Difference between revisions of "Magic contamination"

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'''Magic contamination''' is a potential side effect of powerful magic, divine wrath or favour, or the incompetent use of magic.
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'''Magic contamination''' is a dangerous condition caused by miscasts and some magical effects.
  
 
==Overview==
 
==Overview==
Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination is basically harmless, and will dissipate over time without any further effect. Larger amounts of accumulated magic contamination (five or more points) will make you start to Glow with magical energy; glowing is bad for two reasons.
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Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination (a dark or light grey "Contam" status) is mostly harmless, and will dissipate over time without any further effect. Larger amounts of accumulated magic contamination (a yellow, red, or dark red "Contam" status) will make you start to [[glow]] with magical contamination.
*A glowing target is easier to hit.
 
*You may suffer damage and mutations from the magical energies your body has absorbed.
 
  
==Accumulation==
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Contamination over 5000 points is considered severe. Being at a severe contamination level makes you easier to hit and reveals you if [[invisible]], similar to the [[Corona]] spell. It also leaves you at risk to bad [[mutation]]s and damaging explosions.
Your magic contamination level can be increased by:
 
===Haste===
 
*Spending time under the influence of [[Haste]] while not [[Berserk]].
 
*+1 point for becoming hasted using a Haste spell or [[wand of hasting]].
 
*+1 point for having your already-in-force Haste effect extended by:
 
**Rage extension (Z)
 
**A potion of haste or berserk rage (Z)
 
**Xom sending you berserk.
 
**Invoking Okawaru's Haste power
 
*+2 points for having your Haste extended by:
 
**The Haste spell or a wand of hasting. (Z)
 
  
===Invisibility===
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Any amount of contamination can cause [[ugly thing]]s adjacent to you change their colour.
*Spending time [[invisible]].
 
*+1 point for making yourself invisible with a [[wand of invisibility]] or the [[Invisibility]] spell.(Z)
 
  
===Might===
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==Contamination Levels==
*+1 point for extending Might by:
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{| class="wikitable"
**Quaffing a potion of might (Z)
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|-
 +
! Contam<ref>{{source ref|0.29.0|player.cc|3959}}</ref>
 +
! Colour<ref>{{source ref|0.29.0|status.cc|809}}</ref>
 +
! Description<ref>{{source ref|0.29.0|player.cc|3995}}</ref>
 +
|-
 +
| >0
 +
| Dark grey
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| You are very lightly contaminated with residual magic.
 +
|-
 +
| 3000
 +
| Light grey
 +
| You are lightly contaminated with residual magic.
 +
|-
 +
| 5000
 +
| Yellow
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| You are contaminated with residual magic.
 +
|-
 +
| 15000
 +
| Light Red
 +
| You are heavily infused with residual magic.
 +
|-
 +
| 25000
 +
| Red
 +
| You are practically glowing with residual magic!
 +
|-
 +
| 40000
 +
| Red
 +
| Your entire body has taken on an eerie glow!
 +
|-
 +
| 60000
 +
| Red
 +
| You are engulfed in a nimbus of crackling magics!
 +
|}
  
===Teleport Control===
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==Sources==
*+1 point every time you ''successfully'' control a teleportation. (Z)
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===Spells===
*+1 point every time you make a ''fully-controlled'' blink. (Z)
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*[[Irradiate]]: 1250 - 2000 per cast<ref>{{source ref|0.29.0|spl-cast.cc|1949}}</ref>.
 +
**When a player is hit ''by'' Irradiate: 2000-3000 <ref>{{source ref|0.29.0|spl-damage.cc|1839}}</ref>
  
===Miscasts and Miscast Effects===
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===Spell Miscasts===
*[[Miscasting]] spells.
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*Every [[miscast]]: Depends on the miscast severity. See [[Miscast effect#Effects|Miscast effect]] for more information.
*Being struck by the Divinations miscast effect of Sif Muna's wrath.
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*[[Transmutations]] miscast: Doubles current contamination
*Wielding or unwielding a weapon with the [[distortion]] brand. (Z)
 
*The capriciousness of [[Xom]] inflicting a miscast effect on you.
 
*Zot traps (which apply random miscasts).
 
  
 
===Other===
 
===Other===
*Quaffing a [[potion of resistance]]. (Z)
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*[[Invisibility (ego)]]: 1000-1500 per successful use <ref>{{source ref|0.29.0|ability.cc|2674}}</ref>
*Equipping an [[artifact]] which emits (or, even worse, glows with) mutagenic radiation.
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*Removing an [[artefact]] with *Contam: 7000<ref>{{source ref|0.29.0|player-equip.cc|389}}</ref>
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*[[Mutagenic fog]]: 1300 - 2550<ref>{{source ref|0.29.0|cloud.cc|1165}}</ref>
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*[[Zot trap]]: 7000 - 20000 (one of many possible outcomes)<ref>{{source ref|0.29.0|traps.cc|414}}</ref>
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*[[Jiyva]] [[penance]]: 0 - <code>500 * penance</code> (one of many possible outcomes)<ref>{{source ref|0.29.0|god-wrath.cc|L1233}}</ref>
  
Any behaviour marked with (Z) will reduce the piety of worshippers of Zin.
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==Dissipation==
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Magic contamination is dissipated at the rate of 75 per turn.<ref>{{source ref|0.28.0|timed-effects.cc|108}}</ref> Quaffing a [[potion of cancellation]] instantly removes 1000 - 5000 points of contamination.
  
===Spending Time===
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While being severely contaminated every 70 - 200 turns<ref>{{source ref|0.29.0|timed-effects.cc|257}}</ref> there is <code>contamination / 12000</code><ref>{{source ref|0.29.0|timed-effects.cc|117}}</ref> chance of a violent release of energies. Standing in [[Zin]]'s Sanctuary stops this from happening.
For purposes of the above, "spending time" under the influence of an effect means having that effect in force when the handle_time() function is called (roughly once every 20 turns). When this occurs:
 
*60% chance of +1 contamination if you are invisible.
 
*60% chance of +1 contamination if you are hasted and not berserk.
 
  
===Base Contamination for Miscasts===
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One likely bad mutation (about 95% chance) is gained that bypasses [[mutation resistance]]. If contamination is higher than 10,000, there is also a damaging explosion. The damage is <code>3d(contamination / 2000)</code>, and doubled for the non-living. Explosion size also increases with the contamination level. After the negative effects, contamination is reduced by 1000 - <code>1000 + contamination / 4</code><ref>{{source ref|0.29.0|timed-effects.cc|74}}</ref>.
To figure the baseline contamination level for a miscast, use the following calculation.
 
  
      A= (spell_level ^ 2) * margin_of_failure
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==Tips & Tricks==
      B= A+250
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Being in lichform, by way of [[Necromutation]], prevents any contamination-related malmutations; instead, your [[stat]]s temporarily rot.
      C= B/500
 
      With C being your final number. Fractional points are rounded randomly.
 
  
===Contaminating Miscast Effects===
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==History==
The following miscasts can give you up to 18 contamination:
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*Prior to [[0.29]], the contamination level for the light grey warning was 3500 instead of 3000. This change was enacted to match [[Irradiate]], which had its contamination increased in this version.
*Severity-3 Enchantments (25% chance)
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*Prior to [[0.28]], the [[Orb of Zot]] extended contamination.
*Severity-3 Translocations (25% chance)
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*Prior to [[0.26]], magic contamination decayed much slower: -25 per turn instead of -75, while the time between bad effects was also slower (200 - 600 turns).
*Severity-2 Transmutations (25% chance)
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*Prior to [[0.25]], [[miscast effect]]s were different, and thus had different contamination levels.
 
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*Prior to [[0.19]], the light grey contamination level didn't exist.
The following miscasts can give you up to 34 contamination:
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*Prior to [[0.10]], this effect was simply called [[glow]], a ambiguous term that also referred to the backlight caused by [[Sticky Flame]] and [[Corona]] (and contamination itself).
*Severity-3 Transmutations (25% chance)
 
 
 
==Dissipation==
 
Dissipation of magic contamination is handled by the handle_time() function. Each time it is called:
 
*If you are neither Hasted (whether berserk or not) nor Invisible, you have a 50% chance of harmlessly dissipating one point of magic contamination.
 
*If you have 5 or more points of magic contamination, there is a 50% chance of a violent discharge occurring. The effects of this are as follows:
 
**If you are in a [[Zin|Sanctuary]], there is a ((total contamination + 1) * 4)% chance of being told that Zin has prevented a violent discharge of magical energies.
 
**If the previous check failed (either the random roll was too high, or you weren't in a sanctuary to begin with), then there is a ((total contamination + 1) * 4)% chance of some of your contamination discharging violently. When this occurs:
 
***If your contamination total is 10 or higher then there is a 50% chance of a magical [[#Explosions from glow|explosion]] erupting from your body.
 
***You receive one mutation. 20% of the time this will be an entirely random mutation; the rest of the time it will be from the list of bad mutations. Mutation resistance applies as normal.
 
***A random amount of magic contamination (always at least one point, never more than 25% of your current contamination amount) is removed.
 
 
 
The magical explosions unleashed by violent discharge of magic contamination do damage specified by:
 
dice_def(3, you.magic_contamination * (you.is_undead ? 4 : 2) / 4)
 
For example, if you are not undead, and have 50 points of magical contamination (this is a really, really severe problem...), you will take 3d25 (3-75) of unresistable damage (AC applies).
 
 
 
==Antimagic and Contamination ==
 
Reading a [[scroll of vulnerability]] will harmlessly reduce your magic contamination by 1d5 points.  This is a good reason to carry and save these rare scrolls, as their other effect, halving the MR of nearby monsters, is generally not that useful to most characters.
 
  
One of the aspects of Sif Muna's wrath is reducing the remaining duration of all your enchantments to 1 turn; when this occurs, your magic contamination level is also reduced by 1d5 points.
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===Sources of Contamination===
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*Prior to [[0.28]], [[invisibility]] caused contamination over time, and [[Disjunction]] had 750 - 1250 contamination on cast.
 +
*Prior to [[0.26]], casting [[Controlled Blink]] or reading a [[scroll of blinking]] contaminated the player.
 +
*Prior to [[0.20]], drinking a [[potion of haste]] contaminated the player, and the [[haste]] effect caused contamination over time.
  
==History==
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==References==
Prior to 0.10, this effect was simply called [[glow]], a term which ambiguously referred either to magic contamination, or to the relatively harmless glow from [[Sticky Flame]] or [[Corona]].
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<references/>
  
[[Category:Magic]][[Category:Game mechanics]][[Category:Status effects]]
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[[Category:Magic]]
 +
[[Category:Game mechanics]]
 +
[[Category:Status effects]]

Latest revision as of 20:03, 27 July 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Magic contamination is a dangerous condition caused by miscasts and some magical effects.

Overview

Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination (a dark or light grey "Contam" status) is mostly harmless, and will dissipate over time without any further effect. Larger amounts of accumulated magic contamination (a yellow, red, or dark red "Contam" status) will make you start to glow with magical contamination.

Contamination over 5000 points is considered severe. Being at a severe contamination level makes you easier to hit and reveals you if invisible, similar to the Corona spell. It also leaves you at risk to bad mutations and damaging explosions.

Any amount of contamination can cause ugly things adjacent to you change their colour.

Contamination Levels

Contam[1] Colour[2] Description[3]
>0 Dark grey You are very lightly contaminated with residual magic.
3000 Light grey You are lightly contaminated with residual magic.
5000 Yellow You are contaminated with residual magic.
15000 Light Red You are heavily infused with residual magic.
25000 Red You are practically glowing with residual magic!
40000 Red Your entire body has taken on an eerie glow!
60000 Red You are engulfed in a nimbus of crackling magics!

Sources

Spells

  • Irradiate: 1250 - 2000 per cast[4].
    • When a player is hit by Irradiate: 2000-3000 [5]

Spell Miscasts

Other

Dissipation

Magic contamination is dissipated at the rate of 75 per turn.[11] Quaffing a potion of cancellation instantly removes 1000 - 5000 points of contamination.

While being severely contaminated every 70 - 200 turns[12] there is contamination / 12000[13] chance of a violent release of energies. Standing in Zin's Sanctuary stops this from happening.

One likely bad mutation (about 95% chance) is gained that bypasses mutation resistance. If contamination is higher than 10,000, there is also a damaging explosion. The damage is 3d(contamination / 2000), and doubled for the non-living. Explosion size also increases with the contamination level. After the negative effects, contamination is reduced by 1000 - 1000 + contamination / 4[14].

Tips & Tricks

Being in lichform, by way of Necromutation, prevents any contamination-related malmutations; instead, your stats temporarily rot.

History

  • Prior to 0.29, the contamination level for the light grey warning was 3500 instead of 3000. This change was enacted to match Irradiate, which had its contamination increased in this version.
  • Prior to 0.28, the Orb of Zot extended contamination.
  • Prior to 0.26, magic contamination decayed much slower: -25 per turn instead of -75, while the time between bad effects was also slower (200 - 600 turns).
  • Prior to 0.25, miscast effects were different, and thus had different contamination levels.
  • Prior to 0.19, the light grey contamination level didn't exist.
  • Prior to 0.10, this effect was simply called glow, a ambiguous term that also referred to the backlight caused by Sticky Flame and Corona (and contamination itself).

Sources of Contamination

References