Difference between revisions of "Willpower"

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'''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[slow]], [[confusion]], [[banishment]] to [[the Abyss]] and [[disintegration]].
 
'''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[slow]], [[confusion]], [[banishment]] to [[the Abyss]] and [[disintegration]].
  
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*[[Confuse]], [[Mass Confusion]], [[Wand of confusion]] (but not [[Alistair's Intoxication]])
 
*[[Confuse]], [[Mass Confusion]], [[Wand of confusion]] (but not [[Alistair's Intoxication]])
 
*[[Teleport Other]], [[Wand of teleportation]], [[Dispersal]] spell (only teleportation, blink away cannot be resisted)
 
*[[Teleport Other]], [[Wand of teleportation]], [[Dispersal]] spell (only teleportation, blink away cannot be resisted)
*[[Polymorph]], [[Wand of polymorph]]
+
*[[Wand of polymorph]]
 
*[[Enslavement]], [[Wand of enslavement]], [[Crusade card]]
 
*[[Enslavement]], [[Wand of enslavement]], [[Crusade card]]
 
*[[Banishment#Monster banishment|Banishment]], [[Damnation card]]
 
*[[Banishment#Monster banishment|Banishment]], [[Damnation card]]
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*[[Control Undead]]
 
*[[Control Undead]]
 
*[[Sentinel's Mark]]
 
*[[Sentinel's Mark]]
 +
*[[Discord]]
 +
*[[Dimension Anchor]]
 +
*[[Strip Resistance]] (ignores its target MR 1 of every 3 times)
  
 
===Notes===
 
===Notes===
 
*Many of these enchantments can be resisted via other means. For instance, [[life protection]] counters the effects of [[Agony]] (but not the [[Pain]] spell). Undead, nonliving, and plant monsters cannot [[sleep]].
 
*Many of these enchantments can be resisted via other means. For instance, [[life protection]] counters the effects of [[Agony]] (but not the [[Pain]] spell). Undead, nonliving, and plant monsters cannot [[sleep]].
 
*[[Polymorph]] will not be resisted by ([[very ugly thing|very]]) [[ugly thing]]s, which will always change color. [[Shapeshifter]]s can only resist it if they are currently in the form of something immune to magic.
 
*[[Polymorph]] will not be resisted by ([[very ugly thing|very]]) [[ugly thing]]s, which will always change color. [[Shapeshifter]]s can only resist it if they are currently in the form of something immune to magic.
*Effects coming from melee weapons of [[chaos]] don't check MR, but those coming from ranged weapons of chaos do.
+
*Effects produced by the [[chaos]] brand don't check MR.
  
 
==Saving throws==
 
==Saving throws==
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!MR number
 
!MR number
 
|-
 
|-
|not resistant||<10
+
|not resistant||<40
 
|-
 
|-
|slightly||10-29
+
|somewhat||40-79
 
|-
 
|-
|somewhat||30-59
+
|very||80-119
 
|-
 
|-
|quite||60-89
+
|extremely||120-159
 
|-
 
|-
|very||90-119
+
|incredibly||160-199
 
|-
 
|-
|extremely||120-149
+
|almost entirely||>=200
|-
 
|extraordinarily||150-189
 
|-
 
|incredibly||190-239
 
|-
 
|uncannily||240-299
 
|-
 
|almost entirely||>=300
 
 
|}
 
|}
  
As a practical matter, a player who is "extraordinarily resistant" should be able to usually resist the most dangerous enchanters in the game (such as [[Kirke]], [[deep elf demonologist]]s, and even [[ancient lich]]es). More MR will reduce the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.
+
As a practical matter, a player who is "incredibly resistant" should be able to usually resist the most dangerous enchanters in the game (such as [[Kirke]], [[deep elf demonologist]]s, and even [[ancient lich]]es). More MR will reduce the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.
  
 
===Player Resistance===
 
===Player Resistance===
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Experience level × racial multiplier, plus the following:
 
Experience level × racial multiplier, plus the following:
*Randart MR
+
*[[Shadow form]]: Immune
*30 for each [[ego|armor of magic resistance]]
+
*Randart MR (40 for each ''+'')
 +
*40 for each [[ego|armor of magic resistance]]
 
*40 for each [[ring of protection from magic]]
 
*40 for each [[ring of protection from magic]]
*Ranks of the [[Good mutations#Magic Resistance|MR mutation]] × 30
+
*Ranks of the [[Good mutations#Magic Resistance|MR mutation]] × 40
 
*50 when [[lichform]]
 
*50 when [[lichform]]
 
*70 when using [[Trog]]'s Hand
 
*70 when using [[Trog]]'s Hand
*Everything is then divided by two if the player is under the effect of a [[scroll of vulnerability]] or the attack of a [[phantasmal warrior]]
+
*Everything is then divided by two if the player is under the effect of a [[scroll of vulnerability]], the attack of a [[phantasmal warrior]], or the [[Strip Resistance]] spell.
  
 
Racial multipliers are as follows:
 
Racial multipliers are as follows:
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*7: [[Spriggan]]
 
*7: [[Spriggan]]
 
*6: Purple [[draconian]], [[deep dwarf]], [[felid]]
 
*6: Purple [[draconian]], [[deep dwarf]], [[felid]]
*5: [[Naga]], [[mummy]]
+
*5: [[Naga]], [[mummy]], [[vine stalker]]
*4: [[High elves]], [[deep elves]], [[demigod]], [[vampire]], [[demonspawn]], [[ogre]]
+
*4: [[High elves]], [[deep elves]], [[demigod]], [[vampire]], [[formicid]], [[ogre]]
 
*3: [[Human]]s and every other race
 
*3: [[Human]]s and every other race
  
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[[Category:Game_mechanics]]
 
[[Category:Game_mechanics]]
[[Category:Crystal Ball Articles]] <!-- ranged chaos doesn't check mr; new mr descriptions; new species -->
 

Revision as of 21:38, 28 April 2014

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

Magic resistance (MR) is the ability to resist hostile enchantments such as slow, confusion, banishment to the Abyss and disintegration.

The higher a being's MR, the less likely that it will be affected by an enchantment cast on it. Beings that are magical in some way (such as elves or sirens), magic-users, and those that are non-natural tend to have higher MR than other creatures.

Monster MR is partly based on hit dice, so monsters with high hit dice tend to be highly resistant to magic. Most monsters with one hit die have a 50% chance to fail to resist outright, in addition to the normal saving throw. Finally, some monsters are outright immune to magical enchantments - for instance, most nonliving creatures.

Resistible Enchantments

Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments.

Notes

  • Many of these enchantments can be resisted via other means. For instance, life protection counters the effects of Agony (but not the Pain spell). Undead, nonliving, and plant monsters cannot sleep.
  • Polymorph will not be resisted by (very) ugly things, which will always change color. Shapeshifters can only resist it if they are currently in the form of something immune to magic.
  • Effects produced by the chaos brand don't check MR.

Saving throws

Resisting an enchantment is dependent on the resisting creature's MR and the enchantment power (which is a function of the spell power) of the enchantment it is resisting. The formula is:

If 1d100 + 1d101 is less than 102 + MR - the enchantment's power, the enchantment is resisted.

This is sometimes referred to as a "saving throw", after the die-based resistance system employed in Dungeons & Dragons.

Magic resistance saving throw.png

Enchantment power is your spell's power multiplied by a modifier (usually 1) and then passed through a stepdown function which halves your spell power every 30 points above 40. Agony, Pain, Slow, Corona, Teleport Other and all the mass enchantments have modifiers greater than 1. Ensorcelled Hibernation has an additional stepdown.

Resistance Descriptions

Neither the player's nor monster's MR is ever given explicitly, but a rough suggestion of how magic resistant they are can be seen by pressing the @ key for the player, and examining a monster's description.

Magic resistance adjectives are as follows:

MR description MR number
not resistant <40
somewhat 40-79
very 80-119
extremely 120-159
incredibly 160-199
almost entirely >=200

As a practical matter, a player who is "incredibly resistant" should be able to usually resist the most dangerous enchanters in the game (such as Kirke, deep elf demonologists, and even ancient liches). More MR will reduce the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.

Player Resistance

Player resistance is determined as below:

Experience level × racial multiplier, plus the following:

Racial multipliers are as follows:

History

Prior to 0.13, Blink Other was subject to magic resistance.