Difference between revisions of "Willpower"
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Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments. | Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments. | ||
+ | <div style="column-count:3"> | ||
*[[Agony]] | *[[Agony]] | ||
*[[Banishment#Monster banishment|Banishment]] | *[[Banishment#Monster banishment|Banishment]] | ||
Line 18: | Line 19: | ||
*[[Dimension Anchor]] | *[[Dimension Anchor]] | ||
*[[Discord]] | *[[Discord]] | ||
− | * | + | *[[Dispersal]] (confuse + teleport only) |
− | *[[ | + | *[[Enfeeble]] (daze + blindness only) |
*[[Ensorcelled Hibernation]] | *[[Ensorcelled Hibernation]] | ||
*[[Inner Flame]] | *[[Inner Flame]] | ||
+ | *[[Necrotise]] | ||
*[[Mass Confusion]] | *[[Mass Confusion]] | ||
*[[Pain]] | *[[Pain]] | ||
Line 34: | Line 36: | ||
*[[Teleport Other]] | *[[Teleport Other]] | ||
*[[Virulence]] | *[[Virulence]] | ||
− | *[[Wand of | + | *[[Wand of mindburst]] |
*[[Wand of charming]] | *[[Wand of charming]] | ||
*[[Wand of paralysis]] | *[[Wand of paralysis]] | ||
*[[Wand of polymorph]] | *[[Wand of polymorph]] | ||
+ | </div> | ||
===Notes=== | ===Notes=== | ||
*Many of these enchantments can be resisted via other means. For example, undead, nonliving, and plant monsters cannot be put to [[sleep]]. | *Many of these enchantments can be resisted via other means. For example, undead, nonliving, and plant monsters cannot be put to [[sleep]]. | ||
− | *[[Polymorph]] will not be resisted by ([[very ugly thing|very]]) [[ugly thing]]s, which will always change color. [[ | + | *[[Polymorph]] will not be resisted by ([[very ugly thing|very]]) [[ugly thing]]s, which will always change color. [[shapeshifter (monster)|shapeshifter]]s can only resist it if they are currently in the form of something with unshakeable will. |
*Effects produced by the [[chaos]] brand don't check Will. | *Effects produced by the [[chaos]] brand don't check Will. | ||
==Resisting enchantments== | ==Resisting enchantments== | ||
− | Resisting an enchantment is dependent on the resisting creature's Will and the enchantment power (which is a function of the [[spell power]]) of the enchantment it is resisting. The formula is:<ref>{{source ref|0.30.0|actor.cc|121}}</ref> | + | Resisting an enchantment is dependent on the resisting creature's Will and the [[#Enchantment power|enchantment power]] (which is a function of the [[spell power]]) of the enchantment it is resisting. The formula is:<ref>{{source ref|0.30.0|actor.cc|121}}</ref> |
{{crawlquote|If (1d100 + 1d101) is less than (102 + Will - enchantment_power), the enchantment is resisted.}} | {{crawlquote|If (1d100 + 1d101) is less than (102 + Will - enchantment_power), the enchantment is resisted.}} | ||
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[[File:magic_resistance_saving_throw.png]] | [[File:magic_resistance_saving_throw.png]] | ||
+ | |||
+ | If <code>(willpower) ≥ (enchantment power + 99)</code>, then the enchantment is always resisted. If <code>(enchantment power) ≥ (willpower + 100)</code>, then the enchantment always succeeds. | ||
===Enchantment power=== | ===Enchantment power=== | ||
− | When | + | When a player casts a spell or evokes a wand, the game uses enchantment power, which is based off [[spell power]] and the type of spell cast. |
+ | |||
+ | First, spellpower is modified by <code>spellpower * factor</code>, which is specific to a given spell. For example, [[Cause Fear]] and other "mass enchantments" have a factor of 3/2. The usual spell has a multiplier of 1. If your adjusted power > 35, it is then passed through a stepdown function, <code>35 * log2(1 + adj_pow/35)</code>.<ref>{{source ref|0.30.0|beam.cc|6806}}<br>Stepdown function can be found at {{source ref|0.30.0|stepdown.cc|14}}</ref> | ||
+ | |||
+ | The stepdown function means that, for every 35 enchantment power, the next 35 power requires twice as much spellpower to obtain. Since spellpower (for spells) goes through a [[Spell power#Step down|stepdown]] of its own, it becomes very hard to raise power at high levels. To compensate, many high-level spells, such as [[Agony]] and [[Enfeeble]], have large multipliers. | ||
− | + | For monsters, enchantment power is either 1. a flat number, or 2. a number based on monster [[hit dice]]. | |
− | + | After enchantment power is calculated, it is compared to the target's willpower (see above for more details). | |
==Resistance Descriptions== | ==Resistance Descriptions== | ||
− | Neither the player's nor monster's Will | + | Neither the player's nor monster's Will are ever given explicitly. A rough suggestion of how resistant they are can be seen by pressing the [[%]] key for the player, and e'''x'''amining a monster's description. |
Pluses on these screens correspond to the Will level of the player or monster, as follows: | Pluses on these screens correspond to the Will level of the player or monster, as follows: | ||
Line 79: | Line 88: | ||
| ++++. || 160-199 || 121-160 | | ++++. || 160-199 || 121-160 | ||
|- | |- | ||
− | | +++++ || 200 | + | | +++++ || 200 || 161 or more |
|} | |} | ||
+ | |||
+ | Monsters always have a set amount of willpower, which is listed on the wiki's respective monster page. Players' willpower can be calculated with the formulas below. | ||
As a practical matter, a player who has Will++++ should generally be able to resist the most dangerous enchanters in the game (such as [[deep elf demonologist]]s, [[lich]]es, and [[ancient lich]]es). More Will reduces the likelihood of these spells landing even further, but the gains become significantly less important beyond this point. | As a practical matter, a player who has Will++++ should generally be able to resist the most dangerous enchanters in the game (such as [[deep elf demonologist]]s, [[lich]]es, and [[ancient lich]]es). More Will reduces the likelihood of these spells landing even further, but the gains become significantly less important beyond this point. | ||
===Player Resistance=== | ===Player Resistance=== | ||
− | + | A player's innate willpower is determined by the following equation: | |
− | Experience level × racial multiplier | + | Experience level × racial multiplier |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Racial multipliers are as follows: | Racial multipliers are as follows: | ||
Line 113: | Line 115: | ||
| 3 || All other species | | 3 || All other species | ||
|} | |} | ||
+ | |||
+ | The following sources can add (or subtract) to your willpower: | ||
+ | |||
+ | * +40 for each source of Will+ | ||
+ | ** [[Ego|Armour of willpower]] (Will+) | ||
+ | ** [[Ring of willpower]] (Will+) | ||
+ | ** [[Good mutations#Magic Resistance|Strong-willed mutation]] (a level of Will+ per rank) | ||
+ | ** [[Lichform]] (Will+) | ||
+ | ** [[Artefact]]s (up to Will+++) | ||
+ | * +80 when using [[Trog]]'s Hand | ||
+ | * -80 with an [[guile|orb of guile]] | ||
+ | |||
+ | Willpower is capped at 200 at this stage. Then, willpower is modified by the following factors (in order): | ||
+ | |||
+ | *The total is then divided by two if you are under the '''Will/2''' status (from a [[scroll of vulnerability]], the [[:Category:Vuln flavour|attack]] of a [[phantasmal warrior]] or [[imperial myrmidon]], the [[Strip Willpower]] spell, or while in [[Tartarus]]). | ||
+ | *The [[robe of Folly]] sets your willpower to 0. | ||
+ | *[[Shadow Form]] gives infinite willpower. | ||
==History== | ==History== | ||
+ | *Prior to [[0.30]], willpower was not capped at 200 (Will+++++). | ||
*Prior to [[0.26]], willpower was called '''magic resistance''' ('''MR'''). | *Prior to [[0.26]], willpower was called '''magic resistance''' ('''MR'''). | ||
*Prior to [[0.13]], [[Blink Other]] was subject to magic resistance. | *Prior to [[0.13]], [[Blink Other]] was subject to magic resistance. |
Latest revision as of 16:45, 25 June 2024
Willpower (Will) is the ability to resist hostile enchantments such as slow, confusion, banishment to the Abyss, and paralysis.
The higher a being's Will, the less likely that it will be affected by an enchantment cast on it. Beings that are magical in some way (such as elves or sirens), magic-users, and those that are not natural tend to have higher Will than other creatures.
Monster willpower is partly based on hit dice, so monsters with high hit dice tend to be strong-willed. Most monsters with one hit die have a 50% chance to fail to resist enchantments outright, in addition to the normal saving throw. Finally, some monsters have unshakeable will and are outright immune to magical enchantments, such as most nonliving creatures.
Contents
Resistible Enchantments
Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments.
- Agony
- Banishment
- Brain Feed
- Cause Fear
- Confuse
- Confusing Touch
- Corona
- Dimension Anchor
- Discord
- Dispersal (confuse + teleport only)
- Enfeeble (daze + blindness only)
- Ensorcelled Hibernation
- Inner Flame
- Necrotise
- Mass Confusion
- Pain
- Paralyse
- Petrify
- Porkalator
- Scroll of fear
- Sentinel's Mark
- Sleep (but not the effects of Dream Dust from dream sheep)
- Slow
- Strip Willpower (ignores Will 33% of the time)
- Teleport Other
- Virulence
- Wand of mindburst
- Wand of charming
- Wand of paralysis
- Wand of polymorph
Notes
- Many of these enchantments can be resisted via other means. For example, undead, nonliving, and plant monsters cannot be put to sleep.
- Polymorph will not be resisted by (very) ugly things, which will always change color. shapeshifters can only resist it if they are currently in the form of something with unshakeable will.
- Effects produced by the chaos brand don't check Will.
Resisting enchantments
Resisting an enchantment is dependent on the resisting creature's Will and the enchantment power (which is a function of the spell power) of the enchantment it is resisting. The formula is:[1]
If (1d100 + 1d101) is less than (102 + Will - enchantment_power), the enchantment is resisted.
This is sometimes referred to as a "saving throw", after the die-based resistance system employed in Dungeons & Dragons.
If (willpower) ≥ (enchantment power + 99)
, then the enchantment is always resisted. If (enchantment power) ≥ (willpower + 100)
, then the enchantment always succeeds.
Enchantment power
When a player casts a spell or evokes a wand, the game uses enchantment power, which is based off spell power and the type of spell cast.
First, spellpower is modified by spellpower * factor
, which is specific to a given spell. For example, Cause Fear and other "mass enchantments" have a factor of 3/2. The usual spell has a multiplier of 1. If your adjusted power > 35, it is then passed through a stepdown function, 35 * log2(1 + adj_pow/35)
.[2]
The stepdown function means that, for every 35 enchantment power, the next 35 power requires twice as much spellpower to obtain. Since spellpower (for spells) goes through a stepdown of its own, it becomes very hard to raise power at high levels. To compensate, many high-level spells, such as Agony and Enfeeble, have large multipliers.
For monsters, enchantment power is either 1. a flat number, or 2. a number based on monster hit dice.
After enchantment power is calculated, it is compared to the target's willpower (see above for more details).
Resistance Descriptions
Neither the player's nor monster's Will are ever given explicitly. A rough suggestion of how resistant they are can be seen by pressing the % key for the player, and examining a monster's description.
Pluses on these screens correspond to the Will level of the player or monster, as follows:
Pluses shown | Player Will | Monster Will |
---|---|---|
..... | 0-39 | 0 |
+.... | 40-79 | 1-40 |
++... | 80-119 | 41-80 |
+++.. | 120-159 | 81-120 |
++++. | 160-199 | 121-160 |
+++++ | 200 | 161 or more |
Monsters always have a set amount of willpower, which is listed on the wiki's respective monster page. Players' willpower can be calculated with the formulas below.
As a practical matter, a player who has Will++++ should generally be able to resist the most dangerous enchanters in the game (such as deep elf demonologists, liches, and ancient liches). More Will reduces the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.
Player Resistance
A player's innate willpower is determined by the following equation:
Experience level × racial multiplier
Racial multipliers are as follows:
Will per XL | Species |
---|---|
7 | Spriggan |
6 | Felid, Purple draconian |
5 | Meteoran, Mummy, Naga, Vine stalker |
4 | Deep elf, Demigod, Formicid, Ogre, Vampire |
3 | All other species |
The following sources can add (or subtract) to your willpower:
- +40 for each source of Will+
- Armour of willpower (Will+)
- Ring of willpower (Will+)
- Strong-willed mutation (a level of Will+ per rank)
- Lichform (Will+)
- Artefacts (up to Will+++)
- +80 when using Trog's Hand
- -80 with an orb of guile
Willpower is capped at 200 at this stage. Then, willpower is modified by the following factors (in order):
- The total is then divided by two if you are under the Will/2 status (from a scroll of vulnerability, the attack of a phantasmal warrior or imperial myrmidon, the Strip Willpower spell, or while in Tartarus).
- The robe of Folly sets your willpower to 0.
- Shadow Form gives infinite willpower.
History
- Prior to 0.30, willpower was not capped at 200 (Will+++++).
- Prior to 0.26, willpower was called magic resistance (MR).
- Prior to 0.13, Blink Other was subject to magic resistance.
References
- ↑ actor.cc:121 (0.30.0)
- ↑ beam.cc:6806 (0.30.0)
Stepdown function can be found at stepdown.cc:14 (0.30.0)