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 [[paralysis]].
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'''Willpower''' ('''Will''') 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 Will, the less likely that it will be affected by an enchantment cast on it. Beings that are magical in some way (such as [[list of deep elves|elves]] or [[siren]]s), magic-users, and those that are not [[natural]] tend to have higher Will 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.
+
Monster willpower is partly based on [[hit dice]], so monsters with high hit dice tend to be strong-willed. Most monsters with one hit die have a 50% chance to fail to resist enchantments outright, in addition to the normal saving throw. Finally, some monsters have unshakeable will and are outright immune to magical enchantments, such as most [[nonliving]] creatures.
  
 
==Resistible Enchantments==
 
==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.
  
 +
<div style="column-count:3">
 
*[[Agony]]
 
*[[Agony]]
 
*[[Banishment#Monster banishment|Banishment]]
 
*[[Banishment#Monster banishment|Banishment]]
Line 14: Line 15:
 
*[[Cause Fear]]
 
*[[Cause Fear]]
 
*[[Confuse]]
 
*[[Confuse]]
 +
*[[Confusing Touch]]
 
*[[Corona]]
 
*[[Corona]]
 
*[[Dimension Anchor]]
 
*[[Dimension Anchor]]
 
*[[Discord]]
 
*[[Discord]]
*The teleportation effect of the [[Dispersal]] spell
+
*[[Dispersal]] (confuse + teleport only)
*[[Enslavement]]
+
*[[Enfeeble]] (daze + blindness only)
 
*[[Ensorcelled Hibernation]]
 
*[[Ensorcelled Hibernation]]
 
*[[Inner Flame]]
 
*[[Inner Flame]]
 +
*[[Necrotise]]
 
*[[Mass Confusion]]
 
*[[Mass Confusion]]
 
*[[Pain]]
 
*[[Pain]]
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*[[Sleep]] (but not the effects of [[Dream Dust]] from [[dream sheep]])
 
*[[Sleep]] (but not the effects of [[Dream Dust]] from [[dream sheep]])
 
*[[Slow]]
 
*[[Slow]]
*[[Strip Resistance]] (ignores MR 33% of the time)
+
*[[Strip Willpower]] (ignores Will 33% of the time)
 
*[[Teleport Other]]
 
*[[Teleport Other]]
 
*[[Virulence]]
 
*[[Virulence]]
*[[Wand of disintegration]]
+
*[[Wand of mindburst]]
*[[Wand of enslavement]]
+
*[[Wand of charming]]
 
*[[Wand of paralysis]]
 
*[[Wand of paralysis]]
 
*[[Wand of polymorph]]
 
*[[Wand of polymorph]]
 +
</div>
  
 
===Notes===
 
===Notes===
*Many of these enchantments can be resisted via other means. For example, undead, nonliving, and plant monsters cannot be [[sleep|slept]].
+
*Many of these enchantments can be resisted via other means. For example, undead, nonliving, and plant monsters cannot be put to [[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 (monster)|shapeshifter]]s can only resist it if they are currently in the form of something with unshakeable will.
*Effects produced by the [[chaos]] brand don't check MR.
+
*Effects produced by the [[chaos]] brand don't check Will.
  
 
==Resisting enchantments==
 
==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:
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Resisting an enchantment is dependent on the resisting creature's Will and the [[#Enchantment power|enchantment power]] (which is a function of the [[spell power]]) of the enchantment it is resisting. The formula is:<ref>{{source ref|0.30.0|actor.cc|121}}</ref>
  
{{crawlquote|If 1d100 + 1d101 is less than 102 + MR - the enchantment's power, the enchantment is resisted.}}
+
{{crawlquote|If (1d100 + 1d101) is less than (102 + Will - enchantment_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''.
Line 52: Line 56:
 
[[File:magic_resistance_saving_throw.png]]
 
[[File: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.
+
If <code>(willpower) ≥ (enchantment power + 99)</code>, then the enchantment is always resisted. If <code>(enchantment power) ≥ (willpower + 100)</code>, then the enchantment always succeeds.
 +
 
 +
===Enchantment power===
 +
When a player casts a spell or evokes a wand, the game uses enchantment power, which is based off [[spell power]] and the type of spell cast.
 +
 
 +
First, spellpower is modified by <code>spellpower * factor</code>, which is specific to a given spell. For example, [[Cause Fear]] and other "mass enchantments" have a factor of 3/2. The usual spell has a multiplier of 1. If your adjusted power > 35, it is then passed through a stepdown function, <code>35 * log2(1 + adj_pow/35)</code>.<ref>{{source ref|0.30.0|beam.cc|6806}}<br>Stepdown function can be found at {{source ref|0.30.0|stepdown.cc|14}}</ref>
 +
 
 +
The stepdown function means that, for every 35 enchantment power, the next 35 power requires twice as much spellpower to obtain. Since spellpower (for spells) goes through a [[Spell power#Step down|stepdown]] of its own, it becomes very hard to raise power at high levels. To compensate, many high-level spells, such as [[Agony]] and [[Enfeeble]], have large multipliers.
 +
 
 +
For monsters, enchantment power is either 1. a flat number, or 2. a number based on monster [[hit dice]].
 +
 
 +
After enchantment power is calculated, it is compared to the target's willpower (see above for more details).
  
 
==Resistance Descriptions==
 
==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.
+
Neither the player's nor monster's Will is ever given explicitly. A rough suggestion of how resistant they are can be seen by pressing the [[%]] key for the player, and e'''x'''amining a monster's description. You can also calculate the exact willpower of the player.
  
Pluses on these screens correspond to the MR level of the player or monster, as follows:
+
Pluses on these screens correspond to the Will level of the player or monster, as follows:
 
{|- class="prettytable"
 
{|- class="prettytable"
 
!Pluses shown
 
!Pluses shown
!Player MR
+
!Player Will
!Monster MR
+
!Monster Will
 
|-
 
|-
 
| ..... || 0-39 || 0
 
| ..... || 0-39 || 0
Line 73: Line 88:
 
| ++++. || 160-199 || 121-160
 
| ++++. || 160-199 || 121-160
 
|-
 
|-
| +++++ || 200 or more || 161 or more
+
| +++++ || 200 || 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 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, a player who has Will++++ should generally be able to resist the most dangerous enchanters in the game (such as [[deep elf demonologist]]s, [[lich]]es, and [[ancient lich]]es). More Will reduces the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.
  
 
===Player Resistance===
 
===Player Resistance===
Player resistance is determined as below:
+
A player's innate willpower is determined by the following equation:
  
Experience level × racial multiplier, plus the following:
+
Experience level × racial multiplier
*[[Shadow Form]]: Immune
 
*Randart MR (40 for each +)
 
*40 for each piece of [[ego|armor of magic resistance]]
 
*40 for each [[ring of protection from magic]]
 
*40 for each rank of the [[Good mutations#Magic Resistance|MR mutation]]
 
*40 in [[lichform]]
 
*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:
 
{|- class="prettytable"
 
{|- class="prettytable"
!MR per XL
+
!Will per XL
 
!Species
 
!Species
 
|-
 
|-
 
| 7 || [[Spriggan]]
 
| 7 || [[Spriggan]]
 
|-
 
|-
| 6 || [[Deep dwarf]], [[Felid]], Purple [[draconian]]
+
| 6 || [[Felid]], Purple [[draconian]]
 
|-
 
|-
| 5 || [[Naga]], [[Vine stalker]], [[Mummy]]
+
| 5 || [[Meteoran]], [[Mummy]], [[Naga]], [[Vine stalker]]
 
|-
 
|-
| 4 || [[Deep elf]], [[Demigod]], [[Vampire]], [[Formicid]], [[Ogre]]
+
| 4 || [[Deep elf]], [[Demigod]], [[Formicid]], [[Ogre]], [[Vampire]]
 
|-
 
|-
 
| 3 || All other species
 
| 3 || All other species
 
|}
 
|}
 +
 +
The following sources can add (or subtract) to your willpower:
 +
 +
* +40 for each source of Will+
 +
** [[Ego|Armour of willpower]] (Will+)
 +
** [[Ring of willpower]] (Will+)
 +
** [[Good mutations#Magic Resistance|Strong-willed mutation]] (a level of Will+ per rank)
 +
** [[Lichform]] (Will+)
 +
** [[Artefact]]s (up to Will+++)
 +
* +80 when using [[Trog]]'s Hand
 +
* -80 with an [[guile|orb of guile]]
 +
 +
Willpower is capped at 200 at this stage. Then, willpower is modified by the following factors (in order):
 +
 +
*The total is then divided by two if you are under the '''Will/2''' status (from a [[scroll of vulnerability]], the [[:Category:Vuln flavour|attack]] of a [[phantasmal warrior]] or [[imperial myrmidon]], the [[Strip Willpower]] spell, or while in [[Tartarus]]).
 +
*The [[robe of Folly]] sets your willpower to 0.
 +
*[[Shadow Form]] gives infinite willpower.
 +
 
==History==
 
==History==
Prior to [[0.13]], [[Blink Other]] was subject to magic resistance.
+
*Prior to [[0.30]], willpower was not capped at 200 (Will+++++).
 +
*Prior to [[0.26]], willpower was called '''magic resistance''' ('''MR''').
 +
*Prior to [[0.13]], [[Blink Other]] was subject to magic resistance.
 +
 
 +
==References==
 +
<references/>
  
 
[[Category:Game_mechanics]]
 
[[Category:Game_mechanics]]

Latest revision as of 11:28, 5 December 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Willpower (Will) is the ability to resist hostile enchantments such as slow, confusion, banishment to the Abyss, and paralysis.

The higher a being's Will, 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 not natural tend to have higher Will than other creatures.

Monster willpower is partly based on hit dice, so monsters with high hit dice tend to be strong-willed. Most monsters with one hit die have a 50% chance to fail to resist enchantments outright, in addition to the normal saving throw. Finally, some monsters have unshakeable will and are outright immune to magical enchantments, such as 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 put to 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 with unshakeable will.
  • Effects produced by the chaos brand don't check Will.

Resisting enchantments

Resisting an enchantment is dependent on the resisting creature's Will and the enchantment power (which is a function of the spell power) of the enchantment it is resisting. The formula is:[1]

If (1d100 + 1d101) is less than (102 + Will - enchantment_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

If (willpower) ≥ (enchantment power + 99), then the enchantment is always resisted. If (enchantment power) ≥ (willpower + 100), then the enchantment always succeeds.

Enchantment power

When a player casts a spell or evokes a wand, the game uses enchantment power, which is based off spell power and the type of spell cast.

First, spellpower is modified by spellpower * factor, which is specific to a given spell. For example, Cause Fear and other "mass enchantments" have a factor of 3/2. The usual spell has a multiplier of 1. If your adjusted power > 35, it is then passed through a stepdown function, 35 * log2(1 + adj_pow/35).[2]

The stepdown function means that, for every 35 enchantment power, the next 35 power requires twice as much spellpower to obtain. Since spellpower (for spells) goes through a stepdown of its own, it becomes very hard to raise power at high levels. To compensate, many high-level spells, such as Agony and Enfeeble, have large multipliers.

For monsters, enchantment power is either 1. a flat number, or 2. a number based on monster hit dice.

After enchantment power is calculated, it is compared to the target's willpower (see above for more details).

Resistance Descriptions

Neither the player's nor monster's Will is ever given explicitly. A rough suggestion of how resistant they are can be seen by pressing the % key for the player, and examining a monster's description. You can also calculate the exact willpower of the player.

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

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

As a practical matter, a player who has Will++++ should generally be able to resist the most dangerous enchanters in the game (such as deep elf demonologists, liches, and ancient liches). More Will reduces the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.

Player Resistance

A player's innate willpower is determined by the following equation:

Experience level × racial multiplier

Racial multipliers are as follows:

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

The following sources can add (or subtract) to your willpower:

Willpower is capped at 200 at this stage. Then, willpower is modified by the following factors (in order):

History

  • Prior to 0.30, willpower was not capped at 200 (Will+++++).
  • Prior to 0.26, willpower was called magic resistance (MR).
  • Prior to 0.13, Blink Other was subject to magic resistance.

References

  1. actor.cc:121 (0.30.0)
  2. beam.cc:6806 (0.30.0)
    Stepdown function can be found at stepdown.cc:14 (0.30.0)