Difference between revisions of "Magic points"

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A typical character starts with 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 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).
 
A typical character starts with 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 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).
 +
 +
==Strategy==
 +
A very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically loewr. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that should be replaced by an enhancer staff if you find one appropriate for you.
 +
 +
Methods of MP regeneration:
 +
 +
====Convenient====
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*Killing monsters while worshipping [[Vehumet]]. Monsters give MP in proportion to their HD. Very nice since you'll be able to kill more with the MP you got, which you can use to kill more etc.
 +
*[[The Shining One]] also offers MP on kills, but that only applies to unholy creatures (demons, undead, and evil).
 +
*Channeling the [[Staff of Wucad Mu]]. The MP restoration is fantastic, if you can deal with the side effects afterwards. Being an artifact though, it is quite rare.
 +
*Drinking a [[potion of magic]]. They are rare and far between but they don't fail to give you a shot of MP.
 +
*Following [[Jiyva]] lets you sometimes gain MP when a [[jelly]] eats something on the level. It is fairly random however.
 +
*A [[crystal ball of energy]] gives you a massive shot of MP, but is a little complicated to use and comes with its own risks. See its page for details.
 +
 +
====Less convenient====
 +
*Channeling [[Sif Muna]]'s power. The MP restoration is not fantastic, and the hunger cost is considerable, but its success rate is excellent and there are no side effects. This ability is much more useful in battle if you have summons or can disable your foes for a few turns.
 +
*Channeling a [[staff of energy]]. The success rate is dismal without high investment in [[evocation|evocations]] but at least you can swap into it and spam it for faster recovery after a battle.
 +
*Waiting. Your MP will come back on its own after a while. Having higher MP will grant you proportionately improved mana regeneration.
  
 
=Formula=
 
=Formula=

Revision as of 15:02, 17 October 2014

Version 0.14: 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 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 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).

Strategy

A very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically loewr. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that should be replaced by an enhancer staff if you find one appropriate for you.

Methods of MP regeneration:

Convenient

  • Killing monsters while worshipping Vehumet. Monsters give MP in proportion to their HD. Very nice since you'll be able to kill more with the MP you got, which you can use to kill more etc.
  • The Shining One also offers MP on kills, but that only applies to unholy creatures (demons, undead, and evil).
  • Channeling the Staff of Wucad Mu. The MP restoration is fantastic, if you can deal with the side effects afterwards. Being an artifact though, it is quite rare.
  • Drinking a potion of magic. They are rare and far between but they don't fail to give you a shot of MP.
  • Following Jiyva lets you sometimes gain MP when a jelly eats something on the level. It is fairly random however.
  • A crystal ball of energy gives you a massive shot of MP, but is a little complicated to use and comes with its own risks. See its page for details.

Less convenient

  • Channeling Sif Muna's power. The MP restoration is not fantastic, and the hunger cost is considerable, but its success rate is excellent and there are no side effects. This ability is much more useful in battle if you have summons or can disable your foes for a few turns.
  • Channeling a staff of energy. The success rate is dismal without high investment in evocations but at least you can swap into it and spam it for faster recovery after a battle.
  • Waiting. Your MP will come back on its own after a while. Having higher MP will grant you proportionately improved mana regeneration.

Formula

  • Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +

max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)

  • Apply stepdown function

Magic points stepdown.png

  • Permanent MP is 2 for a tutorial game, 0 otherwise.

MP modifiers

From Dungeon Crawl Stone Soup in-game documentation:

At Ba Co DE Dg Ds Dj Dr Fe Fo Gr Gh Gn Hu Ko Mf Mi MD Mu Na Op On Sp Te Tr Vp VS
0 0 0 2 2 0 N/A 0 1 0 0 0 0 0 0 0 -1 0 0 0 0 0 1 1 -1 0 1

History

Before 0.14, the formula was:

Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +
max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)

where Permanent MP was a constant determined by the player's background and species.