Difference between revisions of "Magic points"

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m (Strategy: Add xom potion effect.)
(MP restoration shortening)
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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.
 
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.
  
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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Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given character'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 provides twice as much MP as Invocations or Evocations. 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 provides twice as much MP as Invocations or Evocations. Depending on your character, though, this may not be a concern.
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Methods of MP restoration:
 
Methods of MP restoration:
  
====Convenient====
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*Resting.
*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.
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*Consumables: The [[potion of magic]] recovers a decent amount of magic with no downsides. [[Potions of ambrosia]] offer significant HP and MP regen for a duration but confuses you for the entirety of it; if you cure the confusion, the ambrosia will end too.
*[[The Shining One]] also offers MP on kills, but that only applies to unholy creatures (demons, undead, and evil).
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*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)
*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.
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*Wearing an [[Amulet of magic regeneration]].
*Drinking a [[potion of magic]]. They are rare and far between but they don't fail to give you a shot of MP.
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*God abilities: [[Ru]], [[Sif Muna]], [[Gozag]], and [[Nemelex]] offer ways to actively recover your mana, with varying degrees of reliability.
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*God passives: [[Vehumet]] lets you recover MP when killing monsters. [[The Shining One]] offers a similar power that only works against unholy and demonic enemies. Worshipers of [[Jiyva]] can recover MP when slimes consume items.
 +
*Evocable items. [[Staves of energy]] can be evoked for a chance to regenerate a little MP. [[Crystal balls of energy]] and the [[Staff of Wucad Mu]] can let you recover significant amounts of MP per turn, but with a chance of backfiring.
 
*Biting an enemy as a [[Vine Stalker]].
 
*Biting an enemy as a [[Vine Stalker]].
*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)
 
 
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.
 
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.
*Wearing an [[Amulet of magic regeneration]].
 
*Channeling [[Sif Muna]]'s power.  It restores mana over several turns and provides significant amounts with strong invocations.
 
*[[Ru]]'s draw out power restores both mana and hp.
 
 
====Less convenient====
 
*[[Gozag]]'s potion petition offers a random selection of potions.  The chances of getting a potion which restores mana is fairly high, but not guaranteed.
 
*[[Potion of ambrosia]].  While the mana regeneration and hp regeneration is significant, being confused for its duration means you need to in a relatively safe position to use this.
 
*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.
 
*A [[crystal ball of energy]] gives you back some MP, but comes with its own hard risks. See its page for details.
 
*Following [[Jiyva]] lets you sometimes gain MP when a [[jelly]] eats something on the level (chance depends on piety). It is fairly random unless you actively feed your jellies however.
 
*Waiting. Your MP will come back on its own after a while. Having higher MP will grant you proportionately improved mana regeneration.
 
*[[Nemelex]]'s [[Wild Magic card]] hits enemies with miscast effects and restores your mana based on how many were hit.
 
 
====Inconvenient====
 
*While not at all reliable, Xom worshippers can be hit with a random potion effect, which may include restoring mana.
 
  
 
=Formula=
 
=Formula=

Revision as of 20:46, 16 February 2018

Version 0.18: 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.

Some items like rings of magical power or staves of power can increase a given character'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 provides twice as much MP as Invocations or Evocations. Depending on your character, though, this may not be a concern.

A typical character starts with 0-7 MP (e.g. 0 for a Minotaur Fighter, 6 for Deep Elf Conjurer, 7 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

MP is 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 lower. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.

Methods of MP restoration:

  • Resting.
  • Consumables: The potion of magic recovers a decent amount of magic with no downsides. Potions of ambrosia offer significant HP and MP regen for a duration but confuses you for the entirety of it; if you cure the confusion, the ambrosia will end too.
  • Casting sublimation of blood, which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)
  • Wearing an Amulet of magic regeneration.
  • God abilities: Ru, Sif Muna, Gozag, and Nemelex offer ways to actively recover your mana, with varying degrees of reliability.
  • God passives: Vehumet lets you recover MP when killing monsters. The Shining One offers a similar power that only works against unholy and demonic enemies. Worshipers of Jiyva can recover MP when slimes consume items.
  • Evocable items. Staves of energy can be evoked for a chance to regenerate a little MP. Crystal balls of energy and the Staff of Wucad Mu can let you recover significant amounts of MP per turn, but with a chance of backfiring.
  • Biting an enemy as a Vine Stalker.
  • Being a demonspawn can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.

Formula

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

Demigods additionally start with the High MP mutation.

History

0.17 simplified MP calculations. The base formula was:

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

Then a stepdown function was applied and MP was capped at 50. Species aptitudes used to be multiplicative, but are now additive.

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.