Difference between revisions of "Vulnerability"

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==Players==
 
==Players==
Players can be vulnerable to [[fire]], [[cold]], [[poison]], [[holy]], [[silver]], [[dragon slaying]], and [[orc slaying]] effects. In most cases, being vulnerable to an element causes that element to do 150% damage to the player. Poison vulnerability also causes poison to last twice as long as it ordinarily would. Silver behaves differently than the others; the additional damage it causes scales with the number of [[mutation]]s you currently have instead of being determined by specific ranks of vulnerability. Dragon and orc slaying is more dangerous than most, dealing 175% of normal damage.
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Players can be vulnerable to [[fire]], [[cold]], [[poison]], [[holy]], [[silver]], and [[dragon slaying]] effects. In most cases, being vulnerable to an element causes that element to do 150% damage to the player. Poison vulnerability causes poison to last twice as long as it ordinarially would. For most vulnerablities, there is no difference between having one level or three, though more vulnerability needs more resistance to negate.  
  
Note that for fire and cold resistance, there is no difference between having one level of vulnerability and having three, other than needing more resistance items to compensate for the vulnerability.
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Silver behaves differently than the others; the additional damage it causes scales with the number of [[mutation]]s you currently have instead of being determined by specific ranks of vulnerability. Dragon Slaying is only found on the unrand [[Wyrmbane]], dealing +75% damage.
 
 
Also, note that holy vulnerability does not specifically relate to weapons of holy wrath. Those weapons deal extra damage to demons and undead; holy vulnerability itself usually only concerns [[cleansing flame]] and similar effects, which are rare to find targeted against players.
 
  
 
Sources of player vulnerability are, by element:
 
Sources of player vulnerability are, by element:
 
*Cold
 
*Cold
 
**[[Rings of fire]] give one level per ring worn.
 
**[[Rings of fire]] give one level per ring worn.
**Having the spell [[Ring of Flames]] active.
 
 
**Being in [[Dragon Form]] gives one rank of cold vulnerability (except for non-red [[Draconian]]s).
 
**Being in [[Dragon Form]] gives one rank of cold vulnerability (except for non-red [[Draconian]]s).
 
**[[Artefact]]s can occasionally have the property.
 
**[[Artefact]]s can occasionally have the property.
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**Occasionally found on [[artefact]]s.
 
**Occasionally found on [[artefact]]s.
 
*Poison
 
*Poison
**Players can only acquire poison vulnerability through the spell [[Spider Form]]. Having poison resistance from another source can negate the vulnerability, but having two sources will not make you resistant.
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**[[Spider Form]].
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**[[Virulence]].
 
*Holy
 
*Holy
 
**Being undead, whether naturally or through the spell [[Necromutation]]. The undead races can never be rid of this vulnerability, although thankfully, holy attacks are fairly rare.
 
**Being undead, whether naturally or through the spell [[Necromutation]]. The undead races can never be rid of this vulnerability, although thankfully, holy attacks are fairly rare.
**Worshiping an evil god: [[Beogh]], [[Lugonu]], [[Kikubaaqudgha]], [[Makhleb]], or [[Yredelemnul]].  Notably, [[Trog]] is not considered evil.
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**Worshiping an evil god: [[Beogh]], [[Dithmenos]] [[Lugonu]], [[Kikubaaqudgha]], [[Makhleb]], or [[Yredelemnul]].
 
*Silver
 
*Silver
 
**Each mutation you possess increases damage from silver weapons by 5% (up to a maximum of 175%).
 
**Each mutation you possess increases damage from silver weapons by 5% (up to a maximum of 175%).
 
*Dragon slaying
 
*Dragon slaying
**All [[draconian]]s are vulnerable to dragon slaying
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**All [[draconian]]s are vulnerable to dragon slaying.
*Orc slaying
 
**All [[orc]]s are vulnerable to orc slaying
 
  
 
==Monsters==
 
==Monsters==
Monsters can be vulnerable to all of the same elements as players. Vulnerability works fairly similarly, except that it is only ever one level for monsters, and it causes them to take 200% damage from elemental melee damage where players only take 150%. They can gain vulnerability through items just as players do, and many monsters start off with elemental vulnerabilities.
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Monsters can be vulnerable to all of the same elements as players. Vulnerability works fairly similarly, except that it is only ever one level for monsters, and it causes them to take 200% damage from elemental melee damage. They can gain vulnerability through items just as players do, and many monsters start off with them.
  
 
As stated above, holy vulnerability does not specifically relate to weapons of holy wrath.  Holy weapons only cause extra damage to monsters which are demonic or undead; many "evil" spellcasters also have holy vulnerability, but do not take extra damage from weapons of holy wrath.  They will, however, take more damage from player-invoked [[cleansing flame]].
 
As stated above, holy vulnerability does not specifically relate to weapons of holy wrath.  Holy weapons only cause extra damage to monsters which are demonic or undead; many "evil" spellcasters also have holy vulnerability, but do not take extra damage from weapons of holy wrath.  They will, however, take more damage from player-invoked [[cleansing flame]].
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*Dragon slaying
 
*Dragon slaying
 
**All [[list of dragons|dragons]].
 
**All [[list of dragons|dragons]].
*Orc slaying
 
**All [[list of orcs|orcs]].
 
 
[[category:intrinsic]]
 
[[category:intrinsic]]

Latest revision as of 19:18, 23 March 2022

Version Unknown: This article may not be up to date for the latest stable release of Crawl.

Not to be confused with the scroll of vulnerability, which has a different but related effect.

Vulnerability is a specific weakness in the protections or defences surrounding someone or something. In Crawl, monsters and players can be vulnerable to any of a number of elements, to varying degrees.

Players

Players can be vulnerable to fire, cold, poison, holy, silver, and dragon slaying effects. In most cases, being vulnerable to an element causes that element to do 150% damage to the player. Poison vulnerability causes poison to last twice as long as it ordinarially would. For most vulnerablities, there is no difference between having one level or three, though more vulnerability needs more resistance to negate.

Silver behaves differently than the others; the additional damage it causes scales with the number of mutations you currently have instead of being determined by specific ranks of vulnerability. Dragon Slaying is only found on the unrand Wyrmbane, dealing +75% damage.

Sources of player vulnerability are, by element:

  • Cold
  • Fire
    • Rings of ice give one level per ring worn.
    • White draconians that cast Dragon Form gain one rank of fire vulnerability
    • Being a mummy.
    • Occasionally found on artefacts.
  • Poison
  • Holy
  • Silver
    • Each mutation you possess increases damage from silver weapons by 5% (up to a maximum of 175%).
  • Dragon slaying

Monsters

Monsters can be vulnerable to all of the same elements as players. Vulnerability works fairly similarly, except that it is only ever one level for monsters, and it causes them to take 200% damage from elemental melee damage. They can gain vulnerability through items just as players do, and many monsters start off with them.

As stated above, holy vulnerability does not specifically relate to weapons of holy wrath. Holy weapons only cause extra damage to monsters which are demonic or undead; many "evil" spellcasters also have holy vulnerability, but do not take extra damage from weapons of holy wrath. They will, however, take more damage from player-invoked cleansing flame.

A non-exhaustive list of monsters vulnerable to the various elements is given below: