Difference between revisions of "Magic points"

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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.
 
'''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:
+
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.
*Biting an enemy as a [[Vine Stalker]]
 
*Quaffing a [[potion of magic]] (restores 10-37 MP)
 
*Eating [[ambrosia]] (increases your MP regeneration rate, though it also [[confuse]]s you)
 
*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)
 
*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)
 
  
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. 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.
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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 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).
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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==
 
==Strategy==
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 loewr. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that should be replaced by an enhancer staff if you find one appropriate for you.
+
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 regeneration:
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Methods of MP restoration:
  
====Convenient====
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*Resting.
*Killing monsters while worshipping [[Vehumet]]. Monsters give MP in proportion to their HD. Very nice since you'll be able to kill more with the MP you got, which you can use to kill more etc.
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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.
*[[The Shining One]] also offers MP on kills, but that only applies to unholy creatures (demons, undead, and evil).
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*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)
*Channeling the [[Staff of Wucad Mu]]. The MP restoration is fantastic, if you can deal with the side effects afterwards. Being an artifact though, it is quite rare.
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*Wearing an [[Amulet of magic regeneration]].
*Drinking a [[potion of magic]]. They are rare and far between but they don't fail to give you a shot of MP.
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*God abilities: [[Ru]], [[Sif Muna]], [[Gozag]], and [[Nemelex]] offer ways to actively recover your mana, with varying degrees of reliability.
*Following [[Jiyva]] lets you sometimes gain MP when a [[jelly]] eats something on the level. It is fairly random however.
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*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.
*A [[crystal ball of energy]] gives you a massive shot of MP, but is a little complicated to use and comes with its own risks. See its page for details.
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*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.
  
====Less convenient====
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==Formula==
*Channeling [[Sif Muna]]'s power. The MP restoration is not fantastic, and the hunger cost is considerable, but its success rate is excellent and there are no side effects. This ability is much more useful in battle if you have summons or can disable your foes for a few turns.
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* Highest Skill = max(Spellcasting, Invocations/2, Evocations/2)
*Channeling a [[staff of energy]]. The success rate is dismal without high investment in [[evocation|evocations]] but at least you can swap into it and spam it for faster recovery after a battle.
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* MP = Scale*(min(XL, 23) + Highest Skill + min(8, Highest Skill, XL)/2) + Species Modifier
*Waiting. Your MP will come back on its own after a while. Having higher MP will grant you proportionately improved mana regeneration.
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* Sources of MP scaling:
 
 
=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
 
[[Image:magic_points_stepdown.png]]
 
* Add ''Permanent MP'' again
 
* Cap to 50.
 
* Add magical bonuses/maluses:
 
 
**[[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%
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* 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.
 
 
*''Permanent MP'' is 2 for a tutorial game, 0 otherwise.
 
  
 
==MP modifiers==
 
==MP modifiers==
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From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
 
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:
 
{{#invoke:Apt|skill_table|Magic Points}}
 
{{#invoke:Apt|skill_table|Magic Points}}
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[[Demigod]]s additionally start with the [[High MP]] mutation.
  
 
==History==
 
==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:
 
Before [[0.14]], the formula was:
 
  Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +
 
  Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +

Revision as of 22:18, 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.