Difference between revisions of "Magic points"

From CrawlWiki
Jump to: navigation, search
(Updated to 0.14)
Line 1: Line 1:
{{version013}}
+
{{version014}}
 
'''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.
 
'''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.
  
Line 8: Line 8:
 
*Evoking a [[staff of energy]], [[crystal ball of energy]], or the [[Staff of Wucad Mu]] (effectiveness and success rate depends on [[Evocations]] skill)
 
*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)
 
*Invoking [[Sif Muna]]'s channeling ability (effectiveness depends on Invocations)
 +
*Casting [[Sublimation of Blood]]
 
*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)
 
*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)
  
Line 14: Line 15:
 
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.
 
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).
+
A typical character starts with 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 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=
 
=Formula=
* Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)
+
* Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +
 +
max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)
 
* Apply stepdown function
 
* Apply stepdown function
 
[[Image:magic_points_stepdown.png]]
 
[[Image:magic_points_stepdown.png]]
Line 31: Line 33:
 
*Wielding a weapon of [[antimagic]]: -66%
 
*Wielding a weapon of [[antimagic]]: -66%
  
{|class="prettytable"
+
*''Permanent MP'' is 2 for a tutorial game, 0 otherwise.
!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
 
|-
 
|}
 
<nowiki>*</nowiki>Vampires and Demigods have one extra point of ''Permanent MP''
 
  
{|class="prettytable"
+
==MP modifiers==
! Species !! MP modifier
+
 
|-
+
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
| Troll, Minotaur || -2
+
{{#invoke:Apt|skill_table|Magic Points}}
|-
 
| Centaur, Ghoul || -1
 
|-
 
| Tengu || +1
 
|-
 
| Felid, High elf, Demigod || +2
 
|-
 
| Deep elf, Spriggan || +3
 
|-
 
| Otherwise || 0
 
|-
 
|}
 
  
 
==History==
 
==History==
''Permanent MP'' will be removed in [[0.14]]. New formula:
+
Before [[0.14]], the formula was
Unscaled MP = XL + (XL*Species modifier + 1)/3 +
+
Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)
max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)
+
where ''Permanent MP '' was a constant determined by the player's background and species.
  
 
[[Category:Stats]]
 
[[Category:Stats]]
[[Category:Crystal Ball Articles]]
 

Revision as of 17:54, 23 July 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.

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:

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 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 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*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)

  • Apply stepdown function

Magic points stepdown.png

  • Permanent MP is 2 for a tutorial game, 0 otherwise.

MP modifiers

From Dungeon Crawl Stone Soup in-game documentation:

At Ba DE Dg Ds Dj Dr Fe Fo Gr Gh Gn HO Hu Ko Mf Mi Mu Na Op On Sp Te Tr Vp VS
0 0 2 2 0 N/A 0 1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1 1 -1 0 1

History

Before 0.14, the formula was Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6) where Permanent MP was a constant determined by the player's background and species.