinity. The spell's oppressive, unnatural effect will greatly hamper stealth.

Certain monsters have innate magical or special abilities which will still be usable while silenced.

The effect starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before it times out.

Silence is a level 5 Hexes/Air Magic spell which creates the Silence effect.

Effect

Silence itself creates an aura around the user, which mutes all noise and prevents creatures from doing the following actions:

  • Reading scrolls
  • Casting spells (all spells for the player)
  • Using divine abilities
  • Shouting

Monster spells have a unique restriction. Spells or abilities that require spoken words - those with the Wizardly, Vocal, or Priest spell slot flags - are stopped by Silence. For example, most demons are immune to silence - they use the Magical spell flag, meaning they cast from innate magical power rather than reciting from a spellbook. Even player spells like Fire Storm can be cast if they are set with the Magical flag.

The silence aura also inflicts a -50 stealth penalty while players are emitting it.

For the Silence spell, the duration and radius of this aura depends on spellpower, but is slightly randomized. Using a scroll of silence creates a similar effect at a power of 30 - on average, creating a radius 4-5 aura.

Radius

The radius starts shrinking with 43 turns to go, and during the last 6 turns only the center tile (you) is silenced. Pre-squared radius is reduced linearly from 37 = 6*6+1, which means that radius is reduced like sqrt(duration) - slowly at large radius, and faster near the end.

The Silence spell creates an aura with a duration of 19 + power/5 + 1d(power/2) turns (capped at 100 turns)[1].

That's at least 10 turns, at most 100. At 50 power (mid-game caster) you'll get an average of 34, which means you'll usually start below maximal radius.

Sources

Strategy

Silence stops certain types of enemies cold. So long as you can deal damage without casting spells, you can reduce many uniques and devastating spellcasters into pitiful melee opponents. Just be sure to defeat them before Silence wears out; the period where silence only affects you is especially deadly. Scrolls of silence replicate the effect of the silence spell, though the scrolls are rare and have a short duration.

Make sure to use x then v (or right click in Tiles mode) to confirm that a given enemy is affected by silence. Examples of enemies that silence does work on include all sorts of deep elves, liches, and mummy priests. Examples of enemies that silence does not work on include dragons, eyeballs, and all types of demons (such as Azrael, Mara, and all pandemonium lords).

A potion of cancellation can end your own silence aura early. While it also dispels any buffs you had, ending silence can be worth it in order to use escape tools, such as god abilities and scrolls of blinking.

On the other hand, monster silence can be incredibly threatening - even for melee characters, as losing escape tools is very dangerous. To escape silence, a player would need to walk away. As the most common silencing monsters (Mennas, Ereshkigal, many silencing pan lords) are fast, this is a near-impossible task. A wand of quicksilver can end monster silence, but it is inaccurate.

Monster Version

The following enemies cast Silence:

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

The following enemy inherently radiates Silence:

You can end the monster spell (but not the silent spectre aura) with a wand of quicksilver. If it hasn't generated, you'll need to let the spell run its course, kill the monster, or otherwise move away.

In the case of silent spectres, their silence aura has an effect larger than your LOS, so you will have to resort to non-silenceable means of fighting them.

History

  • Prior to 0.30, silence lasted for 9 + power/4 + 1d(power/2), which resulted in lower duration at low spell power.
  • Prior to 0.9, Silence was a Charms/Air magic spell.
  • Before the magic school was removed from the game in 0.8, Silence was an Enchantments/Air Magic spell. Also, the spell was less reliable, because its duration had a high variance.

References