Magic points
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:
- Biting an enemy as a Vine Stalker
- Quaffing a potion of magic (restores 10-37 MP)
- Eating ambrosia (increases your MP regeneration rate, though it also confuses you)
- Evoking a staff of energy, crystal ball of energy, or the Staff of Wucad Mu (effectiveness and success rate depends on Evocations skill)
- Invoking Sif Muna's channeling ability (effectiveness depends on Invocations)
- 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 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
- Add Permanent MP again
- Cap to 50.
- Add magical bonuses/maluses:
- High MP mutation: +10% per level
- Low MP mutation: -10% per level
- Elyvilon's Divine vigour: +50%
- Rings of magical power: +9 MP
- Staves of power: First a multiplicative bonus +40% MP. And then, an additive one +5 MP.
- 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 |
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)