Difference between revisions of "Magic points"
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* Cap to 50. | * Cap to 50. | ||
* Add magical bonuses/maluses: | * Add magical bonuses/maluses: | ||
− | **[[ring of power|rings of magical power]]: +9 MP | + | **[[ring of magical power|rings of magical power]]: +9 MP |
**[[staff of power|staves of power]]: +13 MP | **[[staff of power|staves of power]]: +13 MP | ||
− | **[[Good_mutations# | + | **[[Good_mutations#High MP|High MP mutation]]: +10% per level |
− | **[[Bad_mutations# | + | **[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level |
*Halve any amount above 50. | *Halve any amount above 50. | ||
*Wielding a weapon of [[antimagic]]: -66% | *Wielding a weapon of [[antimagic]]: -66% |
Revision as of 08:39, 14 April 2013
Magic points or Mana points (usually abbreviated to MP) is the amount of magical energy which a given character has. It is used for spellcasting, for invoking divine powers (with the exception of Trog) and for evoking abilities granted by worn items, mutations, and intrinsic abilities.
Having your MP fall to zero is not directly lethal, but can be very hazardous for a spellcaster. MP will regenerate up to your maximum MP with time, and it is often recommended that spellcasters should rest up to full MP after every fight. There are also a few ways to speed up MP regeneration. Some items like the staff of channeling might help. Sif Muna gives the power to regain MP instantly at the expense of some food, while Vehumet gives the player MP as a reward for killing a monster.
Some items like rings of magical power or staves of power can increase a given person's reserves of magical power.
Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your Spellcasting and Invocations skill is higher.
A typical character starts with 0-6 MP (e.g. 0 for a Hill Orc Fighter, 4 for Deep Elf Conjurer, 6 for Deep Elf Wizard) and with time grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).
Formula
- Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)
- Apply stepdown function
- Add Permanent MP again
- Cap to 50.
- Add magical bonuses/maluses:
- rings of magical power: +9 MP
- staves of power: +13 MP
- High MP mutation: +10% per level
- Low MP mutation: -10% per level
- Halve any amount above 50.
- Wielding a weapon of antimagic: -66%
Class | Permanent MP |
---|---|
Fighter | -1 |
Berserker | -1 |
Gladiator | -1 |
Skald | 0 |
Chaos knight | 0 |
Death knight | 1 |
Abyssal knight | 0 |
Healer | 1 |
Priest | 1 |
Assassin | -1 |
Hunter | -1 |
Warper | 0 |
Arcane Marksman | 0 |
Monk | -1 |
Transmuter | 0 |
Wizard | 4 |
Conjurer | 2 |
Enchanter | 2 |
Fire elementalist | 2 |
Ice elementalist | 2 |
Air elementalist | 2 |
Earth elementalist | 2 |
Summoner | 2 |
Venom mage | 2 |
Necromancer | 2 |
Wanderer | 0-2 |
*Vampires and Demigods have one extra point of Permanent MP
Species | MP modifier |
---|---|
Troll, Minotaur | -2 |
Centaur, Ghoul | -1 |
Sludge elf, Tengu | +1 |
Felid, High elf, Demigod | +2 |
Deep elf, Spriggan | +3 |
Otherwise | 0 |