Difference between revisions of "Antimagic"

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{{flavour|It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected.}}
 
{{flavour|It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected.}}
  
The '''antimagic''' [[brand]] causes [[weapon]]s to interfere with the [[spellcasting]] of anything wounded by them.
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The '''antimagic''' [[brand]] causes [[weapon]]s or other attacks to interfere with the [[spellcasting]] of anything wounded by them.
  
==Effects==
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==Useful Info==
Monsters struck by these weapons gain a temporary spell failure rate, while players simply lose [[MP]] with each strike. This effect works on anything that uses magic, including [[silence]]-proof targets such as [[demon]]s and [[orbs of fire]].
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Monsters struck by antimage gain a temporary spell failure rate. Every time you attack a monster with an antimagic branded weapon, they gain <code>damage×8/([[HD]]+1)</code> turns of the '''antimagic status'''<ref>{{source ref|0.29.1|attack.cc|1543}}</ref><ref>{{source ref|0.29.1|beam.cc|5881}}</ref>. This status gives them a <code>dur/(4+dur)</code> chance to fail to cast spells and waste a turn, for dur=duration, in [[aut]].<ref>{{source ref|0.29.1|mon-cast.cc|4130}}</ref>. This effect works on anything that uses magic, including [[silence]]-proof targets such as [[demon]]s and [[orbs of fire]], but not including divine abilities (such as [[spriggan berserker]]s).
  
Unfortunately, so long as you are wielding a weapon of antimagic, your max MP will be reduced by 2/3, making it something that caster characters should be cautious about wielding carelessly. However, a character who has already exhausted his MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity.
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Players simply lose MP. Every time a monster attacks you with an antimagic branded weapon, it drains a random amount of MP up to the damage dealt, but weighted toward half that amount.<ref>{{source ref|0.29.1|beam.cc|3579}}</ref>
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===Wielding===
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Player that wield a weapon of antimagic will have their maximum MP reduced by 2/3. Acharacter who has already exhausted his MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity. This only applies to weapons with the antimagic brand, and [[Djinni]] are immune to its effect.
  
 
==Occurrence==
 
==Occurrence==
The antimagic brand is [[Trog]]'s special brand, so gifted weapons may have it. The brand otherwise is fairly rare, and unable to be obtained via a [[scroll of brand weapon]].  
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Antimagic is a fairly rare status. The brand is unable to be obtained via a [[scroll of brand weapon]].  
  
[[Vine stalker]]s also possess a unique antimagic [[auxiliary attack|bite attack]] which functions similarly. Finally, the [[Enfeeble]] spell will always inflict antimagic, regardless of resistance or EV.
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*The antimagic brand is [[Trog]]'s special brand, so gifted weapons may have it.
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*[[Vine stalker]]s possess a unique antimagic [[auxiliary attack|bite attack]], which inflicts antimagic.
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*The [[Enfeeble]] spell will always inflict the antimagic status, regardless of resistance or EV.
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*The monster spell [[Sap Magic]], when used against another monster.
  
 
==Desirability==
 
==Desirability==
 
Though it deals no extra damage, antimagic weapons are extremely useful against magical opponents. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-[[paralysis]]. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of [[Hell]] or [[orbs of fire]] dramatically; you just have to get into melee range with the enemy first.
 
Though it deals no extra damage, antimagic weapons are extremely useful against magical opponents. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-[[paralysis]]. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of [[Hell]] or [[orbs of fire]] dramatically; you just have to get into melee range with the enemy first.
 
==Formulas==
 
Every time you attack a monster with an antimagic branded weapon, they gain <code>damage×8/([[HD]]+1)</code> turns of the antimagic status<ref>{{source ref|0.29.1|attack.cc|1543}}</ref><ref>{{source ref|0.29.1|beam.cc|5881}}</ref>. This status gives them a <code>dur/(4+dur)</code> chance to fail to cast spells and waste a turn (where dur is the duration remaining on the status)<ref>{{source ref|0.29.1|mon-cast.cc|4130}}</ref>. Every time a monster attacks you with an antimagic branded weapon, it drains a random amount of MP up to the damage dealt, but weighted toward half that amount.<ref>{{source ref|0.29.1|beam.cc|3579}}</ref>
 
  
 
==References==
 
==References==

Revision as of 17:05, 29 September 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected.

The antimagic brand causes weapons or other attacks to interfere with the spellcasting of anything wounded by them.

Useful Info

Monsters struck by antimage gain a temporary spell failure rate. Every time you attack a monster with an antimagic branded weapon, they gain damage×8/(HD+1) turns of the antimagic status[1][2]. This status gives them a dur/(4+dur) chance to fail to cast spells and waste a turn, for dur=duration, in aut.[3]. This effect works on anything that uses magic, including silence-proof targets such as demons and orbs of fire, but not including divine abilities (such as spriggan berserkers).

Players simply lose MP. Every time a monster attacks you with an antimagic branded weapon, it drains a random amount of MP up to the damage dealt, but weighted toward half that amount.[4]

Wielding

Player that wield a weapon of antimagic will have their maximum MP reduced by 2/3. Acharacter who has already exhausted his MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity. This only applies to weapons with the antimagic brand, and Djinni are immune to its effect.

Occurrence

Antimagic is a fairly rare status. The brand is unable to be obtained via a scroll of brand weapon.

  • The antimagic brand is Trog's special brand, so gifted weapons may have it.
  • Vine stalkers possess a unique antimagic bite attack, which inflicts antimagic.
  • The Enfeeble spell will always inflict the antimagic status, regardless of resistance or EV.
  • The monster spell Sap Magic, when used against another monster.

Desirability

Though it deals no extra damage, antimagic weapons are extremely useful against magical opponents. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-paralysis. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of Hell or orbs of fire dramatically; you just have to get into melee range with the enemy first.

References

  1. attack.cc:1543 (0.29.1)
  2. beam.cc:5881 (0.29.1)
  3. mon-cast.cc:4130 (0.29.1)
  4. beam.cc:3579 (0.29.1)
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver