Difference between revisions of "Extension"

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{{Obsolete}}
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{{obsolete}}
 
 
 
{{NISpell
 
{{NISpell
 
|name=Extension
 
|name=Extension
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</div>
 
</div>
 
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{{flavour|This spell extends the duration of most beneficial enchantments affecting the caster.}}
  
{{Flavour|This spell extends the duration of most beneficial enchantments affecting the caster.}}
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'''Extension''' is a level 5 [[Enchantments]] spell which extends the duration of certain enchantments affecting the caster.
  
'''Extension''' was a level 5 [[Enchantments]] spell which extended the duration of certain enchantments affecting the caster. It also had a 50% chance of causing one point of magic contamination (plus an extra guaranteed point if extending [[Haste]] or [[Invisibility]]).
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==Useful Info==
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Extension prolongs the effects of enchantment spells, as if you had just recast the enchantment with the [[spell power]] of Extension (exceptions: [[Ring of Flames]] and [[Condensation Shield]]). Only enchantments with a corresponding spell can be extended, and you must have that spell memorized to extend it. Chance of extension is <code>50% + spell_success_rate</code>, so you can fail to extend spells with a "Poor" success rate or lower.
  
You could not extend spells you hadn't memorized, or extend non-spell effects such as [[Might]]. The chance of extending a spell was 50% + the spell's success rate, meaning you could fail to extend spells with a [[spell success]] level of "Poor" or below.
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For each cast of Extension, you have a 50% chance of gaining 1000 points of [[magic contamination]]. You'll always get another 1000 points of contam when extending [[Haste]] or [[Invisibility]] (stacking).
  
==Effects==
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The duration of extension depends on the spell in question:
Extension prolonged the following magical effects already affecting you as if you had just recast that enchantment at the same [[spell power]] as your Extension spell, with the exception of [[Ring of Flames]] and [[Condensation Shield]].
 
  
100 turns maximum:
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'''100 turns max:'''
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<div style="column-count:2; width:500px">
 
*[[Bat Form]] if not a vampire (min 0)
 
*[[Bat Form]] if not a vampire (min 0)
 
*[[Blade Hands]] (min 0)
 
*[[Blade Hands]] (min 0)
 
*[[Deflect Missiles]] (min 15)
 
*[[Deflect Missiles]] (min 15)
 
*[[Dragon Form]] (min 0)
 
*[[Dragon Form]] (min 0)
*[[Flight]] (min 25, double extension)
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*[[Flight (spell)|Flight]] (min 25, 2x dur)
 
*[[Ice Form]] (min 0)
 
*[[Ice Form]] (min 0)
 
*[[Insulation]] (min 10)
 
*[[Insulation]] (min 10)
*[[Invisibility]]* (min 0)
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*[[Invisibility]] (min 0)
 
*[[Levitation]] (min 25)
 
*[[Levitation]] (min 25)
 
*[[Necromutation]] (min 0)
 
*[[Necromutation]] (min 0)
*[[Regeneration]] (min 5, 2/3 extension)
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*[[Regeneration]] (min 5, 2/3 dur)
*[[Repel Missiles]] (min 8, double extension)
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*[[Repel Missiles]] (min 8, 2x dur)
 
*[[Resist Poison]] (min 10)
 
*[[Resist Poison]] (min 10)
*[[See Invisible]] (min 10, half extension) - '''no expiration warning!'''
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*[[See Invisible]] (min 10, 1/2 dur)
*[[Silence]] (min 10, average of two extensions) (note in source: "how precisely did you cast extension?")
 
 
*[[Slow]]
 
*[[Slow]]
 
*[[Spider Form]] (min 0)
 
*[[Spider Form]] (min 0)
 
*[[Statue Form]] (min 0)
 
*[[Statue Form]] (min 0)
*[[Stonemail]] (min 20, double extension)
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*[[Stonemail]] (min 20, x2 dur)
*[[Swiftness]] (min 20)
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*[[Swiftness]] (min 20)</div>
  
80 turns maximum:
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'''80 turns max:'''
*[[Haste]]* (min 40, 100 turns maximum if wearing an amulet of resist slowing)
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*[[Haste]] (min 40, 100 turns maximum if wearing an amulet of resist slowing)
  
50 turns maximum (you will usually see the expiration messages of these):
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'''50 turns maximum:'''
 
*[[Control Teleport]] (min 10)
 
*[[Control Teleport]] (min 10)
 
*[[Ozocubu's Armour]] (min 20, double extension)
 
*[[Ozocubu's Armour]] (min 20, double extension)
 
*[[Stoneskin]] (min 10, double extension)
 
*[[Stoneskin]] (min 10, double extension)
  
30 turns maximum:
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'''30 turns max:'''
 
*[[Phase Shift]] (min 5)
 
*[[Phase Shift]] (min 5)
  
Extended only by a few turns:
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'''Extended only by a few turns:'''
 
*[[Condensation Shield]] (max 30)
 
*[[Condensation Shield]] (max 30)
 
*[[Ring of Flames]], extended only a few turns, randomly up to power/20, thus usually around 5 and at most 20 (max 50)
 
*[[Ring of Flames]], extended only a few turns, randomly up to power/20, thus usually around 5 and at most 20 (max 50)
 
*Any temporary [[brand|weapon brand]] spell currently in force
 
*Any temporary [[brand|weapon brand]] spell currently in force
  
For each of the asterisked effects that are prolonged, you gained one point of magic contamination instantly. This is ''in addition to'' the 50%-likely single point of magic contamination you might have incurred anyway AND the ongoing magic contamination due to Invisibility or Haste being in effect.
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Extension can allow you to maintain any of [[Xom]]'s enchantments as well, including the unique [[Stonemail]] spell.
 
 
Extending Phase Shift was problematic because it has a cap of 30 and a warning about 5/6 turns before expiration, and Extension caused 0.5 glow, while you only lose 0.5 glow every 20 turns. At power 100, Extension would set the Phase Shift turns to about 25 on average. Thus, you had to wait some turns after the warning to extend, and even then, the thin margins often lead to mutagenic glow.
 
 
 
Extension could allow you to maintain any of [[Xom]]'s enchantments as well, including his unique [[Stonemail]] spell.
 
  
 
==Strategy==
 
==Strategy==
You could use this spell to keep several effects on indefinitely without needing to repeatedly recast the individual spells. This saved time and MP in battle and while travelling, and was a general convenience to the player.
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A "convenience" spell. Makes it easier to play optimally, i.e., to continuously renew buffs during exploration. If you want to keep multiple enchantments active, then Extension saves both time and MP.
  
 
As an example, the following set could be sustained indefinitely, if you had the individual spells memorised:
 
As an example, the following set could be sustained indefinitely, if you had the individual spells memorised:
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<div style="column-count:2; width:500px">
 
*[[Stoneskin]]
 
*[[Stoneskin]]
 
*[[Ozocubu's Armour]]
 
*[[Ozocubu's Armour]]
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*[[Deflect Missiles]]
 
*[[Deflect Missiles]]
 
*[[Regeneration]]
 
*[[Regeneration]]
*[[Flight]]
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*[[Flight (spell)|Flight]]
*[[Swiftness]]
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*[[Swiftness]]</div>
  
Adding Necromutation obviates the need for Resist Poison and disables Stoneskin, and Regeneration:
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Adding Necromutation obviates the need for Resist Poison and disables both Stoneskin and Regeneration:
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<div style="column-count:2; width:500px">
 
*[[Necromutation]]
 
*[[Necromutation]]
 
*[[Insulation]]
 
*[[Insulation]]
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*[[Control Teleport]]
 
*[[Control Teleport]]
 
*[[Deflect Missiles]]
 
*[[Deflect Missiles]]
*[[Flight]]
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*[[Flight (spell)|Flight]]
*[[Swiftness]]
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*[[Swiftness]]</div>
  
Casting Necromutation will result in excommunication by good gods, and reliably extending it requires fairly high skill in [[Necromancy]] and [[Transmutation]] (15+). Its benefits more than offset its disadvantages, however.
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Extending [[Phase Shift]] is usually problematic. It has a cap of 30, and a warning of about 5-6 turns before expiration. Extension causes an average of 500 contam, which is lost every 20 turns. At power 100, Extension sets the Phase Shift turns to about 25 on average. Thus, you have to wait a few turns after the warning to use Extension, and even then, it can often lead to mutagenic glow.
  
 
===Changing init.txt===
 
===Changing init.txt===
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Occasionally a spell will only be extended for a few turns or even one turn, so if you get any kind of expiration message immediately after casting Extension, cast it again.
 
Occasionally a spell will only be extended for a few turns or even one turn, so if you get any kind of expiration message immediately after casting Extension, cast it again.
  
It is a good idea to wield a staff of enchantments when you are traveling or doing non-combat activities so that your extensions will last longer.
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It is a good idea to wield a staff of enchantments when you are traveling or doing non-combat activities, so that your extensions will last longer.
  
 
===Extending Haste===
 
===Extending Haste===
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==History==
 
==History==
Extension was removed in [[0.8]].
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*Extension was removed in [[0.8]].
  
 
[[Category:Obsolete spells]]
 
[[Category:Obsolete spells]]

Latest revision as of 16:07, 28 July 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Extension
Level 5
School1 Enchantments
School2
School3
Source(s)
Casting noise 0
Spell noise 0
This spell extends the duration of most beneficial enchantments affecting the caster.

Extension is a level 5 Enchantments spell which extends the duration of certain enchantments affecting the caster.

Useful Info

Extension prolongs the effects of enchantment spells, as if you had just recast the enchantment with the spell power of Extension (exceptions: Ring of Flames and Condensation Shield). Only enchantments with a corresponding spell can be extended, and you must have that spell memorized to extend it. Chance of extension is 50% + spell_success_rate, so you can fail to extend spells with a "Poor" success rate or lower.

For each cast of Extension, you have a 50% chance of gaining 1000 points of magic contamination. You'll always get another 1000 points of contam when extending Haste or Invisibility (stacking).

The duration of extension depends on the spell in question:

100 turns max:

80 turns max:

  • Haste (min 40, 100 turns maximum if wearing an amulet of resist slowing)

50 turns maximum:

30 turns max:

Extended only by a few turns:

Extension can allow you to maintain any of Xom's enchantments as well, including the unique Stonemail spell.

Strategy

A "convenience" spell. Makes it easier to play optimally, i.e., to continuously renew buffs during exploration. If you want to keep multiple enchantments active, then Extension saves both time and MP.

As an example, the following set could be sustained indefinitely, if you had the individual spells memorised:

Adding Necromutation obviates the need for Resist Poison and disables both Stoneskin and Regeneration:

Extending Phase Shift is usually problematic. It has a cap of 30, and a warning of about 5-6 turns before expiration. Extension causes an average of 500 contam, which is lost every 20 turns. At power 100, Extension sets the Phase Shift turns to about 25 on average. Thus, you have to wait a few turns after the warning to use Extension, and even then, it can often lead to mutagenic glow.

Changing init.txt

To get the most out of Extension, you should change your game configuration to inform you when you need to recast the spell.

Add the following lines to your init.txt. They will cause the game to stop when your spell effects are about to expire.

travel_stop_message = duration:
force_more_message = duration:

travel_stop_message = You are starting to lose your buoyancy
force_more_message = You are starting to lose your buoyancy

travel_stop_message = You have a feeling this form
force_more_message = You have a feeling this form
message_colour = lightred:You have a feeling this form

travel_stop_message = Your transformation
force_more_message = Your transformation
message_colour = lightred:Your transformation

travel_stop_message = You feel uncertain
force_more_message = You feel uncertain

travel_stop_message = Your deflect missiles
force_more_message = Your deflect missiles

Then, adjust the extension spell to a letter you like (for instance 'z' so you tap 'zz') and/or add a macro for it.

After that, whenever you get a duration message, dismiss the --More-- prompt and cast Extension.

Occasionally a spell will only be extended for a few turns or even one turn, so if you get any kind of expiration message immediately after casting Extension, cast it again.

It is a good idea to wield a staff of enchantments when you are traveling or doing non-combat activities, so that your extensions will last longer.

Extending Haste

It is possible to use Haste while also using Extension, although you do not want to cast Extension while you are hasted, as this will soon lead to mutagenic levels of magical contamination.

One way to safely combine the two spells is to cast Extension with a staff of enchantments wielded, ideally multiple times (so that your enchantments last more than 80 turns, the maximum of Haste). Then, cast then Haste itself (which will be in force for 40-80 turns). You may also want to wield a lantern of shadows, to increase the chances of Haste taking less than 50 turns, so that it expires before Ozocubu's Armour and Control Teleport.

A simpler method is to re-cast any individual spells that expire before Haste does; once Haste itself expires, you can safely cast Extension again if you are not already substantially contaminated.

Should you find yourself glowing as a result of accidentally extending Haste, make certain to not extend it again. An amulet of resist mutation will ward off mutation 90% of the time; if playing as an undead (or if necromutated), you will rot instead of mutating, which can be cured via the means outlined on the rot page.

If you want to turn invisible, use a ring of invisibility or cloak of darkness to turn visible when no longer needed.

History

  • Extension was removed in 0.8.