Painful Status Effects
During your adventures, you will often be afflicted with temporary
conditions that limit your effectiveness. These conditions are called
status effects, and the most notable ones are explained before.
Status effects can be caused by monster attacks, by traps, or by any of
a number of other causes. A status effect always wears off after a
while... but not necessarily before you die. The good news is that most
status effects can be cured, prevented or both - and that many monsters
find status effects just as debilitating as you do.
Confusion
Confusion is the newbie-killer, the little-death that brings total
obliteration. A confused player cannot read scrolls, use magical
spells, or even reliably move in the intended direction. You can still
use magical devices - though not aim them - which means that once you
find a Staff of Teleportation you can escape bad situations while
confused. In the earliest part of the game, though, you probably don't
have a Staff of Teleportation yet; during this phase of the game,
confusion is extremely deadly for the unprepared.
Strategies for Handling Confusion in the Early Game
Confusion may take a very long time to wear off, but is actually not
that hard to cure - Mushrooms of Cure Confusion are cheap and reliably
found in the Mushroom Store (0), and Potions of Curing also remove all
confusion. Carrying these items becomes a good idea very early: in
wilderness mode you should buy mushrooms of Cure Confusion as soon as
you have completed Warrens (earlier if you can afford it), while with
wilderness off (Beginner Mode or coffee-break mode) you should have
them by DL 7.
Not only do you have to be prepared with these items, though, but some
monsters hit to confuse in melee; if your confusion was originally
caused by such a monster, curing it might not do much good as you will
likely just be re-confused the next turn. This is called confusion
lock, and is best solved (in the absence of a Staff of Teleport) by
quaffing a Potion of Speed before you start bingeing on mushrooms or
potions of curing. The extra speed makes immediate re-confusion less
likely; and even one turn with a clear head is (probably) enough for
you to read a Scroll of Teleportation.
If all other options are exhausted, you can try to just melee while
confused; as unreliable as it is, sometimes you will get lucky.
Acquiring your first Staff of Teleportation makes confusion much less
dangerous, although carrying Mushrooms of Cure Confusion still remains
a good idea. Once you find your first source of confusion resistance,
you can drop the confusion-specific mushrooms and rely solely on
Potions of Curing; one level of confusion resistance is not enough for
full protection (see [a] below) but works most of the time, and also
causes confusion to wear off much faster.
After playing for a while, you will learn which early-game monsters
confuse, and can avoid them or develop strategies against them that
deprive them of the opportunity.
Turning the Tables
Many monsters, even some high-level uniques, are susceptible to
confusion; and confused monsters are even less effective than a
confused player. A confused monster cannot cast spells at all, cannot
use its breath attacks, and will wander about aimlessly (possibly even
stumbling into other monsters by mistake)... though you should still
remain careful; just as you can get lucky hitting things while
confused, so can a monster. Also, the monster's confusion sometimes
wears off just when it's least convenient for you.
Confused monsters are indicated by the brown coloring of their health
bars (e.g. p[*********]).
Paralysis
Being paralyzed inactivates you completely; all you can do is watch as
the surrounding monsters bash your face in, and hope the paralysis ends
with you still alive. Needless to say, this situation is best avoided.
Resistance to paralysis follows different rules from most status
effects, and is based on your level of Free Action with some support
from your Saving Throw. One source of Free Action gives some protection
and causes paralysis to wear off faster. Two sources of Free Action
give complete protection against early-game monsters (up to native
level 41) and good protection against high-level monsters. Having three
sources of Free Action provides immunity to paralysis, except in the
special cases of starvation and the Ancient Foul Curse.
In the very early game, paralysing monsters are few and (with the
exception of the immobile Cloakers) not very dangerous, so Free Action
is not immediately necessary. Usually, you will want at least one
source by around DL 25, or by the time you enter the Old Man Willow
quest, whichever comes earlier. The effectiveness of "imperfect" Free
Action (one level of protection in the early game, or one or two levels
in the late game) depends on the level of the attacking monster as well
as your saving throw. The better your saving throw is, the less of a
risk you are taking by not having three levels of Free Action.
It is possible for monsters to be paralyzed, but this never becomes
part of the average player character's toolkit. Only powerful magic can
paralyze monsters, and even then, only briefly.
Stunning
Stunning is a common side-effect of many elements (like water, plasma,
gravity and sound), and quite a few monsters hit to stun in melee.
Unlike confusion and paralysis, which have binary effects, stunning
operates on a scale; heavy stunning is bad news, but a mild daze should
not worry you too much. The level of stunning is roughly indicated by
the labels Dazed, Light Stun, Stun, Heavy Stun, Massive Stun and
finally Knocked Out.
Being stunned increases the fail rates on your spells, scrolls and
magic devices, and decreases your effectiveness in combat. As a general
rule, you should always drink a Potion of Curing or cure stunning in
some other way as soon as you reach the Heavy Stun level, sometimes
earlier. Being knocked out is exponentially worse than the other levels
of stunning; much like paralysis it puts you out of action altogether,
and death tends to rapidly follow. Getting knocked out is to be avoided
at any cost.
Stunning cannot be resisted directly, but resistance to Sound gives you
a save against it when it occurs as a side-effect of elemental damage.
Stunning has very similar effects on monsters as it does on you:
increased spell fail rates and reduced melee effectiveness. It is
possible for monsters to be knocked out, although that tends to wear
off rapidly. Some monsters and player-monster races, as well as player
Golems, have immunity to stunning.
Stunned monsters are indicated by the light blue coloring of their
health bars (e.g. U[*********]). If a monster is both confused and
stunned, it has a brown health bar; confusion gets higher priority.
Fear
There are many sources of fear, ranging from special spells and melee
attacks through the sight of particularly horrifying monsters to simply
taking so much damage you can't help feeling uneasy. Like stunning,
fear operates on a scale, and the top end of the scale is best avoided.
Fear does not affect spell or device fail rates directly, but in
practice does do so indirectly: sometimes you will be too frightened to
get the spell off. Fear can also cause you to quit a round of melee
before its natural end (sometimes before hitting the monster at all),
and extreme fear can cause you to tremble in hopeless terror for an
entire turn. Apart from this loss of turns, fear does not affect the
reading of scrolls, making a Scroll of Teleportation a more reliable
escape while afraid than staves or spells with the same effect.
Fear Scale
Uneasy low chance to fail fear checks
Nervous moderate chance to fail fear checks
Scared moderate chance to fail fear checks, low chance to miss
three-tenths of a turn
Terrified high chance to fail fear checks, moderate chance to miss
three-fifths of a turn
Petrified very high chance to fail fear checks, high chance to
miss an entire turn
Fear resistance works very differently from all other resistances,
being more similar to See Invisible. Each level of fear resistance
gives an additional roll to survive a fear check; the probability of
any single roll being successful depends on your level, your charisma,
and (depending on the situation) other factors such as the monster you
are fighting, the dangerousness of the level and how afraid you already
were. The level of Craven characters is discounted somewhat for this
calculation, and Craven characters also start with vulnerability to
fear, giving them one fewer roll.
Fear resistance is not absolutely needed, but is generally a good idea,
especially in the midgame and late game. Most, though not all, monsters
can feel fear. Frightened monsters will try to run away from you, and
(like you) can miss turns in cases of extreme fear. Frightened monsters
remain capable of casting spells. Frightened monsters are indicated by
the violet coloring of their health bars (e.g. f[*********]). Fear has
the second-lowest priority of any health bar color.
Blindness
Blindness is a common side effect of light- and darkness-based attacks,
and can also result from monster spells or melee or the use of some
magical devices. While blind, you cannot read scrolls, read spellbooks,
see the area around you or even see monsters.
All this makes blindness sound very bad on paper, but it is actually
one of the least problematic status effects; it is easily cured, not as
debilitating, long-lasting or lock-prone as confusion, and like
confusion it allows the use of devices. Blindness also does not affect
telepathic sight, allowing characters with telepathy to simply continue
normal melee while blind. Blindness can be resisted, but for most
characters blindness resistance is something that's nice to have, not
something that is absolutely needed.
Blindness as a concept is not usually applied to monsters. When it is,
it is just a synonym for confusion, but this can only be seen in
exceptional circumstances; light or darkness attacks that might blind
the player, for example, will never confuse a monster.
Slowness
Temporary slowness can be caused by traps, monster spells, monster
melee, or elements like inertia and gravity. Being slowed turns your
speed indicator purple [e.g. Slow (-10)]. There are two different types
of slowness - binary slowness, which reduces your speed by 10, and
incremental slowness, which can reduce your speed by anywhere from 1 to
10. The two types of slowing partly but not fully combine, for a
maximum speed penalty of 12. Neither type of slowness can be resisted
through equipment, although one specific source of binary slowness (the
"Slow" monster spell) can be resisted through free action or saving
throw, and Hermes demigods are immune to slowing.
Potions of Vigor cure both types of slowness (as well as stunning), but
have no other use and are therefore generally only carried when slowing
attacks are specifically expected.
Most monsters can be slowed, but uniques are immune. Slowed monsters
are indicated by the dark gray coloring of their health bars (e.g.
f[*********]). Slowness has the lowest priority of any health bar
color.
Temporary haste is the opposite of slowness: a bonus of +10 to speed.
Potions of Speed do not cure slowness, but cancel out its effect by
providing temporary haste.
Cuts/Wounds
Cuts are a common side effect of melee, breath and spell attacks. While
bleeding, you lose some HP every turn (how much HP you lose depends on
the seriousness of the cut) and your HP regeneration is set to zero.
Cuts other than Mortal Wounds heal on their own over time, but a
sufficiently bad wound might kill you before it heals.
The seriousness of a cut is (very roughly) indicated by the labels
Graze, Light Cut, Bad Cut, Nasty Cut, Severe Cut, Deep Gash and Mortal
Wound. Mortal Wounds do not heal on their own and must be cured by
magic, making them the only exception to the rule that all status
effects wear off given enough time. How rapidly lesser wounds heal
depends on how serious they are, as well as your Constitution.
Many devices and potions, including Potions of Curing, fully or
partially heal cuts. Severe cuts and above are generally best cured,
although in the heat of a battle it frequently happens that something
else (like killing whoever caused the cut, or using Healing to also
recover HP) takes higher priority than the cut.
It is not possible to resist cuts directly, but resistance to Shards
gives you a save against them when they occur as a side-effect of
elemental damage. Monsters do not suffer cuts, and nonliving races and
some player-monster races are also immune to them. Blood-Knights
receive special bonuses from cuts, and are allowed to regenerate while
bleeding, although they still also suffer cut damage.
Poisoning
Poisoning is caused by two elements: poison and toxic waste. These
elements do not cause any damage immediately, but are very damaging
over time, the damage is just delayed. Like cuts, poisoning causes some
damage every turn; the more poisoned you are, the more damage you take.
Poisoning, like bleeding, sets HP regeneration to zero.
The level of poisoning is indicated by a poison counter, which takes
the form Poison:609. Suffering poison damage always reduces the counter
by the equivalent amount; for example, next turn you might suffer 152
damage and the counter would be reduced to Poison:457. In this respect
poison differs from cuts, where the damage taken and the amount of
cutting healed are decoupled.
Poison resistance reduces the initial poisoning (50% poison resistance
reduces the initial poisoning to half), but has no further effect on
the damage taken. Thus, once Poison:609 shows up, it is too late for
poison resistance: you will suffer 609 damage (over time) unless the
poisoning is cured.
Mushrooms of Cure Poison are the only common poison cure that is fully
effective. Potions of Curing reduce poisoning but may not remove it
completely. It is not necessary to use mushrooms, but players without
mushrooms need poison resistance more. By DL 35 you should always have
some way to mitigate poison damage, through either resistance and
Potions of Curing or through mushrooms.
Monsters do not suffer poisoning as a status effect; rather, they take
the damage from poison and toxic waste immediately, in the same way as
any other elemental damage. The damage is also slightly lower for
monsters.
Unwellness
Disease attacks are the most common cause of unwellness, which is
functionally simply a temporary reduction of your DEX and CON. The
reduction starts at 4 points, and gets progressively smaller over time
until you feel good again. Unwellness usually only appears some time
after the initial contagion, and may occasionally cause uncontrollable
sneezing - both of these mechanics are probably all too familiar to
many players...
There is no way to really resist unwellness, although poison resistance
helps a bit when it's caused by a disease attack. Unwellness can be
cured, but only with Potions of *Healing* and Life, which in practice
are too valuable to be used for that purpose; it is better to just wait
the unwellness out. Androids are immune to unwellness, and monsters do
not suffer from it.
Hallucination
No status effect is wilder than hallucination, which fills the screen
with random symbols and substitutes silly names for monsters' regular
names. Hallucination disables the monster list (Y/[) and some
class-specific abilities like smithing on Weaponsmiths, but otherwise
allows normal use of items and spells.
Most sources of hallucination can be resisted through resistance to
Chaos. Hallucination is usually best cured, although it is not that
debilitating; despite the random symbols, hallucinating players can
usually still guess where the monsters are, and hit them or fire at
them accordingly. The main risk is that if monsters are summoned, the
player has no immediate way to assess their danger level.
Monsters do not suffer hallucinations... or maybe we just don't notice
any difference when they do.
Polymorph
Polymorph is a rare monster spell that temporarily changes your race.
Your temporary race is selected randomly and indicated in brackets, for
example [Snotling]; and until the polymorph wears off, you will be
treated as a member of your new race for (almost) all intents and
purposes. Here, for example, you would receive the stat, skill and
life-rating penalties of a Snotling... but also the Snotling ability to
get special buffs from mushrooms. You would not inherit Snotlings'
ultra-low experience factor.
Polymorph can be resisted only through Saving Throw. Being temporarily
polymorphed is not exclusively bad, though; it can be bad, but
occasionally it even helps. Polymorph is listed here with the bad
status effects because new players sometimes get spooked by it, afraid
they are permanently stuck in their new form.
Although not a status effect, a full and permanent race-polymorph is
possible, but will never be triggered by the Polymorph Other spell.
Permanent race-polymorph can be caused by Toxic Waste attacks
(prevented by having 55% poison resistance), by the Polymorph power or
object activation (in which case you are usually hoping for it!), or by
most of the chaos patrons (the only two who never do this are Chardros
and Hionhurn). Some exotic situations, like running out of life points
with HP left, can also trigger a permanent race change.
Monsters do not suffer temporary polymorphs but can be polymorphed
permanently, either with the Polymorph spell/device effect or through
attacks based on Chaos or Toxic Waste.
Resisting Status Effects
Many status effects can be prevented or greatly mitigated by having an
appropriate resistance. Typically, your resistance level is compared to
a 33-sided die; thus, for example, 30% confusion resistance gives you a
30 in 33 (about 91%) chance of resisting that status effect, and 40%
confusion resistance means you are safe. Blindness, hallucination
(chaos), elemental stunning (sound) and elemental cuts (shards) follow
the same rule, as do many elemental side-effects that are not status
effects.
As noted above, fear and paralysis follow their own rules; and
poisoning cannot be completely prevented except through immunity.
Original : FrogComposband 7.1.liquorice