Difference between revisions of "Willpower"
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− | '''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[ | + | '''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[slow]], [[confusion]], [[banishment]] to [[the Abyss]] and [[disintegration]]. |
The higher a being's MR, 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 non-[[natural]] tend to have higher MR than other creatures. | The higher a being's MR, 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 non-[[natural]] tend to have higher MR than other creatures. | ||
− | Monster MR is partly based on [[hit dice]], so monsters with high hit dice tend to be highly resistant to magic. Most monsters with one hit die have a 50% chance to fail to resist outright, in addition to the normal saving throw. Finally, some monsters are outright immune to magical enchantments | + | Monster MR is partly based on [[hit dice]], so monsters with high hit dice tend to be highly resistant to magic. Most monsters with one hit die have a 50% chance to fail to resist outright, in addition to the normal saving throw. Finally, some monsters are outright immune to magical enchantments - for instance, most [[nonliving]] creatures. |
==Resistible Enchantments== | ==Resistible Enchantments== | ||
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*[[Enslavement]], [[Wand of enslavement]], [[Crusade card]] | *[[Enslavement]], [[Wand of enslavement]], [[Crusade card]] | ||
*[[Banishment#Monster banishment|Banishment]], [[Damnation card]] | *[[Banishment#Monster banishment|Banishment]], [[Damnation card]] | ||
− | |||
*[[Yred#Enslave_soul|Enslave Soul]] | *[[Yred#Enslave_soul|Enslave Soul]] | ||
*[[Agony]] | *[[Agony]] | ||
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==Resistance Descriptions== | ==Resistance Descriptions== | ||
− | Neither the player's nor monster's MR is | + | Neither the player's nor monster's MR is ever given explicitly, but a rough suggestion of how magic resistant they are can be seen by pressing the [[@]] key for the player, and e'''x'''amining a monster's description. |
Magic resistance adjectives are as follows: | Magic resistance adjectives are as follows: | ||
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|almost entirely||>=300 | |almost entirely||>=300 | ||
|} | |} | ||
+ | |||
+ | As a practical matter, a player who is "extraordinarily resistant" should be able to usually resist the most dangerous enchanters in the game (such as [[Kirke]], [[deep elf demonologist]]s, and even [[ancient lich]]es). More MR will reduce the likelihood of these spells landing even further, but the gains become significantly less important beyond this point. | ||
===Player Resistance=== | ===Player Resistance=== | ||
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Player resistance is determined as below: | Player resistance is determined as below: | ||
− | Experience level | + | Experience level × racial multiplier, plus the following: |
− | * | + | *Randart MR |
− | *30 for each armor of magic resistance | + | *30 for each [[ego|armor of magic resistance]] |
− | *40 for each ring of magic | + | *40 for each [[ring of protection from magic]] |
− | * | + | *Ranks of the [[Good mutations#Magic Resistance|MR mutation]] × 30 |
− | *50 | + | *50 when [[lichform]] |
− | *70 when using Trog's | + | *70 when using [[Trog]]'s Hand |
− | *Everything is divided by two | + | *Everything is then divided by two if the player is under the effect of a [[scroll of vulnerability]] or the attack of a [[phantasmal warrior]] |
Racial multipliers are as follows: | Racial multipliers are as follows: | ||
− | *7: | + | *7: [[Spriggan]] |
− | *6: | + | *6: Purple [[draconian]], [[deep dwarf]], [[felid]] |
− | *5: | + | *5: [[Naga]], [[mummy]] |
− | *4: elves, | + | *4: [[High elves]], [[deep elves]], [[demigod]], [[vampire]], [[demonspawn]], [[ogre]] |
− | *3: | + | *3: [[Human]]s and every other race |
==History== | ==History== | ||
− | + | Prior to [[0.13]], [[Blink Other]] was subject to magic resistance. | |
[[Category:Game_mechanics]] | [[Category:Game_mechanics]] | ||
[[Category:Crystal Ball Articles]] | [[Category:Crystal Ball Articles]] |
Revision as of 22:01, 6 November 2013
Magic resistance (MR) is the ability to resist hostile enchantments such as slow, confusion, banishment to the Abyss and disintegration.
The higher a being's MR, 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 non-natural tend to have higher MR than other creatures.
Monster MR is partly based on hit dice, so monsters with high hit dice tend to be highly resistant to magic. Most monsters with one hit die have a 50% chance to fail to resist outright, in addition to the normal saving throw. Finally, some monsters are outright immune to magical enchantments - for instance, most nonliving creatures.
Contents
Resistible Enchantments
Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments.
- Slow, Wand of slowing
- Paralyse, Wand of paralysis
- Confuse, Mass Confusion, Wand of confusion (but not Alistair's Intoxication)
- Teleport Other, Wand of teleportation, Dispersal spell (only teleportation, blink away cannot be resisted)
- Polymorph, Wand of polymorph
- Enslavement, Wand of enslavement, Crusade card
- Banishment, Damnation card
- Enslave Soul
- Agony
- Pain
- Wand of disintegration
- Blink Other (but not Blink Other Close)
- Petrify
- Corona
- Porkalator
- Ensorcelled Hibernation, Metabolic Englaciation
- Sleep
- Inner Flame
- Cause Fear, Scroll of fear, Banshee card
- Control Undead
- Sentinel's Mark
Notes
- Many of these enchantments can be resisted via other means. For instance, life protection counters the effects of Agony (but not the Pain spell). Undead, nonliving, and plant monsters cannot 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 immune to magic.
- Effects coming from melee weapons of chaos don't check MR, but those coming from ranged weapons of chaos do.
Saving throws
Resisting an enchantment is dependent on the resisting creature's MR and the enchantment power (which is a function of the spell power) of the enchantment it is resisting. The formula is:
If 1d100 + 1d101 is less than 102 + MR - the enchantment's power, the enchantment is resisted.
This is sometimes referred to as a "saving throw", after the die-based resistance system employed in Dungeons & Dragons.
Enchantment power is your spell's power multiplied by a modifier (usually 1) and then passed through a stepdown function which halves your spell power every 30 points above 40. Agony, Pain, Slow, Corona, Teleport Other and all the mass enchantments have modifiers greater than 1. Ensorcelled Hibernation has an additional stepdown.
Resistance Descriptions
Neither the player's nor monster's MR is ever given explicitly, but a rough suggestion of how magic resistant they are can be seen by pressing the @ key for the player, and examining a monster's description.
Magic resistance adjectives are as follows:
MR description | MR number |
---|---|
not resistant | <10 |
slightly | 10-29 |
somewhat | 30-59 |
quite | 60-89 |
very | 90-119 |
extremely | 120-149 |
extraordinarily | 150-189 |
incredibly | 190-239 |
uncannily | 240-299 |
almost entirely | >=300 |
As a practical matter, a player who is "extraordinarily resistant" should be able to usually resist the most dangerous enchanters in the game (such as Kirke, deep elf demonologists, and even ancient liches). More MR will reduce the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.
Player Resistance
Player resistance is determined as below:
Experience level × racial multiplier, plus the following:
- Randart MR
- 30 for each armor of magic resistance
- 40 for each ring of protection from magic
- Ranks of the MR mutation × 30
- 50 when lichform
- 70 when using Trog's Hand
- Everything is then divided by two if the player is under the effect of a scroll of vulnerability or the attack of a phantasmal warrior
Racial multipliers are as follows:
- 7: Spriggan
- 6: Purple draconian, deep dwarf, felid
- 5: Naga, mummy
- 4: High elves, deep elves, demigod, vampire, demonspawn, ogre
- 3: Humans and every other race
History
Prior to 0.13, Blink Other was subject to magic resistance.