Snooze: Difference between revisions
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Snooze is learned by the {{Hero 1}} at Level 7. It costs 2 {{MP}} to cast. A snoozing enemy will always sleep for at least one turn, and have a 1/3 chance of waking up each subsequent turn. Like with other spells in the original title, Snooze uses a resistance table based on 16; I.E. 1 in 16 to hit, 2 in 16, and so on. Due to the way the game's calculations are programmed, no enemies are fully immune to Snooze, with its odds of working bottoming out at 1/16. | Snooze is learned by the {{Hero 1}} at Level 7. It costs 2 {{MP}} to cast. A snoozing enemy will always sleep for at least one turn, and have a 1/3 chance of waking up each subsequent turn. Like with other spells in the original title, Snooze uses a resistance table based on 16; I.E. 1 in 16 to hit, 2 in 16, and so on. Due to the way the game's calculations are programmed, no enemies are fully immune to Snooze, with its odds of working bottoming out at 1/16. | ||
Enemy Snooze spells will never fail to put the Hero to sleep. While asleep, the Hero has a 50/50 chance of waking up each turn. Due to the way the game's random number generation is programmed, the Hero will never sleep for longer than 6 turns at a time. | The enemies [[Legerdeman]], [[Spitegeist]], [[Hocus chimaera]], [[Knight aberrant]], and [[Dread dragon]] can use this spell against the player. Enemy Snooze spells will never fail to put the Hero to sleep. While asleep, the Hero has a 50/50 chance of waking up each turn. Due to the way the game's random number generation is programmed, the Hero will never sleep for longer than 6 turns at a time. | ||
==={{DQ2}}=== | ==={{DQ2}}=== | ||