Difference between revisions of "Willpower"

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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.
 
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]]
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*[[Slow]], [[Wand of slowing]]
* [[Wand of paralysis]]
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*[[Wand of paralysis]]
* [[Confuse]], [[Confusing Touch]], [[Mass Confusion]], [[Wand of confusion]] (but not [[Alistair's Intoxication]])
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*[[Confuse]], [[Confusing Touch]], [[Mass Confusion]], [[Wand of confusion]] (but not [[Alistair's Intoxication]])
* [[Teleport Other]], [[Wand of teleportation]], [[Dispersal]] spell (only teleportation, blink away cannot be resisted)
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*[[Teleport Other]], [[Wand of teleportation]], [[Dispersal]] spell (only teleportation, blink away cannot be resisted)
* [[Polymorph]], [[Wand of polymorph]]
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*[[Polymorph]], [[Wand of polymorph]]
* [[Enslavement]], [[Wand of enslavement]], [[Crusade card]]
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*[[Enslavement]], [[Wand of enslavement]], [[Crusade card]]
* [[Banishment#Monster banishment|Banishment]], [[Damnation card]]
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*[[Banishment#Monster banishment|Banishment]], [[Damnation card]]
* [[Vitriol card]]
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*[[Vitriol card]]
* [[Yred#Enslave_soul|Enslave Soul]]
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*[[Yred#Enslave_soul|Enslave Soul]]
* [[Agony]]
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*[[Agony]]
* [[Pain]]
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*[[Pain]]
* [[Wand of disintegration]]
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*[[Wand of disintegration]]
* [[Blink Other]] (but not [[Blink Other Close]])
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*[[Blink Other]] (but not [[Blink Other Close]])
* [[Petrify]]
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*[[Petrify]]
* [[Corona]]
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*[[Corona]]
* [[Porkalator]]
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*[[Porkalator]]
* [[Ensorcelled Hibernation]], [[Metabolic Englaciation]]
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*[[Ensorcelled Hibernation]], [[Metabolic Englaciation]]
* [[Sleep]]
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*[[Sleep]]
* [[Inner Flame]]
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*[[Inner Flame]]
* [[Cause Fear]], [[Scroll of fear]], [[Banshee card]]
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*[[Cause Fear]], [[Scroll of fear]], [[Banshee card]]
* [[Control Undead]]
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*[[Control Undead]]
  
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 enchantment power.
+
Most of the time, the enchantment power of a spell is its [[spellpower]]. However, mass enchantments, 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 enchantment power.
  
 
===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]].
+
*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. 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.
  
 
==Saving throws==
 
==Saving throws==
Resisting an enchantment is dependent on the resisting creature's MR and the [[spell power]] of the enchantment it is resisting. The formula is:
+
Resisting an enchantment is dependent on the resisting creature's MR and 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.}}
 
{{crawlquote|If 1d100 + 1d101 is less than 102 + MR - the spell's power, the enchantment is resisted.}}
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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==
+
==Resistance Descriptions==
 
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.
 
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.
  
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|}
 
|}
  
===Player resistance===
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===Player Resistance===
  
 
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).
 
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).
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Racial multipliers are as follows:
 
Racial multipliers are as follows:
  
* 7: spriggan
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*7: spriggan
* 6: purple draconian, deep dwarf, felid
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*6: purple draconian, deep dwarf, felid
* 5: naga, mummy
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*5: naga, mummy
* 4: elves, mountain dwarf, demigod, vampire, demonspawn, ogre
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*4: elves, mountain dwarf, demigod, vampire, demonspawn, ogre
* 3: humans and every other race
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*3: humans and every other race
  
 
==History==
 
==History==
In [[0.13]] [[Phantasmal warrior]]s can apply the effect of a scroll of vulnerability with their melee attacks. [[Blink Other]] will ignore MR.
+
In [[0.13]], [[Phantasmal warrior]]s will apply the effect of a scroll of vulnerability with their melee attacks. Also, [[Blink Other]] will ignore MR.
  
 
[[Category:Game_mechanics]]
 
[[Category:Game_mechanics]]
 
[[Category:Crystal Ball Articles]]
 
[[Category:Crystal Ball Articles]]

Revision as of 13:15, 6 June 2013

Version 0.12: 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.

Most of the time, the enchantment power of a spell is its spellpower. However, mass enchantments, 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 enchantment power.

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.

Saving throws

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

If 1d100 + 1d101 is less than 102 + MR - the spell'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.

Resistance Descriptions

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 examining a monster's description.

Magic resistance adjectives are as follows:

MR description MR number
not resistant <10
slightly 10-29
somewhat 30-59
quite 60-89
very 90-119
extremely 120-149
extraordinarily 150-189
incredibly 190-239
uncannily 240-299
almost entirely >=300

Player Resistance

As a practical matter, "extraordinarily resistant" is enough to completely resist most dangerous enchanters in the game (such as Kirke, deep elf demonologists, and even ancient liches).

Player resistance is determined as below:

Experience level * racial multiplier plus the following:

  • randart MR
  • 30 for each armor of magic resistance
  • 40 for each ring of magic resistance
  • level of MR mutation * 30
  • 50 if in lichform
  • 70 when using Trog's hand
  • Everything is divided by two, if the player is under the effect of a scroll of vulnerability

Racial multipliers are as follows:

  • 7: spriggan
  • 6: purple draconian, deep dwarf, felid
  • 5: naga, mummy
  • 4: elves, mountain dwarf, demigod, vampire, demonspawn, ogre
  • 3: humans and every other race

History

In 0.13, Phantasmal warriors will apply the effect of a scroll of vulnerability with their melee attacks. Also, Blink Other will ignore MR.