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 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 evoked 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).
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 with time 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)