Difference between revisions of "Intrinsic"

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Your character can gain various '''intrinsics''' which are shown when you press %:
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* [[Resistance]]s to fire, cold, poison, electricity and negative energy.
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Your character can gain various '''intrinsics''', or special properties. They are shown when you press %:
  
* [[amulet of guardian spirit|Spirit Shield]] means that external damage sources will subtract both, your [[MP]] and your [[HP]]. Once MP has been exhausted, you will suffer damage as normal. It is obtained from an [[amulet of guardian spirit]].
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* [[Resistance]]s to [[fire resistance|fire]], [[cold resistance|cold]], [[poison resistance|poison]], [[electricity resistance|electricity]], [[corrosion resistance|corrosion]] and [[negative energy resistance|negative energy]]. These are all obtained from [[ring]]s (except rElec) and particular [[dragon scales]], and can all be found on artefact armour, weapons and jewellery. All except rN are given from a [[potion of resistance]].
  
* [[Sustain abilities]] protects against losing your [[strength]], [[dexterity]] and [[intelligence]] to a potion of degeneration or the effects of [[sickness]], and provides partial protection from the stat drain effect of the [[Hell]]s.  It is obtained by wearing a [[ring of sustain abilities]] or activating [[Zin#Given_Abilities|Zin's Vitalisation]].
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* [[Willpower]] stops you from being affected by enemy Hexes, and can be found on rings and armour as well as artefacts and [[quicksilver dragon scales]]. All races gain some amount of innate will, ranging from 3 will per XL for most races to 7 will per XL for [[spriggan]]s - enough to make them virtually immune to all hexes ("hostile enchantments") by XL 27 without any external equipment.
  
* [[Resist mutation]] means that some perecentage of the time, attempts to mutate you will fail. The intrinsic can only be obtained by wearing an [[amulet of resist mutation]], [[Zin#Given_Abilities|Zin's protection]] and the [[Good_mutations#Mutation_Resistance|genetically stable]] mutation.
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* [[Spirit shield]] means that external damage sources will subtract proportionally from both your [[MP]] and your [[HP]]. Once MP has been exhausted, you will suffer damage as normal. It is obtained from an [[amulet of guardian spirit]], amulet [[randart]]s, and a few [[unrandart]]s.
  
* [[rotting|Resist rotting]] will protect you completely from any sources of rotting, including [[miasma]] clouds. It is obtained only by being under the effects of [[Necromutation]] or [[Statue Form]], being an undead species (ghoul, mummy or thirsty [[vampire]]), [[Zin#Given_Abilities|Zin's Vitalisation]], or being a [[Demonspawn]] with the [[Demonspawn_mutations#Foul_Stench|foul stench]] mutation.
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* [[See invisible]] means that you can see [[invisible]] monsters. It is obtained from several mutations: [[Good_mutations#Acute Vision|Acute Vision]], [[Antennae|Antennae 3]], or [[Jiyva]]'s [[Jiyva_mutations#Eyeballs|Eyeballs 3]]; being a worshiper of [[Ashenzari]], from some [[randart]]s, or by wearing a [[ring of see invisible]] or a headgear of see invisible. [[Naga]]s, [[spriggan]]s, [[vampire]]s, [[felid]]s, and [[palentonga]]s start with this intrinsic.
  
* [[Saprovore]] means that you can eat rotten meat.  It comes in three levels: at level 1 rotten meat will occasionally make you sick, but at level 3 it is preferable to fresh meat.  It can obtained by being a [[Troll]], [[Ghoul]], [[Kobold]], [[Ogre]], [[Hill orc]], or a [[Demonspawn]] with the [[Demonspawn_mutations#Foul_Stench|foul stench]] mutation.
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* [[Clarity]] means that you cannot be unwillingly [[confusion|confused]], [[mesmerise]]d or [[berserk]]ed.  It is obtained as a [[Good_mutations#Clarity|mutation]], being a worshiper of [[Ashenzari]], or through a couple of specific [[unrandarts]].  
  
* [[See invisible]] means that you can see [[invisible]] monsters.  It is obtained from several mutations: [[Good_mutations#See_Invisible|acute vision]], [[Demonspawn_mutations#Antennae|demonspawn's antennae 3]], or [[Jiyva_mutations#Eyeballs|Jiyva's eyeballs 3]]; being a worshiper of [[Ashenzari]], from some [[randart]]s, or by wearing a [[ring of see invisible]] or a helmet of see invisible. [[Naga]]s, [[spriggan]]s, [[vampire]]s, and [[felid]]s start with this intrinsic.
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* Some [[mutations]] and [[artefact]] properties give other bad intrinsics: notably [[teleportitis]] or *Tele, -Tele (also intrinsic to [[formicid]]s through [[stasis]]), [[berserk (mutation)|berserkitis]] or *Rage, and -Cast, which randomly teleport the player next to monsters from time to time, stop the player from translocating at all, give the player a chance to go [[berserk]] on every attack, and stop the player from casting spells, respectively.
  
* [[Warding]] means that summoned monsters will often be unable to attack you. It is obtained by wearing an [[amulet of warding]] or wielding a [[staff of summoning]].
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* HP regeneration rate can be affected by higher max [[HP]] and the regeneration intrinsic, found as a mutation and a property found on [[amulet]]s and [[artefacts]]. MP regeneration rate is similarly affected by higher max [[MP]], but also from the [[amulet of magic regeneration]] and artefact amulets.
  
* [[Conservation]] means that your items are less vulnerable to destruction, and is obtained by wearing an [[amulet of conservation]] or [[cloak of preservation]], or being a worshiper of [[Jiyva]].
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==History==
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Over time, the available intrinsics have varied dramatically:
  
* [[Resist corrosion]] means that you and your weapons and armour are less vulnerable to acids, and is obtained by wearing an [[amulet of resist corrosion]] or [[cloak of preservation]], or being a worshiper of [[Jiyva]].
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*[[Rot]] (and resistance to it) were removed in [[0.26]]. Prior to 0.26, willpower was known as magic resistance.
 
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*Prior to [[0.19]], a [[ring of sustain attributes]] existed, granting the [[sustain attributes]] intrinsic.
* [[Clarity]] means that you cannot be confused or suffer amnesia. It is obtained as a [[Good_mutations#Clarity|mutation]], wearing an [[amulet of clarity]] or being a worshiper of [[Ashenzari]].
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*Prior to [[0.18]], rCorr was available through an amulet instead of a ring, and amulets of [[resist mutation]], [[stasis]], [[clarity]] and [[warding]], which made these intrinsics not readily available (or in the case of warding completely unavailable).  
 
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*Prior to [[0.17]], [[controlled teleport]] was an intrinsic which determined the location of an otherwise random [[teleport]].
* [[amulet of stasis|Stasis]] can only be obtained by wearing an [[amulet of stasis]]. It prevents all translocations (except [[banishment]]), as well as any effects that alter speed or mobility: sleep, paralysis, slowing, haste, berserk, etc. Wearing artefacts inscribed with "-TELE" will display a Prevent Teleport intrinsic in this space instead, ''only'' disallowing translocations (except banishment).
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*Prior to [[0.15]], [[saprovore]] and [[conservation]] intrinsics existed.
 
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*Prior to [[0.12]], [[controlled flight]] and [[levitation]] existed, intrinsics which were simplified into regular [[flight]].
* [[Teleportitis|Random Teleports]] causes periodic, random teleports -- usually a bad thing! It is obtained as a mutation or by wearing a [[ring of teleportation]]. When combined with teleport control, it can be a very useful intrinsic (except in areas of the dungeon that block teleport control).
 
 
 
* [[Teleport control|Control Teleports]] means that you can choose the approximate destination of your teleports, or even choose to cancel it entirely.  It is obtained as a mutation, by casting the [[spell]] [[Control Teleport]] or by wearing a [[ring of teleport control]]. Controlled teleports cause a little [[glowing]].
 
 
 
* [[Levitation]] means you can [[levitate]] at will, usually from a [[ring of levitation]].
 
 
 
* [[Control Flight]] means you can land at will if levitating, allowing you to pick up objects and go down stairs. This is obtained by an [[amulet of controlled flight]].
 
  
 
[[Category:Stats]]
 
[[Category:Stats]]
 
[[Category:Intrinsic]]
 
[[Category:Intrinsic]]

Latest revision as of 14:25, 25 July 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

Your character can gain various intrinsics, or special properties. They are shown when you press %:

  • Willpower stops you from being affected by enemy Hexes, and can be found on rings and armour as well as artefacts and quicksilver dragon scales. All races gain some amount of innate will, ranging from 3 will per XL for most races to 7 will per XL for spriggans - enough to make them virtually immune to all hexes ("hostile enchantments") by XL 27 without any external equipment.
  • Some mutations and artefact properties give other bad intrinsics: notably teleportitis or *Tele, -Tele (also intrinsic to formicids through stasis), berserkitis or *Rage, and -Cast, which randomly teleport the player next to monsters from time to time, stop the player from translocating at all, give the player a chance to go berserk on every attack, and stop the player from casting spells, respectively.
  • HP regeneration rate can be affected by higher max HP and the regeneration intrinsic, found as a mutation and a property found on amulets and artefacts. MP regeneration rate is similarly affected by higher max MP, but also from the amulet of magic regeneration and artefact amulets.

History

Over time, the available intrinsics have varied dramatically: