Difference between revisions of "Spellbook of sleep"

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(Strategy: Sleep is a powerful offensive spell, use it as such.)
(1) sleep duration + refs, 2) no abuse on pets, 3) separate facts and strategy, 4) integrate talk page answer, 5) minotaurs and priests 6)stethoscope, 7) drum&horn, 8)refactor, 9)write it)
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==Effects==
 
==Effects==
Casting this spell has the same effect as zapping a [[wand of sleep]].
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Casting this spell has almost the same effect as zapping a [[wand of sleep]]: monsters will be put to sleep for (level/2 + 1)d25 turns, where level is your experience level.<ref>{{function|mhitm.c|sleep_monst}}, {{sourcecode|zap.c|2486}}, {{sourcecode|objects.c|799}}</ref>
  
You can use it to help defeat (or escape) difficult monsters (unless the monster has [[sleep resistance]]); just be careful where the beam bounces. In a coaligned temple, you can use this wand to park a heavy monster on the altar so that you can kill it there without having it run away from you.
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Monsters can resist this spell with [[monster magic resistance]]. It has absolutely no effect on already-sleeping or paralyzed monsters. Attacking monsters in melee has a 10% chance of waking them up.
  
 
Bolts of sleep bounce from walls and unidentified secret doors, but are absorbed by known doors.
 
Bolts of sleep bounce from walls and unidentified secret doors, but are absorbed by known doors.
 
Monsters can resist this spell with [[monster magic resistance]]. Attacking monsters in melee has a 10% chance of waking them up.
 
  
 
== Strategy ==
 
== Strategy ==
Sleep is a powerful offensive spell, use it as such.
+
Sleep is a powerful offensive spell, use it as such. You can use it to help defeat or escape difficult monsters (unless the monster has high [[monster magic resistance]] or [[sleep resistance]]); just be careful where the beam bounces. You might want to check each turn with a [[stethoscope]] if you need to re-cast sleep instead of attacking. If you are resistant or reflecting, try to bounce it off walls and hit monsters twice, in case the first zap misses or the monster resists.
  
 
Once you have sent an enemy to sleep, be cautious about attacking it in melee unless you can defeat it normally. In particular if you have sent a [[floating eye]] or [[Medusa]] to sleep, never count on the sleep to keep you alive.
 
Once you have sent an enemy to sleep, be cautious about attacking it in melee unless you can defeat it normally. In particular if you have sent a [[floating eye]] or [[Medusa]] to sleep, never count on the sleep to keep you alive.
  
The sleep spell can be used to halt your pet before it stumbles into a trap or attacks a creature you want alive.
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If you want to kill a [[minotaur]] for his [[wand of digging]] or a [[aligned priest|temple priest]] for his items, casting sleep is a wise first move. You still want [[reflection]] for the temple god's lightning strikes.
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Although [[drum]]s and [[horn]]s are superb (and vastly underappreciated) [[scaring]] tools in crowd combat, they don't mix well with sleep.
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In a coaligned [[temple]], you can use this spell to park a heavy monster on the [[altar]] so that you can kill it there without having it run away from you.
 +
 
 +
The sleep spell can be used to halt your pet before it stumbles into a trap or attacks a creature you want alive. This will not decrease [[tameness]] or count as abuse.
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A [[wizard]] or hero with high [[Luck]] might reasonably want to write this spellbook if they find a [[magic marker]], retrying until they succeed.
  
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==References==
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<references/>
 
{{stub}}
 
{{stub}}
 
[[Category:Spellbooks|Sleep]]
 
[[Category:Spellbooks|Sleep]]

Revision as of 23:44, 19 June 2011

spellbook of
+   sleep   Light green spellbook.png
Appearance random
Abundance 5.09%
Base price 100 zm
Weight 50
Turns to read 1
Ink to write 5–9
Spell type enchantment
Level 1
Power cost 5 Pw
Direction ray
Equivalent wand of sleep

Allows you to learn the sleep spell.

Effects

Casting this spell has almost the same effect as zapping a wand of sleep: monsters will be put to sleep for (level/2 + 1)d25 turns, where level is your experience level.[1]

Monsters can resist this spell with monster magic resistance. It has absolutely no effect on already-sleeping or paralyzed monsters. Attacking monsters in melee has a 10% chance of waking them up.

Bolts of sleep bounce from walls and unidentified secret doors, but are absorbed by known doors.

Strategy

Sleep is a powerful offensive spell, use it as such. You can use it to help defeat or escape difficult monsters (unless the monster has high monster magic resistance or sleep resistance); just be careful where the beam bounces. You might want to check each turn with a stethoscope if you need to re-cast sleep instead of attacking. If you are resistant or reflecting, try to bounce it off walls and hit monsters twice, in case the first zap misses or the monster resists.

Once you have sent an enemy to sleep, be cautious about attacking it in melee unless you can defeat it normally. In particular if you have sent a floating eye or Medusa to sleep, never count on the sleep to keep you alive.

If you want to kill a minotaur for his wand of digging or a temple priest for his items, casting sleep is a wise first move. You still want reflection for the temple god's lightning strikes.

Although drums and horns are superb (and vastly underappreciated) scaring tools in crowd combat, they don't mix well with sleep.

In a coaligned temple, you can use this spell to park a heavy monster on the altar so that you can kill it there without having it run away from you.

The sleep spell can be used to halt your pet before it stumbles into a trap or attacks a creature you want alive. This will not decrease tameness or count as abuse.

A wizard or hero with high Luck might reasonably want to write this spellbook if they find a magic marker, retrying until they succeed.

References

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