Difference between revisions of "Magic contamination"

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m (Needs major update for .34)
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{{Stub}}<!--Player contamination has been heavily adjusted.
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{{Stub}}
*The exact amount one is contaminated is now indicated as a percentage in the
 
sidebar. Harmful effects begin at 100% and cap at 300%.
 
*Crossing the 100% threshold is more likely to result in a bad mutation than
 
before (but very high amounts are less dangerous). Mutations gained this
 
way no longer ignore rMut.
 
*Explosions from contamination are now possible at a lower threshold, ignore
 
AC, and are more damaging. Their potential damage can be seen on the %
 
screen.
 
*Many existing effects have been rescaled to be similarly dangerous as before
 
this change.-->
 
  
 
'''Magic contamination''' is a dangerous condition caused by miscasts and some magical effects.
 
'''Magic contamination''' is a dangerous condition caused by miscasts and some magical effects.
  
 
==Overview==
 
==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.
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Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination (a grey "% Contam" status) are harmless, and will dissipate over time without any further effect. Larger amounts of accumulated magic contamination (a yellow or red "Contam" status) will make you start to [[glow]] with magical contamination. Contamination is reported as a percent out of 300% maximum, internally tracked as 0-3000 points of contamination.
  
Contamination over 5000 points is considered severe. Being at a severe contamination level makes you easier to hit and reveals you if [[invisible]], similar to the [[Corona]] spell. It also leaves you at risk to bad [[mutation]]s and damaging explosions.
+
Being at a severe contamination level makes you easier to hit and reveals you if [[invisible]], similar to the [[Corona]] spell. It also lowers stealth and puts you at risk of bad [[mutation]]s and damaging explosions.
  
Any amount of contamination can cause [[ugly thing]]s adjacent to you change their colour.
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Any amount of contamination can cause [[ugly thing]]s adjacent to you to change their colour.
  
 
==Contamination Levels==
 
==Contamination Levels==
Line 28: Line 18:
 
! Description<ref>{{source ref|0.29.0|player.cc|3995}}</ref>
 
! Description<ref>{{source ref|0.29.0|player.cc|3995}}</ref>
 
|-
 
|-
| >0
+
| 0-1000
| Dark grey
+
| Grey
 
| You are very lightly contaminated with residual magic.
 
| You are very lightly contaminated with residual magic.
 
|-
 
|-
| 3000
+
| 1000-2000
| Light grey
 
| You are lightly contaminated with residual magic.
 
|-
 
| 5000
 
 
| Yellow
 
| Yellow
| You are contaminated with residual magic.
+
| You are dangerously contaminated with residual magic. You are extremely contaminated with residual magic.
 
|-
 
|-
| 15000
+
| 2000-3000
| Light Red
 
| You are heavily infused with residual magic.
 
|-
 
| 25000
 
 
| Red
 
| Red
| You are practically glowing with residual magic!
+
| You are completely saturated with residual magic!
|-
 
| 40000
 
| Red
 
| Your entire body has taken on an eerie glow!
 
|-
 
| 60000
 
| Red
 
| You are engulfed in a nimbus of crackling magics!
 
 
|}
 
|}
  
 
==Sources==
 
==Sources==
 
===Spells===
 
===Spells===
*[[Irradiate]]: 1250 - 2000 per cast<ref>{{source ref|0.29.0|spl-cast.cc|1949}}</ref>.
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*[[Irradiate]]: 185-400 per cast<ref>{{source ref|0.29.0|spl-cast.cc|1949}}</ref>.
**When a player is hit ''by'' Irradiate: 2000-3000 <ref>{{source ref|0.29.0|spl-damage.cc|1839}}</ref>
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**When a player is hit ''by'' Irradiate: 400-600 <ref>{{source ref|0.29.0|spl-damage.cc|1839}}</ref>
  
 
===Spell Miscasts===
 
===Spell Miscasts===
 
*Every [[miscast]]: Depends on the miscast severity. See [[Miscast effect#Effects|Miscast effect]] for more information.
 
*Every [[miscast]]: Depends on the miscast severity. See [[Miscast effect#Effects|Miscast effect]] for more information.
*[[Transmutations]] miscast: Doubles current contamination
 
  
 
===Other===
 
===Other===
*[[Invisibility (ego)]]: 1000-1500 per successful use <ref>{{source ref|0.29.0|ability.cc|2674}}</ref>
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*Removing an [[artefact]] with *Contam: 1200
*Removing an [[artefact]] with *Contam: 7000<ref>{{source ref|0.29.0|player-equip.cc|389}}</ref>
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*Removing an [[artefact]] with [[Distortion]] brand: 3000
*[[Mutagenic fog]]: 1300 - 2550<ref>{{source ref|0.29.0|cloud.cc|1165}}</ref>
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*Removing the [[Plutonium Sword]]: 700-1350
*[[Zot trap]]: 7000 - 20000 (one of many possible outcomes)<ref>{{source ref|0.29.0|traps.cc|414}}</ref>
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*[[Mutagenic fog]]: 250-500 per turn
*[[Jiyva]] [[penance]]: 0 - <code>500 * penance</code> (one of many possible outcomes)<ref>{{source ref|0.29.0|god-wrath.cc|L1233}}</ref>
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*[[Zot trap]]: 1500 - 3000 (one of many possible outcomes)
 +
*[[Jiyva]] [[penance]]: 0 - <code>100 * penance</code> (one of many possible outcomes)
  
 
==Dissipation==
 
==Dissipation==
Magic contamination is dissipated at the rate of 75 per turn.<ref>{{source ref|0.28.0|timed-effects.cc|108}}</ref> Quaffing a [[potion of cancellation]] instantly removes 1000 - 5000 points of contamination.
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Magic contamination begins to dissipate after 7 turns at the rate of 20 per turn. Quaffing a [[potion of cancellation]] instantly removes <code>-1 * (250-1000)</code> points of contamination.
 +
 
 +
The chance of exploding scales with contamination severity. Damage scales with player XL. Explosions at 200%+ contam have increased radius and damage. When this happens, a mutation will check will occure with a 1 in 5 chance for each a single [[Bad mutations]] and a random [[Mutation]]. <!--if (x_chance_in_y(min(2000, you.magic_contamination), 3200-->
  
While being severely contaminated every 70 - 200 turns<ref>{{source ref|0.29.0|timed-effects.cc|257}}</ref> there is <code>contamination / 12000</code><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.
+
==Tips & Tricks==
 +
Being undead or in lichform, by way of [[Talisman of death]], prevents any contamination-related malmutations; instead, you are temporarily [[drain]]ed.
  
One likely bad mutation (about 95% chance) is gained that bypasses [[mutation resistance]]. If contamination is higher than 10,000, there is also a damaging explosion. The damage is <code>3d(contamination / 2000)</code>, and doubled for the non-living. Explosion size also increases with the contamination level. After the negative effects, contamination is reduced by 1000 - <code>1000 + contamination / 4</code><ref>{{source ref|0.29.0|timed-effects.cc|74}}</ref>.
+
[[Amulet of dissipation]] will increase the rate at which contamination is resolved, thus reducing the number of bad outcomes.
  
==Tips & Tricks==
+
==Major Changes From Versions Prior To [[0.34]]==
Being in lichform, by way of [[Necromutation]], prevents any contamination-related malmutations; instead, your [[stat]]s temporarily rot.
+
*Contam has been rescaled internally. 1000 is now the start of yellow, 2000 the start of red, and 3000 the absolute cap.
 +
*Contam decays faster, but does not start to decay until 7 turns have  passed since contam was last gained.
 +
*Low yellow is somewhat more dangerous than before and the difference between low/high has been narrowed. Very high levels of contam are worse than before (the mid-range is similar to the prior state).
 +
*Being invisible no longer prevents all contam decay.
 +
*Evoking a scarf of invisibility no longer gives a tiny bit of contam (it was largely irrelevant, requiring 6 consecutive uses to hit yellow).
 +
*Contam explosions are possible at lower levels of contam than before, do significantly more damage (and ignore the player's AC), are non-elemental, and their base damage is based on the player's XL rather than the amount of contam. Yellow-tier explosions are radius 1, red are radius 2 and do more damage than yellow.
 +
*Contam mutations no longer have a 50% chance to ignore rMut (along with a few other narrow interactions with mutation conflicts due to counting as 'forced'). This seems unnecessary, with rMut being both weaker and far rarer than when this system was first designed.
 +
*Contam is now listed as a percentage on the UI, while contaminated (near the Doom indicator). Yellow is 100% (ie: the start of actual negative gameplay effects), red is 200%, and the cap is 300%. While the specific number is admittedly unimportant for minor contam, it helps make the difference between low/high transparent to the player, and critically: allows contam-costing spells to be transparent about what their risks are in the current moment.
 +
*Contam is only shown on the status line once you have enough for it to have gameplay impact (ie: yellow or worse).
  
 
==History==
 
==History==
 +
*In [[0.34]], a major rework of the contamination system to clarify and simplify. All contam-inflicting things have been adjusted in light of these changes. The average number of mutations gained "should remain similar" to the old version. [https://github.com/crawl/crawl/commit/dccffc7fa4ce6812bcddfe120a9abada2403a30a#diff-5b0c342588db7600c32c8c225b9bc1ecc96df9a84ece59afbca214ea1b44d128R818 GitHub ref]
 
*Prior to [[0.29]], the contamination level for the light grey warning was 3500 instead of 3000. This change was enacted to match [[Irradiate]], which had its contamination increased in this version.
 
*Prior to [[0.29]], the contamination level for the light grey warning was 3500 instead of 3000. This change was enacted to match [[Irradiate]], which had its contamination increased in this version.
 
*Prior to [[0.28]], the [[Orb of Zot]] extended contamination.
 
*Prior to [[0.28]], the [[Orb of Zot]] extended contamination.

Revision as of 06:33, 8 July 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
This page is a stub. You could probably expand this page should you wish to do so.

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 grey "% Contam" status) are harmless, and will dissipate over time without any further effect. Larger amounts of accumulated magic contamination (a yellow or red "Contam" status) will make you start to glow with magical contamination. Contamination is reported as a percent out of 300% maximum, internally tracked as 0-3000 points of contamination.

Being at a severe contamination level makes you easier to hit and reveals you if invisible, similar to the Corona spell. It also lowers stealth and puts you at risk of bad mutations and damaging explosions.

Any amount of contamination can cause ugly things adjacent to you to change their colour.

Contamination Levels

Contam[1] Colour[2] Description[3]
0-1000 Grey You are very lightly contaminated with residual magic.
1000-2000 Yellow You are dangerously contaminated with residual magic. You are extremely contaminated with residual magic.
2000-3000 Red You are completely saturated with residual magic!

Sources

Spells

  • Irradiate: 185-400 per cast[4].
    • When a player is hit by Irradiate: 400-600 [5]

Spell Miscasts

Other

Dissipation

Magic contamination begins to dissipate after 7 turns at the rate of 20 per turn. Quaffing a potion of cancellation instantly removes -1 * (250-1000) points of contamination.

The chance of exploding scales with contamination severity. Damage scales with player XL. Explosions at 200%+ contam have increased radius and damage. When this happens, a mutation will check will occure with a 1 in 5 chance for each a single Bad mutations and a random Mutation.

Tips & Tricks

Being undead or in lichform, by way of Talisman of death, prevents any contamination-related malmutations; instead, you are temporarily drained.

Amulet of dissipation will increase the rate at which contamination is resolved, thus reducing the number of bad outcomes.

Major Changes From Versions Prior To 0.34

  • Contam has been rescaled internally. 1000 is now the start of yellow, 2000 the start of red, and 3000 the absolute cap.
  • Contam decays faster, but does not start to decay until 7 turns have passed since contam was last gained.
  • Low yellow is somewhat more dangerous than before and the difference between low/high has been narrowed. Very high levels of contam are worse than before (the mid-range is similar to the prior state).
  • Being invisible no longer prevents all contam decay.
  • Evoking a scarf of invisibility no longer gives a tiny bit of contam (it was largely irrelevant, requiring 6 consecutive uses to hit yellow).
  • Contam explosions are possible at lower levels of contam than before, do significantly more damage (and ignore the player's AC), are non-elemental, and their base damage is based on the player's XL rather than the amount of contam. Yellow-tier explosions are radius 1, red are radius 2 and do more damage than yellow.
  • Contam mutations no longer have a 50% chance to ignore rMut (along with a few other narrow interactions with mutation conflicts due to counting as 'forced'). This seems unnecessary, with rMut being both weaker and far rarer than when this system was first designed.
  • Contam is now listed as a percentage on the UI, while contaminated (near the Doom indicator). Yellow is 100% (ie: the start of actual negative gameplay effects), red is 200%, and the cap is 300%. While the specific number is admittedly unimportant for minor contam, it helps make the difference between low/high transparent to the player, and critically: allows contam-costing spells to be transparent about what their risks are in the current moment.
  • Contam is only shown on the status line once you have enough for it to have gameplay impact (ie: yellow or worse).

History

  • In 0.34, a major rework of the contamination system to clarify and simplify. All contam-inflicting things have been adjusted in light of these changes. The average number of mutations gained "should remain similar" to the old version. GitHub ref
  • Prior to 0.29, the contamination level for the light grey warning was 3500 instead of 3000. This change was enacted to match Irradiate, which had its contamination increased in this version.
  • Prior to 0.28, the Orb of Zot extended contamination.
  • Prior to 0.26, magic contamination decayed much slower: -25 per turn instead of -75, while the time between bad effects was also slower (200 - 600 turns).
  • Prior to 0.25, miscast effects were different, and thus had different contamination levels.
  • Prior to 0.19, the light grey contamination level didn't exist.
  • Prior to 0.10, this effect was simply called glow, a ambiguous term that also referred to the backlight caused by Sticky Flame and Corona (and contamination itself).

Sources of Contamination

References