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(4.11) Malicious effects players can suffer ------------------------------------------- The player can suffer from various effects caused by monsters, traps or himself. Against several of these effects the 'Saving Throw' ability helps to decide whether it will be resisted or not (especially true for effects that are cast by monsters on the player - see (7.3) for more details on Saving Throw). The various effects are: For 'Fear', 'Blindness', 'Confusion' and 'Paralysis' - please see (5.6). Hunger -Gorged Your speed gets reduced by 10. -Full While being /afk in 'Full' state or in normal state (normal = no food state is displayed, the 'Full' disappeared), your digestion will be stopped, allowing you to remain afk as long as you wish. -Hungry -Starved (yellow) or 'Weak' in old game versions <= 4.8.0 You will regenerate hit points slower, -Starved (orange) or 'Weak' in old game versions <= 4.8.0 You will regenerate hit points slower, -Starved (red) or 'Weak' in old game versions <= 4.8.0 (starving) You lose hit points and get paralyzed even with FA. You will not regenerate hit points from resting. If you hit a bowel cramps trap, you instantly enter this nutrition state. 'Slow Digestion' (and of course normal 'Free Action') will prevent insta-paralysis from the trap. Note that you don't consume food in towns, in town areas, while AFK and not already hungry (or worse), and in the Arena Monster Challenge. Also see (7.16) for details about food consumption. Slowdown Monsters can cast spells or breathe (inertia, gravity) to slow the player down. This effect is temporary. 'Free Action' helps a bit to reduce the effect from inertia breath. Stun -Stun Reduces to-hit and to-dam. Reduces your martial arts damage (because you cannot perform MA special styles while stunned). Reduces chance for successful spell-casting. Prevents you from intercepting a monster (see (7.2) 'Interception' skill). Reduces chance to block or parry. -Heavy stun Greatly reduces to-hit and to-dam. Reduces your martial arts damage (because you cannot perform MA special styles while stunned). Greatly reduces chance for successful spell-casting. -Knocked out You cannot perform any action while knocked out, it leaves your character completely helpless. Beware! High AC helps to avoid melee-based stuns (see (6.4)) while stun from sound attacks can only be prevented by having sound resistance. Most infamous monster is probably "The Stormbringer", which can k.o. you in the blink of an eye. But also the rather weak Bloodletters of Khorne can apply very nasty stun effects quickly and it's vital to avoid getting surrounded by them. Always fight them one by one. Fortunately their specialty is that they cannot get summoned or spawn live as a group, only one by one. Melee-based stun can be caused by monsters critically hitting you, also see (*) below. Most means of Curing, Cure Critical Wounds and Healing will also remove any stun. Therefore it is recommended to treat any form of stun immediately, before it builds up. In unlucky cases a normal Stun might even turn straight into a Knocked out state, so even a light 'Stun' should be cured right away. Cut Cuts will make you lose HP continuously. (Graze, Light cut, Bad cut, Nasty cut, Severe cut, Deep gash, Mortal wound) Cuts can be caused by melee based critical monster hits (also see (*) below), or by shard attacks. By transforming into a monster that has NO_CUT flag (mostly undead forms), the player becomes immune to cut effects. Cuts from shards can be avoided with shard resistance. Cure Light/Serious Wounds potions can heal cuts a bit, while Cure Critical Wounds and Healing work much better and any means of 'Curing' will completely heal cuts. While cut, HP regeneration is inhibited except for half-trolls, trolls and hydras which can continue regenerating HP even while cut. Poison -Poisoned The player will continuously lose Hit Points. Resisting poison will prevent the player from getting poisoned (compare (5.6)). Slow Poison (potions) will reduce the speed at which poison ticks and drains your HP. Best is of course to have means of Cure/Neutralize Poison, 'Curing', or some Lembas, which will all completely cure poison. While poison is slowed, the poison indicator will be displayed in yellow colour instead of orange. While poisoned, HP regeneration is inhibited. Disease -Diseased Very similar to poison, but poison resistance does not help against this. Can be cured by eating some Lembas, a sprig of Athelas, Holiness staves, *Healing* (or potions of Life) or any curing magic. While diseased, HP regeneration is inhibited. Hallucination These are random wrong visual, like wrong symbols and colours for monster and other players. "You can't believe what you are seeing!" This effect is pretty annoying as you cannot clearly see what kind of monsters you are up against, making a fight potentially risky, and you cannot even target monsters (using auto-targetting macro etc). You will also get wrong kill messages when you slay monsters while hallucinating. There are several ways to cure hallucinations, such as mushrooms of Cure Paranoia, Lembas, 'Curing' magic and any insanity-curing potions. Hallucinations can be induced as a one-time effect for example by eating a mushroom of hallucination, but also as a recurring flashback when your Sanity is reduced. Sunburn This affects vampires that are exposed to sunlight without any means protection such as resistance or shade. Sunburn has no text indicator but your character symbol's colour will flicker fierly. While burning, HP regeneration is inhibited. And lastly, not an actual status effects, but... Switch places Monsters that have MOVE_BODY flag may switch place with the player. This can be very dangerous if it happens in a situation where the player is standing on a staircase on purpose to retreat quickly if the situation gets out of hands and the player is also within a no-teleport area. The higher the player's level and the greater his body weight is, the less likely he is going to get switched. (*) Details about melee-induced cuts and stuns: For a monster attack to cause cuts or stun it must deal at least 95% of its potential damage maximum (rounded down). This is also called a 'critical hit' of a monster (has nothing to do with the critical-hit mechanics for player attacks). See 'Critical hits by monsters' in (6.4) for more information. An attack type ('HIT') that can do both, cut and stun, will randomly do either one, but never both at once. The 95% damage criterium is measured for the final damage ie after the damage-reduction of AC has been applied. This is why high armour class helps *alot* to prevent any type of cut or stun effect that comes from critical hits by monsters, no matter how high the actual potential damage of that attack might be. However, unlike the most common damage types (like 'HURT') certain damage types cannot be mitigated by AC and hence their cut/stun potential is always to be reckoned with (see damage types in the second table in (6.5), which say so if they can be mitigated by AC.) Example: A Star-Spawn of Cthulhu hits you with its 2d33 CRUSH attack. The attack could deal 2..66 damage. This means its potential maximum damage is 66 (if both dice rolls turn out a 33 each). 95% of 66 is 62 (rounded down from 62.7), so if that hit deals a final damage of 62 or higher, you will get stunned. Note that this attack of the Star-Spawn doesn't have a HURT effect but instead an UN_BONUS effect. UN_BONUS attacks do not get their damage reduced by AC, so a Star-Spawn always has a chance to stun you, even if your AC is very high.
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