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Порча (Corruption) - воздействие, оказываемое на персонажа распространяющимся по миру Хаосом. Её уровень увеличивается при атаке или съедении хаотических созданий, активации соответствующей ловушки, а также непрерывно прибавляется от пребывания в самой Дракалорской Цепи. Большое количество порчи можно получить, выпив зелье чистого хаоса. Могущественные артефакты хаоса "портят" персонажа, даже находясь в его инвентаре, если же их одеть — эффект только усилится.

С увеличением уровня порчи персонаж будет получать новые способности, большинство из которых - палка о двух концах: преимущества в обмен на недостатки. Если порча достигнет определённого максимального уровня (18 полученных эффектов) - герой превратится в корчащуюся массу первичного хаоса и игра закончится.

В версии 1.2.0 было добавлено 17 новых эффектов порчи, доведя их общее число до 35. Игра по-прежнему завершается при получении любых 18 из них, то есть персонаж может получить только некоторое случайное подмножество от общего числа (не зависит ни от расы, ни от класса). Все новые эффекты были целиком или частично основаны на предложениях игроков [1].

Кроме того, в версии 1.2.0 порча оказывает дополнительное влияние на персонажа [2]; с получение новых эффектов у персонажа постепенно растёт Сила, Ловкость, Выносливость и Мана, тогда как Воля падает - в зависимости от мировоззрения. Эти поправки к атрибутам вычисляются так:


Эффекты, присутствующие во всех версиях:[править | править исходный текст]

Poison drips from your hands.[править | править исходный текст]

The character will poison any monsters they engage in melee, turn any potion they touch into poison, and curse any food they touch.  While poisoning monsters is largely a desirable effect, the food issue is annoying, and the potion part is dreadful. The PC won't be able to use healing potions, will get in debt if (s)he picks up potions in a shop (unless the potion is worth less than poison), and -- perhaps worst of all -- can't drink potions of cure corruption.

Thick gauntlets cancel all of the above effects, so it's a good idea to store spare sets of thick gauntlets somewhere safe; also, if you need to cure corruption, use up your potions of cure corruption before your scrolls of chaos resistance, just in case your gauntlets later get destroyed somehow. Until 1.2.0 Prerelease 11[3], mosses of mareilon and spenseweed could be safely put in the tool slot and used without becoming cursed. Similarly, potions were also able to be dropped into a safe place without turning them into poison (but not picked up again), and dipping stuff into holy/unholy water was unaffected.

Even if it has some benefits and is controllable with thick gauntlets, the risk of temporarily swapping thick gauntlets for something more useful, and then doing something like dropping and picking up the whole inventory is too big. So most players will remove this one as soon as possible, even if they have thick gauntlets.

It has been reported that alchemistic gloves have a chance to negate this corruption's effects when picking up potions or food, but not when drinking or eating. It is rumored that the artifact gauntlets of eternal peace Shezestriakis also negate the bad effects. This might be due to the poison resistance granted by both items.

You are a living mana battery.[править | править исходный текст]

Another tricky one. All wands the PC touches are drained of their charges, getting 2 PP per blessed wand and 1 per uncursed. PP is nice, but all the PC can do with wands is wrenching final charges. Also spell costs are reduced to 80% of their normal cost, but this does not lower costs below 50% of the usual amount. Mana regeneration is believed to improve.

Normally the first thing a character should do is absorb all useless wands. Second is to remove the corruption. It is very bad for melee classes as they lose backup offense in form of rechargeable wands. For wizards, they do not get much of a reduction due to their class powers and the 50% cap. The way mana regeneration works, a Concentration ranking of 100 suppresses all other sources' influence heavily. Additionally, some wands like paralyzation do not have similar spells, and spells like Mystic Shovel are rather expensive.

Wand absorption is one of the ways to make an Archmage.  Wands sold with this corruption active are priced per their existing charges, but are drained of charges after you are paid.  Picking up a wand in a shop with this corruption will lower the value of the wand, and the shopkeeper will blame you for damages.  You will either have to perform a shop theft, a murder, or pay the difference before you can leave.

You are surrounded by an unholy aura (Ch : -10, DV : 6).[править | править исходный текст]

Mostly acts like armor of hate. This periodically causes monsters to flee in panic, which would be rated between useful and annoying if not for the problem with shopkeepers: instead of being afraid of the PC, shopkeepers become afraid of losing their business (because you're scaring away their clients).

This results in a hostile shopkeeper, a lost shop (although all items are now free for collection) and lots of thugs. If you had any unpaid items when this is triggered, it's classified as a shop robbery, with associated alignment drop and possible cursing or dooming.

Shopkeepers do not become hostile instantly, so usually it is possible to get things done under controlled teleport, especially if invisibility is applied (which helps until the "stares at your position with great intensity" message appears). There have been some reports of shopkeepers not becoming angry if the PC is not in their line of sight.

Rating: next to deadly for the PC early on, very annoying midgame (before the Darkforge shortcut is opened). On the final dive when you do not plan on chatting with any NPCs or using shops, this might be rather decent as long as you do not rely too much on pets. Early on, it should probably should be removed as soon as possible; later on it depends on the situation.

You exhale sulphur (Ch: -4)[править | править исходный текст]

Basically gives Drakelings' racial ability to spit acid. This has benefits as it may serve as extra attack and allows to manipulate satiation status more easily. Definitely beneficial and should not be removed, unless after winning.

You have become extremely thin and nimble (1/2 weight, DV: 6).[править | править исходный текст]

An undocumented feature is that this corruption noticeably increases the PC's hunger rate; contrary perhaps to what one might expect, since according to the manual trolls need to eat more because they're heavy. 6 extra DV can be very beneficial, though the food consumption part can be frustrating especially for trolls.

This is one of the corruptions needed to enter the Quickling Tree.

You have become very light (1/10 weight, St: -6, Dx: 4, To: -6, Ap: -6, 20 speed ).[править | править исходный текст]

Very significant loss of toughness in exchange for decent speed bonus and Dexterity. This is the other corruption needed to enter the Quickling Tree. Overall, since stats can be fixed more easily than speed, this is rather beneficial.

You have grown a bulging cranium (Le : 6, Wi : 4, Ap: -6, PV : -4, To : -3).[править | править исходный текст]

It is a rather fair trade. It is possible to use the Learning boost before removing it. If it happens during the Toughness raising period, it can be kept forever or removed later for three extra points of Toughness.

You have grown a total of 12 eyes (Ap: -6, Pe : 6).[править | править исходный текст]

Neither Perception nor Appearance are critical, although Perception does increase radius of visibility so it is somewhat beneficial. PCs with this corruption appear to recover from being blinded by traps very quickly or instantly.

You have grown horns ( 3 melee damage, Ap: -4).[править | править исходный текст]

Melee damage is applied even while wielding weapons. Although in such cases it seems to be only 2, but since the loss is Appearance, it is one of corruptions you want to remove only before exiting Ancardia.

You have grown thorns (3d3 melee damage, Dx : -2, Ap : -3).[править | править исходный текст]

This is not extra melee damage. It actually replaces the 1d3 dice for normal unarmed attacks. It is also rumored to inflict bleeding on monsters more often. Monks and beastfighters get no benefit at all. In most cases, other classes should not fight unarmed (though it does give a good boost to Necromancers' Shadow Touch, which they can use on weaker creatures after tough fights).

It is typically a waste of 2 Dx for all. If this is gained early on, the problem can be solved rather simply with moss. If later, however, 2 points of Dexterity is probably not worth using up corruption removal.

You look somewhat apish (St : 3, Le: -1, Wi: -1, Ch: -2, Ap: -3).[править | править исходный текст]

This is a periodically-activating corruption. At some point it also starts messing with Dexterity and Toughness. There are unconfirmed reports that due to stat gaining peculiarities, characters with very high stats might get only the negative part of stat changing. The game generates the message "You suddenly remember your ancestors." when stat changes (i.e. St and To, -Le, Wi and Dx) occur. It is rather good for melee orientated characters, since Willpower can be kept within reasonable values by some use of morgia roots. Spellcasters, however, should remove it as soon as possible.

Note that in 1.2.0 characters don't seem to pick this up until they are (almost) 'extremely corrupted', and (maybe subsequently) Chaos Knights can't start out with the corruption; this might be a nerf[4].

You rage (DV: -9, 6 melee damage)![править | править исходный текст]

A fair exchange for dedicated melee fighters with good kit, but an absolute waste of DV for archers and wizards. Although PV is generally more valuable, all monsters have a chance of ignoring it, and some always do so, leaving DV as your only defense. On the other hand, at some point, additional DV gives no actual benefit, while a little extra damage can be helpful to overcome high-PV enemies more quickly. Polearm-wielding characters with a good shield and high skill may not notice the drop in defense. For non-melee characters, it should be removed if the character does not lack means of corruption removal and does not need to become extremely corrupt for an ultra ending. Melee-oriented characters should remove it if their defense is already lacking.

This corruption also gives you a chance to splatter peacefuls you walk into without a prompt, instead of swapping place with them.

Your antennae explore the details of your environment (Ap: -4).[править | править исходный текст]

Works more or less as randomly used crystals of knowledge for map revealing purposes. Loss of Appearance is tolerable, so it is marginally positive.

Your close attunement to corrupted astral space allows teleportation.[править | править исходный текст]

Same as teleportitis intrinsic. If you have teleport control, it is some free, randomly-timed teleports. If not... your situation is rather dire, although not immediately disastrous. Teleport control is a priority in any game, and this is just one more reason to acquire it as soon as possible.

Your corrupted tissue seems to heal much faster.[править | править исходный текст]

It is rather hard to evaluate this one. On rough testing it seems give around 20 HP per 100 turns. Another thing is that it generates scars (which cause -1 Dx each). It is unknown what determines when scars appear — might be total amount of HP healed by corruption. The only means to remove scars is gelee royal, and it does not work 100% — taking away one scar per time. Given that a character rarely sees more than a couple (if any at all) lumps of gelee royal in game, fear of scars is understandable. Still, some experienced players keep it for rather long periods in the mid-to-late game.

Your feet have been transformed into hooves ( 8 kicking damage, Dx: -6).[править | править исходный текст]

Monks on some early levels have better kick attack than by hand. Some minor testing has shown it might help monks kick down walls. Useless loss of Dexterity for all others.

Your muscles have stiffened slowing you down (base action cost: 1500 energy points; PV: 4, St: 2).[править | править исходный текст]

Slows down all actions by 1.5x. The bonuses are nowhere near worth the cost. This should be removed immediately.

Your skin is covered by tough scales (PV: 8, Dx: -6, Ap: -4).[править | править исходный текст]

Very nice PV increase, significant decrease in Dexterity. Most likely keepable, especially if you can cover the Dx loss with moss. In the late game, some characters with pumped out Dexterity and dependance on it (e.g. using a lot of missiles or whips) might want to remove it. Early on, it is very good as 8 PV makes the early game a lot easier.

Version 1.2.0 and later[править | править исходный текст]

The voice of ChAoS whispers disturbing secrets into your thoughts (Le: 4, Wi: -6, Ma: 2).[править | править исходный текст]

Willpower is usually easier to train than Learning by using herbs, so it is quite a good tradeoff. Neither greatly beneficial nor very dangerous, anyway.

You are attached to ChAoS corrupting your foes.[править | править исходный текст]

PC gains a corrupting melee attack, like permanently wielding a weapon with the 'of corruption' suffix.

This effect is almost universally undesirable. A monster that poses little threat to begin with may be transformed into a writhing mass of primal chaos; which may become especially hazardous to PCs depending on melee as the corrupting touch actually heals chaos monsters like WMoPCs. The effect is usually not complete absorption — the enemy will suffer damage, and most corrupting monsters will recover just a small amount — but non-lethal hits will completely heal WMoPCs. PCs depending on melee should thus remove it immediately if acquired in D:50. Other creations of corruption like chaos rats are not dangerous, but not safer than their non-corrupted counterparts either.

You hate the sun and try to blot it.[править | править исходный текст]

Occasionally forces the PC to replicate the effect of the Darkness spell. With no light sources, this can become very annoying and the PC might want to rid of the corruption as quickly as possible. It is especially dangerous in places where there are no reason to cast Darkness anyway -- such as Terinyo or Dwarftown where the PC can thus accidentally attack unseen civilians, or in shops (unless the PC is shoplifting anyway). 

Whilst fighting monsters that can't see in the dark certainly has advantages, most PCs (excepting Barbarians and Mindcrafters) have little problem learning the corresponding spell to cast it at will anyway. Can be extremely dangerous (deadly) to doomed characters.

You sport a babbling mouth on your forehead that rants and raves dark secrets (Le: 8, Ch: -6, Ap: -6, Pe: -4, stealth impossible).[править | править исходный текст]

A very odd corruption. Its Learning boost is universally beneficial, and in terms of stats and abilities, its only significant tradeoff is that it nullifies Stealth (as if the PC was using a torch) and a loss of Perception (but not much).

Its secondary effect, however, is a bit trickier to assess. At random intervals, the mouth screams a formula that invokes the same effect as a wand of wonder, i.e. casts a spell at random and slightly increases the PC's spell knowledge of the spell. (The effect seems to have a 1d1000 chance of occurring at each turn; some testing has shown statistics of a minimum of 71 turns and a maximum of 4339 turns passing before the effect activated.)

There is an additional price to pay for this effect, though -- once activated it depletes all the PC's PP. This may prove to very frustrating and even dangerous for PCs heavily relying on their own magic; though PP regeneration is usually not a huge issue for veteran spellcasters, and it does have the additional benefit of training Mana quite quickly without draining the PC's own spell base. Fighters inept with magic might find this effect quite beneficial, depending on the spell that is cast (though it does mean that very unfortunate accidents, like unexpectedly attacking an adjacent NPC with a ball spell, can occur). Mindcrafters, on the other hand, might be largely disadvantaged by the effect as they depend more on maintaining their PP.

You sport gills (Ap: -3, water breathing).[править | править исходный текст]

Like sulfur breath, gills are definitely a very desirable corruption with virtually no loss. Water breathing is a quite difficult intrinsic to obtain, and it allows the PC to cross any river and even the Water Dragon Cave without taking any damage.

You sweat blood (Ch: -2, Ap: -4, 5 speed).[править | править исходный текст]

A decent tradeoff of stats. Its secondary effect, if any, is not yet known for certain; it is thought that it might increase the chance of bleeding wounds being inflicted on the PC, or slow down/stop the decrease of satiation.

You thrive on the flesh of Order.[править | править исходный текст]

Eating the corpse of a lawful creature grants a temporary speed boost, seemingly of 1d100. The PC's speed then decreases by one each turn until it returns to normal. Though its usefulness is limited due to the fact that very few monsters in the game are lawful (blink dogs being one notable example) and the bonus does not last very long, it has no known negative effects at all.

Your bodily tissues seem to be in a state of decay requiring a lot of will to stay up (St: -5, Wi: 10, Ap: -5, -10 Speed).[править | править исходный текст]

Grants a huge bonus to Willpower, but a nasty loss of Strength and speed. PCs depending on melee might want to remove it for these reason alone; though they aren't the worst part of the corruption. It also halves HP regeneration -- even that granted by regeneration-granting items (e.g. wearing one ring of regeneration recovers 1 HP per 2 turns).

Whilst the Willpower boost is of tremendous benefit to Mindcrafters and mages wielding ball spells, the disadvantages might significantly nuisance them without adequate strategies to compensate the loss of mobility and carrying capacity. The regeneration penalty is definitely very undesirable to all; even Mindcrafters might find themselves wanting to remove it quickly.

Your blood is freezingly cold (Dx: -2, Ap: -1, -10 speed).[править | править исходный текст]

Gains the effects of drakelings' cold-bloodedness. Cold bloodedness is hardly the strongest point of drakelings, and non-drakish PCs that incur this corruption might want to remove it before tackling the Tower of Eternal Flames (unless they are willing to bear taking continuous damage for the speed boost) or before entering D:49.

This corruption can become very useful to characters with Alchemy. Protecting themselves with fire resistance and creating a series of alchemic explosions by mixing herbs will allow to boost speed up to around 200. This technique can be used before anticipated difficult engagements, i.e. visiting the ancient stone circle, elemental temples or even fighting Andor Drakon. It should be noted, that the speed boost will have a negative effect on gained experience.

Your blood turned to acid.[править | править исходный текст]

Provides acid immunity; in addition, monsters that inflict bleeding wounds on the PC might be slightly injured and even briefly blinded by the splash back. It is unknown if the corruption has any effect on HP regeneration. Its provision of an elemental immunity and the potential to blind attackers makes it very desirable, anyway — it might even save the life of a paralyzed character.

Your bones are made from bronze (Dx: -2, DV: -2, PV: 3).[править | править исходный текст]

A fair exchange of dodging abilities for protection, even for Archers. Certainly not one of the most dangerous corruptions.

Your eyes are shrouded by the mists of ChAoS (Pe: -10).[править | править исходный текст]

A huge loss of Perception in exchange for the see invisible intrinsic. Such a loss of Perception is likely to have a noticeably serious impact on the PC's visibility range; additionally, if the PC's Perception falls as low as 1, the number of turns required for him/her to find a secret door/passageway by 's'earching increases dramatically. See invisible can be gained from other sources anyway, so some PCs (particularly Archers) might wish to remove this immediately if they already have a source of see invisible.

Your eyes have merged to form one larger eye (Ch: -2, Ap: -2, Pe: 4).[править | править исходный текст]

Note that the positive part of the corruption will not occur if PC is wearing headgear, which limits its usefulness. Otherwise, a useful tradeoff.

Your eye(s) turned black (Pe: 3).[править | править исходный текст]

Grants the see invisible intrinsic, in addition to extra Perception. One of two corruptions with no negative effects whatsoever (the other being thriving on the flesh of order).

Your flesh continually spouts disease-ridden maggots (To: -6, Ch: -2, Ap: -4, DV: 4).[править | править исходный текст]

Occasionally spawns a tame worm of a random color. Though companions can be put to tactical uses by some PCs, the Toughness loss incurred by the corruption is a very significant problem for many of them.

Your legs have stretched into long, fragile stilts (Base movement cost: 750 energy points; PV: -4; -4 kicking damage; Ap: -6).[править | править исходный текст]

Seems to be almost the opposite of the stiff muscles corruption. Quite a nasty loss of PV, but a very nice decrease in movement energy cost. Overall, pretty desirable. It is not yet known if the effect stacks with other movement cost modifiers, (it does stack with SLBs at least) or inhibits Monks' abilities to kick down walls.

Your mouth has turned into a writhing mass of prehensile tentacles (Dx: 6, Ap: -15).[править | править исходный текст]

Great gain in Dexterity; huge loss in Appearance, which is a stat that's quite insignificant anyway. Also, if the PC tries to 'C'hat with an NPC, there is a high rate of failure; however, it is still possible to chat with enough persistence. Whilst this can be very annoying, it is rarely life threatening... although it could be, for example, if the PC really needs medical attention from Jharod.

The most serious effect of this corruption, however, is that it causes casted spells to fail with alarming (about 50%) frequency. The PC will be allowed to select a spell to cast; but it might not work. Characters wishing to cast spells will need to remove this immediately.