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'''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[Slow]], [[Confusion]], [[Banishment]] to the Abyss and [[Disintegration]].
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'''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[slow]], [[confusion]], [[banishment]] to [[the Abyss]] and [[paralysis]].
  
 
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.
 
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.
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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==
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==Resistible Enchantments==
 
Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments.
 
Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments.
  
* [[Slow]], [[Wand of slowing]]
+
*[[Agony]]
* [[Wand of paralysis]]
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*[[Banishment#Monster banishment|Banishment]]
* [[Confuse]], [[Confusing Touch]], [[Mass Confusion]], [[Wand of confusion]] (but not [[Alistair's Intoxication]])
+
*[[Brain Feed]]
* [[Teleport Other]], [[Wand of teleportation]], [[Dispersal]] spell (only teleportation, blink away cannot be resisted)
+
*[[Cause Fear]]
* [[Polymorph]], [[Wand of polymorph]]
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*[[Confuse]]
* [[Enslavement]], [[Wand of enslavement]], [[Crusade card]]
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*[[Corona]]
* [[Banishment#Monster banishment|Banishment]], [[Damnation card]]
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*[[Dimension Anchor]]
* [[Vitriol card]]
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*[[Discord]]
* [[Yred#Enslave_soul|Enslave Soul]]
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*The teleportation effect of the [[Dispersal]] spell
* [[Agony]]
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*[[Enslavement]]
* [[Pain]]
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*[[Ensorcelled Hibernation]]
* [[Wand of disintegration]]
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*[[Inner Flame]]
* [[Blink Other]]
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*[[Mass Confusion]]
* [[Petrify]]
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*[[Pain]]
* [[Corona]]
+
*[[Paralyse]]
* [[Porkalator]]
+
*[[Petrify]]
* [[Ensorcelled Hibernation]], [[Metabolic Englaciation]]
+
*[[Porkalator]]
* [[Sleep]]
+
*[[Scroll of fear]]
* [[Inner Flame]]
+
*[[Sentinel's Mark]]
* [[Cause Fear]], [[Scroll of fear]], [[Banshee card]]
+
*[[Sleep]] (but not the effects of [[Dream Dust]] from [[dream sheep]])
* [[Control Undead]]
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*[[Slow]]
 
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*[[Strip Resistance]] (ignores MR 33% of the time)
Most of the time, the enchantmet power of a spell is its [[spellpower]]. However, mass enchantements, like [[Cause Fear]], [[Mass Confusion]], [[Metabolic Englaciation]], or [[Control Undead]] get a +50% bonus to their enchantment power (after spellpower stepdown). Other spells, like [[Pain]], [[Agony]], [[Corona]], [[Slow]] and [[Teleport Other]] also get bonuses to their spellpower. [[Ensorcelled Hibernation]] suffers a special stepdown, since it is a very powerful spell.
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*[[Teleport Other]]
 +
*[[Virulence]]
 +
*[[Wand of disintegration]]
 +
*[[Wand of enslavement]]
 +
*[[Wand of paralysis]]
 +
*[[Wand of polymorph]]
  
 
===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 plants cannot [[sleep]].
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*Many of these enchantments can be resisted via other means. For example, undead, nonliving, and plant monsters cannot be [[sleep|slept]].
*[[Polymorph]] will not be resisted by ([[very ugly thing|very]]) [[ugly thing]]s, which will always change color. Shapeshifters will not resist this beam type, unless they are transformed into a monster immune to magic.
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*[[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 produced by the [[chaos]] brand don't check MR.
  
==Saving throws==
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==Resisting enchantments==
Resisting an enchantment is dependent on the resisting creature's MR and the [[spell power]] of the enchantment it is resisting. The formula is:
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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:
  
{{crawlquote|If 1d100 + 1d101 is less than 102 + MR - the spell's power, the enchantment is resisted.}}
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{{crawlquote|If 1d100 + 1d101 is less than 102 + MR - the enchantment's power, the enchantment is resisted.}}
  
 
This is sometimes referred to as a "[http://en.wiktionary.org/wiki/saving_throw saving throw]", after the die-based resistance system employed in ''Dungeons & Dragons''.
 
This is sometimes referred to as a "[http://en.wiktionary.org/wiki/saving_throw saving throw]", after the die-based resistance system employed in ''Dungeons & Dragons''.
  
==Resistance descriptions==
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[[File:magic_resistance_saving_throw.png]]
Neither the player's nor monster's MR is never given explicitly, but a rough suggestion of how magic resistant they are can be seen by pressing the [[@]] key for the player, and e'''x'''amining a monster's description.
 
  
Magic resistance adjectives are as follows:
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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 e'''x'''amining a monster's description. The specific number can be calculated, however.
 +
 
 +
Pluses on these screens correspond to the MR level of the player or monster, as follows:
 
{|- class="prettytable"
 
{|- class="prettytable"
!MR description
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!Pluses shown
!MR number
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!Player MR
 +
!Monster MR
 
|-
 
|-
|not resistant||<10
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| ..... || 0-39 || 0
 
|-
 
|-
|slightly||10-29
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| +.... || 40-79 || 1-40
 
|-
 
|-
|somewhat||30-59
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| ++... || 80-119 || 41-80
 
|-
 
|-
|quite||60-89
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| +++.. || 120-159 || 81-120
 
|-
 
|-
|very||90-119
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| ++++. || 160-199 || 121-160
 
|-
 
|-
|extremely||120-149
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| +++++ || 200 or more || 161 or more
|-
 
|extraordinarily||150-189
 
|-
 
|incredibly||190-239
 
|-
 
|uncannily||240-299
 
|-
 
|almost entirely||>=300
 
 
|}
 
|}
  
===Player resistance===
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As a practical matter, a player who has MR++++ should be able to usually resist the most dangerous enchanters in the game (such as [[deep elf demonologist]]s, [[lich]]es and [[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, "extraordinarily resistant" is enough to completely resist most dangerous enchanters in the game (such as [[Kirke]], [[deep elf demonologist]]s, and even [[ancient lich]]es).
 
  
 +
===Player Resistance===
 
Player resistance is determined as below:
 
Player resistance is determined as below:
  
Experience level * racial multiplier plus the following:
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Experience level × racial multiplier, plus the following:
*randart MR
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*[[Shadow Form]]: Immune
*30 for each armor of magic resistance
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*Randart MR (40 for each +)
*40 for each ring of magic resistance
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*40 for each piece of [[ego|armor of magic resistance]]
*level of MR mutation * 30
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*40 for each [[ring of protection from magic]]
*50 if in lichform
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*40 for each rank of the [[Good mutations#Magic Resistance|MR mutation]]
*70 when using Trog's hand
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*40 in [[lichform]]
*Everything is divided by two, if the player is under the effect of a [[scroll of vulnerability]]
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*80 when using [[Trog]]'s Hand
 +
*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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{|- class="prettytable"
* 7: spriggan
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!MR per XL
* 6: purple draconian, deep dwarf, felid
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!Species
* 5: naga, mummy
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|-
* 4: elves, mountain dwarf, demigod, vampire, demonspawn, ogre
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| 7 || [[Spriggan]]
* 3: humans and every other race
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|-
 
+
| 6 || [[Deep dwarf]], [[Felid]], Purple [[draconian]]
 +
|-
 +
| 5 || [[Naga]], [[Vine stalker]], [[Mummy]]
 +
|-
 +
| 4 || [[Deep elf]], [[Demigod]], [[Vampire]], [[Formicid]], [[Ogre]]
 +
|-
 +
| 3 || All other species
 +
|}
 
==History==
 
==History==
In [[0.13]] [[Phantasmal warrior]]s can apply the effect of a scroll of vulnerability with their melee attacks.
+
Prior to [[0.13]], [[Blink Other]] was subject to magic resistance.
  
 
[[Category:Game_mechanics]]
 
[[Category:Game_mechanics]]
[[Category:Crystal Ball Articles]]
 

Revision as of 04:08, 28 July 2018

Version 0.21: 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 paralysis.

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 example, undead, nonliving, and plant monsters cannot be slept.
  • 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.

Resisting enchantments

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. The specific number can be calculated, however.

Pluses on these screens correspond to the MR level of the player or monster, as follows:

Pluses shown Player MR Monster MR
..... 0-39 0
+.... 40-79 1-40
++... 80-119 41-80
+++.. 120-159 81-120
++++. 160-199 121-160
+++++ 200 or more 161 or more

As a practical matter, a player who has MR++++ should be able to usually resist the most dangerous enchanters in the game (such as deep elf demonologists, liches and 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:

MR per XL Species
7 Spriggan
6 Deep dwarf, Felid, Purple draconian
5 Naga, Vine stalker, Mummy
4 Deep elf, Demigod, Vampire, Formicid, Ogre
3 All other species

History

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