Difference between revisions of "Magic points"

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'''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.
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'''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. Quaffing a [[potion of magic]] will instantly restore a chunk of MP. Some items, like the [[staff of energy]] or a [[crystal ball of energy]] may be [[evoke]]d to restore MP, though their reliability and usefulness depend on your [[Evocations]] skill. [[Sif Muna]] gives the power to regain MP instantly at the expense of some food, while both [[Vehumet]] and [[The Shining One]] give the player MP as a reward for killing monsters (though The Shining One will only reward the deaths of evil monsters).
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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 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 restore MP more quickly:
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*Biting an enemy as a [[Vine Stalker]]
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*Quaffing a [[potion of magic]] (restores 10-37 MP)
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*Eating [[ambrosia]] (increases your MP regeneration rate, though it also [[confuse]]s you)
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*Evoking a [[staff of energy]], [[crystal ball of energy]], or the [[Staff of Wucad Mu]] (effectiveness and success rate depends on [[Evocations]] skill)
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*Invoking [[Sif Muna]]'s channeling ability (effectiveness depends on Invocations)
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*Both [[Vehumet]] and [[The Shining One]] give the player MP as a reward for killing enemies, though The Shining One will only reward the deaths of evil creatures (more common at high piety)
  
 
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given person's reserves of magical power.
 
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given person's reserves of magical power.
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Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your [[Spellcasting]], [[Evocations]], and [[Invocations]] skill is higher. Training Spellcasting will get you more MP than Invocations, while Evocations is the least efficient for increasing your MP. Depending on your character, though, this may not be a concern.
 
Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your [[Spellcasting]], [[Evocations]], and [[Invocations]] skill is higher. Training Spellcasting will get you more MP than Invocations, while Evocations is the least efficient for increasing your MP. Depending on your character, though, this may not be a concern.
  
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)
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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 eventually grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).
and with time grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).
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=Formula=
 
=Formula=
 
* Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)
 
* Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)

Revision as of 19:11, 13 April 2014

Version 0.13: This article may not be up to date for the latest stable release of Crawl.

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 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 restore MP more quickly:

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, Evocations, and Invocations skill is higher. Training Spellcasting will get you more MP than Invocations, while Evocations is the least efficient for increasing your MP. Depending on your character, though, this may not be a concern.

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 eventually 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

Magic points stepdown.png

Class Permanent MP
Fighter -1
Berserker -1
Gladiator -1
Skald 0
Chaos knight 0
Death knight 1
Abyssal knight 0
Healer 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
Tengu +1
Felid, High elf, Demigod +2
Deep elf, Spriggan +3
Otherwise 0

History

Permanent MP will be removed in 0.14. New formula:

Unscaled MP = XL + (XL*Species modifier + 1)/3 +
max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)