Difference between revisions of "Intrinsic"
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− | Your character can gain various '''intrinsics''', | + | Your character can gain various '''intrinsics''', or special properties. They are shown when you press %: |
* [[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]]. | * [[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]]. | ||
− | * [[ | + | * [[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. |
− | * [[Spirit shield]] means that external damage sources will subtract 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]] | + | * [[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. |
− | * [[ | + | * [[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. |
− | * [[ | + | * [[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]]. |
− | + | * 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. | |
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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. | ||
* 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. | * 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. | ||
==History== | ==History== | ||
− | Over time, the available intrinsics | + | Over time, the available intrinsics have varied dramatically: |
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+ | *[[Rot]] (and resistance to it) were removed in [[0.26]]. Prior to 0.26, willpower was known as magic resistance. | ||
+ | *Prior to [[0.19]], a [[ring of sustain attributes]] existed, granting the [[sustain attributes]] intrinsic. | ||
+ | *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). | ||
+ | *Prior to [[0.17]], [[controlled teleport]] was an intrinsic which determined the location of an otherwise random [[teleport]]. | ||
+ | *Prior to [[0.15]], [[saprovore]] and [[conservation]] intrinsics existed. | ||
+ | *Prior to [[0.12]], [[controlled flight]] and [[levitation]] existed, intrinsics which were simplified into regular [[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 %:
- Resistances to fire, cold, poison, electricity, corrosion and negative energy. These are all obtained from rings (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.
- 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.
- 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 randarts, and a few unrandarts.
- See invisible means that you can see invisible monsters. It is obtained from several mutations: Acute Vision, Antennae 3, or Jiyva's Eyeballs 3; being a worshiper of Ashenzari, from some randarts, or by wearing a ring of see invisible or a headgear of see invisible. Nagas, spriggans, vampires, felids, and palentongas start with this intrinsic.
- Clarity means that you cannot be unwillingly confused, mesmerised or berserked. It is obtained as a mutation, being a worshiper of Ashenzari, or through a couple of specific unrandarts.
- 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:
- Rot (and resistance to it) were removed in 0.26. Prior to 0.26, willpower was known as magic resistance.
- Prior to 0.19, a ring of sustain attributes existed, granting the sustain attributes intrinsic.
- 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).
- Prior to 0.17, controlled teleport was an intrinsic which determined the location of an otherwise random teleport.
- Prior to 0.15, saprovore and conservation intrinsics existed.
- Prior to 0.12, controlled flight and levitation existed, intrinsics which were simplified into regular flight.