Difference between revisions of "Channeling"

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''For spells like [[Searing Ray]] with an effect that requires several turns of focus, see [[Channeling spell]].''
 
{{flavour|Dramatically increases the user's regeneration of magical power for a duration that increases with Invocations skill.}}
 
{{flavour|Dramatically increases the user's regeneration of magical power for a duration that increases with Invocations skill.}}
  
'''Channel magic''' is an [[ability]] that allows worshipers of [[Sif Muna]] to restore [[MP]] much more quickly. You gain this ability at * [[piety]].  
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'''Channeling''' is the act of passively restoring MP to a character, as opposed to using a single-turn action like the [[Sublimation of Blood]] spell to restore MP. There are two types: Active Channeling (which require the use of an activated ability), and Passive Channeling (which comes from equipment and happens without the player's input).
  
The ability's success rate starts at 60%, increased by 4% for each of your levels of [[Invocations]] and additionally by <code>piety/25</code>%.
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[[Djinn]] do not use MP and cannot make use of any form of channeling.
  
The amount of MP recovered is 3-5 per turn for <code>4 + random2avg(2 * Invocations / 3)</code> turns, which is roughly equal to 4 to <code>4 + 0.66 * Invocations</code> turns.
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==Active Channeling==
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'''Channel Magic''' is an [[ability]] that allows worshipers of [[Sif Muna]] to restore [[MP]] much more quickly. Followers gain this ability at 1* [[piety]].  
  
In addition, the [[Orb of Energy]] and [[staff of Wucad Mu]] allow you to passively channel energy. See those pages for more details.
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{{crawlquote|
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'''Success rate:''' (60 + 4*[[Invocations]])/100 + [[Piety]]/25<br>
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'''MP Recovered:''' 3-5 per turn for (3 + 2d(2/3 * Invocations)/2) turns, average (3 + Invocations/3) turns
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}}
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==Passive Channeling==
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[[Orb]]s of [[energy]] can passively recover MP. On a successful cast, there is a <code>15 * 30*Evocations/27</code> chance to recover MP, and on miscast, the chance is 100%. However, it increases your ''raw'' [[spell failure]] chance by +10%.
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Note that this does not mean that your spell failure actually increases by +10%, as it is modified by a function. See the [[Spell Success#Final Step|Spell Success]] page for details. For example:
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*If you have a spell with 6% failure, an orb of energy increases it to 17% actual failure.
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*If you have a spell with 2% failure, an orb of energy increases it to 8% actual failure.
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*For spells with 1% failure, it varies. A 1% failure might increase to 2% or 9% actual failure, depending on how much skill you have.
  
 
==History==
 
==History==
*Prior to [[0.26]], you could actively channel magic by using a [[staff of energy]] or [[staff of Wucad Mu]] using the [[Evocations]] skill.
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*Prior to [[0.34]], passive channeling did not depend on Evocations.
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*In [[0.30]], passive channeling was reworked. Prior to this version, you had a <code>Sources * Evocations / 108</code> (orb of energy: 2 sources ; [[staff of Wucad Mu]]: 3) to succeed. If you succeeded, you had a <code>1 / (Evocations - MP cost)</code> to backfire, either draining 1-5 points of intelligence or inflicting [[confusion]]. As Wucad Mu is now an orb, you are physically unable to stack channeling.
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*In [[0.28]], the ability to stack multiple sources of passive channeling was added, along with the [[orb]] of [[energy]]. Success rate per source decreased, but all items count towards multiple sources.
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*Prior to [[0.27]], the staff of Wucad Mu's success rate was <code> Evocations / 81</code> (buffed to <code> Evocations / 54</code>), and backfiring did not refund MP.
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*Prior to [[0.26]], you could actively channel magic by e'''v'''oking a [[staff of energy]]; compared to other active channeling items, this provided fewer MP but could not backfire. The staff of Wucad Mu could also channel magic in this way.
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*Prior to [[0.25]], a [[crystal ball of energy]] could be used as a high-risk way to restore MP, much like the staff of Wucad Mu.
 
*Prior to [[0.24]], Channel Magic was Sif Muna's *** ability.
 
*Prior to [[0.24]], Channel Magic was Sif Muna's *** ability.
*Prior to [[0.19]], Channel Magic was not based on a duration. With each use, it recovered a small amount of MP, depending on Invocations skill, and cost hunger but no piety.  It was also referred to as '''Channel energy'''.
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*Prior to [[0.19]], Sif Muna instead granted '''Channel Energy''', which was a repeatably usable ability, not a duration. With each use, it restored a small amount of MP (depending on Invocations skill) and cost [[hunger]] but no piety.
  
 
[[Category:Abilities]]
 
[[Category:Abilities]]
 
[[Category:Religion]]
 
[[Category:Religion]]
[[Category:Invocations]]
 

Latest revision as of 03:55, 17 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

For spells like Searing Ray with an effect that requires several turns of focus, see Channeling spell.

Dramatically increases the user's regeneration of magical power for a duration that increases with Invocations skill.

Channeling is the act of passively restoring MP to a character, as opposed to using a single-turn action like the Sublimation of Blood spell to restore MP. There are two types: Active Channeling (which require the use of an activated ability), and Passive Channeling (which comes from equipment and happens without the player's input).

Djinn do not use MP and cannot make use of any form of channeling.

Active Channeling

Channel Magic is an ability that allows worshipers of Sif Muna to restore MP much more quickly. Followers gain this ability at 1* piety.

Success rate: (60 + 4*Invocations)/100 + Piety/25
MP Recovered: 3-5 per turn for (3 + 2d(2/3 * Invocations)/2) turns, average (3 + Invocations/3) turns

Passive Channeling

Orbs of energy can passively recover MP. On a successful cast, there is a 15 * 30*Evocations/27 chance to recover MP, and on miscast, the chance is 100%. However, it increases your raw spell failure chance by +10%.

Note that this does not mean that your spell failure actually increases by +10%, as it is modified by a function. See the Spell Success page for details. For example:

  • If you have a spell with 6% failure, an orb of energy increases it to 17% actual failure.
  • If you have a spell with 2% failure, an orb of energy increases it to 8% actual failure.
  • For spells with 1% failure, it varies. A 1% failure might increase to 2% or 9% actual failure, depending on how much skill you have.

History

  • Prior to 0.34, passive channeling did not depend on Evocations.
  • In 0.30, passive channeling was reworked. Prior to this version, you had a Sources * Evocations / 108 (orb of energy: 2 sources ; staff of Wucad Mu: 3) to succeed. If you succeeded, you had a 1 / (Evocations - MP cost) to backfire, either draining 1-5 points of intelligence or inflicting confusion. As Wucad Mu is now an orb, you are physically unable to stack channeling.
  • In 0.28, the ability to stack multiple sources of passive channeling was added, along with the orb of energy. Success rate per source decreased, but all items count towards multiple sources.
  • Prior to 0.27, the staff of Wucad Mu's success rate was Evocations / 81 (buffed to Evocations / 54), and backfiring did not refund MP.
  • Prior to 0.26, you could actively channel magic by evoking a staff of energy; compared to other active channeling items, this provided fewer MP but could not backfire. The staff of Wucad Mu could also channel magic in this way.
  • Prior to 0.25, a crystal ball of energy could be used as a high-risk way to restore MP, much like the staff of Wucad Mu.
  • Prior to 0.24, Channel Magic was Sif Muna's *** ability.
  • Prior to 0.19, Sif Muna instead granted Channel Energy, which was a repeatably usable ability, not a duration. With each use, it restored a small amount of MP (depending on Invocations skill) and cost hunger but no piety.