Sleep gas: Difference between revisions

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imported>Trashmonks
(Created by Teamtoto using QBE v1.0rc1)
 
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Item
{{Item
| title = {{Qud text|sleep gas}}
| title = {{Qud text|sleep gas}}
| image = none
| image = sleep gas.png
| weight = 1
| gif = sleep gas animated.gif
| inhaled = yes
| seeping = no
| id = SleepGas
| colorstr = &amp;w^Y
| colorstr = &amp;w^Y
| renderstr =
| tilecolors = w
| id = SleepGas
| renderstr =
| inheritingfrom = Gas
| dynamictable = {{Dynamic object|AjiConch|SleepGas}}
| desc = Miasma settles the lungs of its neighbors and guides them to the dreaming dale. Their bodies repose.
| desc = Miasma settles the lungs of its neighbors and guides them to the dreaming dale. Their bodies repose.
| categories = Gases
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
Sleep gas is a [[Respiration|respiratory-based gas]] effect that has a chance to put creatures to [[asleep|sleep]].
== Sources ==
Sources of sleep gas, with their level and density, include:{{Code Reference|namespace=XRL.World.Parts|class=Gas}}
{| class="wikitable"
! Source
! Gas Level
! Gas Density
! Reference
|-
| {{favilink|Sleep Gas Generation}}
| Mutation Level
| 800 per turn, divided evenly into non-solid adjacent squares
| {{Code Reference|namespace=XRL.World.Parts.Mutation|class=SleepGasGeneration}}
|-
| {{favilink|billowing conch of the Aji}}
| 5
| 800 per turn, divided evenly into non-solid adjacent squares
| {{Code Reference|namespace=XRL.World.Parts|class=AjiConch}}
|-
| {{favilink|sleep gas grenade|suffix:mk I}}
| 1
| 40
| <ref name="GasGrenade"><code>XRL.World.Parts.GasGrenade</code></ref><ref name="ObjectBlueprints"><code>ObjectBlueprints.xml</code></ref>
|-
| {{favilink|sleep gas grenade|suffix:mk II}}
| 1
| 80
| <ref name="GasGrenade" /><ref name="ObjectBlueprints" />
|-
| {{favilink|sleep gas grenade|suffix:mk III}}
| 1
| 120
| <ref name="GasGrenade" /><ref name="ObjectBlueprints" />
|-
| {{favilink|dreambeard}} or {{favilink|elder dreambeard}}
| 1
| 80
| {{Code Reference|namespace=XRL.World.Parts.Mutation|class=SleepBreather}}
|-
| {{favilink|drowsing urchin}}
| 1
| 80
| {{Code Reference|namespace=XRL.World.Parts|class=DrowsingUrchin}}
|}
== Effects ==
In order to be affected by sleep gas, a creature must [[Respiration|respire]] and not currently have the [[wakeful]] effect. Robots and holograms do not respire and cannot be affected by sleep gas.
Sleep gas cannot seep through walls or other [[occluding]] objects, so it will remain contained by them instead. This often results in sleep gas having very high density if it is released in cramped areas, making it noticeably more potent. It can also take a very long time to [[:Category:Gases#Gas_Behavior|dissipate]] if released in cramped areas.
Any creature that is not [[wakeful]] or otherwise immune to the effects of sleep gas that enters a sleep gas cloud must make a [[Save|Toughness save]] to resist falling asleep. If they fail the save, they will fall asleep for a number of rounds dependent on the strength (Gas Level) of the sleep gas. Items such as the {{favilink|vinewood sap mask}} or {{favilink|gas mask}} provide a bonus to the creature's saving roll for this Toughness save and reduce the save target by reducing the effective density of gas for purposes of the calculation.
Whenever a creature awakens from an involutary sleep effect, they will gain the [[wakeful]] status for 3-5 rounds.
The following formulas are used to determine the Toughness save and sleep duration:<ref name="GasSleep"><code>XRL.World.Parts.GasSleep</code></ref>
{| class="wikitable"
! Toughness Save
| {{simple formula | 5 + GasLevel + ( Density / 10 ) }}
|-
! Sleep Duration
| {{simple formula | 4d6 + GasLevel }}
|}
In practice, gas density is highly variable due to a significant amount of randomization involved in gas behavior. Gas is constantly moving between cells, dissipating over time, merging with other gas, and being affected by random calculations in the game engine.
The density of sleep gas can get much higher than 100 with the {{favilink|Sleep Gas Generation}} mutation. With that mutation, a creature releases 800 density units of gas into the open cells around them ''each turn'', and can continuously release gas for many turns depending on mutation level. This can result in very high density gas if the mutant releases all gas into the same area without moving, or if there are many nearby walls that contain the sleep gas into a smaller and more concentrated area.
{| class="wikitable"
! Gas<br>Level
! Density
! Toughness Save<br>to Resist
! Sleep Duration
|-
! rowspan="5" | 1
| 50
| 11
| rowspan="5" | {{dice tooltip|4d6+1}}
|-
| 100
| 16
|-
| 200
| 26
|-
| 400
| 46
|-
| 800
| 86
|-
! rowspan="5" | 2
| 50
| 12
| rowspan="5" | {{dice tooltip|4d6+2}}
|-
| 100
| 17
|-
| 200
| 27
|-
| 400
| 47
|-
| 800
| 87
|-
! rowspan="5" | 3
| 50
| 13
| rowspan="5" | {{dice tooltip|4d6+3}}
|-
| 100
| 18
|-
| 200
| 28
|-
| 400
| 48
|-
| 800
| 88
|-
! rowspan="5" | 4
| 50
| 14
| rowspan="5" | {{dice tooltip|4d6+4}}
|-
| 100
| 19
|-
| 200
| 29
|-
| 400
| 49
|-
| 800
| 89
|-
! rowspan="5" | 5
| 50
| 15
| rowspan="5" | {{dice tooltip|4d6+5}}
|-
| 100
| 20
|-
| 200
| 30
|-
| 400
| 50
|-
| 800
| 90
|-
! rowspan="5" | 6
| 50
| 16
| rowspan="5" | {{dice tooltip|4d6+6}}
|-
| 100
| 21
|-
| 200
| 31
|-
| 400
| 51
|-
| 800
| 91
|-
! rowspan="5" | 7
| 50
| 17
| rowspan="5" | {{dice tooltip|4d6+7}}
|-
| 100
| 22
|-
| 200
| 32
|-
| 400
| 52
|-
| 800
| 92
|-
! rowspan="5" | 8
| 50
| 18
| rowspan="5" | {{dice tooltip|4d6+8}}
|-
| 100
| 23
|-
| 200
| 33
|-
| 400
| 53
|-
| 800
| 93
|-
! rowspan="5" | 9
| 50
| 19
| rowspan="5" | {{dice tooltip|4d6+9}}
|-
| 100
| 24
|-
| 200
| 34
|-
| 400
| 54
|-
| 800
| 94
|-
! rowspan="5" | 10
| 50
| 20
| rowspan="5" | {{dice tooltip|4d6+10}}
|-
| 100
| 25
|-
| 200
| 35
|-
| 400
| 55
|-
| 800
| 95
|}
== References ==
<references />
{{Gas Navbox}}
[[Category:Gases]]
[[Category:Gases]]

Latest revision as of 12:34, 19 January 2024

sleep gas
Sleep gas
Inhaled?Whether this gas is
respiration-based

yes

Seeping?Whether this gas can
seep through walls

no

Character

ID?Use this ID to Wish for the item

SleepGas

Spawns in

AjiConch

sleep gas

Miasma settles the lungs of its neighbors and guides them to the dreaming dale. Their bodies repose.

Perfect

Sleep gas is a respiratory-based gas effect that has a chance to put creatures to sleep.

Sources

Sources of sleep gas, with their level and density, include:[1]

Source Gas Level Gas Density Reference
Sleep Gas Generation Mutation Level 800 per turn, divided evenly into non-solid adjacent squares [2]
billowing conch of the Aji 5 800 per turn, divided evenly into non-solid adjacent squares [3]
sleep gas grenade mk I 1 40 [4][5]
sleep gas grenade mk II 1 80 [4][5]
sleep gas grenade mk III 1 120 [4][5]
dreambeard or elder dreambeard 1 80 [6]
drowsing urchin 1 80 [7]

Effects

In order to be affected by sleep gas, a creature must respire and not currently have the wakeful effect. Robots and holograms do not respire and cannot be affected by sleep gas.

Sleep gas cannot seep through walls or other occluding objects, so it will remain contained by them instead. This often results in sleep gas having very high density if it is released in cramped areas, making it noticeably more potent. It can also take a very long time to dissipate if released in cramped areas.

Any creature that is not wakeful or otherwise immune to the effects of sleep gas that enters a sleep gas cloud must make a Toughness save to resist falling asleep. If they fail the save, they will fall asleep for a number of rounds dependent on the strength (Gas Level) of the sleep gas. Items such as the vinewood sap mask or gas mask provide a bonus to the creature's saving roll for this Toughness save and reduce the save target by reducing the effective density of gas for purposes of the calculation.

Whenever a creature awakens from an involutary sleep effect, they will gain the wakeful status for 3-5 rounds.

The following formulas are used to determine the Toughness save and sleep duration:[8]

Toughness Save
5 + GasLevel + ( Density / 10 )
Sleep Duration
4d6 + GasLevel

In practice, gas density is highly variable due to a significant amount of randomization involved in gas behavior. Gas is constantly moving between cells, dissipating over time, merging with other gas, and being affected by random calculations in the game engine.

The density of sleep gas can get much higher than 100 with the Sleep Gas Generation mutation. With that mutation, a creature releases 800 density units of gas into the open cells around them each turn, and can continuously release gas for many turns depending on mutation level. This can result in very high density gas if the mutant releases all gas into the same area without moving, or if there are many nearby walls that contain the sleep gas into a smaller and more concentrated area.

Gas
Level
Density Toughness Save
to Resist
Sleep Duration
1 50 11 4d6+15-25 (Avg: 15)
100 16
200 26
400 46
800 86
2 50 12 4d6+26-26 (Avg: 16)
100 17
200 27
400 47
800 87
3 50 13 4d6+37-27 (Avg: 17)
100 18
200 28
400 48
800 88
4 50 14 4d6+48-28 (Avg: 18)
100 19
200 29
400 49
800 89
5 50 15 4d6+59-29 (Avg: 19)
100 20
200 30
400 50
800 90
6 50 16 4d6+610-30 (Avg: 20)
100 21
200 31
400 51
800 91
7 50 17 4d6+711-31 (Avg: 21)
100 22
200 32
400 52
800 92
8 50 18 4d6+812-32 (Avg: 22)
100 23
200 33
400 53
800 93
9 50 19 4d6+913-33 (Avg: 23)
100 24
200 34
400 54
800 94
10 50 20 4d6+1014-34 (Avg: 24)
100 25
200 35
400 55
800 95

References

  1. XRL.World.Parts.Gas
  2. XRL.World.Parts.Mutation.SleepGasGeneration
  3. XRL.World.Parts.AjiConch
  4. 4.0 4.1 4.2 XRL.World.Parts.GasGrenade
  5. 5.0 5.1 5.2 ObjectBlueprints.xml
  6. XRL.World.Parts.Mutation.SleepBreather
  7. XRL.World.Parts.DrowsingUrchin
  8. XRL.World.Parts.GasSleep