Difference between revisions of "Magic contamination"

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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.
 
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.
  
The glow from severe contamination (>=5) makes you easier to hit and reveals you if [[invisible]], similar to the [[Corona]] spell. Over time you may also suffer damage and [[mutation]]s.
+
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.
  
 
Any amount of contamination can cause [[ugly thing]]s adjacent to you change their colour.
 
Any amount of contamination can cause [[ugly thing]]s adjacent to you change their colour.
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Contam<ref>{{source ref|0.19.0|player.cc|4142}}</ref>
+
! Contam<ref>{{source ref|0.29.0|player.cc|3959}}</ref>
! Colour<ref>{{source ref|0.19.0|status.cc|802}}</ref>
+
! Colour<ref>{{source ref|0.29.0|status.cc|809}}</ref>
! Description<ref>{{source ref|0.19.0|player.cc|4178}}</ref>
+
! Description<ref>{{source ref|0.29.0|player.cc|3995}}</ref>
 
|-
 
|-
 
| >0
 
| >0
| Light grey
+
| Dark grey
 
| You are very lightly contaminated with residual magic.
 
| You are very lightly contaminated with residual magic.
 
|-
 
|-
| 3
+
| 3000
| Dark grey
+
| Light grey
 
| You are lightly contaminated with residual magic.
 
| You are lightly contaminated with residual magic.
 
|-
 
|-
| 5
+
| 5000
 
| Yellow
 
| Yellow
 
| You are contaminated with residual magic.
 
| You are contaminated with residual magic.
 
|-
 
|-
| 15
+
| 15000
 
| Light Red
 
| Light Red
 
| You are heavily infused with residual magic.
 
| You are heavily infused with residual magic.
 
|-
 
|-
| 25
+
| 25000
 
| Red
 
| Red
 
| You are practically glowing with residual magic!
 
| You are practically glowing with residual magic!
 
|-
 
|-
| 40
+
| 40000
 
| Red
 
| Red
 
| Your entire body has taken on an eerie glow!
 
| Your entire body has taken on an eerie glow!
 
|-
 
|-
| 60
+
| 60000
 
| Red
 
| Red
 
| You are engulfed in a nimbus of crackling magics!
 
| You are engulfed in a nimbus of crackling magics!
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==Sources==
 
==Sources==
 
===Spells===
 
===Spells===
*[[Disjunction]]: 0.75 to 1.25 per cast<ref>{{source ref|0.19.0|spl-transloc.cc|71}}</ref>
+
*[[Irradiate]]: 1250 - 2000 per cast<ref>{{source ref|0.29.0|spl-cast.cc|1949}}</ref>.
*[[Irradiate]]: 1.25 to 2 per cast
+
**When a player is hit ''by'' Irradiate: 2000-3000 <ref>{{source ref|0.29.0|spl-damage.cc|1839}}</ref>
  
===[[Miscast]]s===
+
===Spell Miscasts===
*Every miscast: Amount depends on severity etc.<ref>{{source ref|0.19.0|spl-cast.cc|1532}}</ref>
+
*Every [[miscast]]: Depends on the miscast severity. See [[Miscast effect#Effects|Miscast effect]] for more information.
*[[Transmutations]] miscast: Doubles current contam
+
*[[Transmutations]] miscast: Doubles current contamination
  
 
===Other===
 
===Other===
*[[Invisibility (ego)]]: (?)
+
*[[Invisibility (ego)]]: 1000-1500 per successful use <ref>{{source ref|0.29.0|ability.cc|2674}}</ref>
*Removing an [[artefact]] with *Contam: 7<ref>{{source ref|0.19.0|player-equip.cc|326}}</ref>
+
*Removing an [[artefact]] with *Contam: 7000<ref>{{source ref|0.29.0|player-equip.cc|389}}</ref>
*[[Mutagenic fog]]: 1.3 to 2.55<ref>{{source ref|0.19.0|cloud.cc|1085}}</ref>
+
*[[Mutagenic fog]]: 1300 - 2550<ref>{{source ref|0.29.0|cloud.cc|1165}}</ref>
*[[Zot trap]]: 2 to 15<ref>{{source ref|0.19.0|spl-miscast.cc|3276}}</ref> (one of many possible outcomes)
+
*[[Zot trap]]: 7000 - 20000 (one of many possible outcomes)<ref>{{source ref|0.29.0|traps.cc|414}}</ref>
*[[Jiyva]] [[penance]]: 0 to 0.5 * penance<ref>{{source ref|0.19.0|godwrath.cc|1325}}</ref> (one of many possible outcomes)
+
*[[Jiyva]] [[penance]]: 0 - <code>500 * penance</code> (one of many possible outcomes)<ref>{{source ref|0.29.0|god-wrath.cc|L1233}}</ref>
  
 
==Dissipation==
 
==Dissipation==
Magic contamination is dissipated at the rate of 0.075 per turn.<ref>{{source ref|0.19.0|timed_effects.cc|709}}</ref>
+
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.
  
Quaffing a [[potion of cancellation]] removes 1 to 5 points of contamination.<ref>{{source ref|0.19.0|potion.cc|457}}</ref>
+
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.
  
While being severely contaminated every 200 to 600 turns<ref>{{source ref|0.19.0|timed_effects.cc|949}}</ref> there is contamination / 12<ref>{{source ref|0.19.0|timed_effects.cc|800}}</ref> chance of a violent release of energies. Standing in a [[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 <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>.
 
 
One likely bad mutation (about 95% chance) is gained that bypasses [[mutation resistance]]. If contamination is higher than 10, there is also a damaging explosion. The damage is 3d(contamination / 2), and doubled for the non-living. Explosion size also increases with the contamination level. After the negative effects contamination is reduced by 1 to 1 + (contamination / 4)<ref>{{source ref|0.19.0|timed_effects.cc|745}}</ref>.
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
Being in lichform, by way of [[Necromutation]], prevents any contamination-related malmutations; instead, [[rot]] damage is incurred.  
+
Being in lichform, by way of [[Necromutation]], prevents any contamination-related malmutations; instead, your [[stat]]s temporarily rot.
  
 
==History==
 
==History==
*In [[0.29]], the level of contam for the light grey warning was decreased from 3.5 to 3.
+
*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]], invisibility caused contamination.
+
*Prior to [[0.28]], the [[Orb of Zot]] extended contamination.
*Prior to [[0.26]], magic contamination decayed much slower: -0.025 per turn instead of -0.075. Also, reading a [[scroll of blinking]] contaminated the player.
+
*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 effect]]s were different and thus had different contam levels.
+
*Prior to [[0.25]], [[miscast effect]]s were different, and thus had different contamination levels.
*Prior to [[0.20]], drinking a [[potion of haste]] contaminated the player.
 
 
*Prior to [[0.19]], the light grey contamination level didn't exist.
 
*Prior to [[0.19]], the light grey contamination level didn't exist.
*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]].
+
*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===
 +
*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.
  
 
==References==
 
==References==

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