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'''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.
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'''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.  Some items like the [[staff of channeling]] might help.  [[Sif Muna]] gives the power to regain MP instantly at the expense of some food, while [[Vehumet]] gives the player MP as a reward for killing a monster.
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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.
  
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given person's reserves of magical power.
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Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given character'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.
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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 provides twice as much MP as Invocations or Evocations. 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)
+
A typical character starts with 0-7 MP (e.g. 0 for a Minotaur Fighter, 6 for Deep Elf Conjurer, 7 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).
and with time grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).
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=Formula=
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==Strategy==
* Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 + max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)
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MP is a very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically lower. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.
* Apply stepdown function
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[[Image:magic_points_stepdown.png]]
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Methods of MP restoration:
* Add ''Permanent MP'' again
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* Cap to 50.
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*Resting.
* Add magical bonuses/maluses:
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*Consumables: The [[potion of magic]] recovers a decent amount of magic with no downsides. [[Potion of ambrosia|Potions of ambrosia]] offer significant HP and MP regen for a duration but confuses you for the entirety of it; if you cure the confusion, the ambrosia will end too.
 +
*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)
 +
*Wearing an [[Amulet of magic regeneration]].
 +
*God abilities: [[Ru]], [[Sif Muna]], [[Gozag]], and [[Nemelex]] offer ways to actively recover your mana, with varying degrees of reliability.
 +
*God passives: [[Vehumet]] lets you recover MP when killing monsters. [[The Shining One]] offers a similar power that only works against unholy and demonic enemies. Worshipers of [[Jiyva]] can recover MP when slimes consume items.
 +
*Evocable items. [[Staff of energy|Staves of energy]] can be evoked for a chance to regenerate a little MP. [[Crystal ball of energy|Crystal balls of energy]] and the [[Staff of Wucad Mu]] can let you recover significant amounts of MP per turn, but with a chance of backfiring.
 +
*Biting an enemy as a [[Vine Stalker]].
 +
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.
 +
 
 +
==Formula==
 +
* Highest Skill = max(Spellcasting, Invocations/2, Evocations/2)
 +
* MP = Scale*(min(XL, 23) + Highest Skill + min(8, Highest Skill, XL)/2) + Species Modifier
 +
* Sources of MP scaling:
 
**[[Good_mutations#High MP|High MP mutation]]: +10% per level
 
**[[Good_mutations#High MP|High MP mutation]]: +10% per level
 
**[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level
 
**[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level
 
**[[Elyvilon]]'s [[Divine vigour]]: +50%
 
**[[Elyvilon]]'s [[Divine vigour]]: +50%
 +
* Sources of flat MP bonuses (applied after scaling):
 
**[[ring of magical power|Rings of magical power]]: +9 MP
 
**[[ring of magical power|Rings of magical power]]: +9 MP
**[[staff of power|Staves of power]]: First a multiplicative bonus +40% MP. And then, an additive one +5 MP.
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**[[Maxwell's etheric cage]]: +4 MP
*Halve any amount above 50.
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**[[staff of power|Staves of power]]: +15 MP
*Wielding a weapon of [[antimagic]]: -66%
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*Wielding a weapon of [[antimagic]] divides MP by 3. This is applied after all other modifiers.
  
{|class="prettytable"
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==MP modifiers==
!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"
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From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
! Species !! MP modifier
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{{#invoke:Apt|skill_table|Magic Points}}
|-
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| Troll, Minotaur || -2
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[[Demigod]]s additionally start with the [[High MP]] mutation.
|-
 
| 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:
+
[[0.17]] simplified MP calculations. The base formula was:
  Unscaled MP = XL + (XL*Species modifier + 1)/3 +
+
  XL + Permanent MP + (XL*Species modifier + 1)/3 + (XL*Species modifier + 1)/3 + max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)
max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)
+
 
 +
Then a stepdown function was applied and MP was capped at 50. Species aptitudes used to be multiplicative, but are now additive.
  
 +
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.
  
 
[[Category:Stats]]
 
[[Category:Stats]]
[[Category:Crystal Ball Articles]]
 

Revision as of 21:18, 19 February 2018

Version 0.21: 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.

Some items like rings of magical power or staves of power can increase a given character'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 provides twice as much MP as Invocations or Evocations. Depending on your character, though, this may not be a concern.

A typical character starts with 0-7 MP (e.g. 0 for a Minotaur Fighter, 6 for Deep Elf Conjurer, 7 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).

Strategy

MP is a very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically lower. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.

Methods of MP restoration:

  • Resting.
  • Consumables: The potion of magic recovers a decent amount of magic with no downsides. Potions of ambrosia offer significant HP and MP regen for a duration but confuses you for the entirety of it; if you cure the confusion, the ambrosia will end too.
  • Casting sublimation of blood, which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)
  • Wearing an Amulet of magic regeneration.
  • God abilities: Ru, Sif Muna, Gozag, and Nemelex offer ways to actively recover your mana, with varying degrees of reliability.
  • God passives: Vehumet lets you recover MP when killing monsters. The Shining One offers a similar power that only works against unholy and demonic enemies. Worshipers of Jiyva can recover MP when slimes consume items.
  • Evocable items. Staves of energy can be evoked for a chance to regenerate a little MP. Crystal balls of energy and the Staff of Wucad Mu can let you recover significant amounts of MP per turn, but with a chance of backfiring.
  • Biting an enemy as a Vine Stalker.
  • Being a demonspawn can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.

Formula

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

Demigods additionally start with the High MP mutation.

History

0.17 simplified MP calculations. The base formula was:

XL + Permanent MP + (XL*Species modifier + 1)/3 + (XL*Species modifier + 1)/3 + max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)

Then a stepdown function was applied and MP was capped at 50. Species aptitudes used to be multiplicative, but are now additive.

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.