Difference between revisions of "Magic contamination"

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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>
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*[[Irradiate]]: 1.25 to 2 per cast<ref>{{source ref|0.19.0|spl-cast.cc|1949}}</ref>
*[[Irradiate]]: 1.25 to 2 per cast
 
  
 
===[[Miscast]]s===
 
===[[Miscast]]s===
Line 56: Line 55:
 
===Other===
 
===Other===
 
*[[Invisibility (ego)]]: (?)
 
*[[Invisibility (ego)]]: (?)
*Removing an [[artefact]] with *Contam: 7<ref>{{source ref|0.19.0|player-equip.cc|326}}</ref>
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*Removing an [[artefact]] with *Contam: 7<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>
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*[[Mutagenic fog]]: 1.3 to 2.55<ref>{{source ref|0.29.0|cloud.cc|1165}}</ref>
*[[Zot trap]]: 7 to 20 (one of many possible outcomes)
+
*[[Zot trap]]: 7 to 20<ref>{{source ref|0.28.0|traps.cc|410}}</ref> (one of many possible outcomes)
*[[Jiyva]] [[penance]]: 0 to 0.5 * penance<ref>{{source ref|0.19.0|godwrath.cc|1325}}</ref> (one of many possible outcomes)
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*[[Jiyva]] [[penance]]: 0 to (0.5 * penance)<ref>{{source ref|0.29.0|god-wrath.cc|L1233}}</ref> (one of many possible outcomes)
  
 
==Dissipation==
 
==Dissipation==
Magic contamination is dissipated at the rate of 0.075 per turn.<ref>{{source ref|0.28.0|timed-effects.cc|108}}</ref>
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Magic contamination is dissipated at the rate of 0.075 per turn.<ref>{{source ref|0.28.0|timed-effects.cc|108}}</ref> Quaffing a [[potion of cancellation]] removes 1 to 5 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>
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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 contamination / 12<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.
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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|0.29.0|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==
Line 75: Line 72:
 
==History==
 
==History==
 
*In [[0.29]], the level of contam for the light grey warning was decreased from 3.5 to 3, to match [[Irradiate]]'s increased contam.
 
*In [[0.29]], the level of contam for the light grey warning was decreased from 3.5 to 3, to match [[Irradiate]]'s increased contam.
*Prior to [[0.28]], the [[Orb of Zot]] extended contamination, and [[invisibility]] caused contamination over time.
+
*Prior to [[0.28]], the [[Orb of Zot]] extended contamination, [[invisibility]] caused contamination over time, and [[Disjunction]] had .75 - .799 contam on cast.
*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: -0.025 per turn instead of -0.075, while time for bad effects were also slower (200 - 600 turns). Also, reading a [[scroll of blinking]] contaminated the player.
 
*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 contam levels.
 
*Prior to [[0.20]], drinking a [[potion of haste]] and the [[haste]] effect contaminated the player.
 
*Prior to [[0.20]], drinking a [[potion of haste]] and the [[haste]] effect contaminated the player.

Revision as of 21:40, 18 October 2022

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.

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 mutations.

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.
3 Light grey You are lightly contaminated with residual magic.
5 Yellow You are contaminated with residual magic.
15 Light Red You are heavily infused with residual magic.
25 Red You are practically glowing with residual magic!
40 Red Your entire body has taken on an eerie glow!
60 Red You are engulfed in a nimbus of crackling magics!

Sources

Spells

Miscasts

  • Every miscast: Amount depends on severity etc.[5]
  • Transmutations miscast: Doubles current contam

Other

Dissipation

Magic contamination is dissipated at the rate of 0.075 per turn.[10] Quaffing a potion of cancellation removes 1 to 5 points of contamination.

While being severely contaminated every 70 - 200 turns[11] there is contamination / 12[12] 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, 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)[13].

Tips & Tricks

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

History

  • In 0.29, the level of contam for the light grey warning was decreased from 3.5 to 3, to match Irradiate's increased contam.
  • Prior to 0.28, the Orb of Zot extended contamination, invisibility caused contamination over time, and Disjunction had .75 - .799 contam on cast.
  • Prior to 0.26, magic contamination decayed much slower: -0.025 per turn instead of -0.075, while time for bad effects were also slower (200 - 600 turns). Also, reading a scroll of blinking contaminated the player.
  • Prior to 0.25, miscast effects were different and thus had different contam levels.
  • Prior to 0.20, drinking a potion of haste and the haste effect contaminated the player.
  • 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.

References